If I could Re-work Urgot, this is how I would do it.

Evil Jester··2 votes·667 views

I didn't use any real numbers for damage and or CC other than time based numbers in this because I'm not the best at math and feel I would not do well in proper balancing so instead I used descriptions in the same style as you would find on the client and decided to leave it to your imagination.

let me know your thoughts.

Passive: Grotesque Vital Fluids Upon death, Urgots grotesque body overflows with corrosive fluids for 1 second, he will then explode, leaving a lingering corrosive gas in a small area for 5 seconds that slows and damages enemies based on his level every second they remain in the gas until it dissipates.

Q- Acid Hunter Missile ACTIVE: Urgot fires a missile in a line towards the cursor, dealing physical damage to the first enemy hit, leaving a corrosive charge for 5 seconds dealing physical damage over time.

W- Terror Capacitor ACTIVE: Urgot charges up his capacitor to gain a shield that reduces Damage taken by a base percentage, plus a percentage of his maximum health, for up to 4 seconds. while the shield lasts, Urgot gaines flat movement speed and ignores unit collision.

E- Swap Ray ACTIVE: Fires a slow moving Skillshot based beam that decreases in size the farther it travels. If the beam hits a champion they will be charged, and after a .5 second refresh, Urgot my press E again to swap places with the afflicted champion while within a certain distance, if the enemy champion is too far away, then after 3 seconds the charge will detonate, dealing magic damage and applying a mild slow effect for 1.5 seconds. can be blocked by minions and neutral monsters, but he won't swap with them.

R- Noxian Overdrive ACTIVE: for the next 7 seconds, Urgot goes into Noxian Overdrive, empowering his abilities. While in this state, Acid Hunter Missiles lock onto targets that are hovered over your mouse cursor within a medium radius, and gain Splash damage, dealing initial damage to surrounding targets and adding reduced corrosive charge to surrounding targets within a small radius. initial target will still take full corrosive damage. Terror Capacitors shield will persist for the full duration of Noxian Overdrive and is empowered, dealing minor magic damage within a small radius around Urgot, allies also gain a small percentage of Urgots bonus Armor and Magic Resist while the ult persists. Swap Ray will ignore unit collision, and the slow is applied instantly on hit, or after the swap is complete.

I decided his Q should be a little more threatening as i felt it didn't do a whole lot as a harras tool being able to be blocked by minions, so i gave it a corrosive buff to compensate for it, now it is a lot more powerful while still avoidable through kitting and staying behind your minions.

As for his W, I wanted to boost urgots identity as an ADC tank, with emphasis on tanking potential, by adding damage reduction through a percentage instead of a flat number, and by adding health scaling instead of AP scaling, i feel this opens up more item options for more pure tanking builds such as randuins, warmogs, and banshee's veil.

His E is a modified version of his old ult, it no longer gives armor or suppresses them, but gives urgot an annoying form of CC. I added the ability to be able to swap on will so Urgot could avoid baiting situations making it a worthwhile tool to use and with his new tanking prowess, gives his a great initiation tool to single out carries and throwing himself into the enemy teams with encourage them to waste damage and spells while his teammates finish off the carry. The drawback, the further the beam goes, the harder it is to land, the small refresh time window gives the enemy time to flash, dash, and run out of range before the recast.

As for his Ult, I wanted to do something that not only increased his threat as a carry, but would still be viable for tanky builds. I felt that making his Q based more on AD scaling on his Q would be enough to be a high damage carry, in ult form so I simply recycled his homing and added splash of his old E ability to make it more of a game changer like most ults. I added the Armor and MR buff to allies to further synergies potential tank builds on urgot. if urgot builds like a carry, the ult increases carry potential while adding little defence. if urgot builds tanky, the ult will increase tanking potential while still giving a little extra damage.

How did I do?

11 Comments

The Soulforged1 votes

I like ur idea, but having his ult on a basic ability will be labelled as toxic.

Cosmic Warper1 votes

As long as it's a slow and small skillshot it will be balanced. It also doesn't suppress in this version. His ult isn't that toxic.

Generalist1 votes

I'm with Epic on this one. If any of his abilities scale to well with ad it liable to be a negative impact on game health. Otherwise could be good.

Evil Jester1 votes

[{quoted}](name=Solar Arcturus,realm=NA,application-id=3ErqAdtq,discussion-id=QJT1ZjIW,comment-id=000000000000,timestamp=2015-01-01T08:26:38.249+0000)

I'm with Epic on this one. If any of his abilities scale to well with ad it liable to be a negative impact on game health. Otherwise could be good.

hence why I chose to leave out damage numbers, it is a concept, I never listed how much damage it would do for this reason.

just imagine a balanced version of this

Evil Jester1 votes

not quite sure what you mean. The ult is just a buff that empowers his abilities, its not a passive. It would have a long cool down like most ults.

The Soulforged1 votes

{quoted}

not quite sure what you mean. The ult is just a buff that empowers his abilities, its not a passive. It would have a long cool down like most ults.

I'm referring to his old ultimate.

Leti the Yeti1 votes

I kinda like the auto locking Q spamming cuz lulz

theragingnerd1 votes

make e short range

Evil Jester1 votes

making it short ranged would allow for a greater distance that the enemy would have to run away before the refresh, making it guaranteed that urgot would get the swap making it OP. making it shorter would mean I would have to reduce the distance. I considered this but I felt it would make little difference.

I made it easier to land at a short range to give Urgot a chance to make the swap. I reduced the chances of it landing at a longer range to allow the enemy a chance to avoid it or escape it if he gets caught.

the best way to describe how it works in my head, is to imagine a ball of light that moves at about the speed of Victors Lazer, the ball starts out the size of blitz's grab hit box, and reducing its size to the bare minimum hit box, traveling about a little over half of a blitz pull distance

AtheosisX1 votes

No armor shred anymore? Another crappy death passive on another champ? No thanks.

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