[Champion concept] Urgot rework idea
So I love Urgot, which is to say I love the idea of Urgot and also occasionally stomping through people in the top lane. But, at the end of the day, I have to say that his kit seems a little...confused as to what he is supposed to do. In addition, he is overdependent on his E landing; either it does and he has a heyday or it doesn't and he scuttles away until it's off cooldown. So I did a little brainstorming and came up with something that I think represents the long-range missile launcher half of Urgot. I did away with his ult (getting into the enemy team didn't fit with the rest of his kit), moved his passive effect onto the activation of his shield (since it was an uninteresting, if mechanically valuable ability, this gives it more involvement), his new passive is his old E+Q (sorta), giving him some of the power of E+Q without requiring the landing; E still is valuable for the most use of the effect, though. To replace his Q, I gave him a new skill shot which inherits the old slow on his W. Finally, his Ult gives all of his abilities huge benefits against a single target he locks onto.
But enough summarizing my ideas. Here's the meat of my new kit idea:
Passive: Acid Hunter: Every 12 seconds, Urgot’s next basic attack gains 450 range and does 10% of maximum mana as bonus physical damage (this extra damage cannot critically hit). Acid Hunter’s cooldown is reduced to 2 seconds against targets afflicted by Noxian Corrosive Charge.
Q: Zaun-touched Bolt Launcher: Range 1000, Cooldown 10/9/8/7/6 seconds Urgot fires a heavy bolt from his arm launcher in a line, dealing 10/40/70/100/130 (+75% AD) physical damage damage to the first target struck and slowing it by 20/24/28/32/36% for 2 seconds. While this effect lasts, Urgot’s basic attacks and abilities increase its duration by 1 second, to a maximum of 5 seconds.
W: Terror Capacitor: Self-targetted/range 800, Cooldown 14 seconds Urgot winds up his capacitor to gain a shield for the next 7 seconds that absorbs up to 60/100/140/180/220 (+50% AP) (+4% Max mana) damage and shocks a target enemy for 50/75/100/125/150 (+80% AP) magic damage, lowering their damage by 10/12/14/16/18% (+1% per 100 AP) for 2 seconds. While the shield lasts, Urgot’s basic attacks against the target of this ability refresh the duration of the damage lowering effect.
E: Noxian Corrosive Charge: Range 900, radius 150, Cooldown 15/13.5/12/10.5/9 seconds Urgot fires a canister of acid at enemies. Enemies struck by Noxian Corrosive Charge have their armor reduced by 12/14/16/18/20% and take 75/130/185/240/295 (+60% Bonus AD) physical damage over 5 seconds. If Noxian Corrosive Charge strikes an enemy champion, Acid Hunter’s current cooldown is reduced by 75%.
R: Target Lock: Range 1000, Cooldown 140/120/100 seconds Passive: Acid Hunter’s cooldown is reduced by 2/4/6 seconds, cooldown against targets afflicted by Noxian Corrosive Charge is reduced by .4/.8/1.2 seconds, and range bonus is increased by 100/200/300.
Urgot locks on to a target enemy champion for 4/5/6 seconds, and lowers his current non-ultimate cooldowns by 50%. Against that champion, his abilities gain extra benefits:
Acid Hunter: Acid Hunter’s bonus damage due to mana is doubled and it has no cooldown when used against the locked target. Zaun-touched Bolt Launcher: Zaun-touched Bolt Launcher pierces through minions, and Urgot gains 30/45/60% move speed that drops off quickly over 2 seconds when he strikes his locked-on target with Zaun-touched Bolt Launcher. Terror Capacitor: Terror Capacitor additionally stuns the locked-on champion for 1/1.5/2 seconds. Noxian Corrosive Charge: Urgot gains 80/90/100% attack speed for 4 seconds if he strikes his locked-on target with Noxian Corrosive Charge.