Marksman Analysis and Potential Direction for Urgot: Immobile 'Tank' Marksman

Lonely Flame·2/11/2016, 5:07:58 PM·3 votes·554 views

I'll say from the start that this isn't a rework concept. This is a discussion for a potential direction for Urgot, to go in to feel more unique. Feel free to skip the large ability lists and head straight to the discussion.

For the purpose of this discussion I'll be using champs that are Marksman's as their primary role. This includes the following 20 champions: Ashe, Caitlyn, Corki, Draven, Ezreal, Graves, Jhin, Jinx, Kalista, Kindred, Kog'maw, Lucian, Miss Fortune, Quinn, Teemo, Tristana, Twitch, Urgot, Varus, Vayne. While Mordekaiser is technically counted as a Marksman for his primary, as he is melee ranged he won't be included

From this list, they have the following ability breakdowns:

  • 15 Slow: Ashe, Caitlyn, Corki, Draven, Graves, Kalista, Jinx, Kog'Maw, Miss Fortune, Quinn, Teemo, Tristana, Twitch, Urgot, Varus

  • 10 Dash/Gap Closer : Caitlyn, Corki, Graves, Kalista, Kindred, Lucian, Quinn, Tristana, Vayne

  • 4 Snares/Roots: Caitlyn, Jihn, Jinx, Varus

  • 4 Knock Back/Aside: Draven, Quinn, Tristana, Vayne, Kalista

  • 3 Blide/Vision Impairment: Teemo, Graves, Quinn

  • 3 Stealth: Teemo, Twitch, Vayne

  • 2 Blink: Ezreal, Urgot

  • 2 Stun: Ashe, Vayne

  • 1 Sheild: Urgot (while Sivir does literally have an ability called 'Spell Shield', it not provides 'bonus health' thus is not considered a shield. Not my logic)

Buffs

  • 13 Attack Speed: Ashe, Caitlyn, Draven, Ezreal, Jinx, Kog'Maw, Miss Fortune, Quinn, Sivir, Teemo, Tristana, Twitch, Varus

  • 12 Movement Speed: Corki, Draven, Jihn, Jinx, Kog'Maw, Lucian, Miss Fortune, Quinn, Sivir, Teemo, Twitch, Varus

  • 5 Basic Attack Range Increase: Caitlyn, Jinx, Kog'Maw, Tristana, Twitch

Discussion From these abilities, we can see that there is a high amount of movement based effects and buffs. This is reflected in a lot Marksmans playstyle of kiting your enemies and keeping them at a distance while you take them down. To their credit, Riot have created a lot of unique methods of doing this. But what if you had a champion who didn't kite? What if you had a Marksman who could lock down a spot and tank damage? This is the direction I feel Urgot could take.

He is the least mobile out of all Marskman, having no dash/gap closer, no method of pushing the enemy away, no movement speed buff. The closest thing he has is the 'blink' associated with his ult, which happens after a channel, he cannot attack during, and can be incredibly costly in a team fight. He also the only marksman with a shield (having already explained why Sivir's doesn't count), and gains damage reduction for a period due to his ult.

So why not work with this? Starting with the premise of his ult being something like a toggle that makes him completely stationary, you could have a bunch of things to work with this.

  • Keeping the shield is a good start, but it could have increased strength when he's not moving.

  • Starting with basic ideas, you could significantly increase his basic attack range, damage and/or speed while not moving, so that while he can deal large amounts of damage to enemies within range, they can move out of it without worry of him chasing (similar to the feeling you get from something like Jihn/Xeraths ult, the 'Oh no I'm in range I need to escape' kinda thing)

  • Having some sort of knock back would be beneficial for enemies that would approach him, or are already upon him. So something such as "basic attacks have knock back for X seconds", an AoE knockback coming from himself, or just a large knock back ability like a Tristana ult.

  • The potential for some sort of 'Runaan's Hurricane' type effect would also be good, as a large number of enemies would be targeting you, so having some method of dealing damage to all of them would be a good trade. Either a second shot that fires when you basic attack, or a completely separately controllable auto attack somehow with ult click (He could have a shoulder mounted turret on him or something added with his model update. I don't know just spitballing)

  • Potentially increasing life steal or health regen while stationary could also be a potential idea, for the obvious reason of you being a sitting target so some sort of increased sustain would be good.

  • Finally, you could have reduced or immune crowd control effects. If you're setting up camp at a spot, the last thing you want is something like a Blitzcrank pull to immediately uproot you and pull you into the enemy team. Likewise, it would be odd for something like an Ahri Charm to lure you towards her if you're not meant to be able to move. Things such as Blind, Stun, Suppression, and Silence could all still function the same.

So yeh. Those are some ideas. While some of these may seem overpowered, remember this is more of a discussion piece for potential things, and not a "these should be what his new kit is" kind of thing. Thoughts? Comments? Potential ideas of your own? Don't think it will work? Discuss!

10 Comments

ModThe Djinn2/11/2016, 6:43:26 PM3 votes
  • 15 Slow: Ashe, Caitlyn, Corki, Draven, Graves, Kalista, Jinx, Kog'Maw, Miss Fortune, Quinn, Teemo, Tristana, Twitch, Urgot, Varus

  • 9 Dash/Gap Closer : Caitlyn, Corki, Graves, Kalista, Lucian, Quinn, Tristana, Vayne

  • 4 Snares/Roots: Caitlyn, Jihn, Jinx, Varus

  • 3 Knock Back/Aside: Quinn, Tristana, Vayne, Kalista

  • 3 Blide/Vision Impairment: Teemo, Graves, Quinn

  • 3 Stealth: Teemo, Twitch, Vayne

  • 2 Blink: Ezreal, Urgot

  • 1 Stun: Vayne

  • 1 Sheild: Urgot (while Sivir does literally have an ability called 'Spell Shield', it not provides 'bonus health' thus is not considered a shield. Not my logic)

Add Kindred sto Slow / Dash, Draven to Knock Back / Aside, add Ashe to Stun.

Discussion From these abilities, we can see that there is a high amount of movement based effects and buffs. This is reflected in a lot Marksmans playstyle of kiting your enemies and keeping them at a distance while you take them down. To their credit, Riot have created a lot of unique methods of doing this. But what if you had a champion who didn't kite? What if you had a Marksman who could lock down a spot and tank damage? This is the direction I feel Urgot could take.

I've been thinking along the same lines, and have been doing some experimentation to turn Urgot into a Ranged Juggernaut, actually.

  • Starting with basic ideas, you could significantly increase his basic attack range, damage and/or speed while not moving, so that while he can deal large amounts of damage to enemies within range, they can move out of it without worry of him chasing (similar to the feeling you get from something like Jihn/Xeraths ult, the 'Oh no I'm in range I need to escape' kinda thing)

This could work so long as there was a time associated with it: 2-3 seconds of not moving to access the greater range. Otherwise you'd just move / tank / move / tank and effectively play like a normal carry with massive range.

  • Having some sort of knock back would be beneficial for enemies that would approach him, or are already upon him. So something such as "basic attacks have knock back for X seconds", an AoE knockback coming from himself, or just a large knock back ability like a Tristana ult.

I'd avoid this -- if his design is durable, long-ranged harass, then jumping on him should be the counterplay to it.

FloRaider422/11/2016, 5:28:57 PM2 votes

Definetly could see Urgot as a artillary tank that needs to go into an immobile "siege mode", but it seems a bit weak in a TF unless his range goes trough the roof. The CC immunity is a tricky part as it counters a lot of champions, but I think that giving him a penalty for moving out of siege mode would balance it out.

FurretHasAGlock2/11/2016, 5:34:08 PM1 votes

Give him a thresh kinda passive with the longer he doesn't move the stronger his auto attacks become.