The One Small Change That Would Revolutionize Urgot

Scylina·8/13/2016, 2:39:11 AM·1 votes·451 views

Allow his Q to proc on-hit abilities. Now, before you claim that this is a dumb idea (for whatever reason), let's walk through it.

  1. Allowing his Q to proc on-hit abilities would open a HUGE variety of possible builds. The way they've created him, he can go either a more tank-oriented path, or a more damage-oriented path. The problem with either path is, you build the same exact thing because that's the only thing that works. If his Q applied on-hit affects, then he can build like a tank (e.g. Sterak's Gage/Iceborn Gauntlet) and still be able to keep up in damage.
  2. It would buff his late game. Urgot has a tendency to fall off in the late-game because of his lack of crowd control and mobility, his awkward and (somewhat) outdated kit, and strange kinda-tanky, kinda-damage-y build path. This change would allow him a more cohesive build path that would give him a great late-game advantage.
  3. It makes a hecka lot of sense Look at Ezreal. Ezreal's most powerful build right now is the blue build, because it offers him a lot of mana sustain, cooldown reduction, and powerful on-hit effects. Urgot is basically a tankier, less mobile version of Ezreal. Now, you could argue that Ezreal's cooldown on his Q is longer, which counteracts his on-hit affects. Remember when I said that blue Ezreal has a lot of cooldown reduction? Yeah. If Ezreal lands his Q, it's basically the same cooldown as Urgot Q. And it reduces the cooldown of all of his OTHER abilities on top of that.
  4. It would be fun Because you know SOMEONE wants to go AP Urgot. No, seriously, he has an 80% AP scaling on his shield. Crazy, amiright?

So yeah, that's my ramble. Let me know if you guys actually wanna see that, and maybe it could actually get implemented. Lord knows when they'll actually remake Urgot.

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