Urgot Update Ideas

phantomash·6/30/2016, 11:28:11 PM·1 votes·257 views

In response to Statikk's Ask Riot post about why Urgot is so hard to update, I thought I'd share some ideas:

According to Statikk, "Half of Urgot’s identity consists of being a hulking heap of horror that intimidates and maliciously runs down anyone who stands in his way. At the same time, Urgot is also a high-tech weapons platform that has the ability to relentlessly bombard and terrorize his enemies from fairly long ranges."

This statement makes Urgot sound like he should be an more of an annoying ranged tank rather than a marksman, so suggestions will follow that line of thinking.

[Passive] Zaun-Touched Bolt Augmenter: Urgot's current passive fits a tank/shutdown role, but it should also be applied by Noxian Corrosive Charge. This addition would add more teamfight utility, though the name and numbers may need some balancing. Since it operates off a percentage, scaling per level isn't great, but it could have a flat 10%, and scale up with Urgot's bonus health (reaching 15-17% with 3-4k health). This would add incentive for building health and turn Urgot into a hulking heap of hit points and damage reduction.

Spitball idea: Make Urgot melee, but every 10ish seconds he can fire his ranged auto attack spore. It would work sort of like Poppy's shield throw, and reduce Urgot's lane bullying potential slightly. Less relentless bombardment, but more reason to run down your target.

[Q] Acid Hunter: Urgot's dps comes from this spammable skill, which is what makes him more of a marksman than a tank. The lock-on and slow mechanics are both really fun, so they should stick around, but it can be changed so that players won't focus on building purely damage. This could be accomplished by Increasing the cooldown so acid hunter cannot be spammed as much (4 seconds?), but making the skill more impactful so that the auto-lock is more rewarding. Acid hunter would have increased base damage, lower AD scaling, and cripple (slow) the target on hit. The shield-tied slow is a cool mechanic, but doesn't make a lot of sense.

[W] Terror Capacitor: Instead of adding slows to his attacks, the capacitor speeds Urgot as long as the shield is up. The shield amount could be tied to or increased by bonus health, or it could just use standard scaling per level. Urgot could also possibly get bonus tenacity while the shield is up. This would allow him to "maliciously run down" his target.

[E] Noxian Corrosive Charge: Keep the auto-lock feature, but turn it into a corrosive cloud. Increase the AoE slightly and let the cloud stick around for a few seconds. Anyone who enters the cloud would be affected by the DoT, as well as be bombardable and terrorizable. In the jungle it could be used to wall off pathways, and in lane it would provide harrassment. The DoT damage might need to be reduced, and the mana cost/cooldown should be high, so players have to think about where they really want the cloud. It also opens up the possiblity of AP DoT Urgot with liandry's.

Spitball idea: If an enemy is auto-locked by noxian corrosive charge, acid hunter will do a small AoE at impact, potentially spreading the DoT, or just doing extra damage.

[R] Hyper-Kinetic Position Reverser: Great skill for hunting down carries. The terrify effect is good, but Statikk said the damage reduction buff isn't exciting enough. So instead lets work with something else. This build assumes that Urgot has a lot of health and a shield on top of that, so he's going to be hard to kill, and you can make it harder by adding tenacity for a few seconds. If he does get focused and takes over a certain amount of damage, he could gain an extra shield or get a mini mundo ult for a few seconds. Or if he takes enough damage, fumes/acid are released from the punctured holes in his body, manifesting as a free noxian corrosive charge centered on his location.

Good items for Urgot would be: item 3083item 3068item 3065item 3102item 3190item 3053item 3071item 3022

2 Comments

LBB4127/1/2016, 12:51:00 AM1 votes

On top of that, his E and Q range should be higher (since the Q cd is up) and his Q cd could be halved on targets affected by his E? Just some thoughts, I love the idea though. His ult is most likely going to be changed though.

phantomash7/1/2016, 1:26:18 AM1 votes

I was imagining that his E would be the same range or lower since it would have a larger AoE and a strong effect. That way he has to move in fairly close to get the auto-lock, providing counterplay.

His base Q range could be longer, but the enhanced auto-lock range is pretty far, especially considering the slow and speed boost. I like your halved cooldown idea, but i'm not sure how balanced it would be given the slow and high base damage tied to it.

Why is his ult likely to be changed?