Proposed Urgot Rework
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 **------
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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._
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Urgot does not use mana but instead is balanced around cooldowns, ammo stacks, & his Terror capacity.
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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.
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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.
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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._
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The maximum stacks that can be stored increases with the ability's level.
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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.
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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. _
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Punishes enemy champions that try to break the shield within melee range.
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The more terror you have, the more you will be protected.
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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.
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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.
+his w slow makes him a kiting god. add phage and he just becomes untouchable.