Urgot Rework Concept W.I.P.

Spoofghoul·7/8/2016, 11:12:31 PM·2 votes·586 views

So Urgot is due for a rework in my opinion, this would have to be after warwick then but that wont stop me from posting my idea's So currently his theme is a bit of a mixture of things. Riot recently posted something about this so let me quote them. ‘At his core, Urgot has both a very muddied thematic and gameplay fantasy. Half of Urgot’s identity consists of being a hulking heap of horror that intimidates and maliciously runs down anyone who stands in his way. At the same time, Urgot is also a high-tech weapons platform that has the ability to relentlessly bombard and terrorize his enemies from fairly long ranges. The dissonance between these two identities courses throughout his entire character, as a result, Urgot lacks a cohesive identity.’

Foreword

His kit doesn't fit well together and he has alot of ''hidden power'' His passive is kind of lame, attack someone and he gains reduced damage dealt. He lacks interaction and to an extend counter play, i think this passive should be removed for a better one. His Q is ok but could also use an upgrade. The W is ok but would probably need some changes to work with the rest of his kit. His E is fine, has nice synergy with his Q and I like the synergy between abilities he does have so in my rework you will find I kept synergy between his abilities.

Anyway the part I liked the most about Urgots thematic is the weapons platform. It also happens to be the most unique part of his theme as we don’t really have any such champion in league. We have plenty of hulking masses, we have plenty of horrifying things, hand we have many monstrosities, and plenty of mixes and matches of these things. So I wanted to stick to the weapons platform as the main theme with this rework concept, Urgot will also still be a ‘hulking heap of horror’ but the main theme of his kit will be that of a high tech weapons platform.

The Ultimate hyperkinetic position reverser just doesn’t fit and will be removed in exchange for different but definitely not any less awesome Ultimate. Many of his abilities will have similarities in play style to what he currently has but will be a lot more unique. Most of the new mechanics Urgot get's in this concept already exist in league barring maybe one or two so that’s where a lot of the work will probably be located but they are cool and unique mechanics which after realization can be used in different ways for new champions and champion updates/reworks after the Urgot rework.

As you can probably tell i like the weapons platform theme for his kit and as such id figured it make sense he would synergize well with alot of different items for alot of build diversity so i want his weapons to have multiple possible ways of functioning with different stats and items as you will read in the concept.

And without further adue here it is.   The Urgot rework concept.

First his basic attack gets a buff So currently urgot shoots what looks like some sort of plasma bolt or something, it looks cool and all but the range is abysmal so that would have to go up a bit to 500.

Now for the passive, I took inspiration for it from other basic attack modifiers like Jhin, Orianna, Graves & teemo.

** Passive; Zaun plasma cannon **

  • Urgots weapon has a fixed attackspeed which scales up to 1 attack per second. This weapon also cannot critically strike normally.
  • Attackspeed gives extra bonus range instead
  • Ability power gives a burn effect on hit which deals magic damage over time this effect can stack up a few times deals damage in 0.25 intervals for 1.5 seconds (does not apply spell effects)
  • Critical strike chance increases all damage dealth with this weapon including other on hit effect's and on attack effects applied by Urgots basic attacks.
  • Other on crit effects like increased damage and and essence reavers manasustain will still apply but at effectiveness equal to crit chance

As you can see above urgots basic attacks behave quite differently then regular basic attacks like jhin he has a fixed attackspeed, but rather then gaining bonus ad from attackspeed and crits he gains different effects He also has a way to utilize any ap from his build into a burn effect. Rather then applyieng any normal critical strikes through rgn it just increases all the other damage he deals with the weapon

For example A jinx critting with 100 AD would deal 100 ad + crit damage which is 2xAD = 300 damage an urgot who would have 35% crit chance would gain plain 35 extra damage with 100 ad, however this 35% increase would also apply to on hit effects like bloodrazors aswell as the burn effect he gains from ap or a sheen proc.

So you can see how this can be beneficial to Urgot. However an item like Infinity edge would not be that great as he doesnt crit normally so it’s passive would only increase any further damage by a small amount, a better item would be Rapid fire cannon with the on hit effect and the attackspeed increasing his range.

This passive will allow urgot to mix and match items to adapt Does he need alot more range build alot of attackspeed and increase it grab an on hit item and some crit for example botrk and RFC and be capable of dealing good damage from good range. Want do deal more mixed damage build extra AP increasing the power of your other abilities aswell as giving some extra burn to deal with tough opponents make it hurt a bit extra with some crit if needed. Well you get the idea i hope, my next two idea's will furter make Urgot truly capable of being an adaptable weapons platfor as they will rely on a few different unique ability's aswell this will also help with urgot build diversity.

The Q, Hunter Rocket

this one is going to be awesome.

Rather then shooting a single target skillshot, this ability will now launch a ground targeted rocket which deals aoe damage upon impact; the radius is 175 which would be the same as a jinx rocket.

Now on to the awesome part.

  • Urgot can choose to quickly fire a single rocket with the tap of a button, or channel and charge up a multi launch of up to 5 rockets charging up 5 rockets will take 1 second, After which Urgot will fire the missiles towards the targeted area.
  • targeting for singular or multiple rockets is the same,
  • Rockets impacts will not overlap each other by more then 50% so they will spread out randomly in the general area,
  • Damage from rocktes beyond the first is reduced to 25%
  • Rockets Will have 2 scalings, the detonation, on impact dealing a base damage + total ad, And they leave behind a burning area where they landed applying the same burn effect as his passive applies 1 stack for every 0,5 seconds you stand in the burning area, the area burns for 1,5 seconds after impact. ''Ability power gives a burn effect on hit which deals magic damage over time this effect can stack up a few times deals damage in 0.25 intervals for 1.5 seconds(does not apply spell effects)'' ** The channeling and the cooldown**
  • Urgot can freely walk around whilst channeling his Q to charge up rockets but is unable to perform other actions whilst channeling, each rocket loaded costs mana.
  • Manacost for the rockets is low, but charging up many will be costly, chances of hitting your target will be improved as will the potential of dealing aoe damage aswell as zoning with the ''napalm'' effect at the cost of extra mana for the increased amount of rockets fired.
  • Ability will go on cooldown when channeling is completed.
  • Fireing 1 rocket is instant and doesn’t require channeling nor will it cancel any of his other actions.

As you can see with this ablity urgot gets a nice multitool for poke siege and area denial. Its a bit crude when using multiple rockets. For more fluid use cdr is welcome as you can then more effectively fire away singular rocktes which won’t hinder other action and allow for more precision in laying waste to an area.

W Supercharged HyperKinetic Barrier

So yes, this will be a shield. Although it will be different then what he currently has. It still scales with mana but differently no longer do you just gain bonus shielding form having more mana. Rather this is a toggled ability which will consume mana per second after being cast initially, this ability now goes on cooldown when toggling off or when the shield breaks. Shield decays over 1, 5 second after toggling it off. This means having more mana will let you keep the shield up longer, as a different way of scaling with mana.

What does this new shield of Urgot do exactly then? Well after the initial cast which does cost mana, you then drain mana to keep the shield up, every point of mana drained replenishes the shields strenght (or health if you will)

  • Whilst the shield persists you gain a small flat amount of movementspeed.
  • You also Take 15% reduced damage as long as the shield persists.
  • Whilst the shield is up gain armor/magic penetration.
  • The Shield strenght scales with rank and has a base amount + 2-10% of health depending on rank.
  • Manacost goes up with rank, This is also the same value which restores the shield.

**E Statik acid net. **

  • What it would do is launch a net in a cone in front of him, targets hit directly will receive damage and become rooted for up to 1,5 seconds scaling with rank and possibly reducing resistances by a small amount
  • The net then remains on the ground for a small amount of time shocking anyone who steps on it reducing their resistances by half the amount of what a direct hit would reduce. And when an enemy steps on it and they get shocked they would also receive a small slow and be grounded for as long as they stay on the net.

So this net's function would be to keep opponents at bay. If they close in root them in place then bombard them with a fully charged Q So it would have somewhat the function of his current E where it synergizes with the Q for catching someone then blasting them.

**R ultimate Terror Sphere Capacitor **

This ultimate is very powerful and therefore will have a very long cool down, it will also be a very unique ultimate. It’s an ultimate which won’t deal any damage but provides a lot of team fighting utility.

Because the ultimate has such a long cool down there will be mechanics to reduce it. Which I will go into detail on after explaining exactly what this ult does.

What does it do?

  • It creates a sphere/barrier around Urgot upon activation. Terrifying all enemies within the area of effect for 0.75 seconds when it activates. After it has been activated the barrier remains for a while.
  • Whilst the barrier is up it emits a wave every second which slows all enemies inside by 15% decaying over 1 second. After being hit by this wave 3 times an opponent becomes terrified for 0,5 seconds. First ‘’terror wave’’ is emitted 1 second after activation.

But that is not all

  • The sphere also slows all enemy projectiles and dashes upon entering the sphere’s area by 20% For example a Janna tornado will move towards the sphere upon entering the area it slows down by 20% it works in reverse for outgoing enemy projectiles if cast inside they move slower once they leave the sphere they will continue their path at normal speed.
  • Whilst the sphere is up 25% of the damage from projectiles that hit allies is redirected to Urgot instead.
  • Urgot will also gain 300% increased base health regeneration when the sphere is active

So how will this ultimate gain more power with ranks?

For cool down I was thinking along the lines of 300/270/240 depending on rank so higher rank reduces its cool down time. Also the area increases in size slightly with each rank. Sphere are would exted 500/550/600 units from the edge of Urgots hitbox. Using edge range here because I have no clue what is model size would be after a rework.

This ultimate also has a passive named Homing Hunters

A mechanic where his Q; Hunter rockets, home in towards enemy champions-monster-minions, not hard targeted as in they will 100% hit like the point & click he currently has but will bend off towards enemy champions that would be in its impact radius or passing through it and adjust the rockets impact towards where the champion moves by up to 50/75/100 depending on rank + total crit chance The second part of the passive will increase the projectile speed of his Hunter rockets by the total amount of attack speed.

Reduced cool down mechanics.

Damaging champions will reduce its cool down by 1 second for X damage dealt, as well as reducing its cool down when enemies are near Urgot. This will add to the theme where Urgot is a hulking mass of terror which hunts and chases you down, being near him will terrify you because he’s Urgot and therefore speed up the recharging of his terror sphere capacitor. Dealing damage will also shave off seconds from the remaining cool down. How much these mechanics shave off is reduced by as much % as you have cool down reduction so the ultimate won’t reach low cool down simply by building CDR. The idea here is that with this shaving off mechanic Urgot gets rewarded for doing his job of being this artillery weapons platform as well as being rewarded for staying alive as long as possible when in very close range of enemies. The Amount of cool down being shaved off will have to be within reason so between 60-33 seconds maximum depending on CDR this would be if you do exceptionally well of coarse otherwise it would less.

Conclusion

Thanks for reading; I know it was a massive wall of text my excuses for not being able to keep it any shorter. Please tell me what you guys think so far of my W.I.P. Urgot rework concept? Got any suggestions or questions don’t hesitate to share them. Don't like the rework concept? Don’t down vote but politely tell us all why it isn’t to your liking. If you do like please up vote and share. I put a lot of thought into this and hope everyone likes it.

5 Comments

hipopotosaur7/9/2016, 1:55:31 AM2 votes

ok, as an urgot main (yes they exist) im a little sad about the impending rework he is getting item 3070 Urgot but im liking what i see here, the q is one of the best suggestions for his rework ive seen thus far but i have some questions/suggestions thingies. the passive was a little confusing but it seems like an interesting idea, keeping in tact the idea of him having alot of range. i was wondering how the q would work but i thought maybe you could have it so its somewhat of a toggle, press once to start charging one gets readied immediately while the others start stacking, pressing again will release all readied missles? idk thats just what i think might work. i think with the e it would be nice to have it keep sort of the same idea but change the effects a little bit, after all it is one of the most defining things about his kit. when it comes to his ulti i was trying to decide if i wanted them to keep that and make the rest of his kit have more synergy with it or take it away and keep the rest of his theme.