Urgot

EcchiOtakuTM··1 votes·368 views

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.

3 Comments

Hopeslayer1 votes

buffing too much will just call for harsher nerfs

adding on-hit to Q would be a good enough baby step, then we can see how it goes from there.

dont want to overload him with buffs and create another darius/garen/morde incident

Onimarus2 votes

This. I love Urgot and all, and I wish his kit had more reliable damage, but buffing/changing him too much will just create backlash in the end.

My main change would be to have everybody hit with Noxian Corrosive Charge be also hit with Acid Hunter if they're close enough to each other. i.e. you hit three enemy champions who are running away.

You use Acid Hunter and it hits the closest person to you. The projectile then bounces off and continues towards the second champion, who is a bit further away. It then disappears because the third champion is too far away to get hit.

It could have 50% reduced damage past the initial hit and all, but have it apply your passive (and shield, if it's on) too and I'll be happy.

EcchiOtakuTM1 votes

I agree with this guy leggo with this one lol although IMO urgot's ulti should still be reworked.

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