Idea for Urgot Rework.
Urgot's going to get reworked next year, that's a fact, confirmed by several Red Posts. Since he's my favorite champion in the game, I get giddy at the idea of Zombie Crab Man getting a rework.
As such, I've been throwing ideas around my head to think how would one fix the issues with him, while still retaining his core identity. And I've come up with this:
Passive – Target Acquired Upon hitting an enemy Champion 3, Urgot will mark that target for 5 seconds. Marked targets can be hit with homing Acid Hunters, and if they're struck by a Noxian Corrosive Charge, will also be revealed. Targets cannot be marked again for 4 seconds. Marks decay after 3.5 seconds.
This passive keeps his classic E+Q combo in a least feast-or-famine situation. Meaning that missing his abilities once won't set him back too much, while giving his opponents a way to play around it. Namely by getting prior warning that they're about to be locked down, and by dodging enough to exhaust all of his resources so that once he does lock down, it will be largely pointless because then he'd have nothing left to use.
**Q - Acid Hunter ** 20 Mana Cost - 900 Range – 0.5 second Cooldown Urgot stacks one Acid Hunter every 5/4.5/4/3.5/3 seconds, up to a maximum of 3/4/5 Active: Urgot fires a projectile in a straight line, causing 20/50/90/140/200(+0.6 Total AD) in Physical Damage. Urgot can also charge this attack for 2 seconds, increasing it’s damage in 35%, it’s range in 300, and giving it the ability to pierce targets.
The idea here is introduce two ways to use his Acid Hunter: Either sparingly to harass his opponents, or unleash everything at once to kill them. This creates a counter-play window earlier in the game by having Urgot be next to defenseless if he uses his Q too much, since this is his main method of offense. The charge-up ability was introduced because since this is also one of his ways to stack up marks, it could be too easily countered by simply staying behind minions and meatier teammates. So I gave Urgot a way to hit these people while still putting some risk into it.
W – Terror Condensator 50/70/80/100/120 Mana Cost – 10/9/8/7/6 second cooldown Urgot gains 2 Energy per second, taking and receiving damage increases this gain to 10. Active – Urgot raises a shield around himself, negating (1.25/2/2.75/3.5/4.25 x Energy) for 8 seconds. After 3 seconds, Urgot can reactivate this ability to immediately drain the shield, causing (1.50/2/2.50/3/3.50 x Energy) in magical damage, fearing and slowing in 40% nearby enemies for 10 seconds. If the shield expires or is broken, only the slow will be applied.
This shield is Urgot's defensive skill, it's a way to defend himself if his target manages to close the space between them. It's intended to reward aggressiveness (because then his shield can achieve full power faster), as well as good timing (Activate it too early and the enemy will wise up to your scheme, activate it too late and the enemy will burst it too quickly).
E – Noxian Corrosive Charge 40/60/80/100/120 Mana Cost – 900 Range – 1 second Cooldown Urgot stores a Corrosive Charge every 12/11/10/9/8 seconds, up to a maximum of 1/2/3 Active: Urgot lobs a Corrosive Charge in an area, dealing 20/40/60/80/100 (+0.35 Bonus Ad) physical damage on impact and leaving a puddle of acid for 3 seconds that deals 10/30/50/70/90 (+0.4 Bonus AD) physical damage per second and slows enemies by 5/7/9/11/13% for 2 seconds per second spent on the area. Puddles do not stack with eachother. Targets hit by the initial impact suffer 20/40/60/80/100 (+0.35 Bonus Ad) physical damage over 4 seconds, they will also receive a 12/15/18/21/25% reduction in Armor.
Since his shield no longer slows on every hit, I decided to move the bulk of his area denial power to his E. It's primary function is to deny movement to a large area, and punishing them for not respecting his authoritah by slowing, damaging, and debuffing his enemies, making his Acid Hunters considerably deadlier. Do note that only the initial impact will apply a mark.
R – All Systems Ready 100 Mana Cost – 120/100/80 Second Cooldown Urgot roots himself, gaining 60/80/100 Armor and Magical Resistance for 8 Seconds and immediately re-stocking his abilities, during this time, all his abilities are enhanced. Acid Hunter – All his acid hunters are immediately charged. Terror Condensator – Shields for 50% more and grants Urgot 50% Crowd Control Reduction while active. Noxian Corrosive Charge – The slow is doubled, targets struck by the initial impact are also stunned for 0.25 seconds, Urgot cannot stun the same target twice in a row. Upon conclusion of this state, Urgot gains 40% movement speed and ignores collision with all units, retaining 15/30/45 of his bonus resistances. Urgot can reactivate this skill early to immediately cancel it, if he did not use any of his skills, the cooldown is reduced by 40%. Upon deactivation, all his skills go on a 3 second cooldown
As much as I liked Urgot's ult, it doesn't really fit the theme that he's going for. And this ult intends to fully realize said theme: A mobile weapons platform. This ult is intended to leave Urgot pretty vulnerable, yet incredibly dangerous. Stuns or displacements will shut his ult down, but if enemies aren't privy to him activating it, they're in for a world of hurt. This basically jacks up Urgot's damage potential to incredibly high levels, as well as giving him enough tools to prevent enemies from easily just running away from his range or going up to him and fragging/silencing him immediately. It also allows him to escape a sticky situation by quickly running away, while still leaving him fairly vulnerable to counter-attack, as he's basically defenseless for 3 seconds after the fact, meaning that a well-landed stun could get him killed very easily.
Well, that's about that. I appreciate any feedback, suggestions, or criticisms that you may have. You may also insult or degrade me as a human being, but I won't appreciate that quite as much.