Possible idea for an Urgot rework

Doozku·7/12/2016, 3:13:57 AM·1 votes·653 views

#URGOT REWORK Urgot is one of the most underplayed champions in the League right now. According to Lolking, Urgot is the least played champion in the game right now. This is due to _years _ of neglect, and a poorly designed kit.

The biggest problem with Urgot’s kit is that he doesn’t know whether or not he wants to be a hyper ranged ADC or a hyper tank. Urgot’s passive is very useless on a ranged type champion, his Q and E promote the ranged carry playstyle, while his E and his ult especially promote the hyper tank, with his ult being a powerful initiation tool for a tank because it can put a squishy out of position, while putting a tank into the enemy team, where it might want to be. The problem with this ability is that it does not belong on a hyper ranged ADC like Urgot, which would otherwise like to stay back and away from the fights. With a kit so split like this one, the only way that Urgot could be viable is if he was insanely broken, because the kit is weak otherwise.

The best way to fix his kit is for a rework, however it is pretty difficult to rework Urgot because of his split identity. You can’t simply make him into a pure ADC or a pure Tank, because then it wouldn’t be Urgot anymore. The way that I propose to fix this problem is to make Urgot into a transforming champion that has a unique way of fighting, being able to switch into a hyper tank or into an ADC. The Urgot player would have to make a decision about whether it should stay and an ADC and deal damage, or whether it would be more beneficial to become a tank and provide CC for the team.


#PASSIVE: Artillery Form/Battle Form Artillery Form: Urgot is in a ranged artillery form where he has abilities designed for ranged combat. For every 0.9% Attack Speed he had, he gains 1% CDR. Urgot will automatically return to this form upon death.

Battle Mode: Urgot is in a melee battle mode where he has augmented, unstable abilities designed for melee combat. While in Battle Mode: All of Urgot’s abilities other than his ultimate share the same cooldown of 4 seconds. Urgot’s stats also become converted

For every 1 AD Urgot gets 12 Health

Urgot gains 0.5 Armor from every 0.25% crit or for every 0.4% Attack Speed.

Urgot gains 0.5 Magic Resist from every 0.225% Armor Pen or 0.35% CDR.

Urgot then loses all of his AD, Crit, Armor Pen, and Attack speed, but keeps the bonus he gains from CDR, and he also keeps his CDR. He also loses 50% of all Armor and Magic Resist he had before, but keeps his previous HP.

Urgot cannot auto attack at all, regardless of form.

#Passive Notes: The stat conversions are a little confusing but are based after the actual gold values of the stats. It is difficult to come up with accurate scaling because this cannot be tested in game unless Riot decides to pick this kit up, so I am unsure, although this is a base numbers proposed based on the actual gold values of the items. On the actual passive itself, I feel it is interesting that Urgot loses the ability to auto in Artillery Form as his Q becomes his new auto attack now. In Battle mode, Urgot loses his ability to do damage and instead becomes a tank with the ability to completely chane a teamfight

#Artillery Form Q: Acid Hunter

Urgot fires a missile in a line, dealing physical damage to the first enemy it hits. This ability applies on hit effects and the cooldown scales with either attack speed or cooldown reduction, whichever would result in the lowest cooldown. This ability can hit towers.

Damage: 100% Base AD Scaling + 80% Bonus AD Scaling, 70% Scaling with crit chance (Cannot crit, but scales with crit)

Mana Cost: None

Range: 700

Cooldown: 1.75 Sec

#Notes: When I played Urgot, one ability that I liked was his Q, I felt it was interesting using it in lane and it felt more fun to use than Urgot’s auto attacks. Basically this ability is Urgot’s auto attack replacement. It does slightly less damage than a normal auto but it makes up for it with his E, which will be talked about later.

#Artillery Form W: Zaun-Touched Bolt Augmenter

Every time Acid Hunter hits, it applies a mark on the target hit, stacking up to 3 times. The Third mark consumes all marks on the target, dealing physical damage and slowing the target by 40% for 2 seconds and causing all consecutive attacks to ignore 5% of the target’s armor for 5 seconds. The same target cannot be marked for 10 seconds. Missiles enhanced by Noxian Corrosive Charge cannot apply marks. Does not apply on towers

Damage: 50/60/70/80/90 + 20% Bonus AD Scaling

#Notes: The purpose of this ability is to give players a decision on whether or not to use Noxian Corrosive Charge or whether they should use normal autos first before activating his E. Urgot’s E is pretty hard to land with the new changes unless the target is slowed plus the armor shred bonus encouraging players to try and land this before using Noxian Corrosive Charge for the increased damage.

#Artillery Form E: Noxian Corrosive Charge

Urgot launches a corrosive charge to the target location, dealing physical damage to all enemies hit over 5 seconds, while causing Acid Hunter to be directly targetable on enemies marked. The targeted Acid Hunters now scale with 110% AD instead of 90%, but also cost 15 mana. Does not affect towers. Targets near about a 100 to 200 range of Urgot cannot be targeted by Acid Hunter while marked.

Physical Damage Per Second: 15/26/37/48/59 + 12% of bonus AD

Cost: 80 Mana at all levels.

Cooldown: 15/14/13/12/ 11

Range: 900 Units

#Notes: The biggest problem with this ability is how easy it is to land. The new version of this ability will be the difficulty of landing a heimerdinger bomb at max range, which would make the ability more satisfying and more Useful. There is also more counterplay added to this ability with the ability to dive Urgot so you do not take as much damage, although Urgot could also back away to avoid getting hit.

#Artillery R: Hyper-Kinetic Position Reverser

Urgot Channels for 1.5 seconds, suppressing the target enemy champion. Upon completing the channel, Urgot and his target blink to each other’s locations, allowing Urgot to ignore unit collision for 1 second, slowing the target by 40% for 3 seconds and causing Urgot to switch into Battle Mode for 45 seconds and leaving a pool of 200 units where he appeared. Acidic Ooze: While in Battle Form, all of Urgot’s basic abilities leave behind Acidic Ooze. Acidic Ooze deals 10/15/20 physical damage over time for 4 seconds.

Cost: 100 Mana

Cooldown: 120/100/80

Range: 500/700/900

#Notes: This ability is really cool, but it didn’t fit on Urgot’s old kit as an ADC. However, with the new battle mode, it is actually useable and a really cool ability. The obvious problem would be that if any one got close to Urgot, he would just ult to switch to battle mode so he could survive, which is not what we want, so I made it silence so people couldn’t just flash or use a skillshot, however ranged champions would still be a problem, so it disables autoattacks from a long range so you actually have to get close to stop him. The counterplay for this ability is a bit tricky, but it’s better than the suppress where Urgot could just ult when he’s right next to you.


Before we continue, I wanted to discuss the mechanic of Acidic Ooze. All of Battle Form Urgot's abilities leave behind some kind of Acidic Ooze that can be interacted with Urgot's ult to do some crazy damage and CC, but with a cost...

#Battle Q: Acidic Bomb

Urgot fires a ranged bomb dealing physical damage to targets in its AOE, and also leaves Acidic Ooze in a 300 Radius in the area of impact.

Cost: 40 Mana

Cooldown: 4 Seconds (See Passive)

Damage: 50/60/75/90/100

Range: 900 Units

#Notes: Ranged way of spreading Ooze so you can catch stragglers in the Ooze

#Battle W: Acidic Burst

Urgot lets loose Acidic Ooze in a 200 Radius around him.

Cost: 40 Mana

Cooldown: 4 Seconds (See Passive)

#Notes: This is how you expand your main puddle

#Battle E: Acidic Ball

Urgot Fires a ball of Acidic Ooze at a targeted location which leaves behind a thin trail of Acidic Ooze which is 50 units wide.

Cost: 40 Mana

Cooldown: 4 Seconds (See Passive)

Range: 1200 Units

Speed: 1500 Units per Sec

#Notes: This ability is meant to connect acidic pools left behind by Urgot’s Q to the main puddle with Urgot’s W.

#Battle R: Overload Urgot overloads himself, instantly executing himself while also electrocuting all of the Acidic Ooze in the Puddle he is currently standing on. Enemies in the Puddle during the time of detonation take massive damage while also being stunned for 4 Seconds. Urgot cannot cast this ability unless he is in a Puddle of Ooze, and he must double tap this ability in order to cast it. He can cast this ability while CCed. When Urgot dies because of this ability, his respawn timer will be halved.

Damage: 500/700/1100 + 10% of Urgot’s Maximum HP.

Cost: None

Cooldown: None (When Battle Mode is entered, this ability is put on CD for 10 seconds.)

#Notes: Urgot’s only true form of damage when he ults. When this happens, it’s a race to try to kill Urgot before he spreads Ooze to the entire team and kills himself, dealing massive damage and a stun, if Urgot gets this off his team is sure to win the teamfight, however if he dies/only gets a few teammates, then it would have been worth it just to stay as normal and deal more damage.


#Ending Statements: This Urgot kit is a proposed Idea about how Urgot should be designed that tries to keep his original Motif intact while also introducing new ideas and giving Urgot much more decisions about how he should play and whether or not he should kill himself and deal massive CC but lose the ADC/Top laner for a fight, or whether he should stay in and deal massive amounts of damage with his Acid Hunter. I'd love some feedback in the comments as to what you guys think of this idea, and don't forget to vote below!

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