Urgot Main here with a Concept Urgot Rework

SeveredKidsFeet·11/9/2015, 8:01:55 PM·1 votes·1,845 views
http://ddragon.leagueoflegends.com/cdn/img/champion/splash/Urgot_0.jpg

Hello, I've played Urgot since I was bronze until I am gold now currently. When my friend first introduced me into this game, I quickly set my eyes upon this monstrosity and decided this was my champ. Currently, Urgot is a champion like many others in Limbo. With a kit that can be hard to balance and doesn't hold much merit in any meta. I've pieced this rework together mostly from his lore and from my image of what the Headsman's Pride should look like.

Firstly, his image. As of now, Urgot is a hideous monstrosity with legs like a crab. He looks like somthing Sid from Toy Story made in his room. He's overweight and waddles like a toddler taking its first steps. His lore states "Urgot was a great soldier of Noxus and because of his military background, he often accompanied detachments into foreign territory to carry out judgment" His current form is no soldiers body; more of a gelatinous blob on metal stilts.

My idea of Urgot is to have his legs resembling these

http://www.badking.com.au/site/wp-content/uploads/Mech_topology.jpg

His face seems in workable order with that "bane like" respirator around his face. His torso however, leaves much to be desired. He's a soldier! Think a Garen torso, but way more mangled and machine like. Not like what his torso is now, which looks like a stuffed puppet bursting at the seams. He should keep a scythe in place of 1 of his hands. The other should just be a machine fist. Urgot should be designated as a Tank/Fighter like a soldier should be, not an adc. Which is why he should be melee in both of his hands. His theme is rebuilt necromancer machine. Which is why I think his color scheme is perfect the way it is.

Now onto his Kit. I'm leaving out ratios and cooldowns because I'm not here to balance him only to give my personal ideas.

**Passive **: Zaun Techmaturgy - For every % health Urgot is missing he gains X armor and x magic resist capping at 90% missing HP "There are warriors who become great for their strength, cunning, or skill with arms. Others simply refuse to die"

Q - Cull The Ranks - Urgot slashes his scythe at enemies infront of him in a 180 degree angle (possibly reducing their armor) "By this time, his hands had been ruined and he could barely walk. Scythe-like grafts affixed to his maimed limbs served to carry out his bloody work."

**W **- Necromancers Might - Urgot becomes immune to slowing effects and gains X% movespeed"

E - Noxian Handshake - Urgot thrusts his scythe into his opponent, slowing them if they are turned away.

I was conflicted on changing his ultimate. It's the one skill that does fit his lore somewhat. If I could change it, it would act like Aatrox's dark flight or Zac's elastic slingshot.

R - After a short channel Urgot bends his legs and leaps to a targeted enemy stunning all enemies within a small radius for x seconds
"Prone to diving headlong into enemy battle lines, Urgot sowed chaos throughout the enemy ranks."

If you read through this all thank you, and please leave your feedback.

DEATH IS THE ONLY ESCAPE - Urgot The Headsman's Pride

3 Comments

Jack º11/9/2015, 8:07:09 PM1 votes

not an urgot main, but this sounds fair, his w might be annoying but better then he is right now, but riot is kinda in a teenage mood with champ design, it needs to be cool and unique, and this does not have the crazy weird random mini games and stuff in it.

SeveredKidsFeet11/9/2015, 8:15:01 PM1 votes

Thank you for your input. Admittedly I did want to try some crazier things, but I'm just testing the waters with this as its my first idea on a rework.

Onimarus11/9/2015, 9:10:33 PM1 votes

My suggestion was just minor tweaks to his abilities.

Something like:

Q: Remains the same. W: Remains the same.

E: Gains a slightly larger AoE.

  1. E causes Q to bounce towards nearby enemies affected after the initial hit. Prioritizes champions and bounces up to five times
  2. E causes R to target (up to) two more enemy champions who are nearby the initial target (that are affected by E) in an AoE. Suppresses them as well before randomly shifting everybody around.

R: Reduced resistances per level.