An Urgot Rework

Stacona··1 votes·362 views

I try to explain things after I list my ideas, but for the most part I will move Urgot into a skill shot based marksman with his acid hunter rather than this marksman tank ad bruiser support initiator thing (clear identity right?).


Basic Attack Range: 425 units

Zaun-Touched Bolt Augmenter (Passive): [levels @1/6/11/16] Urgot's basic attacks and Acid Hunter reduce all damage that his target deals by 10/15/20/25% for 2.5 seconds and Urgot moves 15/20/25/30% faster if the affected target is an enemy champion and Urgot is moving away.

Acid Hunter (Q): Cooldown: 1.75/1.5/1.25/1.0/0.75 second; Cost: 40 Mana; Range: 1000 units Urgot fires a missile in the target direction to deal 90/95/100/105/110% AD as physical damage to the first enemy struck. Refunds 40 Mana if Acid Hunter hits an enemy. Acid Hunter may critically strike.

Terror Capacitor (W): Cooldown: 16/15/14/13/12 seconds; Cost: 80 Mana Passive: Urgot gains 3/6/9/12/15% Spell Vamp. This value is doubled to 6/12/18/24/30% Spell Vamp while his shield still holds.

Active: Urgot gains a shield equal to 60/90/120/150/180(+10% Max Health)(+40%AP) for the next 5 seconds.

Noxian Corrosive Charge (E): Cooldown: 16/15/14/13/12 seconds; Cost: 80 Mana; Range: 900 units Urgot launches a corrosive charge at a target area to deal 80/135/190/245/300(+40%Bonus AD) physical damage, slow by 25/30/35/40/45%, and reduce armor by 12/14/16/18/20% to struck enemies over the next 4 seconds.

Hyper-Kinetic Position Reverser (R): Cooldown: 130/110/90 seconds; Cost: 100 Mana; Range: 550 units Urgot targets an enemy champion and channels for 1 second, suppressing the target for the duration. If the channel completes, Urgot will swap his target's position to the opposite side of Urgot, the target will be slowed by 20/30/40% for 3 seconds.


Many changes have happened here and I will go over them in order:

Zaun-Touched Bolt Augmenter: Still provides the damage reduction, slightly weaker early on but now scales with Urgot's levels. An additional effect is that now Urgot gains a bit of movement speed when running away from affected targets to have this as a kiting passive for the later game on top of a good trading passive.

Acid Hunter: This took a hefty nerf early game, but now scales very well with the opportunity to critically strike just like a skill shot basic attack to be able to build items like ghostblade and infinity edge. Also an important thing to note is that I removed Urgot's mana costs making him a resourceless champion for the fact that Acid Hunter is now this skill shot basic attack type of spell that can critically strike (still cannot apply on-hit effects or life steal).

Terror Capacitor: This is now a defensive spell and the spell vamp is for his Acid Hunter since there is no optimal spell vamp item for AD champions. The slow has been removed while the shield is active but the slow has been moved to his (E) not so much being against the slow on basic attacks and Acid Hunters but power needed to be adjusted for the sustain being added.

Noxian Corrosive Charge: Pretty much the same spell, just now additionally slows and no longer creates targeted Acid Hunters to affected targets. The targeted Acid Hunters was one of the things which restricted Urgot from gaining any power because of the poor gameplay that a 1200 range spamable physical damage nuke creates, with Acid Hunter being restricted to only being a skill shot Urgot can now receive power to his kit.

Hyper-Kinetic Position Reverser: Range reduced for the change I created here, so the spell still suppresses and then swaps his targets location to the opposite side of Urgot instead of Urgot and his target being swapped place, and of course Urgot no longer gains armor and magic resist after the swap. There is still a risk factor to this spell due to its short range, but now that Urgot no longer suicides after he uses his ultimate he no longer needs armor and magic resist as well as the change makes more sense for a damage dealer while keeping the swapping ultimate intact just the target swaps polar opposite positions instead of swapping with Urgot.


Enjoy the ideas and have a good day! ~ Stacona

EDIT: Urgot is a mana user again, Acid Hunter remains at 1000 range, and his shield now has a health ratio but the AP ratio went down so did the base value

10 Comments

Lord Dusteon1 votes

I had a full thing typed up, but you deleted the thread it was in before I could even post. So here's the short version.

No. You gave him zero resource, then increased his damage reducing, added movement speed, and gave him a massive damage, extremely high scaling, low cooldown long ranged spamming skillshot, massive sustain, AoE slows and armor reducing AND a nuke, and then the BEST movement displacement in the game at up to 1100 range making him able to defeat anyone who has the audacity to get within 550 range of him.

You basically made a marksman with a 1050 range , extra damage basic attack that doesn't require any form of risk. Fun fact; giving someone both an extremely safe early, mid, and late game, along with extremely high scaling damage at all points, along with extreme safety and sustain is bad.

DoFr1 votes

while i find your changes good, but i think he's a bit overkitted, we don't want any complains on that part, now do we?

also i'm more than sure that his ult is better reserved for a more...how do i put this? a champion that is a full Tank with alot of AoE Spells, because most of the time you would want that spell to disturb the enemy carry, while their team tries to cancel your channeling, which is not something you would want on urgot.

consider the following:

1-his shield scales off mana/his own Max health (i don't like the fact that you changed urgot to manaless champ, we already have annoying gnar and kennen) 2-while his Q scales well (have a better scaling and better CD than the current one) it still has no base damage, making it awkward to build him into more of a Ranged Bruiser 3-his E should deal Magic Damage and have a better AD Scaling, so you can have a Legit chance to counter armor by maxing this ability 4-urgot lacks 2 Main things; A- The ability to all in an Enemy and Execute him, B- a Teamfight presence. if you could somehow combine those two in 1 ult that would be amazing.

Stacona1 votes

I am focusing on his marksman playstyle specifically and treating Acid Hunter as a basic attack with roughly the same DPS as one, just making him as a single target skill shot marksman instead of point and click and changed the rest of his kit to focus as a squishy damage dealer playstyle rather than a bruiser-- his q is costless because of the skill shot basic attack concept - i could make the other spells still grant mana the thing is he would just feel resourceless anyways because the mana problems was a small mana pool and q spamming

I will make changes to my concept

thinking man1 votes

Overloaded as fuck

Stacona1 votes

Then why isn't Urgot getting played now then? because he currently has a lot more

thinking man1 votes

{quoted}

Then why isn't Urgot getting played now then? because he currently has a lot more

He doesn't.

You literally buffed everything in his kit other than his R and you've done nothing towards giving him an identity and he'll now just be some weird bruiser that 1v5s with spell vamp and crit

Stacona1 votes

I made him more like a marksman with a an ultimate that displaces an enemy

i moved his slow to his E and treated his Q like a skill shot basic attack

the only thing that got buffed is his ultimate because it no longer suicides him, well and his passive allow him to kite

thinking man1 votes

{quoted}

I made him more like a marksman with a an ultimate that displaces an enemy

i moved his slow to his E and treated his Q like a skill shot basic attack

the only thing that got buffed is his ultimate because it no longer suicides him, well and his passive allow him to kite

He'd be broken as fuck with that kit.

Shitty idea.

Stacona1 votes

Great feedback, get ready for the next round!

How would he be broken? I gave Urgot an identity and fixed his current broken elements

thinking man1 votes

{quoted}

Great feedback, get ready for the next round!

How would he be broken? I gave Urgot an identity and fixed his current broken elements

He doesn't not have an identity since his kit is exactly the same, just stronger.

He is still a tanky catch pseudo-ADC, you just emphasized every single one of these traits so that it's still as confusing as it is now.

Nothing in his kit suffered for the massive buffs you gave him.

You didn't fix any issues of his kit being stupid to play against through his passive.

You cannot take his current numbers and buff every single part of his kit without any real nerfs because it'd be broken as fuck.

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