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Levelling Urgot's Q only adds 30 base damage per level. Is it a little too unrewarding?

5G8Nri0B54··1 votes·102 views

In the past I've been focusing on maxing his Q first because it's his bread-and-butter. His most frequently cast spell and the one ability his entire kit(outside his ass-backwards ultimate) revolves around.

Yet after picking him up again and looking at his skills, here's what I noticed.

Q Acid Hunter - Gains 30 base damage per level...literally nothing else

W Terror Capacitor - With each level, this skills gains stronger shield, stronger, and shorter cooldown so that stronger shield can come up more frequently

E Noxian Corrosive Charge - Gains significantly more damage per level, gains increasingly powerful Armor Reduction per level which further increases it's increasing damage per level PLUS the damage of his Q and AA's. Finally, each level also reduces it's cooldown, further boosting his DPS with this ability.

As for his Q, it's base damage is low from the start, with the majority of it's damage coming from it's scaling which remains the same all level around.

So the question is...is there much incentives in putting points into Urgot's Q? Usually a champion's Q is the ability you put the most focus on first. And if not, there is atleast a significant advantage gained each time it's levelled anyways. With Urgot...his Q gains nothing but 30 base damage.

Even if you feel this is fine the way he is. Is there far too little reward for putting your points into it? Especially when the rest of his abilities gains so much more with his skill points.

**PS **- while on the subject of Urgot, PLEASE give him an Ultimate that actually makes sense on him!

11 Comments

CaptainWednesday1 votes

Poor Urgot. He was killed, brought back to life as an OP crab, and then Riot might as well have killed him again. I think he needs an overhaul on everything. He needs a Visual Update, a new Voice Over, and a Kit Overhaul.

5G8Nri0B541 votes

I agree with the kit and visual ovehaul. His blade arm should have been used as a melee attack if his enemies got into melee range, his AA projectile should look more physical and less like some energy cannon considering the sound he makes. His Acid Hunter should look a little more dynamic rather than a static image being dragged across the screen. He needs a new kit that actually works without being OP or UP. He needs an ultimate that actually makes sense on him.

I think his voice is okay though. :/ He sounds tormented and annoyed at his current situation, as anyone should. I feel he should have some special interactions with Viktor though.

For instance, Viktor has a hard on about becoming a robot, but Urgot has became part robot and knows exactly how it feels.

CaptainWednesday1 votes

I think Riot can make it all come to together without changing everything. He needs a slight increase to his base attack speed and AA range if he's going to stay Ranged. Otherwise, get some new textures for his razor arm and make him melee with maybe a line laser from his cannon, rather than little orb shots. That's just regarding his Melee vs. Ranged discussion, the rest of kit needs serious help. The Acid Hunters cost too much mana for such low single-target damage, his shield can't hold for it to be useful (like old Skarner's shield), his E gives little damage (I like the targeting mechanism though). His ultimate is a little odd too; however, something tells me Riot is slowing trying to eliminate suppressions from the game. Warwick's tentative rework kit removed is suppression (its a stun) and with all this Skarner debate, I fear he might lose his. Just a hunch, but when Riot reworks Urgot, I'm sure his suppression will be removed.

That's true, his voice isn't that bad. Depending where his character as a whole goes, he might get a new voice. I do like the special interactions, as do a lot of people. Plus, Urgot is one of the few forty or so champions with a League Judgement and a lore-based rivalry, so I hope Riot sticks to the story.

5G8Nri0B541 votes

Unfortunately, either Urgot will get a completely new voice if he gets any interaction, or more likely, he keeps his old voice without any new interactions at all. Voice actors are overpaid and overpriced for the most part, the chances are not high that he will get a new voice.

You bring up a good point about Acid Hunter costing far too much mana, especially for a low cooldown ability. It's sort of like Hecarim's situation with his own Q. It's impractically expensive.

If possible, IF they decide to remake Urgot, I kinda hope it isn't so E+QQQQ reliant. I meant, if you land your E, that's totally t1ts. But for how much mana his E costs and how high a cooldown it's on, how useful Urgot is rests almost entirely on whether his E lands or not.

CaptainWednesday1 votes

Maybe if they refunded half the mana cost upon killing a unit and refund half the cost if it was shot through targeting with the Corrosive Charge it put him on the right track, but there's still more to be done.

5G8Nri0B541 votes

Such as that random as hell ultimate of his...

CaptainWednesday1 votes

I like the suppression though! Powerful CC for a ranged DPS. Maybe if he didn't swap places, but rather hold them in place with a tractor beam of sorts from his arm cannon, stealing a portion of their Armor and Magic Resistance and allow him to cast abilities, but not move. Here's a reworked version for example:
Hyper Kinetic Resistance Reverser
Cost: 120 Mana - Cooldown: 120/110/100 seconds Range: 550/700/850
Urgot targets an enemy champion, suppressing the target for 1.75 seconds. During this time, Urgot cannot move or perform basic attacks, but may still cast other basic abilities. Urgot also steals 20/30/40% of his target's Armor and Magic Resistance over the duration (the longer the suppression holds, the more A & MR Urgot receives). The target also becomes targeted for Acid Hunters over the duration (This would allow Urgot to fire an Acid Hunter and his Corrosive Charge to continue the assault once the suppression ends).
Upon cast he would say, "Witness my suffering!" Similar to that of a successful Skarner ultimate.

5G8Nri0B541 votes

Interesting idea. Would it inflict any damage during the channelling?

I was personally thinking his ultimate should be replaced by some sort of long ranged AoE utility type ability. Because for such a slow-ass and heavy looking champion, he really doesn't pack any heavy weaponry at all to take advantage of the extra weight he should be able to lug around. Some grenades and replaceable blades that fits into his arm.

But yours look nice.

CaptainWednesday1 votes

(Reply cap)

I don't think the ultimate needs to deal damage. If it did, it should deal a small amount.

Steelflame1 votes

To be fair, he can easily land 3-4 of them per E, meaning that each Q rank adds 90-120 damage to a combo.

CaptainWednesday1 votes

Then runs out of mana, forcing him to back because his auto attacks are not strong enough to carry on.

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