Urgot Rework: Direction, Ideas, and Opinions

Void Kaiju·8/25/2016, 6:56:38 PM·4 votes·712 views

Although not coming up in the immediate future, Urgot's rework has been on the table for some time, but he has delayed due to difficulties creating a fitting kit for him. I'm just going to throw some of my ideas on who Urgot is and how his kit to be changed to better reflect that, opinions are very much welcome!

So Urgot's identity is somewhat in shambles at the moment. With how he looks, one gets the feel of an unfeeling, undead abomination. A creature that wades through the battlefield blasting his enemies apart. However, he plays less like a reckless, unfeeling tank, and more like a long ranged poke machine, a fragile missile launcher than in order to do satisfying damage has to be built in such a way that he gets shredded like tissue paper by anyone with any damage. His ultimate simply doesn't fit into his fantasy at all, it's a cool ability whose only real use is to catch a lone enemy out, stop a fast assassin, or turn around a towerdive. Useful, but not in a kit like his. I've been brainstorming the sort of kit I imagine for him, as well as how his look could be updated in order to really match the fantasy of an undead army tank.

Appearance: Urgot needs to remain hideous, bloated, and help together by bolts and metal. However, he could do with being less naked. Heavier armor on his shoulders, an armored collar, similar to what battlecast urgot has, and other touches could be made to make him look more intimidating and tanky, without removing how hideous he is. (I do not have ready access to a computer or a scanner for the next two weeks, but afterwards I can see about posting some sketches of the direction I feel his appearance should take)

His kit: Fundamentally, Urgot's kit is too straightforward. he lands his e, you take a bunch of damage from his locked on q, and he's hard to kite with his w. Outside of that combo. The result is a kit that is hard to make strong without being broken. Unavoidable damage tends to do that, even if it is only unavoidable in certain situations. Outside of that combo, he ends up being quite weak, as cool as the "stand there and auto whilst spamming q in-between" combo is, it's not the most effective against anyone who can simply get up in your face and shred you.

Passive: Urgot's passive is cool but simply not enough in many situations. I think an improvement to this ability would be something that provides him with X bonus armor and y bonus magic resists per z points of bonus ad. (Haven't figured out specific numbers) As well, he could gain ad for the armor and magic resist he gets through items (lower scaling, to make a tankier build for him more viable)

His q: I think Urgot's q should remain largely unchanged, as an ability it is central to his kit, his primary weapon, so to speak. I feel that this ability should remain untouched, although perhaps it could have the scaling slightly reduced and the base damage increased?

His W: Urgot's W also seems to be in a good place, although the ap scaling means that urgot will not get much bang for his buck from it. Perhaps by changing it to scale with his existing resists it will be more useful for him? The slow on basic attacks also doesn't need to be there. By removing this power can be placed into other parts of his kit.

His E: IMO, this is his most problematic ability balance-wise. Guaranteed damage, but if he misses there is very little he can do in a direct battle. The single target nature of this ability in conjunction with his q means urgot is of very limited use in teamfights, relying on landing it and his q repeatedly without being instagibbed by enemy assassins or toplaners. This is the spell I feel should be changed most heavily (outside his ult, which I feel should be replaced entirely). NEW E NAME: Conductive Gas Keep the armor shred, remove the damage over time. Make the hitbox larger than his current e. Urgot's q will lock on to enemies who are INSIDE of the cloud, as he auto attacks and launches acid hunters into the cloud to hit enemies, it becomes energize, dealing damage to all enemies within the cloud for X% of their current health. This ability will provide urgot with zone control as well as more usefulness in teamfights, being able to damage all enemies within the cloud, without absolutely annihilating squishies that he may not be aiming at. It provides counterplay to his lock on mechanic by allowing enemies to exit the clouded area (the armor shred should persist for a short time after they leave the cloud). Also it would be awesome if being in the gas created some sort of visual effect similar to being an illaoi vessel, except green, tinting the edges of the screen green or something.

His R: Urgot's ultimate simply doesn't match his thematic. Sure, he can briefly lock down a threat at the cost of locking down himself, but more often than not Urgot wants to stay in the backline with his current kit and do damage from there, and placing yourself into the center of the enemy team without some form of cc around you will more often than not result in a free kill for your foes.

Suggested New R: Hextech Abomination Urgot pushes his hextech components to their utmost limits, filling himself with energy, gaining 30% movement speed, taking reduced damage (scaling the same or slightly lower than his current ultimate, perhaps capping at 40% reduction), and empowering his abilities for x seconds. Empowered Passive: Bonus AD increased Empowered q: Bonus armor penetration (scaling with points in q) Empowered W: Shield scaling doubled and duration increased by 3 seconds empowered e: Larger aoe, enemies caught near the center are rooted, enemies in the outer area are slowed by 40% (scaling up from 20% based on points in e)

This would emphasize his unfeeling nature, as he was described in the lore as reckless, plunging headfirst into danger and refusing to die. I feel that this would fit that theme better, and actually create that feeling of terror in his enemies as this empowered, damage and gas spewing monstrosity barrels towards their team

Anyway, that's my idea. Apologies for any grammatical errors, as well as formatting issues, I don't usually post on the forums and I didn't have much time to type this out. Please leave comments stating your thoughts and opinions on Urgot and if you think this is the right direction for him to go! I'll be checking occasionally on my phone and refining this concept more when I have access to a computer.

TLDR; Urgot, urgot, urgot. Check back later and I may have a concept sketch posted!

5 Comments

RisenFromTheAsh8/25/2016, 8:10:58 PM2 votes

This seems like a great direction for the new Urgot to take, being a tanky-ish utility ADC is a cool idea. Also, with those passive changes and the AOE, he may even end up jungling or top-laning!

Wind Whistler8/28/2016, 10:46:14 PM1 votes

I like it. It modernizes his kit without removing him from the game, unlike what they did to Sion and are about to do to Yorick. Also, greetings! It's nice to see you the boards. I've never ran into you before on here. I still remember that Tahm Kench game we played together. R.I.P. Tahm Kench.