Urgot Remake
Urgot Remake Urgot has been at the bottom of the win rate pile for a while and I think it is due to his lack of role in the meta. Although many people may argue that it is good to not always conform to the meta and that one of the most enjoyable things is that the game is always evolving and changing, I honestly don’t think Urgot’s current state will be meta changing anytime soon or ever. Sorry. Currently, I believe he is viewed as sort of an anti-carry, put him in a lane against a squishy enemy to shut down their early game. This is how he “fits” in the meta. However, due to the higher passive gold income and the way the game naturally flows, back in forth between the two teams, and the way his kit scales currently, shutting down a lane opponent does not do as much as it did before the passive gold increase and his kit is not enough enable him enough to snowball the early game to carry and finish through the mid game. His itemization path is also unclear and difficult. If he takes the role of a marksman on his team, what his team needs is damage, but due to current range and kit there’s no possible way that he can match the damage of someone like Caitlyn. Not only that, he is expected to initiate team fights and push himself into the middle of the enemy team, so he must build tankily to survive while taking damage. His itemization path, role, and kit are all conflicting. He must be able to build damage while being tanky, making him item dependent, but he also must end the game early, disabling him from getting the items that he needs to survive and do damage. By the time he has these items though, the opposing team will be strong enough to be specialized in both areas, having a full blown tank and a high damage dealing carry.
Knowing all this, I’d like to push Urgot’s role off of Marksman and more towards a top lane tank and adjust his kit and stats accordingly. These changes are suggestions, but I strongly believe they will help build Urgot into the meta while still being nuanced and unique. First off, lower his base attack damage and move it into the base damage of his Q. He should be spell damage based like most tanks are instead of auto attack based. Decrease cool down for Q so that he can get 3 acid hunters off. Reduce significantly the AD scaling of Q. He should not have to build attack damage to deal damage, and he should not be rewarded for doing so either. Second, switch the slow and armor penetration of W and E. When W (shield) is up, in a nearby AoE all enemies have reduced amor. E now slows instead of giving armor penetration. Reduce the range of E and increase AoE slightly. This change also makes sense for skill leveling as a tank. After your main damage dealing spell you will want more durability which in turn gives you more damage, and lastly you will get more CC for team fights. This will give you high early to mid game power. In the late game you will be able to slow multiple enemies, and initiate team fights more effectively. Finally, increase the range of R in the early game. This gives him more early game presence and ability to push his advantage and start team fights if he’s ahead. 550 range is much too low, you shouldn’t have to burn flash every time you want to start a fight as a tank in the early game. TL;DR Move Urgot from a semi-marksman into a tanky ranged solo laner and adjust his kit accordingly.