Urgot Rework
Premise: The problem with Urgot is that his kit does not matching Riot's intended role for him. Riot has stated that they want Urgot to work like a main battle tank. To understand how this role works, you need to know what a real world tank is and what it is supposed to do. The purpose of the tank is to punch through the enemy lines, bypassing the enemies defenses and destroying them up close.
Problems: The first problem lies in his Noxian Corrosive Charge/Acid Hunter move combo. When the corrosive charge locks on it allows the Acid Hunter to have a long range. This effectively turns Urgot into long range artillery rather than a tank. In addition to this, his heavy reliance on AD to deal damage means that he has to focus on building AD items in order to do any real damage, which weakens his ability to take damage, something that is critical for a main battle tank to be able to get up close. A main battle tank also needs to be able to get into position fairly quick, which is something Urgot can't do with his current kit. These are problems that my proposed kit will attempt address. Keep in mind, this idea is a Sion level rework; it will essentially give Urgot an entirely new play style while maintaining is intended role as an anti ADC bot lane champion. I am aware that I will probably catch a lot of flak by doing this, but I do not intend to keep Urgot's Noxian Corrosive Charge/ Acid Hunter combo, nor do I intend to give him another long range homing missile for the reason I previously stated.
My Reworked Kit:
Innate (Composite Skin) Urgot takes 20% reduced damage from ranged abilities.
Purpose: This is intended to make Urgot more resistant to long range poking attempts, this way he has more health when he gets into range. This ability is not set in stone and I am open to suggestions, however, I would like to keep Urgot's innate ability as a defensive one.
Q (Corrosive Missile) Urgot launches a missile towards the cursor which deals 50/75/100/125/150 + 0.5 AD physical damage to the first enemy unit hit and 1/2 of this damage to each subsequent enemy hit. Champions hit by this missile take 40% of their total AD as additional physical damage when hit. This deals 50% additional damage to minions.
Skill Type: Skill shot Range: 700 Cost: 40 mana Cooldown: 2 seconds
Purpose: The reason I allowed this ability to go through enemy units is to make up for the fact that it can no longer go over enemies.
Edit: I reduced the AD ratio to 0.5 to 0.7 on the ability and added an affect which allows the missile to deal extra damage to champions equal to their total AD. This allows Urgot to be much more dangerous against champions who build AD, which is great for an anti ADC like Urgot. This simultaneously decreases Urgot's dependance on building AD for damage. I also increased the range from 600 to 700 to give it a little more threat.
W (Terror Capacitor) Urgot activates his capacitor, creating a shield which blocks 60/100/140/180/220 + 8% maximum mana for up to 7 seconds. While the shield is active his passive mana regeneration is increased by an additional 100/125/150/175/200%.
Skill Type: Self Shield Range: N/A Cost: 8% total mana Cooldown: 16/15/14/13/12 seconds
Purpose: This is meant to give Urgot more mana sustainability to allow his Necrobursts to be more effective.
E (Necroburst) Urgot charges forward, dealing 60/100/140/180 + 0.5 AD + 50% of the mana consumed physical damage to all enemies in his path and all enemies behind him within a radius of 60 degrees. If he hits an enemy champion with this ability, he heals himself for 50% of the damage dealt to that champion.
Skill Type: Dash Back Range: 200 Range: 500 Cost: 10% of his current mana Cooldown: 14/13/12/11/10 seconds
Purpose: This is built to give Urgot a gap closer/escape mechanism so he can get close enough to do damage.
R (Field Reanimation) For the next 3/.3.5/4 seconds, if Urgot dies, he will be resurrected after a 3 second delay with 30% of his maximum health. His mana remains at the same amount it was before he died. For the next 4 seconds, he gains 30/60/90 armor and magic resist, immunity to all non slowing CC and he deals an additional 25% damage.
Skill Type: Self Resurrect Range: N/A Cost: 50% current mana Cooldown: 180/150/120 seconds.
Purpose: This ability is built to play into his theme as a reanimated juggernaut. It allows him to become dangerous more dangerous if he is killed.
Edit: Lowered cost from 60% current mana to 50% current mana.
I would love to have other people's thoughts on this rework concept, but if you're just here to say "YOU SUCK, I HATE THIS AND I HATE YOU!!" or some crap like that then you can just go sit on a rusty railroad spike like the rest of the trolls. I only want constructive criticism.