Rework Concept for Urgot

A Liberal·8/27/2016, 2:03:51 AM·1 votes·525 views

Goal: My goal with this Urgot Rework concept was to emphasis his character thematically, and while enhancing his current strengths, also providing some clear weaknesses to reduce some problems that he currently faces.

Concept Ideation: The basis of this rework was the idea that Urgot should play like a real life tank. Slow moving and immobile, but sturdy and able to deal high damage from a long range.

Strengths: Long Range Sturdy Tank Buster High Sustain

Weaknesses: Immobile Reliant on Teleport for Roaming Very Reliant on Mana Clear Windows of Power

Passive: Techmaturgical Engine The longer Urgot is away from base the stronger he becomes, gaining +1/2/3 Armor/MR per minute he is in a lane. Moving through the jungle rapidly decays these stacks.

Q: Acid Hunter - 20/30/40/50/60 Mana | 4 Second Cooldown Urgot fires a missile in a straight line, colliding with the first enemy hit, dealing 10/30/50/70/90 physical damage (+75% AD). If a nearby enemy is marked with Noxian Corrosive Charge, Acid Hunter becomes self targeted and passes over enemies to hit them, as well as gaining additional range. Acid Hunters deal 20/50/80/110/140 (+85% AD) (+2/4/6/8/10% Enemy current health) in physical damage to enemies that are marked, and it's cooldown is reduced to 1 second.

W: Bioactive Fluid - No Cost | 60/55/50/45/40 Second Cooldown Urgot's preservation fluids kick into overdrive, slowing Urgot by** 70/60/50/40/30%**, healing him for 2/4/6/8/10% of his missing health and mana per second and doubling stacks of Techmaturgical Engine for 5 seconds. When the duration is completed, a puff of toxic gas is released in a small ring around Urgot, fearing all nearby units and dealing 15/30/45/60/75 (+100% AP) Magic Damage.

E: Noxian Corrosive Charge - 50/60/70/80/90 Mana | 15/13/11/9/7 Second Cooldown Urgot launches a charge laced with a corrosive tracking chemical to a location, dealing 1/2/3/4/5% Enemy Max Health physical damage per second over 4 seconds, and slowing marked enemies by 5/10/15/20/25%.

R: The Headsman's Quest - 250/200/150 Mana 200/175/150 Second Cooldown Passive: Acid Hunters ignore** 20/40/60%** of Enemy Armor. Active: Urgot roots himself in place and gains 15/30/45% Damage Reduction for 10 seconds. During this time, the range of Acid Hunter is doubled towards targets marked with Noxian Corrosive Charge, and deals an additional 1/2/3/4/5% (+.01% AP) Max Health True Damage.

2 Comments

YOU LOST LMAO8/27/2016, 2:11:22 AM1 votes

ignore 60% armour wtf . . .

45% total dmg reduction? (if so, needs to be more-just like ali-) or 45% additional dmg reduction? (if so, needs to be less)

CFatalis8/27/2016, 2:47:57 AM1 votes

i get the idea hes going with but i would say no more then 35% on the ignore armor

now with the ult if your going to do it like that the damage reduction is nice but i'm not sure about there being a palace for it but that's just me i would like to see his acid hunter pierce when he uses it in his ult maybe AA attack range increase

the passive i am a the biggest fan of it makes him more for a laner and duelist as the game goes on but it does limit him from going into any jungle so it hurt his team fight capability for if you know then enemy is in the jungle waiting you can't follow to close to your team or you risk losing your stacks vary fast and i assume on death the stacks are lost to? what about recalls