"Idea for Urgot Rework" Discussion
Okay, so I've noticed that Urgot
seems to be one of the champions who have been picked the least in a long time and he's been the champion with The Lowest Win-rate in the entire League.
When I joined League back in season 2, I picked up Urgot due to the hilarity of shooting his Acid Hunters out at literally anyone, always hitting as long as you hit the E before. He was fun to run around back when my summoner level was below 20, however after this, I realized how hard it was to play him properly and therefore stopped playing as I started playing for the win a lot more instead of for the fun of it.
Urgot's biggest problem to me is his kit. It seems like Geeves and Issfire were not sure on what they wanted to do with this champion. His Q and E are great skills for a marksman kit and the slow from his W fits somewhat into that kit as well, but his Ultimate does not fit into the role of a squishy carry as he does not wish to go into the middle of the enemy team in a teamfight. His passive seems great in general, but the way hit kit works, he focuses down one person with his Q and therefore is incapable of spreading it to the entire enemy team, which would be preferred His auto-attack range doesn't help a carry with no mobility either, but for now, let's focus on his kit. Some players do play Urgot as a Tank however and I personally prefer this build as well For this, his Ultimate is great and you're capable of swapping a carry out, putting them inside your team whilst the enemy team gets you inside of them. For this kit, he also has great CC and other debuffs that help him, slowing enemies, reducing damage dealt by the enemy and removing armor. His Q however doesn't do a lot during this and only helps make him slightly more of a threat if he's going with the tank role.
Neither of these two builds are optimal as they have a spell each that doesn't seem to do so much for the kit. I therefore have some ideas as to how to rework Urgot as it seems to be something he needs. Personally, I think Urgot could be reworked into two champions as his kit can be reworked into either a Marksman Kit or Tank/Fighter Kit.
I have a few suggestions about what could be done with these builds below:
First I'll go over the Marksman Urgot kit, if this is where Riot wants to go with for Urgot. He seems to be very centered around his Acid Hunters and therefore it seems to be what Riot wanted to make him into from the start. Here's my ideas for a rework of his kit: First, his range. He is the marksman with the lowest range and this doesn't do well for a marksman, as he should come closer to matching the range of his spells. I do not see any reason to not fit his range with that of Lucian or greater if he were to be made into a dedicated marksman. Next, his passive. As a Marksman, his job is to stay alive and kill a single target at a time. His current passive deals with the first, but doesn't do so much for the second one. I am unsure of how to put in a passive for this kit, but I'd like suggestions for it. Next, his Q. The only difference I'd like to see to this is, I'd like for it to have a shorter (or even removed) cast-time, meaning Urgot would be even less hindered from throwing it out. Some other ADCs already have this and it would work in great favors for him. Next, his W should be changed into some form of mobility instead of a slow for the enemy. A blink wouldn't work for him, but an increase in speed along with something else would be worthwhile. Next, his E. I have no problems with his this spell works now. Maybe an increase of the range to the same of his Q would be sufficient, but other than that, this skill is solid. Next, his ultimate. To keep up to his lore, it would make sense to still have him being able to rush into enemy lines, but it would however be better to do it a bit more like a marksman. I was thinking somewhat of a combination of Azir's and Jarvan IV's ultimates and jump directly into the enemy and pushing people back in a circle around him, not allowing anyone closer for a short duration. This should have relatively long range, but it should also take time to get there in the jump itself.
Next, I'll go over the Fighter Urgot kit. It seems to be what people enjoy most about Urgot, being a very all in champion who's capable of singling out priority targets and reduce the damage of enemies. I'd wing this build more into First, if we place him in the Fighter role, he would be One of Seven Ranged fighters (according to Riot), where the only ones I usually see in the fighter role are Elise, Gnar and Swain, two of whom have a melee form. Ranged Fighters are not very common in the League and therefore sometimes suffer slightly from this. This might be something that should be taken into consideration were he to be remade into a fighter. Personally, I'd like to see him be made melee if the following kit were to be implemented, as it would suit it more. Next, his passive. As someone who tries to debuff the entire enemy team, this is great, however I would replace this with a different passive as I am planning on using his current passive for something else later on. His new passive should benefit from being among enemies as this is likely where he would be in a teamfight. This could be that he receives 3/4/5% movement speed per enemy within 500 yards, which could make him get out of the enemy team quickly once he was in there, or something of the like. Another potential passive could be that he regenerates a small percentage of any damage he takes after a few seconds. Next, his Q, I have no idea about. Q's are usually a champion's main damage mechanic, so I was thinking a spammable (2-3 seconds cooldown) AOE burst around him that reduces armor for a few seconds (stackable). Next, his W. A shield that makes him slow others is great, however an idea for a different shield could be the following: When he activates his W, he gets a shield for a flat amount plus scaling dependent on AP for 5 seconds. As long as this shield is up, enemies within 500 yards or so are slowed by 10/15/20/25% (Or 15/20/25/30%). If the shield is broken however, enemies around get their damage reduced by 15% for 2.5 seconds (His current passive). The cooldown could be anything from 14-20 seconds (I'm not that great at balancing things out here). Next, his E would be an enabler. I do not have any solid ideas for this, but this spell could be sort of a long range targeted hook. Use it on a champion and this champion moves 100~200 units (Just enough to pull someone over some walls) towards Urgot and if it was an enemy that was hooked, it should deal some damage and remove some of their armor and magic resist. This should have a relatively long cooldown as even a small pull can have devastating effects on a target. (Especially considering it's a sure hit) And lastly, his ultimate. Personally, for this Kit, I wouldn't want to see it changed. Maybe some tweaks to the channeling time, cooldown and range, but that will be dependent on how it works with the rest of the build. I tried to build the kit around this spell, so seeing it changed for this build would be devastating.
Those were all my suggestions on how to improve Urgot. I would be glad if someone were to continue this discussion by either other ways of making him or ideas for tweaks on mine on this champion. And of course one could always hope that this might come into effect on the PBE, but that's not very likely.