Urgot needs something
I think we can agree
is not even really viable anymore. His build is super expensive, he is one of the slowest champions in the game, his attack range and the range of most of skills are very short to the point of him being almost melee instead of ranged. Also, tanky champions these days are not so much raw stats, instead they tend to have an effective form of zone control; this is why we don't see
or
very much anymore, they're "wall" tanks of pure stats not heavy control like
and
. Urgot has his ultimate, which sorta helps but it has a long cooldown, and his W but his W ends being a single target affair, not really zone control.
Riot decided to re-categorize him as a Marksman/ Fighter. The fighter part fits, but he is not really a Marksman. He has none of the exponential scaling with crit and attack speed that traditional ADCs like
and
have, he scales mostly off cooldown reduction; CDR is costly at best, So he ends up being a crappy ADC. What is left, a rework? I like his kit, and I think it can buffed in such a way that he can work fine without number changes. If that fails I also have an idea to remake him in a more useful role.
First, the buff proposal (Section 1):
A change to his [W] Terror Capacitor:
Urgot charges up his terror capacitor to gain a shield that absorbs 60/100/140/180/220 (+80% Ability Power) plus 8% of his maximum mana (+0) damage for 5 seconds. While the shield is active, Urgot's attacks and missiles slow targets by 20/25/30/35/40%. Urgot's attacks and missiles slow the target and steal movement by 10/12/15/17/20%.
Comments: This is about giving Urgot better chasing ability against targets he has successfully marked with his E. He is suppose to be terrifying, so he moves faster when he hits them and they move slower. The scaling with this is such that Urgot should be able to keep pace with even some of the fastest champions while they are affected by his W.
A change to his [E] Noxian Corrosive Charge:
Remove the channel time from this ability and allow Urgot to cast it while moving.
Comments: This would solve one of the huge problems
has, the ability to land his E with some regularity. Right now, the ability is extremely telegraphed, meaning the enemy can see it coming from a mile away. So unless the enemy makes a mistake you likely never land this on a target unless they have been disabled by an ally or slowed in some way. This is awful, because this ability is extremely core to Urgot's damage, and when he can't land it he does no damage. These changes would allow him to be more mobile in his attack and it would be much more difficult to avoid his damage output.
Ending Comments Section 1: With these changes to his W and E, I think he'll be more usable and therefore actually picked. Right now he has at the most, a 0.35% pick rate in top lane; even less in mid and bot lane. He clearly needs QoL changes at best.
Now the rework proposal (Section 2):
I think he could be reworked into a Tank/Assassin role. The idea is he builds like a tank but under certain circumstances, he is very good at killing high priority targets like Mages, ADCs, and hell some Assassins if they are really that big of a threat. Otherwise, he hits like a tank, respectable but not face-spiltting DPS. He would still be a ranged tank of sorts but he would be changed so he would not be mana-starved without
. I think having the option to build adaptable both early game and late is something every champion needs, and those that are crippled if they don't buy something like
early, are poorly designed. So, lets get started; shall we?
Passive: Unchanged.
[Q] Acid Hunter - Cost 40 mana, 2 second cooldown Range: 1000 (unguided) 1200 (guided)
Urgot fires a missile toward the cursor that deals~~ 10/40/70/100/130 (+85% Attack Damage)~~ 60/100/140/180/220 (+40% Bonus Attack Damage) physical damage. If Acid Hunter kills a unit half its mana cost is refunded. Missile-lock can be achieved by holding the cursor over a target afflicted by Noxian Corrosive Artillery.
Targets affected by Noxian Corrosive Artillery take additional physical damage equal to 20% of the difference between Urgot's maximum health and his target's maximum health.
Comments: In transitioning to a tank role, the base damage of his Q is buffed but the scaling of his Q is nerfed in such a way that you have to build AD for it to hit extra hard. The second part is what gives Urgot that assassin-esque trait where if he has a lot of hp against a ADC then he chunks them for tons of damage even if he alone. The example I used to calculate the scaling was
with
vs. a
, both at level 18. The bonus came out to being 207.6, so that would hurt against an ADC when you combine it plus the base damage of 220 coming out to 427.6 damage. So yeah, pretty powerful.
[W] Thaumaturgic Overrides - Cost 50/55/60/65/70 mana, 10 second cooldown
Urgot gains bonus health equal to 50/70/90/110/130 (+10% Maximum Health) for 4/5/6/7/8 seconds. If Urgot scores a kill or assist while Thaumaturgic Overrides is active, restore health equal to the bonus health gained; this heal can only occur once per Thaumaturgic Overrides.
Comments: This ability is a replacement to his old shield that scaled off mana, remember he should not need to build items like
to function. Yes this ability can be used to buff the damage of his Q's secondary effect. The healing component is a reward for scoring that kill or assist and can turn the tide in a teamfight.
[E] Noxian Corrosive Artillery - Cost: 70 mana, 20 second cooldown (1 second cooldown between casts), Range: 2000 (cast range), 150 (radius of impact)
Urgot fires a Corrosive shell a high into the air, landing 0.25 second later, dealing 50/75/100/125/150 (+50% Bonus Attack Damage) physical damage over 5 seconds and revealing them for the duration. Acid Hunters refund 100% of their mana cost when hitting a target affected by Noxian Corrosive Artillery. Max 2 charges.
Comments: This ability is been changed to be more of a ranged initiate and poke. It has a rather large cast range but the particle would go out of player sight height and would land at a location, somewhat like
's ult or
's W. It runs off a two charge system so you can either stretch it over 10 second periods or use them all in a teamfight to output tons of damage. I like to think of this ability as a long range harass that could also be used to catch junglers trying to gank bot lane, for example.
[Ult] Hyper-Kinetic Position Reverser - Cost: 100 mana, 120/100/80 second cooldown, Range: 700 cast range, 375 fear radius
Urgot targets an enemy champion and channels his Hyper-Kinetic Position Reverser for 1 second, swapping locations with his target afterward and terrifying nearby enemies for 1.5 seconds. His target is stunned for the duration of the channel. Urgot takes 30/40/50% reduced damage for 5 seconds beginning at the start of the channel, and his target is slowed by 40% for 3 seconds after being swapped.
Getting a kill or assist reduces this ability's cooldown by 30%.
Comments: Not really that much of a change, his ult stuns instead of suppresses so it can be
'ed but now if he gets a kill or assist he can use it more often. A fair trade, I think, since it makes his initiate less oppressive while making it more frequent. Also the cast range was made baseline 700 so it is not too far but not too short. The reduced cooldown from good plays is meant to give Urgot the ability to have a fair bit of teamfight control often enough that he can compete with more mainline tanks like
and
without having too much control abilities in his kit.
As far as I build, I could see him building:
with
being a core item for him, giving him a reliable initiate and good health and mana pools.
Ending Comments Section 2: Urgot as a Tank assassin would be interesting I think and would introduce the idea that just because the tank is fighting the ADC doesn't mean the ADC automatically wins. With Urgot it can go the other way. While he doesn't have as much crowd control to throw around, good teams would be able to take advantage of his ultimate's and win fights and thus games.
Thoughts? Comments? PG-13 please :)