Build Guide by Searz

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Not Updated For Current Season

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League of Legends Build Guide Author Searz

Crabgot *Outdated guide*

Searz Last updated on March 25, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Brute Force
Improved Rally

Offense: 0

Strength of Spirit
Veteran's Scars

Defense: 9

Expanded Mind
Mystical Vision
Presence of the Master

Utility: 21

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Bow down to my awesome editing skills! XD

This is a support DPS build. It focuses on dealing good damage while supporting your team in lategame and of course; destroying your laning enemy >:D

I will not go through what the abilities do. It can easily be learned by reading the ability tooltips and simply using the spell.

Mouse-over any items or abilities to see their tooltip.


(for any abbreviations you don't understand)

Any constructive feedback is very welcome!

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The bonuses in utility+ Strength of Spirit are the most relevant ones. He benefits greatly from all of them.

15 or 11 offense can be taken for extra power early on, but your lasting power in the lane and your lategame will take a hit.

Strength of Spirit is great mastery for mana stackers. 1000mana = +10hp/5. It's also a really good mastery for the laning phase so it's great on Urgot.

Since he has no magic dmg at all Archaic Knowledge is useless.

21offense is not something I'd recommend since only 4 masteries are useful to him.

21defense is about as good as 21offense. There are more (quantity wise) useful masteries there, but they're less useful than the useful ones in offense.

And now the question arises; "Why aren't you using Expanded Mind on a mana build?" Well, that my friend is because that mastery just plainly sucks. It gives +5% of BASE mana. Even if Urgot has got a huge amount of base mana he will still only get 60,5mana at level18. It just frickin' blows..

Perserverence may seem like a good choice to most of you, but the truth is that it's actually pretty bad. Even with the ~55HP5 you get from this build it will still only give 2HP5, and that's lategame, with all 3 points.. Most champions should never get more than one point in this mastery.

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Greater Mark of Desolation Greater Mark of Desolation
Gives good amounts of dmg early on and awesome extra dmg in mid/lategame. Has great synergy with your Noxian Corrosive Charge's armor reduction.

Greater Glyph of Focus
They will help pretty much everything in mid-lategame. They will enable you to shoot 3 locked on Acid Hunters per Noxian Corrosive Charge right at level 2.
Greater Seal of Replenishment Greater Seal of Replenishment
Urgot is in need of some extra mana-reg. These will help a lot with early mana problems.

Greater Quintessence of Desolation Greater Quintessence of Desolation
Gives some nice extra damage. They scale very well and make you deal insane amounts of damage in mid game. Well, pretty much the same as the marks :S

Greater Quintessence of Movement Speed is also a good choice, but extra damage is more important.

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Summoner Spells

Great tool to use with your Hyper-Kinetic Position Reverse. Has so many uses.

It's great for positioning, chasing and fleeing. Will not let you down if you know how to use it.

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The core item build:

A perfect item for Urgot since he needs lots of mana and AD. An Urgot without mana is a useless Urgot.

Last Whisper
This is the best pure damage item you can get. Greatly increases your damage. As shown here Last Whisper beats The Bloodthirster pretty hard regardless of the situation.

The Brutalizer
A cheap item that gives only useful bonuses. Makes you hit really hard early on while also providing some awesome CDR. Don't upgrade it to Youmuu's Ghostblade though, the added bonuses are almost useless. Replace this item when your inventory is full.

Frozen Heart
More mana (which equals more AD and HP5), armor and CDR. The aura is also helpful for your team.

Mercury's Treads
The CC reduction is lovely for just about anything. Urgot (like most champions) is weak to CC and this will help loads with that.

Banshee's Veil
Will make it harder to disrupt your combos. That increases your chances for kills (or even surviving) against disablers by a lot. Also bought for the mana and HP bonus.

Aegis of the Legion
It helps with some lategame deficiencies a full AD Urgot would have. A full AD Urgot is only helpful in lategame if he has been fed enough early on. This item on the other hand makes you not only useful to your team, but also more durable. Love it or learn to! It's useful even if the tank has it because you get the double aura bonus.

Buying order:

1: Meki Pendant
2: 2x Health Potion
3: Tear of the Goddess
4: Boots of Speed
5: Manamune
6: Mercury's Treads
7: The Brutalizer
8: Aegis of the Legion
9: Banshee's Veil
10: Frozen Heart
11: Last Whisper

The item order is pretty dynamic after The Brutalizer. Get what you need most. Aegis of the Legion is recommended right after though since it gives some of both resistances, some HP and the awesome aura.
Always prioritize resists against the type of dmg that is most harmful to you highest.

Other decent choices:

Trinity Force
If you want some movement speed and more damage in slugfests; this is the item to get. I'm personally not too fond of it though, as it is waaaay too expensive for only the movespeed and occasional extra damage. It can however make an good replacement for any other of the cheaper items if you have nothing else you can waste your money on.

Guardian Angel
Having trouble surviving? Then this is a good option. Consider your losses before replacing an item. Most of my other items are almost essential to the build.

Important consumables:

Health Potion(s)
Use the pots whenever you need Hp when planning on attacking. Always use a pot in emergencies. Buy pots whenever you get some money over. Try to have 2-3hp pots at all times, but always prioritize the normal items, pots are bought with leftover money. Stop buying health pots when you reach ~1800Hp. By then the heal will be too small to matter.

Elixir of Fortitude
Got some money over? Buy one of these. Sure, it's only temporary, but having one of these during a critical moment in the match can be a great help. Just like Heal it can save your *** by giving you extra hp, but the "heal" doesn't require a spell slot and is not reduced by healing reduction. Great for 1v1 fights. Again; always prioritize the normal items, pots are bought with leftover money.

Oracle's Elixir
Aside from the obvious use against stealthies it also reveals enemy wards. So if you know the enemy team places lots of wards either get it yourself or tell someone to get it. Urgot is a longrange attacker though, so it's usually better in the hands of someone else.

Vision Ward
Aside from the obvious usefulness in revealing slealthies you can also use it to remove enemy wards you know the position of. Almost a must buy when you return the first time if you face a stealther in the lane.
Sight Ward
Sight Ward
Wards are always very important. It can make you win a match if correctly used. It will help loads in setting up ambushes/surprise attacks. Information is power! Try to set them in bushes near important places or on paths to them.

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How to play

Laning phase:

Urgot is an insanely strong solo-laner. As such he should always be one. Either top(assuming you have a jungler) or mid. He is best matched against non bulky enemies that can't teleport ( Katarina's Shunpo among others) at early levels.

Only harass when you get a clear shot below lvl3. Focus on lasthitting until then. When you reach level3 you should have some power in your shots. Harass whenever you have enough mana to combo and think that your attacks will hit.
Many may think that Urgot is insanely strong at lvl1, but that is not the case. It's at level5 to about 13 he is insanely strong, so don't get overly aggressive before that.

Focus on keeping your enemies away from exp (zoning) when you've got the power to. Your damage will be quite substantial and you have really good regen so it shouldn't be very hard. Don't waste mana though. Only use spells when you think you'll hit and focus on lasthitting while they can't. Be very aware of what's happening on the map though since a gank can hurt Urgot very much.

Force any brush-camping enemies out with Noxian Corrosive Charge and Acid Hunter. Make sure you control the brush as long as it's safe for you. It will deny your enemies harassing advantages.

As always; I'd like to express how important it is to only lasthit and not repeatedly attack minons when you aren't pushing (or pushing back a big enemy wave). You're simply taking unnecessary risks by pushing into enemy territory when you aren't gunning for their tower. Especially important against junglers. You should also only lasthit when you're trying to keep the enemy away from exp (also called zoning).


Focus on fully utilizing your range before you're durable enough to take dmg. With Noxian Corrosive Charge and Acid Hunter you can deal some heavy damage with longer range than most champions.

Your Noxian Corrosive Charge aim is crucial. You'll do little good when you can't utilize your range since you're easily killed if they focus on you.

Focus on always having the enemy physical carries tagged with Zaun-Touched Bolt Augmenter. It will make a big dent in their offensive capabilities.

Before you get your durability you should primarily use Hyper-Kinetic Position Reverse on fleeing enemies. It can also be used when you're afraid that they'll focus on you since there's not much you can do without Flash and Ghost in terms of escaping.

Hyper-Kinetic Position Reverse is sometimes good for initiating teamfights. Though very risky without your durability it can still produce great results as long as you have a way to escape afterwards. This is where Flash becomes really useful. Use it on an enemy that is close to a wall, then you can just Flash over it after your defense buff fades, effectively exposing one enemy to your team, soaking up some damage and escaping.


Noxian Corrosive Charge reveals areas it's shot into. Use it for scouting whenever an area seems unsafe. Almost cheap as dirt to boot.

Delay activation of Terror Capacitor for when you need it to block an attack or when one of your missiles are flying towards the enemy. Even Acid Hunters and normal attacks that already are flying towards an enemy will slow. Delaying it for when you're about to hit will maximize the duration you will slow and save some mana if you're unsure whether the Noxian Corrosive Charge shot will hit or not.

Use Terror Capacitor and Acid Hunters to escape more easily. Just keep shooting them towards your chasing enemies every couple of seconds. It will be hard when there's 4+ enemies though, but you can always try :]

Hyper-Kinetic Position Reverse will be devastating for fleeing enemies.

You can sometimes use Hyper-Kinetic Position Reverse to escape from a gank or simply a bad situation. Just use it on the enemy closest to your escape route and RUN *****, RUN! I've made some crazy escapes that way ^_^

After obtaining Manamune lasthitting will be a piece of cake. One attack + Acid Hunter will kill all normal minions. Don't push unless you should though.

Always move between the Acid Hunter shots when you've hit them with Noxian Corrosive Charge. If they move towards you; move away. If they move away from you; follow (unless there's a wall of his teammates or a tower in the way ofc). Try to always stay in around 800-900distance away from them ( Acid Hunter has 1000 range). That means that solo enemies will be unable to do anything against you, most of the time.

A funny thing when facing Olaf is that even though you can't suppress and slow him with your Hyper-Kinetic Position Reverse when he has his Ragnarok up you'll still switch positions with him after the channel.

Urgot is a great kiter. With his long range, shield and almost constant slows he will be quite hard to chase without any teleportation abilities. If your enemies get greedy and try to kill you simply make sure that you can keep them slowed all the time and keep attacking them. If there's too many enemies to slow all the time just focus on running. Don't try to kite more than 2 people at the same time.

Going 1v1 with an enemy dps isn't a bad idea. Your attacks will reduce their dmg by 15% and you'll have a decent amount of armor later on. Don't go 1v1 against casters and fed enemies though. Unless you know you'll win. If things aren't going your way kiting can turn a disadvantageous situation to your advantage.