Urgot Rework

Dwaryy·8/18/2016, 4:58:24 PM·2 votes·1,118 views

I was watching a video on Jeremy "Gaming Curios" a while back and i believe he mentioned something like riot was having a hard time reworking Urgot. And sometimes at night come up with random ideas when trying to sleep. So one night i came up with some idea for a Urgot rework while still keeping the identity of Urgot still in the kit. To me Urgot is more of the tanky marksman than a full marksman. And without further Ado please enjoy my ideas and feel free to leave criticism and suggestions.

https://images.gamurs.com/upload/2016/01/19/Urgot_0.jpg


Passive: Terror Capacitor

Urgot has a shield separate from his health bar that is equal to 10% of his max health. 8%/10%/12%/14% of all Urgot’s damage taken is blocked by that shield.

Additionally allies that walk near Urgot become Ion Locked, Allies that are Ion Locked Put 8%/10%/12%/14% of their damage taken into Urgot’s shield. Urgot’s ability's charge 25% faster per Ion Locked allies.

(700 unit lock range, the lock breaks after 1500 units)


Q: Acid Hunter

Urgot Fires a missile that deals 30/50/70/90/110 (+85% Attack Damage) The missile can be charged for 2 seconds for increased range and to deal up to 30/50/70/90/110 (+160% Attack Damage).

(Deals 50% damage to minions) (1000-1500 units)


W: Zaun Militarized Shackles

Urgot Roots himself increasing the range and travel speed of all his ability's and reducing the cooldowns of his basic ability's by 50%.

Acid hunters deal 25% of their damage in a area of effect to all enemy's they pass through. Noxian Corrosive Charge applies its poison in a cone behind the enemy champion hit.

While In Zaun motorised shackles all of Urgot’s ability's deal a bonus 3%/4%/5%/6%/7% of the enemy’s max health in physical damage.

(75% range increase, 75% travel speed increase, Range increase includes Terror Capacitor)


E: Noxian Corrosive Charge

Urgot fires a corrosive charge that deals 50/100/150/200/250 (+60% Attack Damage) and applies a poison that deals 75/150/225/300/375 (+50% Attack Damage) over 5 seconds. 4%/5%/6%/7%/8% of the enemy champions armor is reduced per tick.

The corrosive charge can be charged over 2 seconds increasing its range by 100%.

Noxian Corrosive Charge creates a circle around the enemy champion hit. If Urgot’s ability's enter the circle they home in on the enemy champion first affected with Noxian Corrosive Charge.

(corrosive charge 900-1800 units range, circle 400 units range)


R: Hyper Position Adjuster

Passive: if Urgot falls bellow 10% of his max health he turns the remaining amount of terror capacitor into a shield for 5 seconds and gives of a area off effect knockback from him. The knockback decreases in size depending on how many allied champions are nearby. (550-300 units, Less allies = more distance)

Terror capacitor is put on cooldown for 20 seconds after the shield decays.

**Active: **Urgot Fires a Hook a massive distance which latches onto the first enemy champion hit dealing 150/225/300 (+50% Attack damage). It pulls them back a short distance then slows them for 50%/70%/90% for 3 seconds and creates a circle that shrinks over the duration. If the hooked enemy champion remains in the circle for 3 seconds Urgot reals them in all the way to him and then knocks them back a short distance. Hyper Position adjuster can be charged for 3 seconds for increased projectile range.

(Hook range 900- 1800 units, First pull 300 units, circle 750-550 units, Knockback 400 units)


Thank you for spending your time to review this simple kit. I had this reviewed by a Gold A.D.C main and a Urgot main (if you believe there is one in this world) and they both seemed to like my concept. Like i said I'd happily except suggestions and criticism but praise is always welcome :D. Thank you again and have a good day.

2 Comments

NotCounter8/18/2016, 11:09:19 PM1 votes

I think you messed up putting the E ability together, I think you meant to remove one of the damage values.

Anyway, aside from that I like some of the concepts you put together. What I like in general: his passive concept of getting persistent damage mitigation/shielding, his Q being able to be charged for more damage and range, his W effecting his movement in exchange for more terror, his E creating an "artillery zone" of sorts, etc. What I think you should change though is definitely the range... 1800 units + 75% is massive, it's like Xerath's Q doubled.