(Concept) Rebuilding Urgot: "Urgot - The Resuscitated Headsman"
This a whole new concept of Urgot, it covers most aspects of what should be changed/added to this champ: 
A bit of theory on who/what Urgot is and what he should be: Like Sion (who's had an outstanding rework), Urgot is a reanimated Noxian hero; his life is endlessly preserved by a machine at the cost of his own...humanity in some sort. He refuses to die. His body was put in a grievous state, losing body parts (or even parts of his mind) as a result of his reckless combat whilst sowing chaos throughout enemy ranks. This dude is a necro-cyborg with the hidden potential to be a badass.
(Lore for new Urgot concept):
Urgot despised life, but he was beforehand, a loyal solider of Noxus, alike the undead Sion he saw no difference between ally & enemy in battle, although he'd lost any sense of humanity he still served the faction of Noxus & would gladly kill in their name. Thus he became the high-executioner of Noxus, willingly butchering anything that were unfortunate enough to be captured by Noxian forces & brought to the headsman.
Only one survivor has escaped the bloody glaive of Urgot, that being Jarven IV. Whereas his imminent fate was stopped by the Dauntless Vanguard (led by Garen). Urgot was cut in half by the mightly leader of the vanguard. This stopped Urgot doing his work, but it did not end the headsman. Jarven IV & the Dauntless Vangauard did escape, but they made the mistake of saving a life. By the technology of Zaun & Professor Stanwick Pididly, Urgots lifeless body was reconstructed, replacing most of his heaving traumatised body with the engineering & necro-mechanics of Zaun. Preserving the hatred that still lies within his body. But Urgot did not die, he stopped.
For he lost his life long ago; he endured so much pain that he felt nothing of it. His mind & body went through so much torture he became the torture itself, driven insane by his own undoing he became a monstrosity with a growing hatred for life. With this new frame of bodywork and the necromantic-energies pulsating throughout his anatomy, he can continue to carry out what he does best. "Eternal life. Endless torture."
New kit/playstyle concept:
After a lot of thinking based on lore & what Urgot is, it may be argued that he would be best being an AD melee/fighter Tank, who's role would likely be Solo-laner (Top mainly) or Jungler, as the current Urgot seems like a character who doesn't really need 'supporting' as his own framework does the job for him and the current kit for Urgot make him play awkwardly all over the shop with little/no CC but the ability to make (some) awkward plays. But it shouldn't be like that. Hence why this kid was made & adapted to make a fitting role for Urgot.
Due to criticism of the previous concept of Urgots kit & those who may want some of his original kit, I've adapted a new thing which may work and suit him, ultimately making him a better champion. This kit can demonstrate how he's half undead-half machine.
(This is a basic idea & feel free to add to/change any of the kit ideas):
Passive: Blade of the High Executioner - For every attack Urgot's deals his foes have stacking 5% of their attack damage & armour temporarily reduced for 2.5 seconds (max 25%)
Q: Zaun-Affixed Cannon Afflicter - Urgot fires his cannon in the direction of the cursor dealing (x) damage and passes through enemies dealing 1.1(previous damage) for every target the bolt hits.
(Hydro-Kinetic Terror Enhancer BUFF: Urgot's cannon fires forward in the direction of the cursor in a wider area, slowing enemies movement by 20%)
W: Hydro-Kinetic Terror Enhancer - Necromantic-Energies pulsate through Urgot, giving him the ability to temporarily upgrade an ability. If the ability expires without use Urgot restores 15% of his health and gains a temporary shield that is equivalent to 20% of his health (for 5 seconds).
E: Slayers Outbreak - Urgot charges forward towards the point and swings his glaive in the frontal area, those inside will be dealt damage.
(Hydro-Kinetic Terror Enhancer BUFF: When dealing damage in the area all foes are facing Urgot are feared for 1.5 seconds)
R: Fury of the Abomination - Urgot sows chaos & automatically moves forward towards the cursor dealing swinging his glaive forwards in the area dealing true damage per attack (1 attack per 1.5 seconds) for 6 seconds
(Hydro-Kinetic Terror Enhancer BUFF: During the ability Urgot gains 20% more movement speed and would not be affected by any crowd-control abilities during the rampage)
Kit reasoning:
- This was made to give him a few more CC & give him an active role in team fights, attempting to balance the themes of 'Cyborg' and 'Undead Executioner'.
- His passive was made to make him harder to fight, in a sense that he can still bruise tanks & ADCs, making him ultimately, a more formidable opponent.
- His Q replaces his current Q, yet still having the ability to utilise his cannon & do some juicy skillshots & adds in a bit of CC
- His W is an ability that buffs himself & if not used will give him the health & shield as stated. I think that with this W, it can be the turnaround point between winning & losing a fight.
- His R is controlled on the same style of Sions
ult, except way slower & with more damage dealt in the slicing, in which is automatic. - His E gives him the ability to dive into or even escape from fights like Tryndamere
or Malphite
, but he would not be able to escape via walls to jump through. It will be a short distance in exchange for more damage (and the buff with W) - Ideally his W makes him glow as seen in his splash art making even his eyes glow green as the energies go through his body (similar to Kog'Maws
W ability colour changer on his in-game model)
Models & skins:
**Classic **- (Adapted model) Many would agree that his original model needs to be changed. And I believe he should really be changed to his new and badass splash art. Hence Urgot should lose a few pounds, becoming more chunky and less morbidly obese. His arms need a tad more muscle so it looks like he can carry his large glaive on one arm & the cannon on the other and become more of that sinister juggernaut who would stop at nothing to kill (alike Sion). He should keep the whole idea of mechanical spider legs & stuff. But implement that badass gas-mask like thing on his face which link to his lungs/chest His body should be trying to stay upright on top of his mechanical lower body so he never stops functioning (so he doesn't go back to being dead basically) and when he is 'slain' Urgot should "power off" in some sense & cease function and go back to his original state. (Dead.) Plus a used bigger-badder glaive would suit a high-exextioner of his standard (see attachment for image of idea)
Giant Enemy Crabgot - We all love the giant man crab enemy. And this concept would work for the skin as his cannon would he the pincer and his blade can be a sharp, broken in half pincer. (skin version of adapted model) ... maybe even add in the girl on his shoulder & make him Mr Steal-your-Girl?
Butcher Urgot - This skin would be the perfect opportunity for Urgot to properly use that chainsaw to chop up meat/foes. (skin version of adapted model)
Battlecast Urgot - This skin is the huge hurdle for the concept of Melee Urgot due to this skin is a marksman based skin! The rockets could be kept on arm (for the cannon) and the other arm can be replaced with a battlecast melee weapon (something like one of Battlecast Skarners arms)
And that's it, some of the technical & mathy-stuff I couldn't be bothered to do. Again, feel free to question and add to/change any of the concepts points & I hope that this could be a whole new and more fun champion to play!
EDIT: Still need convincing? Look at the taunt animations of these models of Urgot, then decide whether this concept is right or not. Classic Skin Butcher Skin
FURTHER EDIT: Concept idea of what Urgot should look like with new model-wise / (see image below) /