Urgot Update Concept

The Dreadnova·7/1/2016, 12:49:10 AM·1 votes·417 views

So I had been thinking and I had a pretty decent idea in my perspective that might help move the Urgot update-train along and help the community out just a tad bit.

So to begin let's be honest, and this isn't just something pointless I'm putting out there it eventually relates to my idea for this update for Urgot. Active items, I know a lot of people forget them. Half the time I'm in a heated battle or team fight I find myself forgetting that an essential item that could be used to turn the tide of my fight and my teams fight for the better. Now onto my idea...

So from what I read on the most recent "Ask Riot" for the main concept Urgot is a long range bombardier with a tad bit of utility and crowd control.

So to start it off my idea of what could be done to really make Urgot unique and fit the idea of a Cyborg long distance bombardier. What I thought of was making Urgot's offensive attacks be based out of a activateable item. A kit that is kind of like Viktor's but very much different compared to his.

A main item that has 2 different attacks and one defensive-offensive that are swapped to different modes through use of his three basic abilities and are upgradeable through items in the shop that give them significant but very different aspects to change how they are used on the field kind of like Gangplanks Silver Serpents and his Ultimate. Now onto the base ideas for each ability and his passive.

Passive- Not as significant as his abilities but should encourage the upgrade of his abilities such as: Buy an upgrade for any one of the abilities get a damage reduction percentage that occurs when attacked by either a basic attack or an offensive spell. Occurs every 15 seconds or so/less, cooldown reduced for every autoattack. Cooldown increased as this passive is upgraded.

Q- Gain armor penetration for a short duration item fires a skillshot that stops at the first enemy hit. When upgraded at the shop it pierces through enemy minions/monsters stops at any champion hit then explodes into smaller shards that act similarly to how Vlad's E works but has slimmer hit boxes. locks onto enemy with E

W- Gain a shield and field that can be dispersed through activating the empowered item it releases a wave around him that fears away enemies for a short duration. When upgraded it creates a larger wave when activated and causes a return health percentage for every enemy champion hit.

E- Gain armor and magic resist for a short duration when activated empowers item to shoot an area of effect blast that reduces movement speed and armor. When upgraded you gain a slightly reduced movement speed when activated but are able to fire up to 3 blasts with a slightly larger radius and a longer range every 0.5 seconds. Champions hit cause his Q to automatically home in on them.

R- I had a new name for this one "Terror Engine Overload". When activated gained significantly increased movement speed a damage buff and causes item to rapidly swap between items for 15 seconds at no mana cost and will stun an enemy if successfully hit by all three empowered item attacks but only stuns when this ability is activated and creates a very short range field that causes him to rapidly regain mana for every enemy champion/minion caught in it.

For his purchasable upgrades he would have to kill minions with his abilities to gain a certain amount of currency to purchase them.

But this was just an idea I had came up with and does kind of seem slightly overpowered but damage scaling and other scaling in general I believe can definitely even this out quite a bit.

This is just an idea I've been mustering up so give me your guys's thoughts on this I thought it was pretty creative I'm sure plenty of you guys have a different opinion or other suggests to add or swap to this idea.

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