Urgot Build Guide by xalvaronx
Not Updated For Current Season
Not Updated For Current Season
So I'm Alvv, long time lurker of Mobafire builds, they are my faves, and I figured I'd try my hand at writing one of these bad boys.
Urgot has become one of my fave champs to play, especially in Dominion. He can fill so many roles in this game mode, I primarily end up building him as defender though, and you will get that idea as soon as you start looking at my build...This is also to remain Urgot as the true Anti-Carry he is.
I've seen no love for Urgot in Dominion, but feel he's a pretty strong champ.
He can bot lane with the best of them (maybe minus heimer) and his role in the team can vary.
I also feel he can fill the roles if a team is missing it, need extra DPS he can do it, need extra CC he can do it, need extra Tankiness he can do that as well...
I'll do my best to explain ... and hopefully plead a case for Urgot.
NOTE: If you ave looking for srs zomg DPS kill the world type build, this is not it, I'm in no way guaranteeing that, you will die, usually I end up with maybe 1 or 2 kills more than my death count. However 2:1 ratio on Dominion, I don't think is that bad.
As far as Items go...
If you are going bottom, and defending that point, feel free to go with a different start item than Boots of Speed, You might want to start toward your Tear of the Goddess or start toward your Entropy, whichever you feel will assist you better depending on who you think the other team will send bottom...
I've had fairly good success with starting with the Meki Pendant... this way you have some mana regen to hold bot longer. Usually by the time you are running out of mana, a team member of yours should be swinging by to assist you with bot, at least to make their presence known, and keep the enemy guessing...
Once you've got the Tear of the Goddess and finished Entropy sell your Prospector's Blade and trade up for the Manamune
Other than that build some damage, and Armor, again this varies on team. You don't need that much MR as your runes will assist you with that.. Also, Terror Capacitor...
On a side note, IF you feel like you really are relying on Terror Capacitor, start moving toward some AP items, like Abyssal Scepter or even a Lichbane, don't be afraid of it, people will probably "noob , AP on Urgot" but screw them, you are defending a point, and AP will help your Terror Capacitor out quite a bit.
The skill sequence can vary from what I've put for example: If I've teamed up with
someone with great DPS, I will focus on getting Terror Capacitor.
If we need a little extra DPS, then I focus on leveling up Acid Hunter.
I generally find myself leveling up Acid Hunter the most because that's where you get your DMG from, but as stated above, if you need more Tankiness start leveling your Shield up, and roll some AP.
If you find yourself vs some Low Armor enemies, then think about maybe leveling Noxian Corrosive Charge in between your Acid Hunter levels.
- Greater Mark of Desolation Greater Mark of Desolation
This makes sense as his damage is based on AD, and ArPen is always a go to for him.
Greater Seal of Resilience
I like having the extra Armor on Urgot, it helps with his survivability.
Greater Glyph of Warding
Because I think Odyn's Veil is a waste on Urgot in Dominion, I like to give him some MR from the get go. I've thought about switching this for CDR, but it seems really, really situational, and I've not needed it yet.
- Greater Quintessence of Desolation Greater Quintessence of Desolation
Not much to say here, pretty much the same reasons, for using the Marks :P
- Urgot needs to have exhaust for when defending a point. Just makes no sense to not have it.
- Also since taking the point in the mastery, having the debuffs on champs such as jax/xin/akali really help when defending a point, or when initially taking Windmill.
I really like Garrison in Dominion on a lot of champs I really like it on Urgot because he can use it to take points, and to defend points, it's certainly a better option to use it when taking a point, especially when you need to dive the turret because they are fighting on the point. This basically helps nullify the turret damage, allowing you to altogether ignore it for a bit.
Using Hyper-Kinetic Position Reverse when defending is priceless, when an enemy is escaping and BAM they are moved directly to the turret, is nothing short of fantastic.
Also when team fighting, it's a great skill to pull the carry away from someone they might potentially kill... the uses are limitless within Dominion.
A good combo when defending would be to
Terror Capacitor--> 1 x Auto-attack OR 1 x Acid Hunter for the slow --> Noxian Corrosive Charge --> Hyper-Kinetic Position Reverse --> then Acid-Hunter until dead....
Also a cool technique is at top point, when you own that point, stay in the bushes, on the top side near the health pack... wait for them to start taking the point, then Noxian Corrosive Charge --> Terror Capacitor --> Acid Hunter x 3 --> Hyper-Kinetic Position Reverse usually dead by this point. (I'll get a pic of this and update the guide to explain it better)
I think Urgot is not played enough and needs more love. I'm hoping to achieve that with this.
I would love comments on this build as I'm sure it's not perfect.
I'd love to tweak it and try stuff out...
Good Luck Summoners!
thanks for reading!
I look forward to your comments.