Urgot Rework Brainstorm: Open for Suggestions

FirstSergeantBim·3/6/2015, 4:35:16 AM·2 votes·521 views

Introduction Urgot has always been a curiosity to me and Riot's recent interest in tweaking him motivated me to take a look at his kit and offer constructive suggestions for anyone concerned with such business. He is an older champion whose skillset is inherently difficult to balance and he never received the quality of life improvements he needed to adapt to the game style Riot is moving towards. If you're on the design team working on Urgot, or you're just interested in watching Urgot become a healthy, balanced champion, work with me. Below you will find some context for my solutions, but please do not let my view become distracting (I don't know everything!), if you find something false, let me know. Likewise, if you have a another idea, tell me and I can start to compile them!

Strength Reliable poke at long range Reduces enemy damage, armor & movement speed at range Ultimate provides valuable peel or re-engagement Conditional durability due to his passive, ultimate & base statistics Shines during laning phase against squishy targets & during skirmishes and teamfights Weakness Clunky AA's and abilities with slow cast time, slow projectile speed & telegraphed animation Difficult to reliably land his Noxian Corrosive Charge and initiate his combo Immobile champion (335 MS) with no reliable escape in a high mobility meta Range dichotomy, low mobility, high cooldowns and high mana costs cause Urgot itemization conflict

Core Gameplay I'm sure most of you know of Urgot as an anti-carry: a champion who functions not with raw damage like Vayne or Tristana, but through debuffing and disrupting the enemy team. He does this as a tanky bruiser who will reduce the enemy's damage and armor, give long range poke and slows while also providing peel or re-engagement through his ultimate.

Core Gameplay Conflict Common knowledge suggests that Urgot is terrible. While that is most certainly not true, there are clearly defined problems with his core gameplay because of an old champion in a new, dynamic meta. On some level, Urgot's abilities synergize seamlessly with one another and offer his team a unique strength not found in any other champion. In reality, he falls short because the nature of his kit is difficult to balance. He wants to be able to weave in and out of range: to auto attack and apply his E, but his kit lacks the mobility to safely navigate a world with abundant mobility and character control. In addition, Urgot struggles to reliably apply his E due to the slow cast time, slow projectile speed and telegraphed animation. It is fairly easy to bait his E and punish him for it and just outmaneuver him altogether. It is also possible to avoid his EQQQ combo by running behind units already affected by his E.

Moving away from strategy and skillset and into itemization, Urgot starts to develop a conflict of interest. Due to his range dichotomy, low mobility, high cooldowns (on W & E) and high mana costs, Urgot seeks a unique set of stats that are not easily found in one or two items. While champions like Nasus or Hecarim need only one damage item to remain a threat, Urgot must solve core gameplay issues with multiple items before he is a fully capable and sustainable fighter.

Solutions *Urgot needs to either: gain mobility or the range to utilize his AA's and E without unnecessary risk. * Increase the range of his AA's so he may more reliably weave AA's with his Acid Hunters?
Increase the attack animation and projectile speed of his AA's?
Increase the cast time and projectile speed of his Noxian Corrosive Charge?
Allow him to cast Acid Hunter and Noxian Corrosive Charge without interrupting his movement? (He should be able to strafe easily w/ four legs) Reduce Noxian Corrosive Charge's AoE blast radius, but increase the speed and frequency in which he can use it?
The Noxian Corrosive Charge debuff will spread through enemies who come into contact with one another?
Allow his shield to steal movement speed instead of apply a slow?

*Urgot needs to either: gain base statistics or new scaling to overcome his core gameplay weakness. * Increase the range of his AA's so he may use Sheen more effectively?
Integrate AP & mana scalings to offer a similar build pattern to Blue Ezreal?
Integrate higher AP scalings & hybrid damage to offer AP build possibilities similar to Teemo or Kog'Maw?
Increase base mana & mana regeneration or reduce the mana cost of his abilities?
Reduce spell cooldowns or offer cooldown resets if he is able to land his skill shots similar to Ezreal's Mystic Shot?

Personally, I envision a new Urgot who can run and gun and still offer the heavy bombardment he is known for. Instead of a kit that feels high risk, why not implement a playstyle that is inherently easy to play by increasing the frequency and speed at which he can utilize his abilities. Instead of one big E every once in awhile, why not allow him to use a lot of small E's? Then, why not allow the E debuff to spread like a plague through the enemy units? It would allow him to become a more frequent threat, but still possess counterplay: now Urgot has to choose which target he wants to focus more carefully, but allows the enemies to choose whether they will spread the debuff or not. On top of that, why don't we offer AD and AP itemization for Urgot so he can become a hybrid bruiser similar to Kayle?

Thank you for your time, please contribute. I would love to hear what you have to say! Urgot

2 Comments

Yatsufuså3/6/2015, 4:49:36 AM1 votes

I actually like Urgot the way he is. I even bought a skin for the old man. D:

Romans VI XXIII3/6/2015, 5:04:38 AM1 votes

they have buffs to him on the PBE, They look like solid buffs that will really help him. Its nothing much, but it will make him slightly better till hes complete rework. (hopefully this season)