Urgots Winrate is at 33,27% for players who played him 5-15 times and 67,08% for 50-125 games
nerf urgot pls too high skill ceiling
nerf urgot pls too high skill ceiling
The thing is, Urgot is actually pretty strong. People just stereotype him as being terrible and underpowered. Or maybe people don't play him because he's ugly.
He is relatively weak
He's weak early, underwhelming midgame, and OP as hell late game if he get's built. That and most people don't mix abilities and AA's, which is really the best way to max damage output on him.
Weird, I'd say the exact opposite. He's strong early (as long as he doesn't get oom), dangerous mid but falls of late cause he can't use on hit effects, crit, lifesteal or attack speed effectively.
active (instead of crit and on-hits), replace lifesteal with his shield scaling of mana,

for his "atk speed" issues and 'ere u go - he deals suprisingly huge damage with just those 3 items and has enough survivability with tankyness of his build and his W
And if you have deep urgent for getting close I suggest you building
and weaving Qs between AAs
The thing about Manamura's active is that it drains like a bitch and damage is reduced when you have less mana. And shield doesn't replace the sustained heal of stacked lifesteal.
Also personally I take 10% CDR with runes and masteries, so I tend to go for Brutalizer for CDR and Randuin if I need armor.
Nobody will leave Muramana's active toggled on all the time - only for bigger teamfights or duels when your damage is really neccessary (ofc prolonged fights will puts him in bad spot - theres no doubt). Lifesteal is easily replaced by his tankyness (he is not a classic marksman - he's something between juggernaut and marksmen + ult gives him loads of armor and mres when the shit hit the fan). When comes to duels his passive brings him enough hidden power to deal with assassins and marksmans. And never buy Randuins over FH - FH brings him so much synergy with his kit and his build, he can't simply bypass it (thanks to not-so-long-ago ratio buffs to his shield + obvious boost to the damage of manamune/muramana). And I don't understand where do you want to put brutalizer in his build when it builds only into youmuu's now (a.k.a. lots of unneccessary stats for Urgot).
I don't actually build up Brutalizer, as is it's a great item, Youmuu's is not. It's to complete to 40%, combined with cleaver's 20 and runes/masteries 10.
I think your build is good and all, but I tend to build him more for roaming and attrition (being top lane and all) than for snap fights. In that context his ult's resistances last only 3 seconds, which is alright for taking a Riven combo but not for lasting engages at range against a Tristana.
Frankly I really don't think he can be played effectively as an ADC in the current meta.
I feel like hes decenr early, weak mid, op late. Level 16 ult range is rediculous
Yeah, I generally need flash to get a good engage with it at level 6. But from level 12 onwards it's ridiculous. As long as you don't just pull an enemy out of a Lux ult that is. Not that I've ever done it.
I have issues with his Q range. That's basically it. The enhanced Q range used to be a lot longer, but now you can't actually use it reliably in teamfights without being in blow-up range (hence why you have to build him somewhat tanky). And honestly that's not a bad thing, since it used to be such an overbearingly OP range imbalance in lane that he was considered, bar none, the strongest lane bully in the game (at the time of his Q range's peak).
He's an incredibly good toplaner, though. And he's still a decent lane bully in mid and bot, though he's not an ADC outright (he doesn't use crit and barely autos because of his low range, for example, and his waveclear is abysmal)
It'd be interesting to see what would happen if the lock-on range increased with ult level, similar to how GP's barrels and MF's impure shots work
Because it would be a definite buff to his late game without making his laning stupid again
[{quoted}](name=Auz the Ripper,realm=NA,application-id=3ErqAdtq,discussion-id=EWJ306pX,comment-id=000000010001,timestamp=2015-10-08T00:56:51.892+0000)
It'd be interesting to see what would happen if the lock-on range increased with ult level, similar to how GP's barrels and MF's impure shots work
Because it would be a definite buff to his late game without making his laning stupid again
You're hired.
Personally I think that a very dangerous but possible route would be to treat his Q like an Ezreal Q and let him proc on hit effect. That might be too much though and it might need a nerf sort of like yours. Another option would be to put the scaling on his E instead, so that his Q doesn't become even more of "THE ESSENTIAL ABILITY" to max first.
And BTW, he already has a skill whose range scales with level (his ult).
I feel on-hit effect would be too much power simply because sheen exists. Sheen would become mandatory on urgot because of the sheer damage it would add to each Q and then Riot would start balancing him around the assumption that everyone gets it, leading in a Ahri/Deathfire-type feedback loop. Urgot also has very little use for any other on-hit item, except for life steal, because they all have attack speed which urgot can't utilize effectively
[{quoted}](name=Axis the Dragon,realm=NA,application-id=3ErqAdtq,discussion-id=EWJ306pX,comment-id=00000001,timestamp=2015-10-07T23:04:15.141+0000)
I have issues with his Q range. That's basically it. The enhanced Q range used to be a lot longer, but now you can't actually use it reliably in teamfights without being in blow-up range (hence why you have to build him somewhat tanky). And honestly that's not a bad thing, since it used to be such an overbearingly OP range imbalance in lane that he was considered, bar none, the strongest lane bully in the game (at the time of his Q range's peak).
He's an incredibly good toplaner, though. And he's still a decent lane bully in mid and bot, though he's not an ADC outright (he doesn't use crit and barely autos because of his low range, for example, and his waveclear is abysmal)
Lol same weaknesses as Ezreal.
The thing is, eve is actually pretty strong. People just stereotype her as being unfair and rigged because they cant ward. Or maybe people don't play her because she requires mastery to do well.
also how have people not realized this is a clever protest post against the logic for nerfing eve, and not an actual complaint about urgot.
99% league population : He's too ugly.
1% league population : Let me bring in numbers and calculations to explain in the upmost accurate expatiation as to why he has such an unconprehendable low play rate.
I find him cute. But I am very weird. I mostly empathize with his quotes.
Existence is indeed torment.
Truthfully the ugly part actually has a lot to do with it.
people don't play him because he's actually really hard to play right and there is a ton of strategy and gameplay finesse involved. I personally hate playing him because I find him clunky and non-intuitive, and consequently have a terrible win rate with him. If I actually enjoyed playing him and practiced I could probably stomp most matches with relative ease.
^ this
He build like no other champion does anymore, while being a ranged champion with the shortest range possible centered around simulatneously remaining at huge ranges and poking every 1.6 seconds WHILE having tanky utilities. He has the weirdest mix of incentives you can imagine. But that's why I like him.
Also, are you playing him ADC ? You really shouldn't be.
Urgot ADC has a 100% winrate against Quinn.
Clearly hard counters her too much. Quinn needs buffs confirmed.
Its also funny that if you sort by "Display matchups with at least 100 games" there are none. Lol
Why did you neglect to mention that his win rate is 41% for 125+ games played according to the same exact site? You ever figure that that website uses super small sample sizes that don't give accurate data?
If you look at the actual distribution it says that the 50-125 bracket is only 10% of the data collected. The total sample size is 602 games. This makes your 67% win rate statistic based off of a 62 game sample size. This is not accurate data
I think OP is being... sarcastic? I don't think he's honestly serious.
Oh man, I wish the same could be said about Cass: http://imgur.com/8LwPUVl
Oh man, I wish the same could be said about Cass: http://imgur.com/8LwPUVl
Lets conveniently ignore that other lane: http://champion.gg/champion/Cassiopeia/Top
Are you seriously suggesting to go top with her where she instantly gets ganked to hell or murdered by Darius, Gangplank and Fiora? Let's also conveniently ignore the difference in counted games between both lanes.
Are you seriously suggesting to go top with her where she instantly gets ganked to hell or murdered by Darius, Gangplank and Fiora? Let's also conveniently ignore the difference in counted games between both lanes.
So, you're ignoring that 62% winrate top lane because you don't know how to top lane? Her win rate is positive or even for 2/3s of those. Circle jerk some more.
SO you're ignoring the miniscule sample size compared to mid lane? The number of games they have stats for top lane combined with the win-rate indicates to me that the only people who play her top are people who are really good as her.
SO you're ignoring the miniscule sample size compared to mid lane? The number of games they have stats for top lane combined with the win-rate indicates to me that the only people who play her top are people who are really good as her.
Or, you could've looked at the stats and notice that's not true, her top and mid are picked roughly by the same groups, she wins more often top, and this was the case with "old" Cass as well. Cass had always done much better top than mid, this is absolutely nothing new. Either way, 62% is 9% higher than Riot's point of what is considered balanced when played by a dedicated player, they say 53% is fine not 62%. It's okay though, I know you circle jerkers like to reject stats that don't align with your agenda then make up a bunch of lies.
How did you check this? I'd be interested in doing some research on win rates vs number of times played.
Champion.gg
I have played
as a support and have had a lot of success. He works best with
. You have to push the enemy adc out of lane nonstop which is not very hard with Urgot. Thanks to this W lowering enemy armor, and his Passive lowering their damage. Thanks to this his adc will always out trade the enemy. He is a really good support against assassins because of his ult; If the assassin jumps on your adc you can shut them down with your ult and your team gets the kill (made a
rage quit because every time he popped up I just ulted him and he got bursted).
sshhhh don't give it away, I'm sitting on supportgot for the next time Morg trends bot!
Urgot your back.
I played him once,in aram,cause i didnt have reroll (no one wanted to trade),in his free week (of course), i started building him adc,then i died so many times dat i started making him tank,i won (i got carried)
Muramana -> Black Cleaver -> CDR Tank is the usual way to build him, though if there are other tanks on your team you can afford to drop a tank item for a Last Whisper
And occasionally Essence Reaver, if you can do a good job mixing AA's and abilities.
People really hate on him for being binary and simple, demanding a rework, but people play the likes of him and Annie just fine.
I think the only thing that really sucks about him is his level 1 ult range. Its level 2 and 3 ranges are good enough for me, but the 1st is really bad.
He's not bad in my opinion. His problem is that people don't really know how to build him efficiently, or play him right.
His stats are just so underwhelming compared to other champs, and his telegraphed grenade can be easily dodged making his Q difficult to hit with.
The champ itself isn't terrible, I'm sure in the right hands he can be very strong. But the fact is he's weak, which makes him a lot harder to play then most champs. Why would someone choose him over playing Gnar top for example.
Where did you get that data? Also in which position?
A bit OT, but can you tell me where did you find this information? I'm curious and I want to check it for some other champs aswell
67% when is mastered, then u will compare him due with the other mastered champions. I dont know the winratios of mastered champions
Yesterday evening I went bot cause I was last pick and Jarvan IV picked support for some fucking reason and I ended up at 10/0/0 for the first 20 minutes of the game. The teams were even on score though (20 to 20), so you can guess how one fed Urgot deals with an entire fairly balanced team on the other side when nobody can sodding carry.
Bragging aside, he does have a high skill ceiling. This as well as managing to master his Q, which isn't just a part of your combo, you have to treat it like a second auto-attack that is a skillshot instead of a lock-on. I think another factor is long timers don't play him ADC. He's just very weird, with a lot of counter intuitive aspects.
: So you're an ADC, right ?
: Yes but I have the shortest range of any ranged champions. But it's K cause I mostly use abilities.
: So like Ezreal ?
: Yes but I have no mobility and I since I can't really rely on autoattacks I don't build Lifesteal, Crits or Attack Speed. Also it's hard for me to proc sheen or any on hit effect.
: But you have a good ult at least ?
: Well it's a one second suppression that reverses my position with my opponent, deals no damage but makes me tanky.
: ...
: Wouldn't you rather go somewhere else ?
I personally think he should be "Fighter/Marskman" instead of "Marksman/Fighter".
Its because most people with 50-125 games main him
I like how hes thought of as bad and low elo players don't know his abilities (his range) and I can destroy with him
These stats must be from me and fellow Urgods http://i.imgur.com/OkoRlUg.png