[Rework Concept - WIP] Urgot, the Headsman's Pride
http://img3.wikia.nocookie.net/__cb20140902201100/leagueoflegends/images/a/aa/Urgot_OriginalSkin.jpg
"Life saw fit to torture me, time and time again. Now that my time is endless, I shall return the favor in kind." - Urgot
What is this thread? Well, it's just a concept of an Urgot rework that I wrote up. Using the concepts of locking on to enemies for missile attacks, which is arguably the most iconic thing about Urgot's kit, I wanted to take the missiles and make them what his gameplay was all about. Acid Hunter now has a lot more in the way of tactical application instead of just "land E, start mashing Q". I'll go into a bit more detail after the kit, though.
Also, there's no ultimate ability yet. I haven't been able to think of an ultimate that feels fitting with this set of abilities. I'm sure someone will try to tell me that Urgot's current ultimate is iconic as well and should be kept, but it's my personal opinion that that ult would be better served on a different kind of champion, likely a displacement tank. Blitzcrank immediately comes to mind if they ever want to rework him.
Numbers are mostly guesstimates, because this is a WIP and stuff. It's more conceptual than anything else, but I feel the need to at least include estimated numbers so it feels 'complete'.
Passive: Headsman's Scorn
Enemies that damage Urgot gain a mark of Scorn that lasts for 2 seconds. The mark's duration refreshes if Urgot deals damage to that enemy with a basic attack or damaging ability. If an enemy marked with Scorn damages Urgot a second time, the mark is consumed and Urgot will Lock-On to that enemy for 1.75 seconds.
Lock-On: Urgot gains vision of Locked-On enemies and can target them directly with his Acid Hunters. Locked-On enemies won't be marked with Scorn when they damage Urgot.
Q: Acid Hunter
- Range: 1100
- Cost: 32 / 34 / 36 / 38 / 40 Mana
- Cooldown: 2
Active: Urgot launches an Acid Hunter missile in a line towards the cursor's position, dealing Physical Damage to the first enemy it hits. If the cursor is over a Locked-On enemy, the Acid Hunter flies directly to the that enemy as a targeted ability, ignoring other units.
If Acid Hunter damages an enemy champion or large monster, it embeds itself into them. If it damages a minion or small monsters, it embeds itself in the ground at that target's feet. If it reaches your cursor's position without hitting a target or it kills its target, it embeds itself in the ground at that location.
Once embedded, Acid Hunters remain armed for 8 seconds. Acid Hunters embedded in the ground will be destroyed if an enemy champion steps on them.
- Physical Damage: 10 / 40 / 70 / 100 / 130 (+85% AD)
W: Armament Capacitor
- Cost: 50 / 55 / 60 / 65 / 70 Mana
- Cooldown: 15 / 14.5 / 14 / 13.5 / 13
Active: Urgot charges his Armament Capacitor, refreshing the duration of his armed Acid Hunters and gaining a shield that absorbs damage for up to 6 seconds (Acid Hunters can only be refreshed once while they remain armed).
While the shield is active, any enemy unit that damages Urgot is immediately Locked-On for 1.75 seconds.
- Shield Strength: 60 / 100 / 140 / 180 / 220 (+80% AP) (+8% Maximum Mana)
E: Arid Corrosion
- Range: 1100
- Cost: 55 / 60 / 65 / 70 / 75 Mana
- Cooldown: 18 / 17 / 16 / 15 / 14
Active: Urgot detonates any armed Acid Hunters within range after a brief delay, releasing a powerful corrosion into wherever the missiles were embedded.
Ground - Acid Hunters embedded in the ground corrode the earth within a 150-radius area around them for 5 seconds. The corroded earth Slows enemies that move upon it, registers them as Locked-On, and deals Physical Damage to them every second. This effect doesn't stack if multiple corroded areas overlap.
- Physical Damage per Second: 12 / 24 / 36 / 48 / 60 (+15% Bonus AD)
- Maximum Physical Damage: 60 / 120 / 180 / 240 / 300 (+75% Bonus AD)
- Slow: 23 / 26 / 29 / 32 / 35%
Enemy - Acid Hunters embedded in enemies corrode their victim directly, afflicting them for 3 seconds. The affliction reduces the victim's Armor by a percentage and deals Physical Damage to them per second. Subsequent missiles embedded within the same target will extend the affliction's duration by 1 second each, up to a maximum of 6 seconds.
- Physical Damage per Second: 10 / 20 / 30 / 40 / 50 (+10% Bonus AD)
- Armor Reduction: 12 / 14 / 16 / 18 / 20%
The passive forces opponents to be careful in how they bully Urgot, lest they eat missiles to the face. Gives Urgot a way to keep his Acid Hunters relevant when his E is on cooldown.
Acid Hunter has a few tweaks. Its mana cost now starts lower before scaling back up to its original value, since their placement is crucial for Urgot's game plan. They now embed themselves inside of enemies or the ground depending on how you fire them, keeping your opponent on their toes. Enemy champions can step on Acid Hunters that are embedded in the ground to quash them, but if they're careless about doing it, they may just give Urgot an edge.
W, the shield ability, is still a shield ability. Rather than being just the "button that slows nerds when I hit them", it now gets a more reactive effect. That is, skipping the middleman that is the Scorn marker on the passive and just locking on to enemies that attack Urgot right away. Activating the shield also refreshes the duration of your armed Acid Hunters, which is a nifty bonus. They can only be rearmed once each, though, so you can't go keeping tons of armed missiles laying around at once.
E, what was formerly the ability that Urgot needed to land in order to do anything particularly useful, is now the ability that lets Urgot do useful things depending on how he landed his other abilities. Acid Hunters in the ground creating damaging corroded earth, and enemies with Acid Hunters embedded in them becoming corroded themselves. Woe betide the unattentive enemy who suffers both at once, even.
I'm not sure if 8 seconds of arm-time is enough time to make the most of how the skills function now, but again, guesstimates.
Anyway, that's my conceptual idea for how an Urgot rework with more emphasis on the missiles could function, thought up over the course of roughly 4 hours, give or take.