Rework concept: Urgot, the Headsman's Pride

Smithney·11/23/2015, 5:02:46 PM·6 votes·1,343 views
http://ddragon.leagueoflegends.com/cdn/img/champion/splash/Urgot_0.jpg

Disclaimer: If you don't like my concept, but would like to raise attention for Urgot nonetheless, please use the poll attached to this thread rather than downvoting the original post. Doing so unfortunately downvotes the entire thread, which means any helpful comments in this thread would end up being buried along with it!

Urgot has been out of favor for a very long time. He has seen a resurgence for a while during the Season 5, but he still remains an issue for Riot. The combination of relatively reliable kit, oppressive gameplay and identity crisis prevents Riot from allowing him to become strong. They have decided that Urgot is going to need a full-scale rework at some point, and I would like to contribute a little. ;)

First off, it is necessary to decide whether Urgot is a Bruiser or a Marksman. I don't feel like frankensteinesque cyborg is a good fit for a role that thematically requires dexterity, which is why I'd like to turn him into a melee to midrange monster. Second, his kit as whole needs improvements. Right now his R feels out of place on somebody who likes to barrage single targets on modest range. His passive would better suit a tank than a damage dealer. He also needs to lose some reliability: instead of simply hit (E) and gun (Q), Urgot should try harder to single out a vulnerable enemy to be rewarded with potent single target damage. Last, imho Urgot needs some interaction with his enemy. Perhaps his playstyle could be made more interesting with ways to outplay his enemy. Of course, the rule of "stay away from this guy" is likely going to remain.

Let's head to the concept, shall we?

Urgot is now melee instead of ranged. He hasn't, however, lost his ranged capabilities, as you will see further down. His ranged AAs have, imo, never been the true source of his power, and removing them should reduce the complexity of his gameplay.

P: Acid Visor Urgot's basic attacks and abilities leave an Acidic residue on his enemies that decays after a short while. After applying five stacks, Urgot can lock-on on the target, improving the accuracy of his abilitites. Note: The melee AAs apply 2 stacks of the passive.

Locking in on a target is imo the most fun part of playing Urgot. Hitting the right target and taking it down with Qs makes the player feel truly like a terminator. To enforce the fantasy, Urgot has to try and single the target out manually before going all-out, then trying to keep the passive on as long as possible. On the other hand, he is rewarded with lots of single target damage, which makes him scary in 1v1 scenarios.

Q: Acid Hunter (very short cooldown) Urgot fires a missile that damages the first enemy hit, applying a charge of Acid if it hits a champion.

Lock-on: Acid hunter missiles home in on a locked-on target at increased range.

Remaining largely the same, the Q becomes Urgot's main ranged farm and harass tool, if not the premier means of damage. The fun of hovering over the enemy to rain terror is here to stay.

W: Terror Capacitor (medium cooldown) After a short cast time, Urgot raises a hexmagnetic protection field in target direction, reducing all damage from projectiles coming from the direction for a short duration and slowing the enemies who fired them. Urgot stores up damage prevented this way, increasing his attack damage after the shield dissipates (up to a cap).

Terror capacitor hasn't been very fun to activate, despite actually being pretty useful if played well. By making the ability more reactive, Urgot has a new tool to outplay his enemies with (unless he fails of course). To prevent the ability from turning into a pseudo-initiation with the slow, the shield has a short cast time before it becomes active.

E: Noxian Corrosive Charge (medium cooldown) Urgot launches a charge that impacts target area after a short delay (think Koggles ult, or better, Ravagers from Starcraft 2: LotV). The charge deals damage in the area and reduces armor of enemies hit, also applying 3 stacks of Acid on champions hit.

Lock-on: The charge now securely hits locked-on targets (the locked-on target becomes the epicenter of the impact).

Formerly a key to Urgot's combo, his entire success depended solely on this very ability. Hitting it resulted in a moment of powerful free damage; missing led into disappointment. With the combo enabler relocated to his passive, Urgot's E can now become an interesting utility. Do you need area denial to prevent an enemy from retreating? A followup after a successful engage? A damage boost for finishing a vulnerable enemy? How do you use the charge is up to you!

R: Termination (very long cooldown) Urgot activates his Termination engine, locking on a target champion and firing a barrage of homing missiles at the target after a few seconds. Enemies can intercept the missiles for their ally. The missiles deal increased damage to locked-on enemies and reapply (but don't apply) the Locked-on debuff. Urgot can move while channeling the ultimate, but cannot attack or use his (non-summoner) spells.

The ultimate weapon of single-target destruction. Not only it safely allows Urgot to lock on on a target, it also potentially deals lots of damage to the unfortunate enemy. The only way to save yourself from the wrath is to have (preferably unscathed) allies to take the shots for you. The ultimate's use in duels is obvious. But in teamfights, he can use it to either punish out-of-position enemies, unleash chaos upon unprepared teams, or to force enemy backline into tough decisions after the frontline has been afflicted with lock-on as well.

Strategy: Urgot is a true horror in single target scenarios. After covering his enemy in acid, he can launch a barrage of abilities that quickly wears down even the sturdiest of opponents. Urgot dominates the laning phase: his Acid hunter is a versatile tool that can be used not only to farm CS, but also to harass the enemy and threaten him or her with all-in. Skillful use of his W can deter more aggressive enemies and repay them their daring in kind. After level six, Urgot's dueling potential becomes immense, making the enemies think twice before any engage involving the Headsman's Pride. Come midgame, Urgot's strong battle prowess comes at the cost of limited mobility. Players can make the best use of the robot cyborg by assisting by pushing: intimidating the enemies with his strong single-target damage and durability. The Noxian Corrosive Charge is a useful area-of-denial tool in tight jungle spaces. Coupled with frequent Q poke, enemies will have a hard time defending or assaulting objectives. In lategame, Urgot's main role becomes harass and teamfight flanking. While he can indeed still do reasonable damage to enemy frontlines, the concentrated damage of his kit seriously threatens out-of-position squishies, who can get decimated by Urgot's surprising lategame burst. However, in the lategame, Urgot isn't exactly the tankiest of bruisers, so he himself needs good positioning to stay relevant.

Synergies and counters: Urgot's damage is valuable in pick-off compositions. Aside from being a strong duelist, Urgot can melt singled-out enemies. Champions like Morgana or Nautilus provide more than enough crowd control to let Urgot do his job, while champions like Sivir or Sona can help him reposition in fights. While Urgot's damage is a menace even to enemy tanks, enemies that can reliable poke him from safety pose a surprising threat to his medium-ranged force. Nimble long-range kiters like Gnar or Karma can wear him down before he can successfully stack his passive. Azir or Xerath also challenge Urgot's dominance with their safe, long range abilities.

I hope you will like my idea of improving Urgot's lifeplaystyle. I myself am not a frequent Urgot player, but then again, who really is? This tells a lot about his current state, which has reached memetic status over time. Those who have experience with Urgot can surely make a few suggestions on my iteration, and I am keen on reading them. ;) All in all, feel free to constructively comment, and if you don't like to, you can use the poll below.

10 Comments

jogoblington11/23/2015, 5:14:36 PM1 votes
  1. I think this really would make him even better and allow him to be a melee/ranged juggernaut! Urgot Urgot
Hello I am Bird11/23/2015, 9:55:11 PM1 votes

I really like this concept :o

HeadHonchkrow11/23/2015, 10:37:06 PM1 votes

I especially like the "Urgot is melee" concept

Spoofghoul11/23/2015, 10:37:20 PM1 votes

The ult concerns me aswell as the W Still too little counterplay to the ult as it is free damage. And blocking projectiles im not sure about that one.

I have a few ideas for Urgot myself.

The passive is where i would add the armorshred, 5% for each stack of acid up to 5 stacks/25% shred. Each ability/auto attack would ad a stack, ult adds 1/2/3 stacks. At 5 stacks you can home your q in on the target.

I would add a small splash to his q rockets. Homing Q has increased range.

For W i would change this to hyperkineticdrive which creates a barrier scaling with mana/ap/bonus hp which redirects 50% of damage taken to this shield. As long as the shield persists it grants Urgot a small movespeed bonus, 15% damage reduction and reducing the cooldown of his abilities by 10% for every teemo distance he moves and whenever he hits a target with his Q or auto attacks.

I would ad a harpoon to the E which pierces the targets armor, scaling with rank, and creates a ''tether'' which binds Urgot to his target and for a minimum of 1 second neither Urgot and his opponent can break this tether nor move beyond its range away from the other guy. After the first second has passed both targets can leave its range but doing so before the tether breaks will cause the target to be slowed and bleed for 5 seconds, dealing 125% of impact damage . Tether duration is 5 seconds. Cooldown is medium.

I do like your E ability but i would swap it to the ultimate, use it as more of an artillery similar to kogs ult, applyieng 1/2/3 acid stacks, and slowing the targets near the impact point by 15/20/25 %

vivjan3011/24/2015, 12:23:17 PM1 votes

dont make him completely melee, maybe give him like a 420 aa range.