Proposed Urgot Rework

Nanto·2/28/2016, 1:54:45 AM·3 votes·548 views

He was the first champion I bought & always enjoyed his persona, aesthetics, & lore the most of all champions.

With the recent heavy nerfs to Muramana which he heavily relied on, I find Urgot to now be the least useful & impactful champion in the game (he needed reworked beforehand anyways).

His rework is ages away so I wanted your guys help with brainstorming ideas & changes on the rework I've included below.

It seems lengthy but that's just due to the formatting.

-----** Rework **------

  • Passive - Techmaturgy: _ Urgot's basic attacks and Acid Hunters ignore a % of the champions armor only when **affected **by Noxian Charge & Urgot gains a movement speed boost when moving towards affected champions._

    _ Generates Terror while in combat & needs full Terror capacity to activate Necromantic Engine Overload._

    • Urgot does not use mana but instead is balanced around cooldowns, ammo stacks, & his Terror capacity.

    • Armor ignored scales with Noxian Charge so it won't be abused early & more beneficial late game. The armor reduction only benefits Urgot's attacks now, no longer his team.

    • The movement speed boost could scale with Terror capacity or the level of his Ultimate instead of Urgot's level. I would say Ultimate level since it could be balanced easier but having it scale with his Terror capacity could make him seem scarier when nearing his Ultimate.

  • Q - Acid Hunter: _Fires a missle at the target location that can also lock-on to targets affected by Noxian Charge. Urgot can store up to 3 - 8 Acid Hunters at a time. These are slowly restored over time but killing a unit instantly restores an Acid Hunter. _

                     _When above 50% Terror capacity, Acid Hunter's are restored faster._
    
  • The maximum stacks that can be stored increases with the ability's level.

  • You can maintain stacks by last hitting (while building more) but are also punished for missing a last hit. This also eliminates the early game annoyance of current Urgot spamming abilities anytime Corrosive Charge is off cooldown.

  • W - Terror Capacitor: _Gain a 4 second shield (based off Terror capacity) that absorbs damage. _

                      _ When above 50% Terror capacity,  the shield fears nearby champions for .5 of a second when destroyed. _
    
  • Punishes enemy champions that try to break the shield within melee range.

  • The more terror you have, the more you will be protected.

  • E - Corrosive Charge: _ Fires a Corrosive Charge at the target location that creates a volatile substance that lingers for 1 second, marking targets & dealing damage over time for 4 seconds. _

                   _ If over 50% capacity, the lingering aura also slows for 40%. _
    
  • Basically the same as current Urgot but leaves a small aura for 1 second to mark targets that run into it.
  • R - Necromantic Engine Overload - _Urgot's engine becomes overwhelmed with necromantic energy, allowing him to fire a medium ranged targeted orb of terror, ignoring minions, killing a champion's mind & forcing him to walk towards him for 1.5 seconds while fearing any targets around the champion due to his immense horrific presence for 2 seconds. This orb can be intercepted by other champions. _

    _ For 5 seconds after using Necromantic Engine Overload, your Acid Hunter is empowered into Glaive Barrage, disabling his auto-lock but allowing Urgot to fire all remaining stacks of Acid Hunter with his next Q over a channeled 1 - 2.5 seconds (depending on stacks) with longer range. You can move but turn slowly during this channel. After 5 seconds, Urgot's terror capacity is reduced to 0. _

  • Glaive Barrage's damage is diminished when it hits the same champion multiple times (8 Acid Hunters would instakill a squishy). Think something similar to Lucian's culling mixed with Velkoz's Life Form Disintegration Ray. You can move but turn slowly during the channel.

4 Comments

ArlanKels2/28/2016, 1:55:46 AM1 votes

They're adding a Fear/terrify/whatever aspect to his ultimate. So he'll be like Hecarim except...less sucky. Poor Hecarim :(

Marshbouy2/28/2016, 4:01:50 AM1 votes

just played urgot and i felt he was pretty good. murmana actually got a bit of a buff and building item 1320 item 3025 +his w slow makes him a kiting god. add phage and he just becomes untouchable.

FlameHalbrdOkido2/28/2016, 7:18:21 AM1 votes

Feel like the old passive still has a place some where un his kit... Maybe on corrosive charge?

Now does his abilities generate or use up Terror and how much, and how does he lose out replenish Terror( if it was in the text, then I'm sorry, I missed it)