Day 3 of Board Reworks a Champion: Which spells of Urgot should we preserve?
Hello, and welcome to day 3 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 theme is "a super sexy cyborg with flowing locks, six pack abs, a barrel-chest, and horrific metal parts drilled into him." His subclass would be some sort of unique combination of enchanter and a carry, with high durability. In the original words, "He could be something like Rakan but better! He enchants his allies, shoots down his enemies, and doesn't die!" Also, the second highest comment said Urgot should be a juggernaut/vanguard hybrid.
#Today's question: Which of Urgot's spells should we keep? Which spells need to go? This is important since completely changing the old kit feels bad for people who like to play Urgot. However, since we are making a full VGU, we need to discard the problematic parts. So what are the good parts of Urgot's kit, and what are the bad parts? Keep in mind, that his new subclass will be a hybrid of enchanter and carry, with some durability as well. Urgot should also feel like a sexy cyborg. We need to make sure when we make any decisions today, it should fit his new theme and subclass.
If you need a reminder on what Urgot's abilities are, you can check the wiki page.