Urgot Build Guide by Haluta
Not Updated For Current Season
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.
This guide is for players that are already good with Urgot. It is for the players that are able to get themselves fed with ease, if you are unable to do so, this guide is not for you. If you are new to the game, I suggest looking for other guides that will help you increase your skill with this champion. I will also like to say that this build can actually have you 5v1 successfully and win. 5v1's aren't just for Mordekaiser back when he was really op. Once you are skilled enough with Urgot and are able to get fed every game, come back and use this guide. Urgot is a champion that can easily anger the other team if you are good with him.
Pros / Cons
- Weak early game.
- He's ugly.
- Very strong mid to end game.
- Unstoppable when your build is finished.
- Very good in the lane.
- Can initiate team fights as well as any tank.
- Can 5v1 end game.
- His range is huge.
- He has a robotic type voice, auto rapewinsauce.
- There really shouldn't be any reason for me to explain why to get Flash.
- I get Exhaust for the mastery bonus for more damage, the slow so no one gets away when chasing, and for my ultimate. I know what you're thinking, "Hey, Hyper-Kinetic Position Reverse already slows" this is true, but it doesn't slow them instantly. If you use Exhaust then use Hyper-Kinetic Position Reverse someone into tower range, they will be slowed for the first second after being switched. If they are in tower range when you switch, this is more tower shots on them meaning you will likely get the kill. Without the Exhaust they will be able to get out of tower range with only taking one shot, which for me, is enough, but I like killing them fast.
Runes to use
- Greater Mark of Attack Damage: I like to use these runes for more attack damage for early game, these can be switched with Greater Mark of Desolation for damage early as well. It really doesn't matter.
- Greater Seal of Armor: I prefer these seals over anything else for the tankyness it gives you early game. I don't suggest any other seals besides these.
- Greater Glyph of Magic Resist: I suggest using these glyphs over others, but can be switched with Greater Glyph of Cooldown Reduction. It doesn't matter which one you use, but I like the magic resistance so I am more tanky early game.
- Greater Quintessence of Desolation: I like the mix of armor pen and damage runes for the more damage it does early game, but of course these can be switched for Greater Quintessence of Attack Damage. It doesn't really matter which ones you pick, as long as you have some.
- Brute Force : This gives you +3 attack damage, which is helpful early game.
- Sorcery : I chose this instead of Alacrity because there is no need for Urgot to have attack speed, but he needs cool down reduction.
- Demolitionist : Just because you have 1 point left to put in your offense tree so I put it in Demolitionist for that more damage to towers so you can win your lane faster.
- Deadliness : I chose this to be the only one in row 3 because it is the only thing that is actually good for Urgot in this row. The crit chance increase is amazing and helps with your damage.
- Lethality : Put a point in this so your crit damage is increased. This way, late game you will pull more dps, or early when you crit.
- Vampirism : The life steal helps a lot early game. This helps you stay in your lane longer early game.
- Sunder : More armor pen = more damage early game.
- Executioner : Quite possibly the most amazing mastery for Urgot. For early game this will without a doubt get you a kill if you use Hyper-Kinetic Position Reverse on an enemy into a tower at level 6. More damage when the enemy is lower than 40% health? What idiot would pass this up.
- Resistance : It's obvious on why to get this, more magic resistance for when you're up against an ap champ.
- Hardiness : I only placed 1 point in this because you already have enough armor without it, but it still gives you that extra little bit just in case you are up against an ad champ.
- Durability : The health per level so you are more beefy and Atma's Impaler will increase your damage some more.
- Veteran's Scars : More health for a little more beef early game and to slightly help with Atma's Impaler, but it is rather unnoticeable.
Against Heavy CC's
- Start with a Meki Pendant and a Health Potion off the bat. The Meki Pendant will assist with your mana early game until you can get your Tear of the Goddess. Make sure you aren't spamming your abilities early, save your mana just in case you need to fight.
- On your first back, hopefully you got a kill or two, buy a Tear of the Goddess and some Boots of Speed. Now this is where the fun begins. It's time for you to spam your abilities to increase your mana. Be careful though, you have to save some mana just in case you are needed to fight or want to kill that jack *** is just giving you while trying to harass you.
- Ok, so you probably got a few kills now hopefully, you might have died or what not. It's okay, unless you are feeding, which isn't good. Your next back should be when you can buy both Manamune and Ionian Boots of Lucidity. Your Manamune should eliminate your mana issues, but still keep spamming. I chose the Ionian Boots of Lucidity because of the cd reduction for your Noxian Corrosive Charge, Terror Capacitor and Hyper-Kinetic Position Reverse. With your fresh, new car smell Manamune you need to spam more. Do remember to save some mana for fights.
Begin to Build
- So now you are hopefully fed. You have some damage, but that is not what you are concerned with if you're fed. If you're not fed, I will explain later on in the guide. Anyway, so now you are fed, you have about 5+ kills, you farmed a decent amount and now it's time for beef. Head back and buy a Giant's Belt. This added beef will make you harder to kill and give you an advantage on some squish lord who may be somewhat fed like you. Once you are able to finish your Warmog's Armor, go back and buy it. Once that is done, you need to farm like crazy and get that health up. Continue farming and killing until you get both the Warmog's Armor maxed and an Atma's Impaler. This Atma's Impaler is the first of your damage beside Manamune, which is hopefully close to maxed. With the added armor and crit stike with that passive makes you a heavy hitting lord, but you are nowhere near done.
Last Items to Build
- You're probably loving the damage right now with the Atma's Impaler. You're also probably thinking, how could I possible get stronger? Well, you can. I prefer the order of Infinity Edge first then The Bloodthirster. Infinity Edge will help with your crit and lots of damage, more then if you keep dying with The Bloodthirster. I will explain more later, but Infinity Edge first then get your The Bloodthirster. Once you get your The Bloodthirster you must max it out. Getting the full damage worth of it is necessary. Once you get The Bloodthirster maxed, it's over, you should be able to win no problem.
- When deciding which item to get for heavy cc's you have to understand how that cc will work. Most of the time I would suggest Banshee's Veil and swap out The Bloodthirster for it and get Infinity Edge later. If there are too many cc's early, then of course get Banshee's Veil early to counter that. I suggest Banshee's Veil more than Quicksilver Sash because of the added mana, health, and tankiness, which to me, is a lot better than Quicksilver Sash. Also having to use Quicksilver Sash yourself is a pain, where as Banshee's Veil doesn't have that problem. On top of all that, the cool down on Banshee's Veil is shorter than Quicksilver Sash. Also I would like to add that Quicksilver Sash is more like a temporary item instead of a keeper, in my opinion, where as Banshee's Veil is a keeper.
Why in this Order
- I start with Acid Hunter first because it needs to get maxed out ASAP. Early game it's not strong, but mid game when it's maxed out it wrecks people. Once you hit level 2 you need your Noxian Corrosive Charge. Why? Well for the huge damn range of course! Noxian Corrosive Charge and Acid Hunter make Urgot amazing at harassing and chasing people. Once you hit level 4 it's time to try out Urgot's Terror Capacitor. It's not strong early, but still can save your life. Level 6 now and you have Hyper-Kinetic Position Reverse, but you're not ready just yet. You may be able to get a kill now if you already haven't. Hyper-Kinetic Position Reverse makes Urgot godly. In 1v1 and team fights. Once you max out your Acid Hunter, I then like to max out Terror Capacitor mainly because the only reason you're using Noxian Corrosive Charge is for Acid Hunter and not the damage. Terror Capacitor will be useful when you are being focused.
With Urgot there really is no need to farm like crazy early. Go easy, get some farms, dodge a ******'s skill shot for a while, harass when needed, ect. The only time you need to farm like mad is when you get Warmog's Armor, to max it out and to quickly get enough for Atma's Impaler. Also when you get The Bloodthirster, you must farm like crazy. Overall, farming is not huge with Urgot, just farm at a normal pace. You do not need to be the most farmed in the game, but it would be helpful. Do not get upset if you missed a farm, it won't hurt you so much. You are worried more about champion kills and not minion farms.
With this build, you have the ability to perform massive amounts of damage and on top of that you are beefy and tanky. You will be killing people faster than they kill you and it makes your team fight initiations amazing. Massive amounts of damage, beefy as **** and just as tanky as a tank after you use Hyper-Kinetic Position Reverse; what's not to like?
How to Play
- To play Urgot, you must understand that his early game is not very good. He counters many AD carries, but if you over extend, you can be countered easily. You can't go "OMFGSQUISHTITS I'M URGOT!~!@!!@@!" You do not want to fight at level 1, you are way to squishy and your damage is terrible. Another issue is you cannot harass until you get your Noxian Corrosive Charge. I would much rather play Urgot mid or solo top because 1v1's are winsauce for you. Bottom lane is better for your carry, you are the beefy carry that can and will get yourself fed, let your ad carry on bottom get a ton of farms and have the support help them. It is also harder for you to get kills in a 2v2 early. Once you're level 2 you will be able to harass, but be careful with your mana. Continue to play passive with some harass damage now and then, farm a little bit and stay alive. At level 6 you must get Hyper-Kinetic Position Reverse, it can possibly get you a kill, but if the person is too strong, wait. At level 9 you should have your Acid Hunter maxed out and now it is time to get a kill if you haven't already.
- Now, I will explain how to play Urgot. You are going to want to play passive and stay in your tower range. Once they push hard and are close enough, Exhaust them. Unless they are moving around a lot, then use Hyper-Kinetic Position Reverse first then Exhaust them quickly. Once you switch, hit them with Noxian Corrosive Charge, but here is the problem, you have to anticipate their path. Since they aren't slowed instantly you must shoot where they will run so you can hit them with Noxian Corrosive Charge. They will usually just run in a straight path out of tower range usually into you or around you. Once you hit Noxian Corrosive Charge spam Acid Hunter. Now here is why I suggested some crit with Urgot, you need to weave. If you don't know what weaving is, it is auto attacking in between each Acid Hunter. So you hit Acid Hunter, auto attack, Acid Hunter, auto attack and so on and so forth. This weaving will pull off the highest dps. When you have enough crit, your auto attack will crit just about every damn time. Weaving is a must with Urgot.
- You got fed in mid or solo top, you just won your lane and downed their tower, now it's time for ganking. Urgot with Hyper-Kinetic Position Reverse makes him fairly well at ganking. With his range with Noxian Corrosive Charge and Acid Hunter makes it so you can kill those who even get away and are past tower range. Having Exhaust with it makes ganking even more effective. Now to gank, if Hyper-Kinetic Position Reverse is up, run in and force them to back up. Once they back up a bit, Hyper-Kinetic Position Reverse them back and the Exhaust. The use your Noxian Corrosive Charge and Acid Hunter and weave. Once you have killed them, push that tower and either down it if you can or gank another lane or save your own. If you are ganking bottom, choose the carry rather than the support for Hyper-Kinetic Position Reverse.
- Now something that is pretty fun to do, tower diving. I only suggest tower diving when you have Hyper-Kinetic Position Reverse with 2 points in it and you are with 1 or more team members and there is only one of the enemy. What you are going to want to do is pop Terror Capacitor and then use Hyper-Kinetic Position Reverse on the enemy when they get in front of the tower. Once they are ulted, do Noxian Corrosive Charge, Acid Hunter and weave. While that is going on, get out of tower range, unless you need to take damage for a team mate that is chasing the enemy down who got away, but don't let the tower do a ton of damage to you. Only let the tower hit you at most 3 times.
Team fights are explained below.
- To be able to work well with your team, you need to take notice who is the scariest, highest damage, most pain in the *** ***** and squish lord on there team. Once you have that figured out, initiating team fights is a cinch. Just use Hyper-Kinetic Position Reverse on that annoyance and let your team kill them, with your help of course. There is no doubt that after you use Hyper-Kinetic Position Reverse, the whole team is going to rush your team to save their carry, this is the perfect time to get your dot on them all. Shoot your Noxian Corrosive Charge and focus the other carry. Why not their main carry? Well unless your team hasn't killed it yet, there should be no need for you to target it. You initiated the fight that resulted in the death of their main carry. You must down their next in line carry so your team doesn't take so much damage. If you must target the main carry, do it and kill it first, don't let your team take unnecessary damage from trying to chase it down. Since you are fed and using this build, you should have no problem taking out their second in line carry as fast as your team took out the main carry. From this point on in the team fight, they may be fleeing, if not you just kill in the order necessary. Save your Exhaust for the ending of the fight when someone is running away. It makes chasing so much easier and save your Flash for getting yourself out of a sticky situation or to catch up to a fleeing ****. Also pop your Terror Capacity and weave to slow down a fleeing enemy.
- There is an amazing combo with Urgot which will make team fights even better for you. This is the combination of Alistar standing on top of where the main carry will be swapped at. As you can probably understand, it is amazing and there is no hope for their survival. Malphite is another champion that is very well with Urgot because of his ability to save Urgot after he ults.
This is an iffy part of the build. Depending on being fed or not will result in a change up of the build; buying different items in different order, buying different items completely, ect. This build is mainly for someone so good at Urgot that it is impossible for you not to get fed. It is actually a requirement, which is why this build is iffy in ranked. If you do get fed, you should without a doubt win the game. This build makes you a monster where you can 5v1 and get a penta. Hell, even save just your nexus from all five of the enemy all by yourself. I recommend you play Urgot and get good with him before you ever use this build, especially in a ranked game.