Urgot Rework Idea

Psychoneirik·10/9/2014, 2:17:17 AM·1 votes·882 views

Well, this is an idea I have to make Urgot a viable choice again. Im suggesting a rework for his kit that would define him as an anti-carry, not in the sense of Zed or Irelia who can easily jump in and kill the carry, but as someone who “negates them”, making them less useful and punishing them for their mistakes. Ill explain the reason for it on each skill. I put numbers for reference, but can be changed.

**(Passive) Adaptive Zaun Cannon: **Urgot’s attack range is the same as his target. (For example, attempting to attack a melee champion at 300 range will make Urgot walk towards it to attack it in melee range, while attempting to attack a 550 range adc from the same position will make urgot attack it without moving.) This skill shows a mark on enemies who are on range (similar to kha zix isolation mark).

Reason: This is to make easier for urgot to attack high-range carries, while not giving him range to poke down melee champs.

(Q)Bone-melter laser: Urgot shoots a laser that goes through enemies and deals between 30/50/70/90/110(+30% Bonus AD) and 100/145/190/225/280(+120% Bonus AD) depending on the distance traveled by the projectile. Range: 800. Mana cost 60/65/70/75/80. Cooldown: 11/10/9/8/7 segundos.

Reason: This skill allows Urgot to poke in lane and in teamfights it makes it easy to hit the carry behind the frontline, since it goes through oponents. The fact that it deals more damage depending on the range is for dealing extra damage to the carry (who should be far most of the time).

(W) Electromagnetic Barrier: Urgot increases his armor by 40/50/60/70/80 during 6 seconds. During this time, being attacked will reduce the attackers movespeed by 10/14/18/22/26% during 0.75 seconds. Cost: 40 mana. Cooldown: 14 seconds.

Reason: This skill increases Urgot’s armor to help when dealing with an ad carry, as well as reduce movespeed of attackers to help against kiting.

**(E) Toxic Missile: **Urgot shoots a guided missile towards an enemy. This missile causes no damage, but it infects the enemy with toxins, reducing its armor by 12/14/16/18/20%, its attack damage by 5/8/11/14/17% and inflicting Grievous Wounds by 50%. Range 800. Mana cost: 50. Cooldown: 18/17/16/15/14 seconds.

Reason: This is the main debuff against carries, reduces armor to take them down easier, attack to make them hit like a wet-paper and inflicting Grievous Wounds to make lifesteal less effective.

(R) Super-electromagnetic-noxian-cannon 2.0: Urgot canalizes for up to 2 seconds, during this time he supresses an enemy champion on a 400/600/800 range and attracts it towards him at a speed of 200/250/300 units per second. Cooldown: 160/140/120 seconds. Mana cost: 100

Reason: New ult makes it easier to take enemy adc out of position without suiciding in the attempt. Its still canalized so it can be interrupted mid-cast.

4 Comments

Imperial Red10/9/2014, 4:31:06 AM1 votes

Passive makes him useless for team fights, Q is nice, W, E, and R are too strong. Rework.