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Build Guide by calikun065

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author calikun065

Tower Divin' Urgot

calikun065 Last updated on August 28, 2010
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Ability Sequence

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



Masteries

 
 
 
 
 
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 0

 
 
 
 
 
Strength of Spirit
4/
Evasion
 
 
 
 
 
 
 
 
 
 
4/
Veteran's Scars
Willpower
 
 
 
 
 
 
3/
Ardor
Reinforce
 
 
 
 
 
 
1/
Tenacity
 
 

Defense: 21

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 9


Items:

Start off with Doran's Shield.

As soon as you have 1110 gold you can return to buy Giant's Belt and Teleport back to your lane. Alternatively, if you are doing very well, you can wait until you have 1460 gold to also buy Boots of Speed in the same trip.

From here on, simply return as appropriate to make Soul Shroud, Frozen Mallet, etc.

If at any point you feel you are falling behind on core items, sell your Doran's Shield to try and bridge the gap.

Item Reasons:

Doran's Shield: I'm usually not a huge fan of Doran's items, but the way I play Urgot early game highly benefits from this item.

Soul Shroud: Health will help you tower dive more easily, the mana regen will fill in for any lack of a Chalice of Harmony or other mana regen bonuses. The cooldown reduction will help your lane partner and will also help you cast Noxian Corrosive Charge and Terror Capacitor more often.

Boots of Swiftness: These are easily interchangeable with Mercury Treads or Ninja Tabi depending on the situation, but you should tailor your boots to maintaining highest movement speed in combat.

Frozen Mallet: This item deviates from a conventional tank build for the most part, but chasing efficiency is very crucial to my play style.

Atma's Impaler: By this point you will have enough health to warrant Atma's Impaler, and you will need it if you plan to tower dive well.

Banshee's Veil: If the game has gone long enough for you to be able to afford this, chances are you will need it to keep up with the enemy team's abilities.

Guardian Angel: As above, a great item for keeping up if the game drags on.

Tactics:

Early Game: When the game is starting off, you will want to pick a partner on your team that is capable of keeping up with tower dives whilst dealing some degree of burst damage. Good examples are Annie, Ryze and Ezreal.

As you can see, the first ability chosen is Terror Capacitor. This will give you a huge boost in harassing enemies in your lane while also controlling the damage caused by creeps that target you as a result.

You may be wondering why I choose to put only one point in Acid Hunter, but you may find that it is sufficient to harass the enemy team with the smartcast bonus from Noxian Corrosive Charge.

Ideally you will want to try and make the most of your Terror Capacitor and Doran's Shield to land a kill with the assistance of your lane partner.

Mid game: Harassing will become less of an issue, so make good effort to farm gold and tower dive with your ultimate and partner.

If you choose to gank at this point, you should do your best to alert your ally in the lane you are aiming for. Urgot cannot provide all the utility required to hold the target and wait for backup like Warwick.

Ideally you should have your Frozen Mallet towards the end of the mid game phase.

End game: This is where it gets a little dangerous. You won't have the resistances to tank fights, but you will have the utility to clean up and do lots of distracting. Hang in there until you get Atma's Impaler.

I won't claim that I have end game down to a science for this build, but I am highly confident in the early-to-mid game potential of Urgot being played with the intent of tower diving.

Summoner Spells:

Teleport is a core element of this build as it allows you to quickly move or return to a lane if something goes wrong.

Ghost is a preference of mine, as it helps greatly with chasing and tower diving. Flash and Cleanse are acceptable alternatives.

Closing statement:

I'd like to let you all know that I am very aware of the potential flaws that may arise using this build, but I found great inspiration for development by using it for a few games. I would end up with a positive KD ratio most of the time, and the times I didn't, the quantity of assists more than made up for it.

I only hope this can give the rest of you ideas on how to use Urgot for extreme harassment and effective tower diving.