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