Urgot Update Ideas
So, it's no surprise to say that Urgot needs some love. His kit is disparate in focus, and his gameplay is basically a weak AD version of Cassiopeia (land poison, spam normally-skillshot-but-now-it's-a-targeted spell, ult when you have to).
I think that Urgot needs to be a melee champ. His identity is supposed to be this mechanical, reanimated, "I'm gonna run you down and gut you Texas Chainsaw Massacre style" kind of monster, yet right now, he feels like artillery: lob this E on this guy, fire the howitzers until the E's effect is gone, rinse and repeat.
So, here are my thoughts:
Firstly, if Urgot is going to be a melee champ, Hyper-Kinetic Position Reverser can stay. It's perfect for a pick/engage as it is right now, and it has decent enough counterplay (stop the channel, nothing happens). Also, his passive,** Zaun-Touched Bolt Augmenter**, can stay as well, because if he's going to be a melee, he's got to give himself some sort of survivability. Secondly, his shield, Terror Capacitor, does little to cause terror, so here is my idea for it:
- W: Terror Capacitor- Cost: 10% Max Mana; Cooldown: 12/11/10/9/8 seconds; Ability Type: Shield/Auto Attack Buff
Urgot grants himself a shield that protects him for 200% of the mana consumed by this ability for the next 5 seconds. If he basic attacks an enemy champion in this time, he will consume his shield to deal physical damage equal to the remaining value of the shield, causing the enemy to fear him for (1/1.25/1.5/1.75/2) seconds.
This will give Urgot the option of using the shield to ride out the incoming damage or to inflict some pain and impart some crowd control.
Thirdly, with Urgot being melee, he needs an ability that gives him a means to catch enemies, and also a way to reduce their defenses so that when he does catch them, he can punish them. His current E, Noxian Corrosion Charge, almost meets that, but with his slow being shifted away from his basic attacks and his Q via his W, this spell should take it on.
- E: Noxian Corrosion Charge- Cost: 50/55/60/65/70 Mana; Cooldown: 16/15/14/13/12 seconds; Ability Type: AoE Skillshot; Range: 800; Radius: 200; Travel Time: 0.3 seconds to 1 second
Urgot Launches a corrosive charge to target location, slowing all units hit by (25%/30%/35%/40%/45%) for 2 seconds and dealing (16/28/40/52/64)(+15% Bonus AD)(+1% Maximum Mana) physical damage per second and reducing their armor by (12%/14%/16%/18%/20%) for the next 5 seconds
Lastly, Acid Hunter's functionality as a long range poke is at odds with this new identity. In it's new version, it will serve as a means to boost Urgot's stickiness as a melee champion as well as give him a boost with damage dealt.
- Q: The Headsman's Hunter- Cost: 40 Mana; Cooldown: 12 seconds; Ability Type: Single Target Spell Range: 450
Urgot fires a missile at target enemy, dealing (40/80/120/160/200)(+50% AD) physical damage to that enemy and marking them with the Headsman's Victim. Urgot gains (10%/12.5%/15%/17.5%/20%) movement speed while moving toward enemies with Headsman's Victim. He also deals a bonus (10/35/60/85/110)(+40% AD) physical damage and refunds this ability for half of its cooldown on his next basic attack, consuming the mark.
I think that with this mindset of changes, Urgot can be made into a very good bruiser type champion instead of the misfit he now is.