Urgot Rework - Season 7 Possibilities

Max The Unholy·12/7/2016, 10:55:19 PM·2 votes·704 views

Hi Riot & League of Legends community!

So, Season 7 has hit - and I'm sure many of you are excited for the new changes and are keen to play some of the recently updated Assassin Roster! Myself Included.

Anyway, with all these reworks going on, I couldn't help but think about one of my old favorites, who's been a little neglected for some time - Urgot.

SO without further ado, I want to look into the problems Urgot Urgot faces currently and my own idea for a rework.

Urgot's Strengths:

  • 1v1 Bully
  • Hard to outplay his kit & mechanics (lock on and keep on firing)
  • Decent DPS potential for top lane (primary role currently)

Urgot's Weaknesses:

  • Ultimate is a love/hate relationship potentially resulting in a 1 for 1 trade always in team fights (due to displacement)
  • Poor mobility (no real gap closers aside from slow on W active)
  • Can be hard countered by certain matchups that can avoid his E
  • Mana troubles
  • Difficult to utilize in team fights (part of why he's not ADC meta at the moment)

Beyond this, thematically Urgot has continued to struggle to find his place within the lore of League of Legends and unfortunately is regarded as a troll pick - which I feel in part is due to the fact that an Urgot dying simply because he can't deploy his kit effectively just makes the Urgot player in question look like a really confused crab being decimated. At the time of Urgot's release and fundamental basics of his kit were established, utilizing slows and raw DPS as a means to kill targets was far more effective than it is today - not to mention trying to land the E was much easier against less mobile champions.

In light of this see the potential for a new Urgot below - keep in mind, these are broad ideas with ratios that may need tuning.

Urgot Current Passive - Zaun-Touched Bolt Augmenter: "Urgot's basic attacks and Acid Hunters reduce his targets' damage by 15% for 2.5 seconds."

Urgot New Passive - Zaun-Touched Injection Protocol

"Urgot's Hextech suit of armor initializes emergency procedure when Urgot is killed, injecting Urgot with a high dose of Zaun Zerak Serum"

Here's something thematic I've always wanted Riot to explore with this champion (his former self and lore). As we know Urgot is the way he is now due to continual battles and injury, I thought a nice touch to this would be, when he dies, he tries for one final stand, unshackling his suit of Hextech augmentation and charges in similar to Sion for one final battle.

When triggered: Urgot changes from ranged to Melee mode unsheathing a rusty Hextech looking blade Similar to Sion's death - Urgot's HP will be decaying rapidly and gains a temporary 25% movespeed increase, as well as a 50% bonus AD increase during this moment. Urgot's abilities change from a projectiles to a straight line hook with similar range to a Rengar net that Urgot fires from the top of his blade (some weird hextech blade thing). He may only fire 1 time in this mode, if this hook lands on an opponent, they switch places with Urgot's place - similar to his current ultimate.

Q - Acid Hunter Cost: 40 Mana Range: 1000 Urgot fires an Acid Hunter missile that collides with the first enemy it hits, slowing the target if he has his Terror Capacitor up. Acid Hunter missile-locks on enemies affected by Noxian Corrosive Charge. Urgot fires a missile toward the cursor that deals 10/40/70/100/130 (+85% Attack Damage) physical damage. If Acid Hunter kills a unit half its mana cost is refunded.Missile-lock can be achieved by holding the cursor over a target afflicted by Noxian Corrosive Charge.

NEW Q - Acid Hunter Range: 875 Cost: 40 Mana 15/50/70/100/140 (+70% Attack Damage) physical damage There are some nerfs, particularly on the range here that I've put in to stop the early snowball lane control bully problem that Urgot currently struggles with (hard to balance around). Please keep in mind these nerfs on Q are meant to work in addition to his new ultimate (see below). The rest of this ability remains virtually unchanged.

In addition, thematically I wanted these to be missiles with self injecting needles on them... so they fire at you like missiles, however then inject into the champion dealing damage - which makes sense as to why they won't be dealing AOE damage.

W - Terror Capacitor Cost: 55/60/65/70/75 Mana Range: 600 "Urgot charges up his capacitor to gain a shield. While the shield is active, Urgot gains slowing attacks.

Urgot charges up his terror capacitor to gain a shield that absorbs 60/100/140/180/220 (+80% Ability Power) plus 8% of his maximum mana (+0) damage for 5 seconds. While the shield is active, Urgot's attacks and missiles slow targets by 20/25/30/35/40%."

NEW W - Terror Injectors Cost: 55/60/65/70/75 Mana Range: 600 Fear duration: .2/.3/.4/.5/.7

Urgot gains a small shield 20/50/90/120/135 (+5% maximum mana) and infuses all Basic attacks and Acid Hunter strikes with Terror inducing serum, once hitting an opponent consecutively with 5 strikes (combination of auto attacks and Acid Hunters) Urgot may re-activate his W for a brief fear on all opponents who have been infected with 5 stacks.

No more slows (this made for a difficult balance problem as far as bully lanes are concerned).

E - Noxian Corrosive Charge Cost: 50/55/60/65/70 Mana Range: 900 Urgot launches a corrosive charge that damages enemies in an area and reduces their Armor. Urgot launches a Corrosive Charge at a target location. Enemies afflicted by the charge have their Armor reduced by 12/14/16/18/20% and take 75/130/185/240/295 (+60% bonus Attack Damage) physical damage over 5 seconds.Acid Hunter is able to missile-lock onto targets affected by Noxian Corrosive Charge.

NEW E - Noxian Corrosive Charge This spell will remain the same.

R - Hyper-Kinetic Position Reverser Cost: 100 Mana Range: 550/700/850 Urgot charges up his Hyper-Kinetic Position Reverser, swapping positions with the target and terrifying nearby enemies for 1.5 seconds. His target is suppressed for the duration of the channel. He gains Damage Reduction during and after the swap. Urgot targets an enemy champion and channels his Hyper-Kinetic Position Reverser for 1 second, swapping locations with his target afterward and terrifying nearby enemies for 1.5 seconds. His target is suppressed for the duration of the channel.Urgot takes 30/40/50% reduced damage for 5 seconds beginning at the start of the channel, and his target is slowed by 40% for 3 seconds after being swapped.

NEW R - Hyper-Kinetic Missile System Cost: 100 Mana Range: 650/700/875 Active Duration: 5/10/15 seconds Urgot overloads his core missile system in his suit, resulting in Urgot being able to fire more than 1 missile simultaneously. However only onto targets in which he is in Range, and has previously been able to hit with Noxian Corrosive Charge. If Urgot hits only 1 target with this ability being active, the AD ratio on Acid Hunter is increased by 17.5%/25%/35%.

Let me know what you think guys!

  • MaxtheUnholy Platinum (S6) NA

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