Retooling The Headsman's Pride: Thoughts on creating more viable Urgot
Urgot is one of League of Legends least played champions. This demonstrates that his kit is not viable in most circumstances or that he is simply not satisfying to play. In his lore, Urgot was "prone to diving headlong into enemy battle lines," where he "sowed chaos throughout the enemy ranks," and "often sustaining grievous injuries in the process." To me, that screams health based tanky-initiator that can either disrupt or shatter a team. So, here is an idea I came up with for a kit rework. My goal was to reconstruct Urgot as tank/fighter rather than a marksman/fighter, since I feel a tankier champion is more appropriate to his lore. I didn't really heavily analyze the values and such, so I apologize if they are incredibly broken. Please share your thoughts and opinions about the idea/concept in the comments section (or if you want to just tell me I'm stupid and should uninstall that's fine too =P ).
Endless Torment: Urgot's body was left in a state of perpetual agony as a result of the experimental process used to reconstruct him. The strain of combat further increases his agony, thus increasing the threshold for damage to even phase the undead construct.
(Passive) Every time Urgot takes damage from a champion or large monster, he gains a stack of Endless Torment. For every stack, Urgot gains 1% damage reduction to a cap of 5/10/15% damage reduction (applied before armor and magic resist). After 4 seconds with taking damage, urgot looses stacks at a rate of 3 stacks per second.
Hunting Scythe (q): Cost: 50 mana Range: 600 (Active) Urgot fires one of his execution scythes that collides with the first enemy it hits, dealing 40/80/120/160/200 (+60% Attack Damage) physical damage and applying a 50% slow for 1 second.
Necrotic Shield (w): Cost: 5% of current health Range: self (active) Urgot overcharges the techmaturgical capacitors implanted in his body, the resulting build-up damage Urgot and gives him a 2/4/6/8/10% max health shield for 6 seconds.
Noxian Corrosive Charge (e): Cost: 40/50/60/70/80 mana Range: 900 (active) Urgot launches a Corrosive Charge at a target location. Enemies afflicted by the charge have their Armor reduced by 12/14/16/18/20% and take 75/130/185/240/295 (+60% bonus Attack Damage) physical damage over 5 seconds.
Psychotic Release: Cost: 8% of current health Range: 750 (passive) Every 5th time Urgot deals damage with an ability or builds 5 passive stacks he gains a stack of Psychotic Build-up, capping at 10 charges.
(active-primary) Urgot expends 4 stacks and charges to a target location, dealing 50/100/150 (+15% Bonus Health) Physical Damage and applying a 1.5 second stun to all enemies in the target area. Additionally, all enemies he charges through take 10% of the damage he will do to the target area and Urgot himself takes 1% of his max health in Physical damage.
(active-secondary) If Urgot is at a full 10 stacks, he will consume all stacks on next use. The range of Psychotic Release is also increased by 250 and Urgot deals an additional 50/100/150 (+5% Bonus Health) Physical Damage to targets.