Urgot Rework Concept
Hello, I've been making champion concepts for a while, but this is my first concept for a rework. I personally like Urgot's current kit, but think his identity as a champion is kind of confusing. Currently, his ultimate doesn't fit with the rest of his kit since he doesn't need to dive into the enemy team to deal damage and he's more of a champion for pick comps. I think he should be a champion that can stay back and deal damage, but when needed, can go into the fight as a secondary tank. To do this, I made him get bonus stats based on whether or not his Ultimate is on cooldown and gave him more crowd control to be a bigger threat during the game. Overall, his kit hasn't changed too drastically in this rework because he's a decent champion as is, but it's changed enough, I think, that this would make him a champion that would be played often.
**Stats: **
Health: 585 (+90) Health Regen: 6.5 (+0.75) Mana: 310 (+55) Mana Regen:* 8.6 (+0.6)* Range:* 500* Attack Damage: 50 (+3.25) Attack Speed: 0.625 (+3%) Armor: 22 (+3.25) Magic Res: 30 (+0) Mov. Speed: 345
Abilities:
Passive: Eternal Life: Upon taking fatal damage, Urgot revives with 40% health and mana for 3 seconds or until he is killed again, whichever comes first. During this time, Urgot can use all abilities and Summoner Spells but Hyper-Kinetic Position Reverser is replaced with an ability called Sword and Shield. Sword and Shield: Activate to swap Urgot's Attack Damage with Armor and Magic Resist with Ability Power. Does not affect his stats once revived. This can be activated even if Hyper-kinetic Position Reverser is not learned. (1 second cooldown)
Urgot's current passive is mostly useless since he usually just focuses on one person because he has no high damage AOE abilities. He's mostly single target. The idea for the new passive came from his lore, and I think it also fits the new kit pretty well.
Q: Acid Hunter: Cost: 60 Mana Cooldown: 5/4.5/4/3.5/3 seconds Range: 900 Passive: Missile-lock can be achieved by holding the cursor over a unit affected by Noxian Corrosive Charge when casting, causing Acid Hunter to fly directly to the target ignoring all other units and stunning them for .25 seconds instead of slowing them. Acid Hunter can lock onto units hidden in Fog of War, brush, and in stealth, but does not grant sight of units hit. Active: Urgot fires an Acid Hunter missile that collides with the first enemy hit. Acid Hunter deals 30/60/90/120/150 (+75% AD) Physical Damage and slows them by 15% for 6 seconds. This slow stacks up to a cap of 40%. Killing a unit will refund half the mana cost.
I liked his Q how it was before: a low cooldown skillshot that could slow if his W was active. I completely reworked the W, but one of my goals in this rework was to increase his CC. I decided to add a permaslow (because we all know everybody hates that) but it has more counterplay than Ashe's Q because you can dodge it :D. I also wanted it to have an additional effect from the E other than just the missile-lock, so I changed the slow into a short stun. I also increased the mana cost and the cooldown to balance out the added CC.
W: Terror Capacitor/ Terror Release: Cost: No Cost Cooldown: 14 seconds Range: 450 Passive: Terror Capacitor: For every Acid Hunter and Noxian Corrosive Charge that Urgot hits, he gains 1 stack of Terror. Once he reaches 10 stacks, he gains a shield that lasts for 10 seconds. This shield absorbs 60/120/180/240/300 (+70% AP) Damage. Active: Terror Release: Urgot lets out the Terror that he's built up to deal 55/110/165/220/275 (+50% AP) Magic Damage to all enemy units around him and if used while the Terror Capacitor Shield it up, it fears them for 1/1.25/1.5/1.75/2 seconds.
I did like the shield on Urgot as well, but it wasn't really unique other than the slow, and that was kind of boring. I wanted to add something that made Urgot players think about how often they use their Q. They can also get stacks on it, then ult in and fear the enemy team.
E: Noxian Corrosive Charge: Cost: 50/55/60/65/70 Mana Cooldown: 15/14/13/12/11 Range: 800 Launches a corrosive charge at a target 200-radius area, afflicting all enemies hit for 5 seconds. Enemies affected by the charge have their armor reduced by 10/12.5/15/17.5/20% and take an initial 35/70/105/140/175 (+40% AD) Physical Damage followed by an additional 30/60/90/120/150 (+60% AP) Physical Damage over the duration.
Also liked this ability how it was for the most part. I liked the armor reduction it gave, but I wanted its damage to be less spread out than before so I moved a little over half of it to impact instead of all of it being over time. Overall it has a slight damage nerf, but now theres the stun on the Q.
R: Hyper-Kinetic Position Reverser: Cost: 100 Mana Cooldown: 100/90/80 seconds Range: 600/700/800 Passive: Urgot gains 45/60/75 Attack Damage. While Hyper-Kinetic Position Reverser is on cooldown, the bonus Attack Damage is replaced by 30/45/60 bonus Armor and Magic Resist. Active: Urgot targets an enemy champion and channels for 1 second, supressing the target for the duration. After the channel, Urgot and the target will swap positions and the target will take 10% increased damage for 1.5 seconds after the channel. Urgot will ignore unit collision for 1.5 seconds after the channel. Urgot will gain 40/80/120 armor and magic resist for 3 seconds, starting from the beginning of the channel time.
My goal with the passive on this ability was to give Urgot more damage at the beginning of a fight and more tankiness once he goes in.
There was my Urgot rework concept. Visually, he could also use an update, but I don't feel like making any concept art for him xD Any and all feedback is appreciated. I don't know if there are any Urgot mains out there, but if there is an Urgot main reading this, please give some feedback. If you would like to see my other concepts and my friends' concepts, click on the link below.
http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/q1Ykq7u8-concept-compilation