Urgot, the forgotten champion from Noxus

General Elephant·10/21/2013, 5:13:56 PM·9 votes·661 views

It seems he has been set aside for a long time. I know he is difficult to balance in an extreme way because of how dangerous he could become being known as the "anti-carry". I feel his kit is just sending mixed messages. I think the concept behind him is GREAT, I love him as a champion and want him to be viable.

Right now he looks like he wants to be a carry, like he once was, but can no longer do this. He is very reliant on landing his e for damage, but does most his damage through q spamming. Late game this is very detrimental because it is a single target spam that you need to be consistent with to be of any use. His AAs are very difficult to last hit with due to slow projectile speed, and lack of "fluidity". There are many other reasons, but those are the ones that if addressed, I think would bring Urgot back into somewhat regular play.

When I say his kit is sending mixed messages, I mean his ult is something a tank/bruiser would want, his q is something a poke comp/adc would want, his w is something a bruiser would want.., and his e is something an adc would want, his passive is just awesome.

he is being torn down the middle. Initially this concept worked because he could counter carries back when they were "semi-optional". now since the meta has reinforced the "marksmen" role, it left urgot in a spot where he wasn't ALLOWED to be strong. I really think because of this, his "anti-carry" persona needs to be abandoned.

He seems like a bruiser waiting to happen, but hasn't yet. I feel a couple slight changes would make him into the bruiser he was always meant to be.

the changes I would like to see:

1: his q is much too spam-oriented, so to remedy this, I say beef it, lengthen it's CD, increase it's reliability of landing (better hit box, possibly allow passing through enemies).

2: as a result of 1, his e "heat-seeking" feature is now much less useful (and less damage determining, which is a good thing). How to fix this so that it is useful again? simple, make it a dot with a slow.

3: make his w into a shield that shields based on hp, i think flat +%missing would be cool, drop the slow effect, which is on e now.

I think these changes would do urgot some good. I'd like to hear feedback.

19 Comments

Zoram10/22/2013, 4:28:35 AM3 votes

I agree with OP, he once fit into that sort of jack of all ace of none role, which has since disappeared as a champion type. Because of this people tried to find his best fit which was bullying ad carries in lane. That isn't such a bad thing, lots of supports and other ad carries can do that job, but overall he did so in a way that wasn't fun, you got locked onto with E and because of that single spell his other two spells has a guarantee of being %100 useful even against champions out of vision or even invisible so twitch wasn't even able to counter this lock on aspect. His passive was just always good, and it has no cooldown period and applies on auto attacks and his Q? dat armor shred. Back when armor was king this was infact really strong, now its just...average and useful instead of a great asset.

What can be done? Well honestly shift things around and make his ult make more sense. I agree make him a bruiser type who excels at splitting up a team, kiting, and crippling key targets. That is the vibe I get from him.

I think a big issue is that he is ranged but his ult screams I'M A MELEE RANGE INITIATOR! His ult has never been sensible. I think it needs to provide more than it does. I've always liked the idea of giving his ult the ability to steal defensive stats in addition to giving him bonus defense. As it is now, all it does is make him a bit tankier while the enemy just gets swapped, they can flash out or use one of the 1000 dashes jumps and gap closers because yes mobility creep has made an impact on urgot. Making the range longer won't really do much but make him OP against champs without dashes. This way he can soften up an enemy tank to get them out of the way in a fight, or simply use it to criplle and enemy and put them out of position and it allows urgot to make more interesting choices when ulting depending on the needs of the team. Otherwise just scrap the ult in favor of something else.

E should not be what loads him up for his other two spells to do their job that well. I think that swapping the slow for the lock on is a much better idea. That way you use E to slow them, so that you can use W to hit them with a Q, and THEN if you hit, further hits with Q lock on.

W hits made while locked on should lower the cooldown per hit rewarding aggressive play and skillful hits with that initial Q. This way popping his sheild means no lock on and he has to wait the full cooldown.

Q is really fun, but I think it is pretty meh. I think honestly that the armor shred from his passive needs to be here. This way he can't simply land a few auto attacks and slowly melt down armor, it seems unfair, especially as now you auto attack to shred armor then lock on with Q for optimal damage. It just doesn't seem right to me. By putting the shred on his Q it means he has to spend a bit of mana to do it, however it also need to have a bit further range than it does now to make up for that change and also his auto attack range might be increased, but I don't know its current range it might be fine.

PASSIVE: As I said before its a part of urgot and I want to keep it somehow, somewhere if not on his Q then somewhere. But having it apply on auto attacks isn't really ideal in my opinion as stated above. Not sure what to put in place, but I was thinking that landing a spell on an enemy could do something like grant him some hp, mana, or maybe something really crazy like increase his spell range by some amount for each succesful hit of a spell up to whatever amount stacking. Might be kind of cool.

SCALING AAAAAARRRRR! I hate urgot's scaling. Two AP scaling things(only one being offensive), 1 AD scaling thing, and his ult has 0 scaling. That sucks. How do you build that? You don't...you don't build that. Come mid game unless urgot absolutely smashed in lane he can't do much, which, honestly what champion isn't capable of that after crushing in lane? Now some might call for AD scaling, but I do not. I like the idea of AP scaling on his 3 main spells, and maybe some form of defensive scaling on his ult.

Wallareus11/3/2013, 7:52:26 AM2 votes

Well this is my first post on the forum.. And I decided now to do this because im tired of playing Urgot and screaming at the imperfections of his design...

To start from the top he is a "Tank, Marksmen" and in both he has FAILED! he does NOT have a high enough armor and hp scale to stand against almost anyone in the top lane early, late or mid game. Building as his specs say they should, his marksmen is jeopardized when you are required to land 1 spell to do anything worth calling "initiation" and when you put them together you have a champion with beautiful investment loaded with potential.. But lacks direction to make a team-worthy welcome into the leagues of noxus.

So to get this started... I want to look at his passive, 2.5 seconds of 15% reduced damage.. That sounds like a great start of an idea.. If it were made to scale, it would allow him to fill into his tank position more fully as his overall health and armor value goes up because the enemy regardless does less. But as for his marksmen this is decent in trades, but vik/heimer could whip up something much more devious for Urgot than this.

So here is a divided line I have thought up and would love some feed back or brain storming for some presentable ideas to riot.

Marksmen Urgot

Passive- Urgot is granted additional life steal based on the amount of missing health of near by enemies

Q Urgot fires "Acid hunter" that causes on hit effects to activate - Passive- aa gives stacks (max5) on Urgot that gives his q lock on[or target priority?] (one stack is consumed for every q that lands)

w- grants urgot a shield absorbing damage for the next 7 seconds and causes enemy champions to be feared for 1 second (Scaling) when attacking urgot. (cant be done more than 1 time on any one champ in 3 seconds)

e- is a aoe skill that causes enemy champions damage based on their move speed and does burn damage for as long as the continue moving.

r- channels for a brief moment and then swaps places with a selected enemy, after swapping urgot causes a aoe of blindness and is granted additional attack speed and damage for a short duration.

This Urgot built is based on passive life steal [+ better laning phase, + better trading] Priority skill shots [+Better execution of engagement +allows item proxy such as iceborn] And mostly the burst inability to be damaged or be ganked, This build would give urgot the "Marksmen" Title he has justice and remove that silly "Tank" off of his attributes..

Tank Urgot

Passive- auto attacks reduce enemy damage by 5% and stack up to 5 times.

Q- has a longer reload timer but cause allied minions to attack inflicted target for 1.5 seconds. (also sets off items proxy)

W- Causes urgot to root himself gaining incresed range and gives his q a lob effect to hit directly where he is pointing.

-Passive when in siege auto attacks and skills have 30-+% reduced damage to rugot and allied minions in his range.

E- causes knockback (the closer the enemy the further he is pushed) and gives urgot a movement bonus.

R- Gives urgot attacks and skills true damage based on the amount of hp missing from the opponent, and causes these effects Q- causes blindness [or poison] W- gives urgot a larger field of view and the ability to see through terrain/bush E-becomes a target spell that you can control the knock back direction.

If tank/ bruiser if what you believe urgots focus should be then this build will give some utility to the top lane, While causing minions to be a more viable threat early and mid game (with his Q's effect) or giving the move speed junkies something to think twice about before engaging/ ganking a more tanky version of urgot might be a better use of his already existing base, but bares loads of promise for a glorious revolution!

Please give me your thoughts :P

Solan Stonewhip10/21/2013, 7:13:20 PM2 votes

i think that urgot fills a unique roll in league. which i'd like to see more of (and more success on) as it is outside the meta, rather than inside. besides. turgot is still a thing

TEAM HER012/18/2013, 1:49:23 PM1 votes

This is also my first time posting on forums.

I think Urgot should have a style of play that resembles a Mancubus from the Doom series. A high damage, tanky, range threat but has some counterplay designed into his kit. I definitely am in the camp that if he wants to be considered a marksman, he needs to have longer auto-attack range and/or make his Q proc on-hit. Also, Jinx has a splash damage, long range, rocket launcher... wouldn't that have been perfect for Urgot. I'm sorry if this post is just a rant, but Urgot either needs better numbers to his current kit (risking to be OP) or a complete kit rework to either focus on tank initiator or marksman, not both.

As for his character flavor, I don't find anything wrong with him looking like a monster straight out of Doom. Not all champions need to look sleek, lean, or beautiful. I for one see the value of him looking completely grotesque. Having surgical arms as weapons and a mecha body totally make him unique.

http://ariokh.deviantart.com/art/Mancubus-87871225

Hivenst10/22/2013, 7:45:22 PM1 votes

*Note I'm currently playing him in a AI match breaking down his skills.

Well his playability and usefulness is outlined in the stats that you can pull up in any of the websites the one ill quote is Lolking.net

Out of all ranked solo que for every server we saw 435 Urgot picks on 10/20. He is officially the least played champion next to Galio his popularity (as in times picked vs other champs) is 0.38% Galio in comparison being the next lowest is 0.91%.

The win rate is also relatively low Olaf some how being the lowest win rate champ even with his change lands at 41.76% with Urgot at 42.46%. What these stats show is that hes has no slot even in counter meta play and is continually an easy push over with current item builds/play style.

I can agree that a Kit change would benefit him greatly being completely reliable on his E has been a death sentence for most Urgot players if an Urgot misses his E the damage output is diminished greatly his slows on the the same level feel weak and are just a minor nuisance to a lane more than a legitimate threat. He needs a change to his mana costs also upon playing my match to just try and poke and bring in damage i actually ran out of mana landing every shot i still didn't kill my enemy adc....

Shield can use a complete remake as OP suggested with our current affairs its not hard to go health into ad at the same time with Atmas impaler now to make sure this scaling does not go out of control the base of current health or missing needs to be limited and in line with other shields. (Nothing worse then fighting and bringing new urgot low and he pops his shield for another 1-1.5k health and wipes the floor with your adc or top lane.

I like where his ulti stands right now with the additional stats upon use and the ability to disrupt a line up but holding onto the stat boost longer near a 6-7 second would be a great addition to his game play hes naturally a bit squishy and fights tend to last alot longer than his current 3second stat boost which is no where near enough time to reposition himself outside of the death zone.

TLDR: Urgots a real sleeper right now but with some Quality of life changes the community will pick him up again and try to make it work ADC is not where I would like to see urgot as hes mana heavy! He has a naturally short AA range this is ok if we turn him bruiser. W needs a rework moving his slow to ether his Q or E and than buffing the shield to scale on health. Ulti would need to have buff durration increased or additional movement speed or another escape added to it.

JackAqua10/21/2013, 5:24:16 PM1 votes

But it destroys Urgot in the process. If you want something like that just take Kog Maw or what else.
But LEAVE ! URGOT ! ALOOOOONE !

TerrifiedApe11/5/2013, 3:09:42 PM1 votes

Honestly? I think urgot needs to be changed to be an ap tank. Simply putting him in a spot where all his abilities scaled off ap would help him greatly in that respect imo, he wouldn't be able to be a marksmen anymore but lets face it..he never should have been put in that role, his entire backstory is built around his survivability. I think he could be far easier itemized as an ap champ as well if you think about some of the choices. While there are plenty of ap tanks out there already most of them are junglers so I think having urgot in a role similar to singed or galio would greater fit his persona and his usefulness.