Urgot improvements

HavokToshyn·12/6/2014, 8:36:34 PM·3 votes·520 views

Poor Urgot has been labeled the worse ADC for some time now. I like playing Urgot because I think he has an interesting kit but his ridiculous short AA and Ult makes him an easy target. If he can't land his E than its gg. If he falls behind his kit, particularly his Ult and AA, doesn't really allow a great way for him to reestablish himself or build in a way that really contributes to mid-late games. Yes, he isn't AA reliant bUt given the chance his AA-Q (and repeat) can do some nice quick damage. But to get that close u have to build tanky, a lot more so than other ADCs. I think the trouble with Urgot is that his kit puts him between an ADC and Tank but not excelling well in either. E-Qs combo shows ADC potential, short range AA and Ult with W-shield scream tank. Plus as an ADC he is not known for anything particularly. He can't hyper carry late like Vayne, he doesn't have burst like Lucian/Graves, not nimble like Kalista. Not versatile in AD/AP builds like Ez or Trist. I'D like to see some changes and here are just a few that I think could help.

  1. Extend the range of his Ult! At all levels keep it at 800. This provides better early to mid game use but more situational for endgames. Another option, and one I prefer, is to make it so that he suppresses his enemy but he ISN'T sppressed. This adds some unique utility. Urgot can Ult his enemy, walk back towards team/turret for better enemy swap positioning. He still swaps at the same location as his enemy but now his target is in a much worse position. This will make him a better Under-Turret ADC. This can help give him some identity that's unique. Not best burst or late-game carry, but best under turret/near team. Imagine u Ult enemy, flash back towards turret/team or flash in, ult, and walk back towards team/turret. This will give him unique gameplay. Can't abuse the swap cause u still don't want to put him in a bad spot either so the risk is still there as it is now. It's more of a QoL change
  2. Give his W a small amount of health and mana regeneration boost while it's up. Nothing major, but enough to help with skirmishes. Everyone knows he is slow and anyone in his face will destroy him. Plus ignite/grievous wounds or champs like MF and Trist, will nullify the regeneration so it's not really OP. Again, enough to help but nothing crazy.
  3. His passive should stack up to 3X and go 10%/15%/20%. As it sits it's right at 15%. But with changes, quick skirmishes favor the enemy but longer skirmishes will favor Urgot. This coincides with his already kind-of-tanky-but-not-really-kit. His W provides the shield and health/mana regen plus slow and new passive favoring longer fights. While champs with good poke can maintain the upper hand.
  4. Increase AA slightly, at least on par with other ADCs! Geez...

2 Comments

MadManApocalypse12/6/2014, 9:14:49 PM1 votes

I made a post not long ago about urgot and i'm in the same boat as you.

Your First Reason.

  1. You mentioned the suppress, currently it is already broken enough. His ultimate is broken, and I mean BROKEN. That armor and MR buff, a 2 second stun, then SWITCH? It is a bit over powered the only change it should have is he gains a shield similar to his w for a True Damage Percentage of his current health and armor that decays over time. So for example Say he has 3k HP and 120 Armor (Typical at 18) You'd take 75% of his HP = 2250 and his armor would determine the rate it decays at. So say the 120 armor divide his armor number by ten and thats how many seconds it takes to decay. In the end it becomes a 2250 Shield that in 2 seconds would lose a good chunk of it's potency.

  2. His W at the moment is fine, I'd suggest just making it free and giving it a scaling mechanic for his W, say 25 AP for 1 Percent starting at a base 15%.

  3. His passive should work as 15% LESS damage done to URGOT. This passive doesn't negate items that apply dots or ignite, this would make him more favorable in 1v1s and bot lanes as this gives him more short term power but in the end isn't that massive of a difference.

  4. I'd say only increase it by 50. Just due to the fact of the god op Q, it's a spammable massive scaling snipe of 1.7 seconds!

My Reason:

  1. My first thing I think should be changed is how his E works, Currently it reduces armor In the current meta armor means nothing since a last whisper is easy and cheap and with so many armor pent items. Instead change it to reduce max HP and allow his Q to send a shrapnel burst to other targets affected by it for 20% of the main Q target.

    1. His Q instead of refunding half of the mana give him a 1% mana regen per second for 2 seconds. (I'd like to see no more tear on him and have him play as a an actual adc or tank

(I know of the 1. then 1. thing, for some reason it shows 1. 2. in preview but won't show as the actual message)

Gorzke12/6/2014, 11:41:10 PM1 votes

IMHO granting him +150/250/350 Health on Ultimate and make Acid-Hunter CD go to 2.5>2.25>2>1.75>1.5 would be enought. He would be strong at Mid-Game (Levels 9-15) , not bad at late game (0.900 CD on Q, that means ~1.125 Attack Speed) and not so opresive early game (levels 1-5).

And with the bonus health, armor, magic resist drom ultimate, shield from w and passive he would transite into a anticarry bruiser late game.