Urgot Build Guide by Searz
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
Champion Build: Urgot
| Health | 2689 |
| Health Regen | 26.3 |
| Mana | 3464 |
| Mana Regen | 40.2 |
| Armor | 257.09 |
| Magic Resist | 141.7 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 405 |
| Gold Bonus | 0 |
| Attack Damage | 197.8 |
| Attack Speed | 0.961 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 64.2 |
| Magic Penetration | 0 |
| Cooldown Reduction | 44.4352% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Bow down to my awesome editing skills! :)
Mouse-over any items or abilities to see their tooltip.
This is a build that gears more towards lategame usefulness than lategame damage.
You may be thinking along the lines of "What the..? Isn't Urgot a DPS carry?". The problem with pure DPS builds on Urgot is that there are no good lategame damage items beside
Urgot is a great anti-carry. He not only deals ridiculous damage to targets with small HP pools and reduces their damage, but can also make the enemy carry a lot easier to catch with his ultimate. That ability is probably every carry's worst nightmare.
If you're in doubt I recommend trying it. It still gives good amounts of damage since all items give AD and increase your damage output in one way or another.
Legend
AD = Attack Damage
ArP = Armor Penetration
ArR = Armor Reducion
HP = Hit/Health Points
HP5 = Heath-regen Per 5 seconds
MP5 = Mana-regen Per 5 seconds
AP = Ability Power
CDR = Cooldown Reduction
MR = Magic Resist
CC = Crowd Control (stuns, binds, fears and so on)
/lvl = Per Level (bonuses which you gain a part of with each level)
Masteries
The bonuses in utility+
15 or 11 offense can be taken for extra power early on, but your lasting power in the lane and your mid/lategame will take a hit.
Sincehe has no magic damage at all
21offense is not something I'd recommend since only 4 masteries (3%CDR, 6ArP, 3AD and +4% damage) 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.
Most choices in the utility tree are nobrainers, but here are a few things you should know for those masteries that aren't:
-
Perseverence
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.
- Now this question probably arises; "Why aren't you using
Expanded Mind
on a mana build?". Well, that's because 5% bonus mana is next to nothing when you already have a ton of mana. Other masteries are simply more attractive/more better/more Q***. (oh yes)
-
Greed
and
Utility Mastery
are both great masteries. Just take what you like the most. If you have an obvious mana-heavy caster like
Anivia you should probably take the point in
Greed
as the caster will be top priority for blue buff.
Some may know that I don't think too highly of the GP10 quints, but they're simply weaker than
Greed
. A quintessence shouldn't be as weak as 1 mastery point.
Runes
Main runeset
Greater Mark of Desolation Greater Mark of Desolation
THE best way to increase the damage of physical abilities in runes. Has great synergy with your
4-5 Greater Glyph of Celerity + 4-5 Greater Glyph of Warding
Urgot is one of those rare champions who can actually benefit more from CDR/lvl than flat CDR. Buying
MR is just lovely for when you're up against a magic damage enemy.
Balance the runes so that you know you can fire 4
Greater Seal of ResilienceEarlygame these help a lot against physical damage. There's really not much to say..
Greater Quintessence of Desolation Greater Quintessence of Desolation
Pretty much the same as the marks. AD quints are great on many champions, but Urgot is actually not one of them. While they do deal more damage the first 2 levels, ArP just deals far more damage on physical abilities in mid/lategame.
Other runes worth considering
Greater Seal of Replenishment Greater Seal of Replenishment
I used to run these, but that was when I mostly laned in mid lane. Since there's a 90% chance you'll face magic damage in mid you simply don't need armor. Run these if you go mid.
Flat MP5 seals are better than MP5/lvl because after you get
Summoner Spells
Flash Great tool to use with your Hyper-Kinetic Position Reverse. Has so many uses. |
_____ |
Ghost It's great for positioning, chasing and fleeing. Will not let you down if you know how to use it. |
Cleanse
Nice spell to have against dangerous CC. See an enemy picking Ashe? Then you'll have great use of Cleanse.
You might wanna go with build 2 if you get Cleanse.
Your kit (abilities) and how to use it
This is one of the major reasons why I consider Urgot to be an anti-carry. Sticking this on the enemy carries will actually make a nice difference for your team.
- Try hitting several enemy carries when possible. You can keep at least 2 enemies tagged with this at the same time.
Your only real source of damage. Doesn't benefit from crit nor on hit effects (life steal is an on hit effect). That's the reason why Urgot doesn't scale good with most damage items.
- Makes a distinct sound if you hit an enemy, so it can be used for bush checking.
- Combined with
Noxian Corrosive Charge this skill has one of the longest non-ultimate ranges in the game.
- Always move between the
Acid Hunter shots.
- With over ~30%CDR you can shoot 4 of these per
Noxian Corrosive Charge duration.
One of the best shields in the game. High amounts of HP and slows whenever you attack an enemy with it on.
It also has a decent AP ratio, so AP isn't totally useless.
Acid Hunters and normal attacks will slow even if you activate
Terror Capacitor while they're flying. 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.
- 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 you see your enemies coming 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.
It's required for your
- Reveals areas it's shot into. Great for scouting with the low CD and cheap mana cost.
- When you've hit enemies with
Noxian Corrosive Charge
Acid Hunter will get a small range increase (if you target the one you hit).
Hyper-Kinetic Position Reverse
This is the main reason you need to build tanky, because you'd basically make fights 4v4 with your ultimate when using it while most players are still alive.
- 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 ^_^
- Be very wary of disables when you're using Hyper-Kinetic Position Reverse, it stops the switch. You still gain the armor and MR though.
- 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.
Skill sequence
Your main source of damage -
I max
The reason I max out
Possible builds
I prefer the first one. It gives bigger bulk stats and is just overall awesome ;)
It also only costs 50gold more.
You'll want about 30%CDR (or more) in your build. That way you can shoot 4
So either
If you know you wanna go with build 2 you probably want to consider running only MR glyphs.
You could also run a metagolem build on Urgot, but HP is a lot less useful than resistances because you've got a shield.
Starting items
Meki Pendant Sustain. With this and |
__OR__ |
Sapphire Crystal This is also for your sustainability. Sapphire Crystal increases your HP5 by 2 with |
+
2 Health Potions
Obviously for more sustainability.
Core items
Manamune 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. As shown here |
_____ |
The Brutalizer A cheap item that gives only useful bonuses. Important for landing above 30%CDR in midgame. Don't upgrade it to
Banshee's Veil Will make it harder to disrupt your combos. Just overall really good item on Urgot. |
Preferred items
These are items that I personally prefer. If these does not suit your needs just look among the Other viable items.
Frozen Heart More mana (which equals more AD and HP5), armor and CDR. The aura is also perfect for the anti-carry role. The overall bulk of stats you receive with this item is pretty big. Really good item. |
_____ |
Mercury's Treads Urgot (like most champions) is weak to CC and these are just lovely for that. |
Aegis of the Legion
This item makes you not only useful to your team, but also makes you quite a lot more durable as it's one of the most cost effective durability items in the game. I do however want to point out that while great, this item is probably the best item to replace with a more expensive item if the game lasts long enough or if you simply don't like it.
Other viable items
Guardian Angel Just an overall very good survivability item. It's probably one of the best items you can buy when you're about to have a fight that decides the outcome of the entire match.
Ionian Boots of Lucidity Great when paired with
Trinity Force I'm personally not too fond of it as it is way too expensive for only the movespeed and extra damage. It can however make an decent replacement for any other of the cheaper items if you have nothing else you can waste your money on. |
_____ |
Shurelya's Reverie Generally underestimated item. The active is like a short CD(&duration)
The Bloodthirster Pretty decent offensive item. I loathe the stacking mechanic, especially on an anti-carry build, but I can't deny that it's still an option.
Hextech Gunblade ...got nerfed into the ground. I no longer consider this item viable on Urgot. Use |
Laning phase
Urgot is a strong solo-laner and relies somewhat on having a level advantage because he's a caster (physical caster). As such he's usually best in a solo lane. He is best matched against frail enemies with low mobility at early levels.
As
Noxian Corrosive Charge is rather hard to hit on enemies that are fully aware of your range and the delay it has, you should focus on hitting them whenever they go for a lasthit (as with all skillshots). You can pretty much force them to choose between losing HP or losing minion kills and thus you can zone a lot of enemies out.
You'll be a bit more vulnerable to ganks when zoning though, so wards are very useful in the laning phase.
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.
As always; I'd like to express how important it is to only lasthit and not repeatedly attack minions 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 when enemies are missing.
Teamfights
Your primary role in early/midgame teamfights is DPS. You should be using Hyper-Kinetic Position Reverse primarily on fleeing enemies. It also spells certain doom for any enemy you might catch out of position.
In lategame your role in teamfights transitions into more of an anti carry role. Your main objective is to the biggest pain in the *** ever to the enemy carries. Your passive, constant slows and ultimate are all great for being a huge **** to the enemy carries.
Your ult can also be used when you're afraid that they'll focus on you.
Tag the main damage dealers on the enemy team with
Zaun-Touched Bolt Augmenter whenever you can. It reduces all damage done by 15%. Not a huge, but it will certainly make a difference if you manage to tag an AP carry with it before they get off their combos.
Your
Noxian Corrosive Charge aim is crucial. Without it you can hardly aim at all in teamfights. Save it for when you got a surefire shot.
Closing statements
Well thanks for reading my guide. I hope it has helped you become a better player/made you realize my awesomeness (hueheuheuheuehue <3).
Good luck pwning niblets out there!
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