Day 4 of Board Reworks a Champion: What should Urgot's basic abilities be?

5000000000000000·5/21/2017, 6:34:09 AM·5 votes·296 views

Hello, and welcome to day 4 of "Board Reworks a Champion!" This series of post will try to rework a champion. How would they turn out? Would it be good? Would it be terrible? Who knows? All we know is that it's going to be ridiculous. Everything will be based on the number of upvotes a comment gets. Want to completely remove Lee's ultimate? Sure! Just get enough upvotes!

If we need to decide on one target, the choice with the most net upvotes (upvote-downvote) will be chosen, and if we can have multiple choices, top 3 (or whatever number is appropriate) will be chosen. Only the parent comment will be considered, so don't make a suggestion as a reply!

So without further ado, let's get into it! Yesterday, we decided that Urgot's ultimate should be a two-part ability, which retains most of current functionality. Here's the full version:

-First Cast: Urgot dances stylishly for 1.5 seconds, then becomes Hyped Up for five seconds. While Hyped Up, Urgot gains ? bonus Armor and Magic Resist, and can cast Hyper-Kinetic Battle Dance a second time.

-Second Cast: Urgot jumps forward in a dazzling display, stopping at the first enemy champion hit. For 2 seconds after stopping, Urgot twirls his target around himself and throws them back to his starting position, dealing ? damage to them. During this time, enemies within in a short radius of Urgot are Charmed. Re-casting Hyper-Kinetic Battle Dance will grant Urgot a ? shield for 3 seconds.

Numbers are omitted so we can tune the numbers later, but what's important is that as a Enchanter-Carry-Juggernaut-Vanguard hybrid, this ultimate suits him, and this ability also fits his proposed thematics (sexy cyborg) well.

So now, we don't have any of his basic abilities. His W: Terror Capacitor was a popular second, but didn't get enough upvotes.

Top comments until 3 abilities are filled will be accepted. You can list one ability, or multiple abilities if they are supposed to combo with other abilities. Keep in mind his themes and subclass when you propose new abilities!

7 Comments

4th Chiming Lamb5/21/2017, 8:19:23 AM4 votes

I threw together a kit that combos around his (new) passive and (semi-new) W. He gets into the fray of fights to charge his W, then activates it to shield himself and let his other abilities store charges of heals and/or shields. Anyways, the kit!

-Range: Let's get this out of the way first: Urgot will have melee range with this kit. Since he puts himself into the enemy team so much, it's for the best. It also balances his passive. As an Enchanter/Vanguard, he would probably build along the Targon's line in bot lane, too. Oh, and I recommend reading his W first, since his other abilities interact with it.

-Passive: Dance Partner: Urgot's basic attacks designate enemy champions hit as his Dance Partner. Urgot can have two Dance Partners at a time. Urgot's Dance Partners deal ? % less damage if Urgot and his Dance Partners are close together (See note), and interacting with them will charge his Terror Capacitor. Note: For being "close together", think of Kha's Isolation mechanic, but in reverse. If Urgot and his Dance Partners 'un-isolate' each other, they are considered to be 'close together'.

-Q: Fashion Rolls: Urgot rolls a short distance (See note) towards the mouse cursor. For 2 seconds after rolling, Urgot's next basic attack will deal ? additional damage, and, if he attacks a Dance Partner, have increased range (See note 2) and charge his Terror Capacitor . Urgot can cast Fashion Rolls a second time if he successfully empowers his Terror Capacitor.

-Terror Capacitor Charge: If Urgot uses a charge of his Terror Capacitor to cast Fashion Rolls, he will store a ? value heal. Urgot can re-cast Fashion Rolls with a charge of Terror Capacitor 2/2/3/3/4 additional times if he stores a heal, and can store up to 3/3/4/4/5 charges. Urgot can touch allied champions to expend all charges and heal himself and those near him (See note 3) Note: Roll distance is similar to that of a Riven E, and he can change it similarly. Note 2: I'm thinking around 100 units of increased range? That seems pretty fair, right? Note 3: "Like Rakan, but better!" The heal value would be low, though, similar to Taric's Q, except it stacks more!

-W: Terror Capacitor: Passive: Urgot stores a charge of his Terror Capacitor every ? seconds (See note). Urgot can reduce this cooldown by taking ? % of his current health as damage or by interacting with his Dance Partners. Urgot can store up to 2/3/4/5/6 charges in his Terror Capacitor at once. Active: Urgot activates his Terror Capacitor, consuming one charge and granting himself a ? health shield. While the shield is active, Urgot's next basic ability is Empowered. Empowered abilities will never give charges of Terror Capacitor, instead granting him a heal or shield charge depending on the ability. Urgot can re-cast Terror Capacitor at any time provided he has at least one charge (See note 2), consuming another charge to recharge his shield and use another Empowered ability (See note 3). Note: This would be a very long cooldown. Fourty seconds or so in the early game, around twenty in the late game. Note 2: Terror Capacitor has no cooldown between casts: It is gated only by how many charges Urgot has Note 3: His shield will refresh upon re-casting, but it will not stack.

-E: Star of Noxus!: First Cast: Urgot stylishly spins in a circle, dealing ? damage to any enemies near him. If Urgot hits a Dance Partner, he gains a charge of Terror Capacitor and can re-cast Star of Noxus! within three seconds. Second Cast: Urgot gains a ? % movement speed boost for 2 seconds. The first enemy champion Urgot runs in to is Charmed for ? seconds and dealt ? damage, expending Urgot's movement buff. If Urgot successfully charms an enemy champion, he can re-cast Star of Noxus! a third time within three seconds and gains charge of Terror Capacitor. Third Cast: Urgot stylishly slams the ground, knocking back all enemies near him and dealing ? damage. If Urgot catches his Dance Partner in the knockback, they are Knocked Up as well, and Urgot can cast Star of Noxus! a fourth time within two seconds. Fourth Cast: Urgot can re-cast Star of Noxus to leap towards a Dance Partner caught in the blast of Star of Noxus!'s fourth cast, dealing ? damage to them and slowing them by ? % for ? seconds.

-Terror Capacitor Charge: If Urgot uses Terror Capacitor for any cast of Star of Noxus!, he will not gain a charge of Terror Capacitor, but instead gain a shield charge for ? health (See note). Urgot can store up to four charges, and can Touch an ally to grant this shield to both himself and his nearby allies for 3 seconds (See note 2 + note 3) Note: Similar to his Q, this is a small shield that he would have to stack. If he stacks it up, though, it is monstrous! Note 2: Again, "Like Rakan, but better!" Note 3: Urgot can stack his Heals and Shields if he varies his uses of Terror Capacitor, and will can use them at the same time upon Touching an ally.

-R: Hyper-Kinetic Battle Dance: First Cast: Urgot dances stylishly for 1.5 seconds, then becomes Hyped Up for five seconds. While Hyped Up, Urgot gains ? bonus Armor and Magic Resist, ? % increased Movement Speed, and can cast Hyper-Kinetic Battle Dance a second time. Second Cast: Urgot jumps forward in a dazzling display, stopping at the first enemy champion hit. For 2 seconds after stopping, Urgot twirls his target around himself, suppressing them, before throwing them back to his starting position, dealing ? damage. During this time, enemies within in a short radius of Urgot are Charmed. Re-casting Hyper-Kinetic Battle Dance will grant Urgot a ? shield for 3 seconds.

Terror Capacitor Charge: If Urgot uses a charge of Terror Capacitor and casts Hyper-Kinetic Battle Dance towards a Dance Partner, he will ignore other champions along the way (See note) Note: There should be a UI-shown indicator of how Urgot needs to 'launch' himself to ignore enemy champions on the way to his Dance Partner, probably in lieu of Warwick's Blood Trails or Tahm Kench's shown 'ultimate travel path'. I, personally, am in favor of the latter.

Well, how's it look? I designed a kit to be used to get into the fight, disrupt enemies, and be rewarding for doing so by being able to heal and shield his allies, which should fit an Enchanter/Vanguard theme, right? Ahem "He's like Rakan, but better! He enchants his allies, shoots down his enemies, and doesn't die!"

GULAG 4 U5/21/2017, 1:50:00 PM2 votes

SHOTGUN KNEES

50000000000000005/21/2017, 4:22:43 PM2 votes

I'm thinking of some toggle mechanic to allow Urgot to either Fear the enemies or Charm the enemies. When used on enemies, this would be just a simple hard-CC ability, but this CC would be usable on allies who are CC'd already as a pseudo-cleanse, applying half the normal duration, and forcing them out of snare/stuns and either run towards or run away from Urgot. It would fit him as a sexy cyborg, and his enchanter identity.

This would probably be his new W: Terror Capacitor's passive effect.

EvilUnicornLord5/21/2017, 6:36:03 AM1 votes

You accidentally put down "day 3" instead of 4.

4th Chiming Lamb5/22/2017, 5:50:28 PM1 votes

Hey buddy, we need Day Five!