To the urgot rework team, I would like to give you my ideas for urgot.
When I think of what urgot could be, I think of a guy who just decimates armys as a one man infantry unit. He has the power, through his hex tech "upgrades" to slaughter people left and right, but he does it in a very painful way. He makes you feel his agony. To add to that, he has the horror factor of being a half man/ half machine with bits and pieces stitched up together and other parts made fully mechanical.
To separate his slaughtering form the likes of sion, he is more tactical and precise in his attacks and prefers to see the agony of others than just outright murder them and rip right though armies. Urgot has the capability to attack targets from long range, but can keep targets around him afraid of getting closer.
So let's get into his abilities.
Passive: Hextech capacitor- Urgot's channeled abilities cannot be interrupted by any form of crowd control (except stasis). All crowd control will continue to be applied after his channel is complete.
Basically, Urgot can't be stopped once he starts channeling an ability, so opponents who rely on disabling their enemies to do their combo will need to wait until urgot is done channeling to engage on him. If the crowd control lasts longer than the duration of the channel, he will remain disabled for it's remaining duration however.
Q: Noxian Corrosive charge- 50 mana - 10/9/8/7/6 sec cooldown - 1000 initial projectile range - 400 area range - 1000 subsequent projectile range
Urgot fires a long range shot from his arm cannon dealing 30/50/70/90/120 (+0.35 bonus ad) in an aoe. He then gains 3 charges of acid hunter lasting 5 seconds. Each missile deals 40/80/120/160/200 (+0.7 bonus ad) physical damage in a straight line stopping at the first unit hit. If Noxian Corrosive Charge damages an enemy champion, acid hunter can be directly targeted onto any champion hit by the charge. Deals 30% reduced damage after sucessive hits.
Basically his current q>e combo that allows him to poke people out from long distance. It deals reduced damage to champions on successive hits to prevent urgot from just constantly poking out his enemy from range with little chance to counter. The reduced damage shouldn't matter in a team fight however, as he can hit multiple people through the duration.
W: Bioelecrtic Discharge- 80/90/100/110/120 mana - 20/18/16/14/12 sec cooldown - 375 range
P: urgot's battery discharges in an area causing enemies to take 5/15/25/35/45 (+ 0.1 ap) magic damage around him every second. Every 2 seconds any particular enemy stays in this area the damage to them increases by 10/10/15/25/35 (+0.02 ap) up to a cap of 35/45/70/110/150 (+0.16 ap) per second. A:Urgot channels a shock from his battery for 1 second dealing 75/125/175/225/275 (+ 0.2 ap ) magical damage to all enemies and stuns for 1/1.1/1.2/1.3/1.4 in an aoe and disables himself for 0.5/0.55/0.6/0.65/0.7 seconds. Disables the passive for the duration of its cooldown.
This is intended to give urgot the opportunity to be either a sustained damage threat for his team, or utility to allow his team to damage for him in team fights. In lane this ability is best used to punish melee champions who hard engage on you, or spend a significant amount of their time in melee range of you. However his self disable will make using the skill risky against more mobile enemies or against enemies who can easily reach you after the duration
E: Plate Atomizer- 50/55/60/65/70 mana - 14/13/12/11/10 sec cooldown - 625 cone range
Urgot locks himself in place and begins channeling a barrage of atomizing shots in a mid-sized cone in front of him for 2.5 seconds dealing 70/140/210/280/350 (+0.5 total ad) to 140/280/420/560/700(+1.0 total ad) damage and shredding 10/12.5/15/17.5/20% armour (which lasts 2 seconds after they leave the area or the channel ends) over the duration . The closer enemies are to urgot, the more damage they take, and the faster their armour is shred. 50% damage to minions.
This is urgot's best melee trading tool. He can be easily disrupted, but in order to do so, enemies need to get into range and tank the damage and armour shred which he can then combo into a w and q which he can use while he retreats.
R:Hyper kinetic position reverser- 650/750/850 initial range - 350 fear range - 100 mana - 150/120/90 sec cooldown
Urgot targets an enemy champion and channels his Hyper-Kinetic Position Reverser for 1 second, swapping locations with his target afterward and terrifying nearby enemies for 1/1.1/1.2 seconds. His target is suppressed for the duration of the channel. Urgot takes 30/40/50% reduced damage for 4 seconds beginning at the start of the channel. Urgot always completes the channel whether the target is swapped or not.
His ult is one of the coolest abilities in the game, and has some great synergy with this kit. He can use ult to get to the back line then channel w and e afterwards to shred through them. Alternatively, he can ult an out of position squishy, then turn around making a retreat a risky move.
Basically this all is made for urgot to be a ranged zone controller. He can protect his back line by standing In front of enemy shots channeling his abilities in the enemies direction or become the frontline engage by R>W ing into the enemy back line giving his team more than enough time to follow up on his engage, then he sets up to shred the middle of the enemy team with his e. He also fits in well as a ranged harasser by providing poke at long range and a medium range armour shred.
What do you think? How is the kit? Does he have too much power? Is he too weak? Does he not fulfill the idea of Tank? (Actual tank not league tank) Any concerns about balance when it comes to his passive and or e? I thought these were some pretty cool ideas, but I can't say for sure that this is the best kit for urgot.
I posted this initially in gameplay, but I think it is supposed to go here, so I put it here.