Out of everything to buff on urgot, they decide to remove his counterplay...

Rexxiee··3 votes·383 views

Like those leg buffs were retarded...

The point of urgot is that he can to circle around ppl to do max damage and your opponents can also play around that, giving interaction btw both players.

But they they reduce his leg cd from 10s to 2.5s (wtf) and that completely kills that since he can just faceroll in 1 direction and keep getting the nukes back without having to do anything.

Revert that buff, not only it was a massive overbuff but it removed his skillcap aswell (along with making his ult too fast).

3 Comments

Chembaron Yamada2 votes

His leg cooldown at early levels is still high for laning, which is the main phase in which you have to deal with him solo. That counterplay is still there. The buff just grants him more power in team fight scenarios since he has constant damage now.

But in the team fighting phase, you are not alone. Your team can help you kiting him and stunlock him (his W doesnt shoot if he is stunned). Just the same like other juggernauts, get your team to CC him and kite him to death.

Rexxiee1 votes

{quoted}

His leg cooldown at early levels is still high for laning, which is the main phase in which you have to deal with him solo. That counterplay is still there. The buff just grants him more power in team fight scenarios since he has constant damage now.

But in the team fighting phase, you are not alone. Your team can help you kiting him and stunlock him (his W doesnt shoot if he is stunned). Just the same like other juggernauts, get your team to CC him and kite him to death.

Ah the good old "just 5v1 him" after he gets to lvl 13.

Sujiren1 votes

That buff only matters post level 13, which is aimed for teamfights. The leg buff looks good on paper, but you have to remmember that Urgot has terrible attack speed, so once he blows his w, while it's on cd, he won't get that many attacks off for it to matter.

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