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Urgot Build Guide by Asothin

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League of Legends Build Guide Author Asothin

[S6.22] Top/Mid/Adc Comprehensive Urgot Pre-Season Guide

Asothin Last updated on November 19, 2016
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Ability Sequence

1
4
5
7
9
Ability Key Q
3
14
15
17
18
Ability Key W
2
8
10
12
13
Ability Key E
6
11
16
Ability Key R

Masteries

Fury
 
 
5/
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Offense: 12

Wanderer
 
 
5/
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
 
 
 
Precision
 
 
5/
Intelligence
 
 
 
 

Defense: 18

Recovery
 
 
Unyielding
 
 
 
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Utility: 0



Threats to Urgot with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Cassiopeia Same as Brand and Anivia low health and mobility farm her.
1
Heimerdinger Low health no mobility, you can easily kill his turrets with your Q's. Easy match-up.
1
Karthus Very easy match up. Low health and mobility. Farm him.
1
Lux Very easy. Low health and mobility. Farm her.
1
Morgana E>Q>Q>Q and win.
1
Rumble Easy match up. E>Q>Q>Q and ult when he ults.
1
Ryze He has very little mobility which makes it easy for you to land your E. The only thing he can do is root and poke. Be wary of ganks however.
1
Sion Low mobility and no sustain. Perfect. You can easily use his ult against him and being able to slow his passive stops him from killing you after.
1
Syndra No mobility or health. Try to ult her before she ults you to negate most of the damage. E>Q>Q>Q and happy days.
1
Twisted Fate Quite squishy and no mobility (other than his ult which doesn't really help him with much other than escaping your lane). E>Q>Q>Q combo as normal and win. You can even cancel his ult with your own.
1
Veigar E>Q>Q>Q and win.
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NEW Updated Guide

Whilst most sections remained mostly unchanged with only small reiterations to some of the information to better match the new patches, the build path has changed considerably to better adapt to the current meta. Whilst other builds maybe viable (such as rushing Yoummus or building Essence Reaver, building Urgot as a bruiser is by far the most beneficial in terms of team fighting, defense and killing squishes.

Please note that the bruiser build is best utilised in top lane. It is just as strong in mid lane and bot lane, however, maybe more challenging depending on the match up.

Also no changes have been made to the match up section of the guide. It does need some cleaning up and reformulating as certain match up descriptions aren't up to par.


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Urgot's Basics - Quick Ability Overview

New to Urgot?


Reading this while not familiar with Urgot's mechanics will be quite beneficial. His play style is best utilised in the role of a poke/lane bully with a strong mid game to late game. What he lacks in mobility, in return gives him a shield and damage reduciton. He is heavily reliant on landing his skill shots, primarily his E, in order to trade effectively and do most of his damage.

His Passive


Zaun-Touched Bolt Augmenter


Q


Acid Hunter


W


Terror Capacitor


E


Noxian Corrosive Charge


R


Hyper-Kinetic Position Reverser


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Positives and Negatives

Introduction


Knowing Urgot's strengths and weaknesses if vital in being able to play successfully and appropriately against certain match ups.

Visual Representation


Positives Negatives
Strong Poke Early Game Mana Issues
Strong Armor Pen No Escape/Low Mobility
Spammable Abilities Lack of Sustain
Many Farming Choices Short AA Range

Summary


In short he can dish out large amounts of damage by penetrating through armor and poke from a far with his E and Q. In the event of loosing lane he can still farm with Acid Hunter after acquiring tear.

However, he will have a lot of mana issues early on so buying mana items is a requirement. Due to his lack of escape over extending with him with no vision will result in a flash or death. Due to lack of sustain and short AA range opens him up to enemy harass. Since he is skill shot reliant enemies with high mobility and/or sustain are the most challenging to play against.


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Summoner Spells

Barrier - Defensive Spell


Barrier


Teleport - Utility Spell


Teleport


Exhaust - Offensive Spell


Exhaust


Ignite - Conditional Spell


Ignite


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Ability Leveling Order

Essential




Starting with Acid Hunter is essential as its his main means of trading and farming.

Second Pick


~~~

The second ability that should be chosen is Noxian Corrosive Charge in 90% of the cases. The only time it is more beneficial to take Terror Capacitor first is in case of a really bad match-up in which they have a lot of mobility (resulting in them dodging the Noxian Corrosive Charge); a shield which applies a slow effect to AA's would be much more useful in pinning them down.

Counter Lane


~~~

If the lane opponent has no mobility putting 2 point into Acid Hunter before getting Terror Capacitor for extra damage can be a viable option as long as the E lands.

Maxing Order


>>> >>> OR

Maxing Acid Hunter first is a requirement for maximum damage in team fights and trades as well as putting a point in to Hyper-Kinetic Position Reverser whenever possible for grater CC range and higher damage reduction. Depending on the match Urgot has an option to max either his defensive ( Terror Capacitor) or offensive ( Noxian Corrosive Charge).

See lane match ups if unsure about maxing order. If the order isn't stated stick to default.


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Runes

Attack Damage V.S. Lethality

When choosing between flat damage and penetration it is important to keep in mind, that penetration will be more potent on increasing Q damage since it isn't 100% AD scaling. However, Urgot is a ranged champion therefore he also has his ranged AA. When laning it is beneficial to trade with both his Q and AA during the CD for maximum damage making the attack damage rune better in that regard. However, the armor pen/lethality is more beneficial late game and is a little stronger if the trades are composed of only his E and Q combo. Lastly farming is a lot easier with attack damage runes over armor pen. It is beneficial to keep in mind that the benefits of lethality become a lot stronger with enemy level and surpass the old armor penetration system when the enemy reacehs level 8 and making it really strong when they reach level 18.

Attack Damage V.S. Armor Pen

Similarly to the marks opting for either one has its own benefits. With the recent changes to armor penetration into lethality it is more beneficial to take more of it as it scales with enemy level making it more potent mid-late game. It is much stronger than the old armor pen in that regard. However until the enemies hit level 6-8 or so it will not be as strong as the old armor pen and flat AD making his early game slightly weaker. The scaling is however worth it in the long run.

Seals and Glyphs

It is completely dependent on the match up which runes will prove to be more beneficial. When choosing which seals to pick there are 4 choices. Health, Scaling Health, Armor and Scaling Armor. To begin with picking Health over Armor will be beneficial against any matchup as it is not limited to AD or AP and it also allows to rush Iceborn Gauntlet before The Black Cleaver. However, Armor seals on the other hand will allow for better trades against AD champions. Finally the Scaling runes. They work in the same way as their non scaling counterparts however, they create a much greater risk during the early game due to the lack of stats. They are rewarding during the late game however with the increased overall defence.

Glyph wise, the choice is either Magic Resist or Scaling Magic Resist. Flat Magic Resists is mainly beneficial against AP bully champions such as Rumble who can spam their abilities. Normally it takes time for AP champions to do damage as they need items to do so. Therefore most of the time it is better to get scaling magic resist. By the time they start doing damage, the magic resist will scale to about the same amount as with the flat mr runes. Another possibility are CDR runes, however, they become quite redundant after acquiring the first couple of items and also sacrifice the defensive capability of magic resist runes.


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Masteries

Trading and Burst - Thunderlord's Decree


Going into the cunning tree and picking up Thunderlord's allows for better trading potential during the laning phase and allows for bursting enemy carries during the late game. Follow the mastery set up visible on top of this page for maximum trading and damage. Keystones however can be traded for more defensive options such as the Assassin for Secret Stash for more lane sustain or Merciless for Meditation for more mana sustain. This is however purely optional and may very depending on matchup. Whilst merciless allows for a stronger late game the meditation helps with some of the mana issues prior to purchasing tear. Aside from Intelligence and Thunderlord's choose masteries to one's liking.

Late Game DPS - Deathfire Touch


The Deathfire Touch mastery will allow for better damage over time in comparison to Thunderlord's and will be more beneficial against tanks and bruisers however, is fairly weak during the early and mid game making it a situational pick. It also does not offer as much burst as Thunderlord's does during the late game. The main deciding factor is the role he will be filling in a team fight. If it is peel having more DPS can be more beneficial. If it is engaging on to the enemy back line and tearing it down then Deathfire Touch won't be as potent.


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Farming and Laning

Last Hitting


Details

Zoning


Details

Lane Freezing


Details


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What To Rush (Items)

Brief Explenation



Details



Corrupting Potion or Sapphire Crystal


~~~

Details



Tear of the Goddess



Details



Manamune/Muramana


~~~

Details



Boots


~~~

Details


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Core (Items)

The Black Cleaver



Details



Iceborn Gauntlet/Trinity Force


~~~

Details



Edge of Night



Details


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Final Choice (Items)

Sterak's Gage, Randuin's Omen, Banshee's Veil or Guardian Angel


~~~ ~~~ ~~~

Details


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Combos

Standard Urgot Combo


>>>>>>>>>

This is the standard Urgot combo. This will make Acid Hunters lockon and also reduce the targets armor. The best time to execute this is when the enemy tries to go for a last hit. It is quite useful to use a Terror Capacitor after landing a successful Noxian Corrosive Charge so that they won't be able to get out of your range due to the Acid Hunter slowing on hit. (Only do this once Tear of the Goddess is acquired as it is rather mana costly to do).

Slowing Combo


>>> AA >>>>>>>>>>>>

This combo is good against mobility champions. This will slow the target prior to using Noxian Corrosive Charge making it easier to land. This can also be used on non mobility champions making it even easier to hit them but will in effect make the slow last less time in comparison to the DOT as well as alerting the enemy of a trade.

Ultimate Combo


>>>>>>>>>>>>>>>

This combo is best executed during an all in in the laning phase or as an initiation to a team fight. It provides Urgot with defensive stats as well as causes the enemy to be repositioned. This can be quite devastating for enemy carries.

Spellblade Integration


>>>>>> AA >>>>>>>>> AA

This combo only applies with either Trinity Force or Iceborn Gauntlet. With this combo it is possible to fill in the gap for when the Acid Hunter is on cooldown to send in a strong AA. Apply to each combo, AA after 2 shots of Acid Hunter apart from the first Q shot. That is roughly how long it takes for the spellblade cooldown at 40% CDR to refresh although it can be still viable to AA in between each Q shot it won't be able to proc spell blade each time. In case of 0 CDR% feel free to AA in between each hit. This should only apply early game to mid game.


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Ultimate and Team Fighting


Laning Phase


In laning phase use Hyper-Kinetic Position Reverser to stop the enemy from engaging as well as to counter certain ults, or when going for the ultimate combo. Squishy targets will most likely not survive that even if they flash (as long as Noxian Corrosive Charge is landed).

When Being Ganked


It is also quite useful when being ganked. If the enemy comes from behind it is possible to switch with them and getting to safety. Even if they come directly from the side if their champion has a close range CC it might be worth using Hyper-Kinetic Position Reverser for the bonus resistance stats and in order to slow the enemy. Alternatively opting for an outplay is possible especially if the enemy is attempting to turret dive.

Team Fights


In order to correctly use Hyper-Kinetic Position Reverser in team fights focus the highest damaging target in order to avoid getting hit by their attacks and to catch them out for the team. After repositioning focus either the other carry or the person ulted. It is most beneficial to ult the target towards the center of ones team so that they can kill him fairly quickly. This makes it a lot easier to take out other important targets before the damage reduction buff runs out. Due to the damage reduction and AoE fear on his ultimate it is possible to initiate for you team but in case of lack of any followup will most likely result in death.


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Match History Summoner's Rift Normal (OLD)

My Games


This is a very old match history of mine when I first started playing Urgot. Since then Urgot has received considerable buffs and is even stronger with the mastery and items changes/additions.