Urgot
They should just reduce urgot's range to 100 or 125 tag him as melee and allow his q to apply on-hit effects again, and give him a new passive and ulti to further support this playstyle
Passive: Assimilation of the tormented
Every 30 seconds or death in 1000 range you summon a failed experiment to fight for you up to a max of 2/3/4/5 (per ulti rank), They have 3 HP bars They last 60 seconds (Melee basic attacks and single target spells deal 3 HP bars of damage, range and AoE skills deal 1 per hit) (If you have 1 up it will attempt to body block nearby projectiles and if done they die immediately)
These experiments have a range of 475 which increases with ulti ranks up to 500/525/550, apply your on-hit effects (So if you use triforce they all have their own sheen proc for that single attack) and deal 10/15/20% AD+1% mana per attack (Leash range of 1 Teemo)
Ultimate:Hyper-Kinetic Discharge
Passive- Urgot's attacks reduce enemy's damage by 15% for 2 seconds
On cast (2000 range) you lob these experiments dealing 20/40/50 (3/4/5% mana) per experiment to targets in the path as true damage, revealing, and reducing their damage by 30/40/50% for 5 seconds. Hitting an enemy marked by this ulti for the first time summons an experiment.
I think such changes would make his kit more fun. Urgot will be squishier and CC will pick on him being immovable but I really think this would be a good change to give him more utility in a teamfight
I wanted to further fortify that urgot is a horror of science however wanted it to be like he wants others to know his pain, with the upcoming marksman update I thought about this.
Tell me your thoughts, about what could change.