Why Urgot needs some love.

TrainerRobo·8/27/2018, 3:38:26 AM·14 votes·28,440 views

Hello! My name is Robochicken7, and I've been playing league since late December 2016. It took me a long time to figure out what I was doing and not feed every game, but over time I slowly figured out what to do. However, not one champion in the game particularly clicked with me. I knew I liked to play heavier, duel centered characters, but at the time, the limited bruisers I owned didn't appeal to me, and no one I touched on the rotation felt right. Because I couldn't find someone I really enjoyed, my learning process was slowed. But then, the Urgot rework happened. A little bit after the rework, I asked some friends who to play. One of them Suggested the new and improved Urgot, so I took him up. I bought some rp, bought Urgot and Giant enemy Crabgot, and got going. I fell in love. Finally, after almost a year of playing, I found someone who actually felt good and fun to play. I played Urgot and practiced him for a long time, and started to improve every aspect of my playstyle from dueling, to CS, to macro play and more.

Urgot kept me playing the game.

Before we dig into the things that are off, lets talk about what makes Urgot great.

His role as the one and only ranged juggernaut in the game

Urgot is the most unique ranged champion in the game. He doesn't build like any other one, and is able to poke out a lot of champs toplane with it. This is why Urgot is a poor adc: because his focus is dueling and not backlining. Urgot is one of the only frontline ranged champions I can think of, and it works for him.

His simple, yet effective kit

Urgot's kit is about as simple as it gets. He gets percent max health damage from his passive, his Q is a decent range AOE damage with a slow, His W makes him fire fast with reduced damage on marked targets (which targets become marked after they are hit with an ability), His E dashes towards enemies and flings them over his shoulder, swapping their position, and his ultimate is a 25% HP execute skillshot. His kit is extremely effective at dueling, and is one of the few champions in the game with no AP scaling, meaning your damage you build is going towards every ability and its power. This leads to him being a champion anyone can pick up and play, but still has a few tricks up his sleeve that players who take the time to learn him can do.

Now that the great things have been talked about, lets talk about some of the off things.

His role as the one and only ranged Juggernaut in the game

Urgot's biggest strength is also his biggest caveat. Due to him being the only ranged juggernaut, there are items that simply wont be effective on him, and some juggernaut items that can't be used at all. He lives in a limbo of not being able to use the ranged only items, and not able to use the most effective juggernaut items. The first sign he was starting to go downhill was when item 3053 became melee only. It seemed odd that they'd let a bruiser, the class who typically builds sterak's on every build, lose the ability to build this item. I just Shrugged it off though, because Urgot was still fun to play for me at the time. Next, there was the item 3022 change, making ranaged champions slows reduced on the item. This helped remove Urgots stickiness and made it much harder to all in. It shifted one item out of his build path for me. The more I played, the more I realized Urgot suffers from some of the poorest itemizations in the game as a bruiser.

Here is a list of every item Urgot can effectively use as a bruiser top.

Required: item 3071 item 3047/item 3111 item 3800

Secondary Items: item 3083 item 3022 item 3156

Situational: item 3194 item 3812 item 3075 item 3143

10 Items. 10 items that are effective. Now let me tell you, I find this to be awfully boring for a champion. Most champions have the ability to vary their required items and secondary items a lot more than Urgot, who really cant vary replacing anything but one or so of his secondary items without a loss in his general strength. Urgot also really CANNOT build any other build toplane, as he will fall off sooner. This is what leads me to believe that Urgot has some of the worst itemizations of any champion in this game. Sure, there are a few worse than he is, but this post is about Urgot.

He doesn't have a keystone that truly feels at home

Urgot's rune choices are limited. He doesn't particularly have a keystone that works well with him as many others do. After the resolve nerfs and nerfs to aftershock, its viability became a niche pick to take into heavy engagers such as Camille. PTA is odd, because it really only increases the DPS of his W by a little bit, helping his all ins, but getting rid of important runes to take in resolve or sorcery, and the rest of the runes in precision don't work to well for him aside from Legend: Tenacity. The two ones that actually work a little more universally on him are Arcane Comet and Unsealed Spellbook. Arcane comet is probably the best he has, but it's boring. His Q will automatically land the comet hit, his shotgun knees can proc it, his E makes it automatically miss, and it can hit off of his ultimate. Sure, he can poke better, but its nowhere near as fun as having more viability with his all ins like PTA does, which is a shame that PTA isn't great on him like aftershock used to be. Unsealed Spellbook works on him simply because its one of those runes that will work on any champion by a skilled enough player. It will allow you to swap between teleport and ignite, allowing him to have map control and a way to finish off low targets or get them below the threshold for his ultimate to execute. Same thing as comet, this is just incredibly boring and not all that useful in the long run.

Now, that I've talked about his downfalls, lets talk about suggestions. As a preface, if I ever mention the premise of making Urgot able to use melee, I dont mean letting him build item 3748 or item 3074, because I'm aware of how broken they may make him. When I say that, I mean letting him build Sterak's, and be able to effectively use certain runes and items.

Let Urgot be considered melee AND ranged, but only melee on the shots that proc his shotgun knees

This suggestion was suggested a long time ago. This would allow Urgot to build item 3053 again, which I mentioned before is an essential Bruiser Item. This would also allow him to use item 3022 in an effective manner once more, without it being broken due to his ranged auto attacks. Alongside that, he could benefit from Grasp of the Undying and Conqueror, without letting him totally abuse them as a ranged champion. To fix these issues for late game, when his knees cool down quicker, past level 11, it would take every other knee shot to proc melee effects.

Give him more items that are viable

A few months ago, item 3005 and item 3161 appeared on the PBE. Both items (Although Atmas more than spear) seemed like they would be perfect for Urgot. Alas, these two items were pushed back to preseason 9, which is fair considering they were a little busted. This is a problem that these items may fix for the time being, but there needs to be more to allow varying builds during more situations.

Quality of life changes

These are the changes that would just make Urgot more refreshing to play. First, give us that Ultimate indicator. We were told Urgot would be getting it in an Ask riot, but two months later, nothing. I know that we will be getting this, but the sooner the better. (check the edit at the end). Another thing is make a quality skin for him. I'm thankful that Urgot is finally getting a new skin with High Noon Urgot, but compare to Lucian's and Thresh's skin, its lacking. I've seen the improvements, and I'm glad you're listening to us Riot, but we just feel a little screwed over. Perhaps in the next year or two we can get a lighthearted skin, like Pool Party Urgot. We have gotten some quality of life changes this season, and I really do appreciate it!

Conclusion

Urgot is a champion who's uniqueness is also his downside. Though fun and easy to play, his poor itemization and lack of a proper keystone both cause trouble for him. I hope that Riot may be able to find a solution to this awkwardness, but even in the end if they don't, it's not like he's totally unplayable. I just feel these things would be helpful towards making him great again.

EDIT: Riot Recently confirmed in In today's Quick Gameplay Thoughts that we're getting the Ultimate indicator on healthbar similar to Pyke's in patch 8.19! Thank you, Rito!

33 Comments

Nevrankroaton8/28/2018, 5:47:33 AM6 votes

I am an Urgot main and I frequently goes in the Urgot main board, we had a LOT of talk about what you said and I must really contest some of your conclusions.

lack of a proper keystone both cause trouble for him.

Urgot has, atm, three keystone --> Comet, Aftershock and Spellbook. As someone said, it isn't that Urgot doesn't have a proper runes, it is that he isn't dependant of one for his sucess. It also make him have a keystone that also depend of your playstyle/how you feel it.

It is very WEIRD to have someone talk about items diversity but then blame that he doesn't have a rune that trap him into only using it. Especially when Urgot isn't weak ATM.

his poor itemization

I need to talk about that because while Urgot feel restricted, there is a myth about champions and this game itemisation. I play since... mid S2. I don't know what pink glasses people wear but build diversity was almost always a myth. Some items didn't exist so some champion were using other item as a crush because they didn't have proper itemisation available. Many champ always rush the same core item, be it bruiser or mage or ADC. Mage had the same build, ADC had the same build for years, bruisers would often jump on the OP item and if anything, the only 'diversity' I would saw was on tank (and even then, we rushed sunfire cape top). Maybe only the jungler could kinda have diversity in their item choice?

Some champion then could choose their type of powerspike between their two first item.

Urgot has a core item, like MANY champion, in Black Cleaver. Nothing wrong with that. Then we don't have any limitation in our defensive items. The only limitation we have in our offensive items (that we also don't really need because we naturally deal a lot of damage and BC synergise so well that is is kinda all we need) is that bruiser items/juggernaut item are often melee only. Doesn't mean that we are weak, at worse we are kinda pigeon holed but since Urgot is a juggernaut who will generally build one offensive item and maybe a second one between Maw/Death Dance... I just think it is really more a case of a mentally "feel good" thing to have more offensive item to choose than "he need it".

Another thing is make a quality skin for him. I'm thankful that Urgot is finally getting a new skin with High Noon Urgot, but compare to Lucian's and Thresh's skin, its lacking. I've seen the improvements, and I'm glad you're listening to us Riot, but we just feel a little screwed over. Perhaps in the next year or two we can get a lighthearted skin, like Pool Party Urgot.

No?

We had a PRETTY big discussion (and my answer in it has a large number of upvote compared to OP who was bitching about the urgot skin) about champion main bias against a new skin, ESPECIALLY niche champion main. MANY Urgot main wanted a serious skinline, only some wanted the famous meme "SG Urgot" and many wanted a badass urgot skin. We aren't getting screwed, for the fucking sake of manking, NO COMPANY TAKE FUN IN PUTTING PEOPLE, TIME AND MONEY INTO A WORK TO JUST "RUSH IT" BECAUSE A NICHE CHAMPION 'NEED' A SKIN.

Trust me, they would put this workforce into a popular champ skin if they didn't cared. You guys just think any mainstream champ skin is perfect (the new tresh skin is FAR from perfect XD But eyes, bias glasses all the way right) and you sometime get stuck on some freaking details like "HOLY SHIT IT MAKE THE WHOLE SKIN GARBAGE RIOT DOESN'T CARE". I don't say there can't be improvement but like, take a step back will ya?

You say Urgot isn't great by your own conclusion, I entirely disagree. There is almost no champion Top I feel almost entirely countered (even the popular counter we dislike like Illaoi or Darius or Jax), we also have the luck to have a champion that hit its huge powerspike by getting lvl 9 to 13 naturally and can do its job with just one item to synergize with his kit damage. Dude isn't low by any mean. I get the offensive item frustration (but again, he doesn't need it, it is just a 'feel good' thing for the head until you realize a squishy urgot can do fun damage output but is useless in TF) but none of the rest of your topic is a fact/truth statement.

chipndip19/1/2018, 7:51:09 AM2 votes

Main reason Urgot needs love: You can QSS the execute. Dude's kinda useless.

Eklispe8/28/2018, 2:29:48 AM1 votes

I was going to make my own post regarding Urgot but it wasn't up to snuff. It fits in however, with Urgot love so I'll post it here as well as my feedback. I totally agree with you regarding keystones and itemization. Urgot can't really use any keystone particular effectively, thus people run a mix of anything and everything on him. In regards to itemization, almost every game I curse the fact that I can't build Steraks. In regards to runes one might look to Conqueror, but just like Steraks, it can't be used effectively because Urgot is ranged. I was looking forward to the bruiser items as well and rather disappointed when they were stalled. I think your solution is a very solid place to start, it opens up his runes and itemization without making him too oppressive. I like how you proposed a limitation on the melee classification as well, I think it's a very creative option that can be scaled up or down depending on performance very easily. I hope I don't sound like I'm just pandering, I do like your ideas. Maybe you can sympathize with one of my problems with Urgot?

Namely I'm speaking of the fact that one the features of Urgot's ultimate is that if the target is below 25% of their max hit points before the initial impact of the drill, they will be reeled in immediately. This is a problem in a lot of situations. There are several champions that can counteract Urgot's ultimate while being pulled and Quicksilver Sash can be used as well. Because of this there are certain situations where one wants to avoid pulling in a target right away. I have ran into this several times. When fighting a Tryndamere with his ultimate on, you want to ultimate him to slow and prepare for the excute. However if you do, he immediately gets pulled in and you waste your ultimate. If hit someone with your ultimate and a teamfight is starting, you might want to wait to pull them until you can get closer to more people so your fear is more effective. If someone has Quicksilver Sash and is impaled, often they'll use it before you reel them in, or you don't want to reel them in because the cleansing of your ultimate will put them in a position that is disfavourable to you.

Not reactivating the ultimate can prove very beneficial when fighting enemies with a way to counteract it. When fighting a Gangplank who is low and has drill affecting him while he still has Remove Scurvy available, you can attempt to kill him without reactivating ultimate to force him to use Remove Scurvy to survive the rest of your damage, only to be affected by the reel in afterwards. In short, the component of Urgot's ultimate automatically activating on low health targets takes away player agency, makes certain matchups harder for no reason(you not being able to control a portion of your ability while you normally can), and doesn't help the player at all. The time difference between impaling the target and mashing R for the recast; and it activating on a low health target if time is of the essence is minimal, if anything. Why does this component of Urgot's ultimate exist?

Bârd8/28/2018, 7:48:07 PM1 votes

The only buff Urgot really needs IMO is to make it so you can't use QSS on his ult anymore.

Limited itemization is annoying, but usually not too much of a hinderance (by the way, you forgot about item 3026, which is pretty great)

5050BS8/28/2018, 9:36:03 PM1 votes

This is what Urgot needs to build but cant

item 3053 and item 3042

BlinkZZ1828/29/2018, 3:21:05 PM1 votes

Urgot has no mobility and very little range. You are always hitting the enemy's frontline and taking damage. You will certainly be less useful if you build offensive items. The only acceptable offensive item is item 3071, which should be build as a 3rd or 4th item. A full tank Urgot is tougher than Mundo and deals the same amount of damage as Mundo. Pick among these items and you will find Urgot doesn't need any love. (However, I do hope that we can build item 3053 on him) item 3068 item 3800 item 3065 item 3742 item 3143 item 3083. Switch to Glacial Augment so you dont need to build item 3022.

SzGamer2278/29/2018, 8:39:29 PM1 votes

Comet and PTA are both great keystones on Urgot; Comet for poke and PTA for DPS. Triumph and Coup de Grace are never the wrong choice in a primary Precision page if you're a champion that can secure kills.

Koechophe8/30/2018, 4:41:45 AM1 votes

This is my honest opinion, but when Urgot is strong top lane, he feels very oppresive.

Ranged top laners are frustrating simply because of how much power their range gives them. They can poke and cs with relative safety, and there is little the melee top laners can do in response. The only thing that balances that out is that ranged top laners (Should be) vulberable to all-ins, and squishier than the melee ones. In the case of urgot, he's not. In fact, he wants an all in, and he can most likely win it.

He suffers from "gnar syndrome". He has range, but he also has enough engage power that the weakness (that being engagement) of being a top laner is gone. I dislike playing against urgot top lane for these reasons, and I don't feel he's particularly weak in the current meta. I know it feels frustrating that he can't use steracks or ravenous hydra, but honeslty, his item options seem valid enough to me. It's no more frustrating than the fact that thresh/rakan can't use relic.

An Draoi8/30/2018, 10:47:45 PM1 votes

What do you think about them increasing his AD ratios (I dont play urgot so I don't know how his ratios are now) and adding some bruiser AD items designed for a marksman? the lower damage would probably incentive away from an ADC building them, but be ok with him

IDK just some thoughts

DragonShea8/31/2018, 12:18:39 AM1 votes

I've said the same thing that the OP has said in many posts. Urgot is a ranged Jugg, but because of his short ranged of his AA's he needs to be able to build item 3053 and Hydra items but not be use the melee effects of the hydra item. He can build them but he can only get full use of item 3053

Spoofghoul9/5/2018, 9:23:30 AM1 votes

what exactly is the problem with urgot being able to builditem 3748

everyone always points that out but never bothers to explain why

what exactly does it do for him anyway

+1% of his health on damage to a target Is it the 2,5% cone effect

Both i assume would be reduced to 1/3 effect during W just like any other on hit effect And in that case i don't see an issue

It gives him slightly better ranged waveclear like over 70% of league champs already have anyways

just make the guy melee already i dont see the issue convince me otherwise

DeathBurst9/5/2018, 3:57:10 PM1 votes

A couple remarks:

  • His kit is not that simple. Sure, each skill treated independently is straightforward, but it's with the interaction between the skills that the depth appears. W is his main damage skill, but it's useless in a minion wave if you don't hit with another skill first. Q can be used first to engage, to kite backward while you have W on, just after E for a guaranteed hit. E can be used offensively to mark targets and guarantee Q/R, or defensively to buffer CC.

  • The "he has no AP ratio meaning your damage you build is going towards every ability and its power" argument is not valid. Darius and Garen don't have any AP ratio either, and yet building AD doesn't improve Darius E or Garen W and R. This is entirely irrelevant.

  • Frontline ranged champs: Gnar works in a lot of the same ways. Abuse range in lane to out-poke opponents, and all-in them as a beefy frontliner once you transform. He also functions mostly as a frontliner in later phases of game. Graves is also pretty short range and often in the thick of fights. And then you have the supports, who don't really deal damage, but who are still technically ranged and frontline: Thresh and Rakan.

  • Keystone: I personally use Glacial Augment (and magic boots) + Resolve secondary for stickiness + durability. I'm pretty sure you can also make Predator work. But more importantly: he has good enough Keystone to be viable, and interesting choices in lesser Runes. As Nevrankroaton said, it's a good thing that he isn't forced to always opt for a single Keystone that "feels at home". It gives him flexibility.

  • Itemization: I agree on the general idea that Urgot is lacking itemization, but I disagree on the specifics. What Urgot truly needs in my opinion is just one additional offensive that feels good to buy. For most Juggernauts, that 2nd offensive item, if you ever need one, is Sterak, but any offensive item that doesn't feel bad would be enough. Death's Dance is a bit too "full AD" for when you are not overwhelmingly ahead but is pretty close to what he need, and Malmortius isn't terrible but dependent on the team-comp. Old Mallet was perfect, but with the reduced passive on Ranged, it feels bad. It's not terrible, and it sometimes still is the right choice, but it feels bad, and the other options don't feel great. But overall, Urgot just need one more item to feel good. Also, in the situational section, ZZ'rot/Gargoyle Stoneplate merit a mention. Gargoyle synergyzes decently with your R, because the execute doesn't care about the damage reduction. Stoneplate can give you the durability you need to survive after a big engage and executing someone.

  • Melee and Ranged: that could be an option, but I don't think that's needed. Atma is indeed a great item for Urgot, so if it comes back in Preseason, it will perfectly fill that 2nd offensive item niche that Urgot needs, and we don't need anything more.

ModKnightsKemplar8/27/2018, 11:44:02 PM1 votes

Approved!

Eklispe9/7/2018, 9:24:23 AM1 votes

I'm going to make another addeum to my previous rant about my problems with his ultimate. If the enemy manages to enter an untargetability state (Zhonyas, Evelyn Ultimate, etc) between your reactivation of ultimate and them getting suppressed your ultimate simply goes on cool down without doing anything and being unable to reactivate. I don't feel like this is an intended interaction or a healthy one either. An addeum to this is when the noise that indicates you're able to drag the opponent plays, but you're unable to do so at the end of the ult timer. What do you guys think?

Shahamut8/28/2018, 12:14:41 AM1 votes

Although I do feel ya on the huge impact a lot of these changes had, I think prior to them, Urgot was overly oppressive. Steraks in particular was VERY problematic since his W shield is already pretty darn substantial. Adding Sterak's shield on top of that made fighting him feel awful and impossible.

That being said, I DEFINITELY agree that his itemization is a bit wonky, especially given his unique setting as a short ranged Ranged Juggernaut. Im not sure what to suggest, I dont play very much Urgot. But I have built other armor items as well. Sunfire is pretty good since you are basically standing on people. Obviously not a huge thing, but if you are vs a melee opponent or heavy melee team, why not?