URGOT: League's first Ranged Juggernaut [Rework Brainstorming]

ModThe Djinn·4/24/2016, 8:54:20 PM·1 votes·634 views

First things first: this isn't a full rework, not even specific details yet. I'm working on a large-scope rework presentation for Urgot, and this is sort of a public brainstorming thread.

Anyway...

Urgot has always been an odd duck in League of Legends. A tanky damage dealer who builds a solid mix of defenses and attack damage, he's never really fit in as a Fighter, a Tank, or a Marksman. He's bulky, immobile, short-ranged, and spell heavy.

To me, this screams Juggernaut. It's also an interesting design challenge: how to create a ranged Juggernaut that doesn't feel oppressive to play against. So I'm going to toss some ideas around here, because I want to see what people think of the idea, and maybe of the implementation concepts.

My original ideas took a number of forms, from zones on the ground where Urgot gains massive power while inside to passive targeting triggered by landing multiple auto-attacks to Ekko-like delayed AoEs that triggered target homing capabilities, but my current thoughts are an attempt to keep the core of Urgot gameplay -- fishing with your E, and then tearing your hapless victim apart.


#CONCEPT 1: ZONE OF DEATH

CORROSIVE CHARGE Urgot fires a Noxian Corrosive Charge at the target location, slowing and damaging enemies struck. Enemy champions struck gain the "Acquiring Target" mark for 2 seconds.

If Urgot auto-attacks or lands Acid Hunter against a target afflicted with "Acquiring Target," the mark changes to "Target Acquired," and a large zone outline appears around the target's current location. As long as the target remains in this zone Urgot's Acid Hunter missiles home in on the target. The "Target Acquired" status falls off as soon as the target leaves the zone.

Zone duration, damage, and cooldown scale with level. Zone size scales with Urgot's level.

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ACID HUNTER Urgot fires a missile in target direction, dealing physical damage to the first target struck.

If Urgot hovers over a target afflicted with "Target Acquired," Acid Hunter homes onto them, and applies a stack of "Corrosion." Acid Hunter deals bonus damage to targets with "Target Acquired" equal to (either a flat damage increase, a percentile damage increase, bonus AD scaling, bonus health-to-damage conversion, or percentile health damage -- unsure what would scale best and lead to the most build options).

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GOALS OF THIS CONCEPT The idea here is to create the zone of power that is crucial to Juggernauts. For most of the existing ones the zone of power is immediately around the champion in question (Mordekaiser, Darius, Garen, Nasus), but for two champions (Skarner and Illaoi) the zone is less champion dependent and more map dependent.

This allows Urgot to secure a death zone, and force champions to either fight him in it, gap-close onto him to drive the fight out of the radius, or abandon the fight and seek to re-engage. The requirement to land a skillshot and then an attack (or second skillshot) helps to keep this from being super oppressive in lane, as does the zone scaling in power and duration with level (which allows us to make the laning phase safer while massively expanding Urgot's late-game zone power). Further, the requirement of Urgot landing that second hit creates meaningful counterplay for any character with the ability to disengage rapidly.


Thoughts on this? Is this an interesting direction for the character, or an interesting way to implement? Do you have other suggestions?

2 Comments

Hemulen Magi4/24/2016, 8:58:41 PM1 votes

Graves ...But then he's also a burst assassin in addition to marksman juggernaut. In any case, this would be league's second ranged juggernaut, not first. Maybe third if you consider Mega Gnar and Gnar as one champion.

LeifTheExplorer4/26/2016, 6:58:32 PM1 votes

Hey Djinn! It's been a while! I was thinking about Urgot as well, and I had thought up a rework. He's always seemed to me anyways like the Tank/ADC Hybrid, with mixtures of both. I wanted to emphasize this, so I came up with this kit. Urgot is also supposed to be easy to play, so I wanted to highlight that as well.

Skills:

Passive: Upgrades Urgot begins the game with a special item, which can be upgraded in the shop for 1000 gold. This item cannot be sold, and grants bonus AD and health per level.

Necro Dynamo V1 +2.5 AD per level +20 health per level Necro Dynamo V2 +5 AD per level +30 health per level Necro Dynamo V3 +7.5 AD per level +40 Health per level

This passive emphasizes his gold reliance, one thing every ADC always has. This gives him very favorable stats, and fits with the theme of an evil cyborg that needs constant repairs and upgrades.

Q- Multi-Round Howitzer Active: Urgot's readies his hand cannon, gaining +400 autoattack range, and his attack speed is changed to 350%, (These values can not be modified.) for 3 seconds. Urgot's attacks now deal 50% regular damage and cannot critically strike. (These autoattacks still apply on-hit effects) Spell Type: Self Buff Cooldown: 8/7.5/7/6.5/6 seconds Mana Cost: 40/45/50/55/60

Urgots E always felt boring. This effectively is his main scaling tool, and it would feel super cool to use. (At least in my head anyways) Urgot essentially just starts going full machine gun on everybody for a few seconds, and that would be terrifying yet awesome. I think it would be a lot cooler that his current Q-E combo.

W – Magnetic Capacitator Active: Urgot shields himself and marks all units around him for a short duration. Marked champions have 35% decreased movement speed when moving away from Urgot. The shield starts to rapidly decay after 4 seconds.

Spell Type: AoE Range: 425 Mark Duration: 2/2.5/3/3.5/4 Shield: 70/80/90/100/110 (+60% AP) (+5% Maximum Health) Cooldown: 14/13.5/13/12.5/12 seconds Mana Cost: 90

This is Urgot's stickiness/trade tool. It's relatively simple, but adds a lot to his kit's synergy.

E- Target Lockdown Passive: +2%/4%/6%/8%/10% Bonus Health Active: Urgot selects a target champion, marking them for 5 seconds. Urgot deals 15% increased damage to the marked champion. Range: 1000 Cooldown: 18/17/16/15/14 seconds Mana Cost: 50/55/60/65/70

Effectively his setup. Simple to use, yet great for getting the opponent scared. TARGET ACQUIRED: BEGIN TAKE-DOWN PROCESS 4

R- Execution Active: Urgot fires his pincer in a target direction, dealing physical damage to the first champion it hits. This damage is increased based on the target's missing health. If the pincer kills the champion, it will continue to move in its target direction, dealing damage to all units in its trajectory. Spell Type: Skill-Shot Range: 800 (1400 if the original target was killed) Damage: 300/450/600 (+50% Bonus AD) (+35% of target's missing health) Secondary Damage: 200/300/400 (25% Bonus AD) Cooldown: 120/100/80 seconds Mana Cost: 100

Urgot is "The glorious executioner", so where is his current glorious execution? I think this fulfills this thematically in gameplay.

With this version of Urgot, the key to mastering him is knowing when to use your range and when to be melee. Less mechanics, more decision making. This kit makes him very easy for new players to pick up, but makes experienced Urgot players have a large impact in the game.

Urgot should focus on being a moderately tanky opponent that deals damage. Therefore, go to stats are health and AD. I try to emphasize this in his kit.

His priority should be to build up his Necro Dynamo as fast as possible, as it will provide the most stats for him. Other item options are item 3022, item 3071, item 3053, item 3748, and item 3004.

What are your thoughts on my thoughts?