[Champion Rework] A New Urgot

ZappyNine·11/2/2014, 10:36:00 AM·2 votes·716 views

I'm going to preface this by saying that I love Urgot. The gross, painful blob that he is. He has never been incredibly popular based off of how ugly he is / constant views of being underpowered, and that's totally fine. In fact, it's his visuals that give him a lot of personality (combined with his self-loathing). As it is, Urgot is spread a bit too thin rolewise, and I feel that he could definitely do with some refining. With a few changes to his kit / animations, I feel that Urgot could become very popular and used to terrify Summoners across Runeterra.

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Firstly, changes to Urgot's animations. Currently we have an abomination of a man/machine that walks on 4 crabby/arachnidish legs and shoots acid / missiles at people. This is fine. Instead I address these

a) Refine Urgot's walking animations and make him face targets afflicted by Urgot's passive (Zaun-Touched Bolt Augmenter) while walking in any direction. Enemy champions have priority over minions / monsters, but otherwise he just faces the nearest target afflicted.

WHY: Urgot is supposed to be unsettling. He walks on four mechanical legs and sometimes dies in his idle animations. He's different. Implementing this style of movement will give Urgot a nice creepy feeling and also help lead into the changes listed further on. I may just really want to see Urgot moving omnidirectionally while facing down his opponents, though.

b) Change the spell effects on Terror Capacitor. Instead of a glowing shield around Urgot, fire him up a a bit. When he charges his Capacitor, he should have slime coming out of him and parts should be working in overtime.

WHY: It would look a bit more intimidating than a glowing shield.

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Zaun-Touched Bolt Augmenter (Passive): Keep as is, except add Acid Hunter tracking to targets suffering from the debuff and 15 % armor reduction.

WHY: Urgot is a bully, and currently the only way he can currently track targets is if he hits his E. His auto attack range is short enough (shortest in the game for a ranged champ) where he can land it and still put himself at risk, but then get some Q's off as he disengages or chases down. This change will help Urgot synergize more with his new kit and become clearer with the changes to his W. It would also add a lot more synergy with item 3057 and related items.

Acid Hunter (Q): Again, keep as is except add 5 extra mana to the cost per level and change base damage / scaling. This is to encourage decisions of last hitting to obtain the mana refund vs harassment with Q, and allow Urgot to build tankier without worrying about falling off lategame through lack of damage items / more mixed damage. Mana Cost: 40/45/50/55/60 Damage: 30/50/80/120/150 (+ 70% AD)

Why: It is likely that Urgot players would be more willing to chase down their targets with the changes to tracking and focus on zoning enemy champions out. Doing this will require a hefty amount of mana and put Urgot at a risk for low mana / counterengage. Changes to his last hitting however, are not affected.

WHY: Aggressive play can still be done, but it will require a couple mana items to be consistent. Cough cough Iceborne Gauntlet cough.

Terror Capacitor (W): I've thought a while about this. Entirely reworked. Increases speed and allows chasing / kiting through Qs. Mana Cost: 70/80/90/100/120 Cooldown: 20/19/18/17/16 Urgot overcharges himself, increasing movement speed by 35% for 3/3.5/4/4.5/5 seconds and stepping over units (ignores unit collision). During this time, Urgot can fire Acid Hunters without stopping.

WHY: Urgot's old W wasn't very terror-inspiring. It was a pretty good shield and the slow on targets was nice, however it didn't seem to go great with his kit. With this upgraded Capacitor, Urgot can completely negate incoming damage through kiting (rather than soaking it with a shield) and effectively chase down fleeing targets. It has a hefty cost / cooldown so it should be used sparingly, but it should be quite effective when it is used. Slows can still be achieved through his E and items such as Frozen Mallet / Iceborne Gauntlet, allowing even better mobility / kiting / chasing.

Noxian Corrosive Spray (E): Still pretty similar to his old one, just with the armor reduction moved to his passive and a slow added instead. Possibly increase base damage and reduce scaling. Afflicts targets with passive.

Slow: 30%

WHY: Having this ability do 3 things is a bit much, and with the passive being streamlined into everything it made more sense to just add the armor shred there and add a slow for low level gank assists / running. Urgot has no hard CC pre-6, and a soft slow would help a bit.

No Escape (R) Changed a bit to not put Urgot in dumb positions everytime he ults but to retain the overall theme. Urgot deals damage to a target equal to one Acid Hunter within 550/700/850 range and stuns them for 1.5 seconds. If activated again, Urgot will rush to his target and throw it back to his original position, also taking 40% reduced damage for 5 seconds.

WHY: Still keeps the CC and tanky portions of the Ultimate while also adding the optional position swap. Can otherwise be used exactly like his previous one, but now with more options. Yay.

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Thank you all for reading this far, please leave feedback and let me know what you think!

1 Comments

ZappyNine11/3/2014, 11:45:05 PM1 votes

Going to bump this one time before I let it fall to the wayside!