@RiotChampionDesigners About Urgot

RightClickMan·1/28/2015, 11:45:54 PM·1 votes·592 views

I, lying awake last night and thinking about League, had a sudden idea on a kit for Urgot. I don't know if you're still having difficulties with his changes, yet I thought I'd offer my brain to this work. I love the idea of Urgot's Champion you see, and am excited to see what's coming up with him!

Without further ado...

TL;DR

Urgot gets a new ultimate is a vortex of slow and projectiles... and his e now makes him do a backflip!

Q - Acid Hunter - None

W - Sync w/ ultimate His normal shield is unaffected except for...

While 'Maelstrom' is activated, Urgot may activate [W] to instead
unleash a shockwave in the Maelstrom area, (dealing damage?),
stunning, (and applying the acid debuff?) to all enemies 
affected.

E - Double Noxian Corrosive Charge First activation launches a huge blob of acid (same as normal) !!!and flings Urgot the opposite direction of the blast!!! (shorter than Caitlyn's 90 Caliber Net yet the same idea). Urgot gets a second activation that does the same thing, except in a much smaller area (the idea is to snipe shot one unit), no fling, faster launch speed and it will apply the acid debuff or amplify a preexisting acid burn.

R - Maelstrom (Complete Rework) Urgot either recieves a massive Amr/MR buff or overall reduced damage while Maelstrom is activated. (Also, reduced movement speed? (Like, Xerath's new Arcanopulse))

Urgot keep this activated as long as he likes, given that he 
can sustain it with continued MP (and HP??)
Urgot can still move while this is charging. (see final section)

All projectiles fired in or into the Maelstrom orbit around in the Maelstrom
(with Urgot in the epicenter) dealing damage (at a set rate
that is amplified by Urgor's (Health&Mana?))(and passing 
through enemies or just striking) to enemies they collide with. Allied projectiles
are merely duplicated to add to the Maelstrom while the original
will continue it's course as per normal. Enemy projectiles
will do the same as allied projecties, except having a chunk
of damage taken off if it passes through the Maelstrom.

User holds down the ultimate button to enlarge Maelstrom's 
AoE. The size of the Maelstrom affects how the following
slow affects enemy champions (while also adding to the chaos
of the area the flying projectiles can travel)
The screen will show the player when the size of the Maelstrom
changes effects. (I would even suggest that there is a small pause
in Maelstrom's growth)
-If Maelstrom's AoE is under the range of the standard ADCarry's
Basic Attack Range (550 i believe), then there will be a heavy 
slow applied to enemies moving away from Urgot and a lighter one
applied to champions moving towards Urgot
-If Maelstrom's AoE is over an ADC's Atk Rng, then enemies running
from Urgot will recieve a reduced heavy slow based on how far away 
they are from Urgot, while enemy champions moving towards Urgot 
will not recieve a slow at all!
-Max Range of Maelstrom is just a hair wider than his Acid Hunter's
Range

(SUdden changes to Urgot's location will yank all enemy CHAMPIONS
-not minions- that same set amount of range with him, up to a max
range (e.g. Thresh Hook, Urgot's Noxian Corrosive Charge recoil, and Alistar's  
Push = full movement while Thresh's Lantern at max range or 
Blitzcrank's Hook would exceed the range Maelstrom is allowed to 
pull enemies around.?)(This was an idea that came later - may be disregarded).

Let me know what you think! Thanks!! =D

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