[{quoted}](name=The Ecdysiast,realm=NA,application-id=3ErqAdtq,discussion-id=aZ5384x7,comment-id=00030000000000000000,timestamp=2019-04-12T04:16:17.345+0000)
The champion "tier" listing on most sites is nearly arbitrary. Op.gg shows him at 48% win rate.
And the problem you're complaining about isn't restricted to or even most prominent on Urgot. None of the juggernauts are building tanky like they're intended, instead just having all the sustain they need built-in while they rush a damage item into Sterak's.
He IS a juggernaut. Any fault you have with him building juggernaut items speaks more to the fact the items are busted for the class, not specifically Urgot.
I looked him up on u.gg, which most recently was pretty much proven the most accurate to Riot's internal data. He was also at a 51.21% win rate, not 48%. Also, it's not the items that are a problem, the problem, in my opinion, is why is Urgot essentially a damage focused tank with a shield?(Juggernauts are basically damage focused tanks, which is why I used that term, not to say he's a tank, but he builds tank while dealing high damage). If you're saying the items are a problem, of which Urgot is the only juggernaut in S+ tier, then the only solution would be to make Black Cleaver melee specific, and I think that would likely ruin him. Tanks don't generally have shields that scale with them. Only Nautilus has a shield that scales with him(that I can think of) and that's because he's just a big ball of CC with no innate defenses and is actually considered a TANK.
To add to this, people always complained about Riven having an AD scaling shield, and yet, here we have Urgot with an AD AND HP scaling shield that has 50% higher AD scaling than Riven. The cooldown's longer, but Riven goes in and out of fights, typically builds more AD, and doesn't build much tank stats, whereas Urgot builds much more tanky and stays in the fight until he kills you. An Urgot can have around 1200 bonus health, and around 240 AD, making his shield around a 560 health shield. At level 18 without any runes coming into play, this gives him almost 4k total effective health(3841), on top of damage being delayed as a bleed that he can heal back while fighting you. I would say this is a big reason why Urgot succeeds. You could fight him if he had a reasonable amount of health, but this is pure tank levels of health on top of damage on top of (essentially) damage reduction. Losing the shield he'd still have around 3.3k health. It might mess up his early so they could maybe lower the bonus AD scaling, or remove the bonus HP scaling(or the AD scaling, but at least if he builds more AD that'd be a bigger shield to play around his less health, rather than getting a scaling that just happens naturally over the course of the game and incentivizes him to just be a wall of health that you can't break through).