[URGOT REWORK]

RivetAce·5/18/2016, 3:40:58 AM·2 votes·438 views

This is my opinion on the state of Urgot, and several ideas as to how he could be reworked.

WHY URGOT NEEDS A REWORK

Urgot's gameplay is about as patchy as his body - it just doesn't compliment itself. He can build damage but then can't utilize his shield slow or his ultimate very well, or he can build tanky but then be a tank with not much usefulness besides a point and click insec. If Urgot was a newly released champion, just from reading his abilities I would assume he was a bruiser, if not a Juggernaut. His passive and W work incredibly well with defense, he has armor penetration which would work well with the base damages of a bruiser, and he has an initiation skill. However, Urgot does not fit this role very well, making his overall theme disintegrate.

The gameplay problem is Urgot's laning phase. Urgot has a super strong laning phase with little counterplay. This results in his numbers being tuned down to a mediocre level to be fair, causing him to fall off hard late game. Couple that with his lackluster utility and you get a champion nobody wants to play. (Reread this paragraph but with Yorick instead of Urgot. Think I'm on to something?)

THE REWORKS Some background lore: Urgot was a Noxian soldier, almost a berserker-type figure who would wade into battle with no thought of self preservation. Eventually, his body sustained too many injuries, and he became an executioner with "scythe-like grafts affixed to his maimed limbs." After being killed by Garen, who was rescuing Urgot's prisoner, Urgot's body, which was beyond normal necromantic resuscitation, was further disfigured into a magical/mechanical/undead thing.

IDEA 1) Executioner Urgot is a slim, disfigured cyborg with the "scythe-like grafts" still on his hands. He looks like a hextech grim reaper, albeit disfigured and contorted and patched together. IDEA 2) Undead cyborg thing Urgot retains his current blob-like quadrupedal state, albeit with more random (often dangerous) stuff sticking out of him, kind of like a griever from the Maze Runner. Urgot possibly has more than two upper body appendages.

Both of these ideas would be melee champions, as Urgot should fit his lore of wading into the heart of battle. The Executioner would be more damage focused, while the cyborg would be more tank focused.


IDEA 1) Executioner

Innate: Shared Torment Urgot gains a charge after killing a unit, up to 5 charges. Charges fall off one at a time out of combat. Urgot takes 2.5/3/3.5/4% reduced damage (based on his rank of R) for each charge.

Q: Butcher's Rampage Cooldown: 6/5.5/5/4.5/4 Mana: 50 Urgot deals 50/80/110/140/170 (+.7 bonus AD) physical damage to all targets in a cone with his blades . If a champion is hit, the next cast does 50% bonus damage to champions. (Has an obvious cast animation, around .5 to .8 seconds.)

W: Dead Meat Cooldown: 14 Mana: 25 first cast, 80/90/100/110/120 second cast Urgot's next basic attack deals 10/30/50/70/90 (+.2 total AD) bonus physical damage, slows his target by 30% for 1/1.25/1.5/1.75/2 seconds, and marks the target. While on cooldown, Urgot has the option to reactivate the ability, consuming all his current charges to deal 1/1.5/2/2.5/3% (+.4 bonus AD) of the target's missing health per stack, minimum 10/20/30/40/50 (+.4 bonus AD) damage per stack. The mark disappears when the cooldown resets.

E: Acidic Shockshell Cooldown: 18/16/14/12/10 Mana: 70/75/80/85/90 Urgot launches a hextech acid device that, a short time after landing, stuns all units in the area for 1.25 seconds. Targets hit take 8/11/14/17/20 (+.1 bonus AD) damage each second for 7 seconds, reducing their armor by 2/3/4/5/6 with each tick. (The device flies at a fixed speed, meaning it is much easier to dodge the further it has to fly, similar to Soraka Q.)

R: Hextech Painsender Cooldown: 130/110/90 Mana: 100 Urgot uses a hextech device to tether to an enemy champion and deal 150/250/350 (+1.5 bonus AD) damage. 15/25/35% of the damage Urgot takes from the tethered champion is stored while the tether is active. After 5 seconds, if the tether remains intact, both champions are pulled to each other (similar to Nautilus Q) and the enemy champion is dealt the stored damage.

Strengths: This version of Urgot would be a strong splitpusher and duelist. During laning phase or while splitpushing, farming minions will stack up his passive. His all in is strong because he takes reduced damage thanks to his passive, his empowered Q deals a good amount of base damage, his E has time to reduce their armor, and his R makes the opponent wary to fight back. Finally, having an execute increases the success chance of an all in. Weaknesses: This Urgot would not have a strong trade if it is a quick skirmish, as his Q will not deal a ton of damage on the first cast, especially if his E doesn't have time to reduce their armor. He is also very vulnerable to being kited, since his E is hard to land at range and his slow is on his melee attack, so he can't reliably finish his R at range if the opponent has a dash. Combo: Start with Q to get the bonus damage. W for the slow and to put it on cooldown. E them since you're close and they're slowed. Q while they're stunned, then R. Keep autoing and Q-ing, then once R procs, finish them with the W execute. Teamfighting: While this Urgot would be okay at teamfighting, he would have some weaknesses that are much more pronounced than while 1v1ing. First, he has no reliable initiation. In a 1v1, he can just walk up to his target and not worry about taking too much damage thanks to his passive. Once he's up close, his E is easy to land. However, at range it's almost impossible to hit unless chained into some allied CC, so it's unreliable to initiate with. Also, Urgot loses his durability after he executes. 1v1 this doesn't matter, because your opponent should be dead or running. In a teamfight though, it leaves him vulnerable to damage from his target's allies. Finally, Urgot's R only deals its finishing damage based on what the target has done to Urgot, not counting the target's teammates.

TL;DR Jax-level 1 vs 1, high base damage, kitable. Solo laner.


IDEA 2) Undead cyborg thing Innate: Grisly Form Urgot deals 9-60 physical damage (based on his level) to any champion or monster that attacks him.

Q: Battle Seeker Cooldown: 5/4.5/4/3.5/3 Mana: 40 Urgot fires a projectile in a line that deals 20/35/50/65/80 (+.8 total AD) physical damage to the first target hit and applies a 10% stacking slow to the target, up to 1/2/3/4/5 stacks.

W: Havoc Defense Cooldown: 8/7/6/5/4 Mana: 60/70/80/90/100 Urgot shields himself for 60/75/90/105/120 (+5% bonus Health), dealing the same damage to all targets around him (halved for minions).

E: Hexidic Sludge Cooldown: 14/13/12/11/10 Mana: 80/85/90/95/100 Urgot fires a chemical wave in a direction, damaging all units hit for 80/130/180/230/280 (+1.0 AP) and fearing them for 1.5 seconds. (Wave travels the distance in 1.5 seconds.)

R: Hyper-Kinetic Position Reverser Cooldown: 140/120/100 Mana:100 Urgot grants himself 30/40/50% damage reduction for 5 seconds and channels for 1 second, suppressing the target enemy champion for the duration. Upon completing the channel, Urgot and his target blink to each other's locations, slowing the target by 30/40/50% for 2 seconds.

Strengths: He can shield himself several times throughout a fight, making him very tanky. His q allows him to be sticky and prolong the fights as he would like. This Urgot also has excellent ganks with his stacking permaslow and ultimate. He would probably do best in the jungle due to his passive, his spammable abilities, and his ganks. Weaknesses: This Urgot has no built in armor shred or percent health damage, which tanks enjoy having. His Q, while spammable, scales awfully into the late game and is used mostly for the slow. Also, his E is very difficult to use well without ulting first, since it is hard to hit something far away (due to the wave nature of the ability) and since it would just fear them away anyway. Combo: Q to apply slow, then R. E backwards and spam Q and W and autos. Teamfighting: This version of Urgot is excellent at starting teamfights. His R can single out a target, and he can either send his acid wave backward to further doom the target or he can send it forward to stop the enemy team from helping. Urgot's passive also helps damage the enemy marksmen even if he takes the brunt of the CC, which is his job as a tank.

TL;DR Fantastic initiator tank, poor damage scaling. Best played in the jungle.


Overall, I like the first idea better. The abilities are more interesting, and his E, while providing the same power spike that his current E does, has more counterplay due to the delay and the set projectile speed. The second idea is also better than the current in my opinion, but the abilities seem a bit lackluster. In either case, a juggernaut or a tank fits his semi-suicidal undead meatbag lore much better than a caster marksman.

Let me know what you think! Maybe Rito games should take a look at these ideas for inspiration too. Cough.

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