[Rework Concepts] Urgot, The Headsman's Pride
So now that the Warwick update hit the PBE, we can start speculating on the next big rework: Galio! but i don't care about Galio so instead I'm making a thread about Urgot 
So we all know he's one of the least played, lowest winrate, oldest-model champions on the rift, bad enough that people will poke fun at you just for picking such a bad champion. But we also know there's those urgod mains that love him and make it all the way to diamond on his weird scuttle legs. Clearly, there's something great they see in Urgot, and that doesn't reach nearly enough in his kit and aesthetics to reach most players. This thread is for us to discuss that something great about him and how to make it shine through in his upcoming rework.
Since im the one posting this I get to talk about my rework ideas first - skip to the bottom if you want the fun stuff and not the theorycrafting.
Before talking about what makes Urgot special, I'll explain why it doesn't shine through. Riot have talked about champion identity in terms of archetypes, a single idea that lets you know what the champion is like as a whole. For example, Warwick's archetype is "The Werewolf," and his rework makes him exactly the kind of vicious, hungry predator that the word "werewolf" calls to mind, with things like the core blood hunt mechanic and the way he pounces with his ult and the GLORIOUS horror movie soundtrack that plays whenever you catch the scent of blood. Caitlyn is "The Sniper," with her long range and gameplay loop of patiently waiting for the chance to land a Headshot and big-ass gun. So in terms of archetypes, what is Urgot?
"The Abomination"
Something like Frankenstein's monster, or Pudge from DOTA, or the aptly-named Abominations from Warcraft. He is something that should not be, an unliving defiance of nature, a twisted reflection of humanity that confronts you with the horrifying fact that it was humanity that made him into this. His aesthetic is great for that role, bloated with corpse-gas and skittering awkwardly on the wrong legs, and with a little modernizing it would fit this idea just fine. But his gameplay, imo, doesn't fit quite so well, and is very unhealthy to boot.
Compare Urgot's objectives in a fight to the other champions I mentioned: Warwick wants to frenzy on wounded prey, tearing through the jungle until he can pounce and rip them to shreds. Caitlyn wants to keep her distance with layers of nets, traps, and tanks while she methodically blows holes in the enemy team. Urgot wants to land his E from max range so he can land his Q from max range. Boring. Plus, that's more suited to an agile marksman than a big shambling frankenstein.
In spite of all that, he has moments. What feels the best when I play Urgot is applying pressure: when I'm all alone with my target and they have to deal with acid hunter after acid hunter, steady and inevitable and cruel as the beat of a war drum, knowing that if they slip up for one single moment I'll lock on with my E and force a retreat or get a kill. It's this idea I wanna highlight, focusing on Urgot as a ranged juggernaut that turns one champion at a time into the target of the hate and need for vengeance that fuels his very unlife.
Urgot - The Headsman's Pride
Passive - Hate Before Death When urgot damages an enemy champion, he marks them until they get out of sight at more than 1200 units away or die. Marked champions deal reduced damage to Urgot.
By changing his passive from a general damage reduction to damage reduction for urgot alone, and by making it difficult to switch who you have the mark on, this passive highlights Urgot's strength in tearing down a single target while also highlighting his weakness against a united team.
Q - Acid Hunter Urgot fires a missle in a line, dealing physical damage. If the target is close enough to Urgot, they are tethered together. Every 2 seconds (reduced by cooldown reduction) the tether holds, Acid Hunter consumes mana again and deals damage (more than the first instance) as Urgot pumps in vile chemicals. The tether has no duration: it holds until the target dies, Urgot cancels it, or the two move far enough apart. The tether range is longer if it is attached to a marked champion. If acid hunter kills its target, it refunds half the mana cost of that damage instance
Urgot's most iconic ability would stay almost the same functionally - spammable, solid, simple skillshot damage - but with two important differences: it can lock on without his E, and that target lock can be broken by getting out of range (something that's not practical with the current 1200). This lets Urgot keep Acid Hunter's endless pressure and rewards him for focusing on a single target, while giving opponents a clear way to escape his assault.
W - Terror Capacitor Urgot engages his shield in a burst of techmaturgical sparks. As long as it holds, autoattacks and Acid Hunter's tether will slow enemies, and the damage reduction of Hate Before Death is increased. The shield scales with maximum mana.
Unlike pre-rework Urgot, ONLY the tether applies the slow. This means he can no longer ping someone with an acid hunter from 1000 range and suddenly catch up with his stubby crab legs, but he can still stay nice and cozy with a target that made the mistake of getting close. The added damage reduction weights his power more heavily on the 1v1 side of dueling vs teamfighting while making a marked opponent feel more powerful when they get help rather than just feeling like their teammate's dead weight.
E - Noxian Corrosive Charge Urgot launches an acidic charge at an area, dealing physical damage over time and reducing the armor of any enemies hit.
This is no different from before, just without the lock-on portion. I find it's an effective damage amp, especially with the black cleaver. Plus the utility helps keep him relevant when behind. I toyed with ideas like increasing the armor shred duration against his marked target or releasing the acid from his blade whether its on his arm or lodged in an enemy, but no need to fix what isn't broken. And speaking of broken...
R - Hyper-Kinetic Position Arrester Urgot briefly channels and suppresses the marked champion, then engages a massive (1200 range) bubble of techmaturgical energy at the midpoint between them. This bubble puts everything it touches into stasis regardless of team, except for Urgot and his marked target. The effect ends after six seconds, or when Urgot leaves the area or dies. While insisde the bubble, Urgot has increased damage reduction based on skill rank. Urgot can't use this ability without a marked champion.
This is the big one. The original Hyper-Kinetic Position Reverser is a fantastic ult, but a champion like Urgot who wants to stay far from the fight simply isn't the one to have it. Its better on my new closer-range Urgot, but he's still not a tank, he still doesn't want to be in the middle of an enemy team. So I came up with something new. This ult is the perfect tool for this Urgot: stonewalling any attempt at backup lets him use his single-target dueling advantages to their full potential, but there's nothing stopping a mobile target from leaving the bubble, and if they're clever they'll take advantage of his need to stay in tether range by dragging him into the middle of their team, all poised to pounce as soon as the stasis fades. When playing against it, the tank will take pains to intercept the first Acid Hunter into the team so he can't isolate a backliner, and if a backliner IS targeted they should take pains to keep Urgot well away, denying him a good ult as well as the mark's benefits against the frontline he's stuck attacking. A really good Urgot will also keep in mind how the stasis affect his team, and look to burn resources for a good ult position when someone needs a zhonya's style save or an enemy channel canceled.
This kit is designed to play to an Urgot that's an oppressive, unrelenting, hate-fueled monster (consistent with his aesthetic and lore) while avoiding the frustrating un-interactive gameplay patterns his current design gives him. In lane, it's hard to deal with him alone, but with so much of his power weighted on his marked target he's more vulnerable to ganks than most. In a teamfight, he's downright terrifying (even though he's weaker on the whole) because seeing that mark lets you know he's about to separate you from all the help you relying on. Without his ult he doesn't have the same power to choose his target, but is still perfectly capable of melting through the enemy team in the order they approach him, as long as they let him get close.