Urgot Rework/Tuning Concept Hits the Boards Hard!

passıon··2 votes·1,175 views

This rework/retune will change Urgot to a more, balanced version between tank, and fighter. With a defensive mechanism as well as the ability to shoot at his enemies until they RQ, he's all ready to deal some damage and serve "Endless Torture!"

General – • All base stats adjusted to better fit the kit

Zaun-Touched Bolt Augmenter – • Changed: Urgot’s abilities cost less mana the more Acid Hunters he has landed. This buff is lost after 8 seconds.

Acid Hunter – • Damage: 10/40/70/100/130 < 10/20/30/40/50 • Ratio changed to 0.6/0.7/0.8/0.9/1.0 • Now applies debuffs that add on depending on the amount of Acid Hunters hit Stack 1: Locks onto the target for 5 seconds, allowing any following Acid Hunters to hit regardless of blockage. Stack 2: Slows target by 5% Increases up to 50% for each bonus Acid Hunter hit Stack 3: Reduces target’s armor by 2.5%. Increases up to 25% for each bonus Acid Hunter hit Stack 4: All following Acid Hunters on the same target cost 25% less mana • Killing a unit refunds – Half the mana cost < No mana • Cooldown reduced to 1 second • Mana Cost: 40 < 40/50/60/70/80

Terror Capacitor – • Acid Hunter no longer applies a slow from this ability. • Shield Strength: 80/130/180/230/280 < 100/150/200/250/300 • Shield Ratio: 0.8 AP Ratio < 0.02 Max HP • While active, shield gains 10/15/20/25/30% increased Armor and Magic Resist. • Increased Armor and MR are reduced the weaker the shield becomes. • Mana Cost: 50/55/60/65/70 < 70/80/90/100/110

Noxian Corrosive Charge – • Name changed to “Hyper Field of Detection” • Passive: Acid Hunters range is increased by 100/200/300/400/500 • Changed: For 7 seconds, Urgot scans the entire area around him, secretly revealing all enemy champions that were not already seen. Urgot has until the scan finishes to reactivate the ability in a cone area, sucking in all enemies within the cone and silencing them for 2.5 seconds • Mana Cost:~~ 50/55/60/65/70~~ < 90 at all levels • Cooldown changed to 30 seconds at all levels

Hyper Kinetic Position Reverser – • Adjusted: If the channel is complete, Urgot can reactivate the ability to use a powerful wind cannon and knock away all enemies in a target cone area • No longer grants Urgot bonus Armor and Magic Resist • Cast Range: 550/700/850 > 850 at all ranks

All of these changes allow Urgot to be the large "Kill bot" that I'm sure a lot of us saw him to be. While he has a very strong early game, he will fall off later as his main source of damage, "Acid Hunter" doesn't deal as much damage later on.

To cater to Acid Hunters, feel free to build some Attack Damage. But doing that will also affect your Terror Capacitor, as it scales with Health and Armor and Magic Resist. You may need to purchase some defensive items if you're looking for the shield to keep you protected.

Trying to net a kill or two by baiting the enemies into your extremely sticky suction trap? Just send in an ally to bait out a kill and then SUCK EM IN! They won't know what hit 'em!

And last but not least, the ultimate that was seen to be really bad. Well don't worry, I took care of that. INSTEAD OF COMPLETELY REMOVING IT, I worked with it. Now, when you do switch with an enemy champion, you can use your superpowered wind cannon to blow away any other enemies, splitting their AD Carry from the rest of their team. Or better yet, you can Insec the AD Carry themself, by pushing them towards your team! He's all set to make #LCSbigplays !!!

7 Comments

Danger Squad A1 votes

Looks sorta like Riot's Format

BastionKross1 votes

Do the acid hunters apply on hit effects so that Urgot will be able to keep himself out of danger without using that pathetic AA range he's got?

passıon1 votes

Do the acid hunters apply on hit effects so that Urgot will be able to keep himself out of danger without using that pathetic AA range he's got?

They do not apply on hit effects, but the Acid Hunters do begin to slow the enemies as he hits them. So he does have some sort of defensive maneuver should his shield not be enough.

Lord Dusteon1 votes

First, the passive is kinda nice. The fact that his entire playstyle is now mashing Q though (and that Q costs nothing after 4) makes it mostly immaterial though.

Second, you literally made his Q the most toxic ability in the game. You have a long range shot that scales 100% with your AD, after hitting anything once CANNOT MISS, and both slows, shreds defences, and costs nothing after hitting 4 (reminder. you made it so that it cannot miss after landing one). Then you made his E further increase the range, which makes spamming his Q forever as full AD even more required.

His W now rewards you for being tanky, but due to being a rather weak shield means it's pretty meh.

His E gives extreme power in the silence, but would mostly be used for the easy acid hunter spam range.

Finally, his R was made even stronger (oh look, I both ulted you and hit you farther in my team) as a tank and EXTREMELY strong in 1v1s as a fighter.

Overall, you made his Q extremely overpowered and toxic (remember, just have to dodge literally every single Q to make sure you don't take huge nukes of damage constantly), and then buffed the rest of his kit (yes, you could say his W and E were nerfed, but you moved their buffs to Q and then added more power to them).

passıon1 votes

First, the passive is kinda nice. The fact that his entire playstyle is now mashing Q though (and that Q costs nothing after 4) makes it mostly immaterial though.

Second, you literally made his Q the most toxic ability in the game. You have a long range shot that scales 100% with your AD, after hitting anything once CANNOT MISS, and both slows, shreds defences, and costs nothing after hitting 4 (reminder. you made it so that it cannot miss after landing one). Then you made his E further increase the range, which makes spamming his Q forever as full AD even more required.

His W now rewards you for being tanky, but due to being a rather weak shield means it's pretty meh.

His E gives extreme power in the silence, but would mostly be used for the easy acid hunter spam range.

Finally, his R was made even stronger (oh look, I both ulted you and hit you farther in my team) as a tank and EXTREMELY strong in 1v1s as a fighter.

Overall, you made his Q extremely overpowered and toxic (remember, just have to dodge literally every single Q to make sure you don't take huge nukes of damage constantly), and then buffed the rest of his kit (yes, you could say his W and E were nerfed, but you moved their buffs to Q and then added more power to them).

So after reviewing your comment, I've looked at his Q ability. I've reduced the damage greatly on it, and made the ratio scale with rank. I ALSO reduced the amount of armor he shreds per Q, but I kept the maximum the same. Overall, he is weaker early now, but will scale a little better into mid game. Is this what you were looking for?

Lord Dusteon1 votes

First, the passive is kinda nice. The fact that his entire playstyle is now mashing Q though (and that Q costs nothing after 4) makes it mostly immaterial though.

Second, you literally made his Q the most toxic ability in the game. You have a long range shot that scales 100% with your AD, after hitting anything once CANNOT MISS, and both slows, shreds defences, and costs nothing after hitting 4 (reminder. you made it so that it cannot miss after landing one). Then you made his E further increase the range, which makes spamming his Q forever as full AD even more required.

His W now rewards you for being tanky, but due to being a rather weak shield means it's pretty meh.

His E gives extreme power in the silence, but would mostly be used for the easy acid hunter spam range.

Finally, his R was made even stronger (oh look, I both ulted you and hit you farther in my team) as a tank and EXTREMELY strong in 1v1s as a fighter.

Overall, you made his Q extremely overpowered and toxic (remember, just have to dodge literally every single Q to make sure you don't take huge nukes of damage constantly), and then buffed the rest of his kit (yes, you could say his W and E were nerfed, but you moved their buffs to Q and then added more power to them).

So after reviewing your comment, I've looked at his Q ability. I've reduced the damage greatly on it, and made the ratio scale with rank. I ALSO reduced the amount of armor he shreds per Q, but I kept the maximum the same. Overall, he is weaker early now, but will scale a little better into mid game. Is this what you were looking for?

The entire problem is the lock on. Since hitting one means infinite follow up, reducing the damage to begin with just means it takes longer amounts of spamming Q before you get insane damage. Making landing one of an easily spammable skill allow infinite free hits if they are in range is really bad, especially when that skill also slows and shreds armor, which makes it incredibly good in every situation. Old urgot at least required E to land (a slower moving small projectile with a LIMITED lock on time and medium cooldown) before he could hit you for free.

passıon1 votes

First, the passive is kinda nice. The fact that his entire playstyle is now mashing Q though (and that Q costs nothing after 4) makes it mostly immaterial though.

Second, you literally made his Q the most toxic ability in the game. You have a long range shot that scales 100% with your AD, after hitting anything once CANNOT MISS, and both slows, shreds defences, and costs nothing after hitting 4 (reminder. you made it so that it cannot miss after landing one). Then you made his E further increase the range, which makes spamming his Q forever as full AD even more required.

His W now rewards you for being tanky, but due to being a rather weak shield means it's pretty meh.

His E gives extreme power in the silence, but would mostly be used for the easy acid hunter spam range.

Finally, his R was made even stronger (oh look, I both ulted you and hit you farther in my team) as a tank and EXTREMELY strong in 1v1s as a fighter.

Overall, you made his Q extremely overpowered and toxic (remember, just have to dodge literally every single Q to make sure you don't take huge nukes of damage constantly), and then buffed the rest of his kit (yes, you could say his W and E were nerfed, but you moved their buffs to Q and then added more power to them).

So after reviewing your comment, I've looked at his Q ability. I've reduced the damage greatly on it, and made the ratio scale with rank. I ALSO reduced the amount of armor he shreds per Q, but I kept the maximum the same. Overall, he is weaker early now, but will scale a little better into mid game. Is this what you were looking for?

The entire problem is the lock on. Since hitting one means infinite follow up, reducing the damage to begin with just means it takes longer amounts of spamming Q before you get insane damage. Making landing one of an easily spammable skill allow infinite free hits if they are in range is really bad, especially when that skill also slows and shreds armor, which makes it incredibly good in every situation. Old urgot at least required E to land (a slower moving small projectile with a LIMITED lock on time and medium cooldown) before he could hit you for free.

So I've looked further into it. I've set a lock on duration for Acid Hunters. Now not only does Urgot have a limited time to shoot at you, but he also has to hit another non locked on Acid Hunter in order to continue slowing and shredding the armor of the enemy. Is this what you were looking for?

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