I Figured Out Why There Needs to be an Urgot Rework
I played Urgot today, since he roflstomps assassins, figuring someone would pick an assassin.
No assassin picks, instead, I was against a Vlad. I relentlessly pushed him out of lane, killing him multiple times (although I screwed up and died once) and getting quite fed.
Urgot's kit allows him essentially a point-and-click slow with massive range. Once he catches up to you, the slow can be reapplied, and with his normal build of
and
he both shreds your armor and hits like a truck. A simple
solidifies him as a durable tank, and that's not even counting his last 2 item slots.
He burns your resists, perma-slows you, and shreds your health bar through Q spam. In lane, if you don't dodge the (decently telegraphed) vial of acid, you're in for a bad time since you just get zoned off of your own minions from the sheer damage from such a high range that Urgot puts out.
And to top it off, his ult makes engaging onto him very hard and allows him to be a strong duelist as well as peel for his backline.
He's still pretty fun though, and while he's unbearably toxic if ahead, he still has his own niche, being the ranged juggernaut.
If course, he can't be kited like normal juggernauts, but that's a whole different story.
What would you guys change in Urgot's kit? How would you make him more interactive? Would you raise his skill ceiling? Maybe change his Q?
One thing's for sure, I'm ready to see what Riot can do with him once they give him that beautiful, beautiful new texture update.
EDIT: furgot how huge the Fervor changes were. That's a good chunk of damage onto Qs that you can't just ignore. It's likely better than Thunderlord's now.