Urgot mechanical change please?

urgotdangit·6/1/2018, 9:42:37 PM·1 votes·490 views

I'm jaded. Been playing Urgot for a long time. I reached rank 7 pre-rework because I'm a glutton for punishment. I mention this because way back when, you were really only required to build one specific item - Manamune. Outside of that, you could basically build whatever the eff you wanted to. Your mastery choices were at least somewhat varied. Now, you just take Lethal Tempo or MAYBE Comet, and then go Black Cleaver, Frozen Mallet, Death's Dance, and then whatever. Even then, though, "whatever" is kind of predetermined. I think the issue is that his kit too heavily dictates his itemization, that is, you basically build entirely around W as the game progresses.

What's the answer? I can't say for sure. I had a goofy idea that might be at least somewhat interesting, and would scale depending on the route you choose to go:

Make his AA, passive, and skill (to an extent) range scale with attack speed.

But urgotdangit! This will make his passive poke too strong!

Fear not, hapless user of bronze mechanics! I will explain... As Urgot builds AS, he should, for the most part, become LESS tanky. There are no heavy HP/AS items (just Tri) to bulk his shield, and aside from Wit's (lol) no AS items build defense stats. As he becomes less tanky, he'll want to naturally settle into more of a ranged/kiting roll, which will make his back leggy procs less of an issue for whomever he faces in lane. In fact, his E would become a much more "risk/reward" skill than it is now - more akin to Trist's W than Sej's Q - all through itemization. Just my 2 cents on a champ that, in my opinion, has been pretty stale since the rework. Lets make this tub of shit FUN again! (full disclosure, I think R is pretty fun no matter what.)

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