Build Guide by Monky of Space
Not Updated For Current Season
Not Updated For Current Season
This is my first guide so I will try to clearly explain my reasoning for each choice that I make each step of the way. Also please feel free to offer any constuctive criticism on the actual build of the guide since there is much I do not know about how to create them on this website. All of this being said I am an experienced Urgot player and I rarely fail to break even, and ussually maintain around a 2-1 kill death ratio even when my team is losing. Disclaimer out of the way lets break this Champ down.
Additional Note - The stats above do not represent fully charged passives on your items, so the damage and health are not what you can expect at level 18. With Warmog's your health will be around 3758 and with Atma's Impaler your damage will end up at 285.
Why play Urgot?
Urgot is not a traditional carry, and not really a viable tank. This means you do not have the aoe tools to destroy team fights, or to threaten the enemy team enough with CC to get their attention if you build pure tank. What urgot can do is reduce the damage output of an enemy carry, completely dominate the early game harass competitions, and bring some serious single target damage while being tough enough to not go down fast short of being focused.
But you haven't mentioned his ult yet, why not?
I have not focused on his ult when talking about his utility because I want to stress that he is not a one trick pony made for starting team fights. While it is an important function it is not the reason to play this character, and his ult can be used in many other ways that I will discuss in detail later.
As shown above I run with a 21/9/0 setup. The most important part of this is the armor pen from the offensive tree. Just about everything else is optional. I run the way I do because the extra damage enhances his ability to harass and assasinate carries, and the extra armor and magic resist as well as the little bit of health regen helps alot early game to stay in your lane longer. Feel free to try other combinations, but the most important thing for success will be the armor pen.
Like with the masteries the most important aspect of selecting runes is armor pen. It is tempting to get some health quintessences for early game toughness, but in the end armor pen will enhance your damage done to squishies by between 8 to 15 percent late game. Damage reduction from armor is calculated by taking the Champion's armor score and dividing it by the armor score plus 100. The final eqation looks like this DR = Armor/(Armor+100). This means a carry with 70 armor at level 18 reduces physical damage done to them by 41 percent (70/170). With 31 armor pen from all masteries and runes you reduce that to 39 armor or 28 percent damage reduction (39/139). That is a 13 percent increase in all damage you do to them at all times. This damage increas drops off against high armor individuals, but they are ussually tanks that should be left for last anyways.
The rest of the rune choices are much less critical. I preffer all mana seals and glyphs because with careful management of abilities early game they will negate the need for any mana regen items. Other alternatives are dodge and cool down reduction, and I will reffrence cooldown reduction a bit more later.
Without a doubt my favorite summoner spell for Urgot is teleport. This may seem odd given it has very little application in actual fights, but it goes well with the mind set that Urgot players should adopt. One of the largest strengths or Urgot as a champion is the ability to out lane people early game. This means you need to kill them or force them to bas regularly while minimizing the time you spend traveling. With teleport your travel time is negligible, allowing you to even base and buy items without missing more than one or two minion kills. This requires you to time it right between waves, but the early leveling advantage is tremendous, and with Urgot level advantage turns into more kills.
My second summoner spell tends to bounce between ignite and exhaust. Ignite is great for finishing enemies and locking down self heal enemies, while exhaust tends to be a better tool for team fights as it can be used deffinsively to reduce a carry's dps or stop runners when your shield is on cool down. Lately I have been favoring exhaust, but if self heals become overwhelming due to fads or free champs I will switch it up.
Flash is another amazing ability for Urgot as it allows for crazy unexpected ults, or makes it so you can survive ulting into a situation you wouldnt normally walk out of. You can literally ult someone through a wall then flash back across the wall. This lets you steal one person from an enemy team without trapping yourself. or you can flash past minions to get in range to ult or get a last Acid Hunter off for a kill.
Ghost is very similar in use to Flash, with the obvious trade of less dramatic instant effects for a long duration.
Most other summoner spells I would not really consider unless your personal play style is calls for them. The key to really getting good with any champ is finding your own comfortable balance, so try different combinations. If you decide cooldown reduction runes and Clarity is more your style then deffinitely give it a try. Summoner spells amplify a Champions existing abilities only if you are comfortable in their use, and their cooldowns tend to make them much more situational to start with, so I will not say that any 2 abilities are must haves.
I personally find the strategic mobility offered by being able to spend more time in lane early game along with the faster reaction speed to back dooring late game make Teleport very integral to my play style, but please dont force yourself to take it if you are more comfortable with flash or ghost for an extra gank/getaway mechanic.
One of the more controversial parts of the build I use is my item selection. I constructed this build over the course of literally hundreds of games with Urgot, and am currently so satisfied with it's performance that I decided it was time to brave the sharks of the interwebs to share it. As a side note at the imte I am writing this I do not know how to link items or abilities, so as soon as I find out I will be updating this guide to be more graphically pleasing.
My first item is always the vampiric scepter. This item does not help your abilities at all, but it does allow you to lane for as long as you can hit minions as well as building into the first complete item in my build. This does not leave any room for potions in the starting load out, but with careful play until level 2 or 3 they are not needed. I will discuss this in further detail in a later section.
Once you have 1075 gold teleport back to base to pick up Wriggle's Lantern. If you do not have teleport you may want to wait and additional 350 gold to get boots then to to make the run back faster, but that is a matter of preference. If you are forced to base or die for any reason before enough money for Wriggle's then get whatever peices you can based on the situation. If you are doing well but some fluke made you have to base early then the Long Sword is nice for the extra damage on your abilities. If you are getting harrassed hard then the Cloth Armor may be the way to go. Another option depending on teh situation is to go ahead and get your basic boots early if you dont have enough for the whole lantern. If i am fighting heavile skillshot dependent champs or heavy melee I will make this decision as it allows me to dodge alot of damage, and therefore lane longer. I pickup Wriggle's Lantern because the life gain from it includes the extra 500 damage done to minions. This means that you can fill your health up very quickly by hitting minion waves, and really speeds up your cash flow as early game the lantern will let you one shot most minions when it procs. Also the ward is extremely valuable for avoiding ganks, counter jungling and keep track of Dragon and Baron.
At this point you should get into a rotation of basing only when teleport is up, and almost as often as it is up until the laning phase ends. If you are close to enough money for your next item then wait, otherwise go ahead and go back to pick up what peices you can. Every little bit helps give you an advantage over enemy players, and unless they have teleport as well you can get this advantage over them with no down time. The next thing to get will be your finished boots plus whatever peices of Warmog's you can afford. If the enemy team has any CC I go with Mercury's Treads. The extra magic resist is really nice and the CC reduction is a life saver when you are often going to find yourself in positions where being unable to move for an extra half a second makes the difference. Be ready to change your boot selection based on your enemy though. If they have no CC at all then consider Ninja Tabi or even the Ionian Boots of Lucidity. I have not had a situation yet where I did not want the extra defence from either Murcury's Treads or Ninja Tabi, but if you prefer some cooldown reduction this is the best place to fit it in. Also make sure once you have your boots to get as much of your Warmog's as possible, starting with the more expensive bits and working your way down based on available money when you base. Money on your character is useless, so you may as well spend as much as you can on the next item you plan to build every trip back.
Warmog is the third item of my build. This is important because you are going to be diving into turrets with your ult alot, and taking alot of hate from enemy players. No one likes getting hit by Urgot's ult, and they will take it out of you by focusing from time to time. having almost 4k health means you can take it all and still walk away alot of the time, ussualy with a kill to top it off. I place this high on the priority list because while it does slow down the progression of dps items, being tough earlier generally puts you in the position of staying alive more often, which means less down time and more minion kills. This is an overall net bonus in the long run. Also the earlier you get this item the more time you have to charge it with minion kills before the game devolves into team fights.
The next item is Atma's Impaler, which is the work horse of this build. This will convert your tanky health pool into AD. With a fully charged Warmog's along with Atma's Impaler you will be breaking 200 damage, which means your Acid Hunter will be doing a base 375-400 before enemy armor. Add into that the armor, which enhances your ability to turret dive, and the crit chance, and you will be doing respecatble damage while laughing off most enemies.
The first 4 items are core, and now we get into the long game/fed items. The first of these is the Last Whisper. Last Whisper is actually fairly cheap for how good it is for this build. by ignoring a percentage of enemy armor it is amazing for high armor targets, and still not shabby versus squishies. It also brings enough AD to the table to make it a solid item for Urgot.
After Last Whisper it is time for the most expensive item, Trinity Force. I usually build this by getting the Phage followed by Zeal then complete the item. The Phage component gives more health, which is also adding to damage again, and the slow chance on auto attacks. Having the slow chance on auto attacks is nice because you can use the shield to get them slowed enough to start auto attacking tehm, then the Phage slow keeps them that way. Zeal brings crit, attack speed, and move speed to the table. This enhances everything about the phage component, and allows you to catch up with carrys trying to dodge away from your ult. Sheen in and of itself is the weakest of the three until the item is complete, which is why I leave it for last. With mana regen runes the mana is nice, but not really needed. Likewise the only thing the AP helps is your shield. What makes the complete Trinity Force better than any other item though is the completed item's 150% bonus damage when using abilities. With Urgot's low cool down Acid Hunter you should get this on every other attack most of the time, and since when you complete this item you are looking at close to 250 AD that is not a small damage increase.
After finishing Trinity Force start keeping all 3 Elixers up. If you find yourself with enough money despite buying Elixers upgrade your Wriggle's to a Bloodthirster. Whith the sellback money from Wriggle's you only need around 2200 gold so this actually happens more often than you might think if the game has gone long enough to get past Trinity Force. At this point if you get the Blodthirster charged even half decently you are breaking 350 AD and just rolling through anyone with less than 3k health.
Notes about a few items not found in this build.
Black Cleaver - This is a very nice item for reducing a targets armor while still getting some attack speed and AD. Trinity Force wins out voer this item for me because of the ability activated damage boost from the Sheen component. If you are trying to streamline down to cheaper items and dont need the extra health from Phage then this may be an option for you. Combined wth Last Whisper this item lets you cut through even tanks as if they had no armor.
Frozen Mallet - This used to be my fifth item instead of Trinity Force. The mroe reliable slow and extra health were attractive, expecially since with Atma's Impaler the extra life added another 28 damage. The Sheen portion of the Trinity Force made me reconsider though as the damage increase is tremendous, along with the move speed buff. If you are tight for gold then this may be a more economical way to go.
Infinity Edge - For a short time I actually used to skip Last whisper and get this after I finished my Trinity Force. This put my crit chance at 55 percent, and with the attack speed and passive from Trinity Force along with the Infinity Edge passive I was chewing through people. The biggest problem with this is that it is super expensive, meaining that only once in about 20 games will you be fed enough or will the game go long enough to get it. The only times it even came up for me was in 1 hour or longer games where I had around 20 or 30 kills.
Acid Hunter - Urgot fires an Acid Hunter missile that collides with the first enemy it hits, slowing the target if he has his Terror Capacitor up. Acid Hunter missile-locks on enemies affected by Noxian Corrosive Charge.
Urgot fires a missile towards the cursor that deals 15/45/75/105/135 (+0.85) physical damage.
Missile-lock can be achieved by holding the cursor over a target afflicted by Noxian Corrosive Charge.
Cost40/40/40/40/40 Mana Range25000
This is your main ability. It is a skill shot when you dont have the Noxian Corrosive Charge on your target so you need to be careful with it. The low cooldown means it is really easy early game to run your mana down spamming these. Be frugal with them early on, but late game do not be afraid to send them through walls in into bushed when chasing. Also it is a great way to kill someone that cast stealth while running from you, as it will still hit them if aimed correctly.
Terror Capacitor - Urgot charges up his capacitor to gain a shield. While the shield is active, Urgot gains slowing attacks.
Urgot charges up his terror capacitor to gain a shield that absorbs 80/140/200/260/320 (+0.8) damage for 7 seconds. While the shield is active, Urgot's attacks and missiles slow targets by 20/25/30/35/40%.
This ability will save you more times than the pure stats will make you believe. an extra 320 health right when you need it is worth its weight in gold. It also is fast enough to come up that you can use it between Acid Hunter cooldowns to take advantage of the slow, or to absorb incoming damage from abilities. If your reflexes are good enough you can pop it up to take a hit for you while an attack is on its way. Like the Acid Hunter early game this can run you out of mana, so make sure to be careful how often you use it. Late game use it constantly, and try to predict when a team fight will start so you can have it up at the begining, and then have the cooldown done in time for the end as well.
Noxian Corrosive Charge - Urgot launches a corrosive charge that damages enemies in an area and reduces their armor.
Urgot launches a Corrosive Charge at a target location. Enemies afflicted by the charge have their armor reduced by 12/14/16/18/20% and take 75/130/185/240/295 (+0.6 Bonus Attack Damage) physical damage over 5/5/5/5/5 seconds.
Acid Hunter is able to missile-lock onto targets affected by Noxian Corrosive Charge.
Cost50/55/60/65/70 Mana Range950
This ability is what makes Urgot the king of early games. Unless the enemy is just being dumb I will save all of my mana for when this ability lands. With practice you can get 3 Acid Hunters on the target over the course of one Noxian Corrosive Charge. By keeping track of mana you can make sure to have exactly enough for your shield, 3 Acid Hunters and the Noxian Corrosive Charge before ever engaging. By around level 6 your enemys will generally be so gun shy of the rediculous range this gives your Acid Hunter that you can make them back of by just landing this ability. They will instantly run just to keep from getting hit 3 times. This is most effecting on carrys with lower armor and life.
A note about this ability and armor. At max level this ability will reduce the enemy's armor by 20 percent. This stacks with everything else you have built to this point. That means that if an enemy carry has 70 armor (Ashe at level 18 with no armor items) Noxian Corrosive charge will lower it to 56. This decreases their damage reduction from 41 percent to around 36 percent. With Last Whisper you treat that 56 armor as if it were 34 armor. That takes them down to only 25 oercent damage reduction. Now subtract out 31 armor from the armor pen on your masterys and runes. This takes them to 2 armor, or 2 percent damage reduction. That is a total reduction from 41 percent to 2 percent, or 39 percent less damage reduction. That means if you have a total attack damage of 100 you would normally do 59 damage, but are now doing 98 damage. End game with 285 AD your auto attacks would only do 168 damage a shot, but are now doing 279. With the decent attack speed and crit chance you will have with this build that will chew through people even without the passive from Trinity Force or hitting them with Acid Hunter.
Hyper-Kinetic Position Reverser - Urgot charges up his Hyper-Kinetic Position Reverser, swapping positions with the target. His target is suppressed for the duration of the channel. He gains increased armor and magic resistance after the swap.
Urgot targets an enemy champion and channels his Hyper-Kinetic Position Reverser for 1 second, swapping locations with his target afterwards. His target is suppressed for the duration of the channel.
Urgot gains 80/105/130 armor and magic resist during and after the channel, and his target is slowed by 40% for 3 seconds after being swapped.
Cost120/120/120 Mana Range600
This is a very under utilized ult. If all you use it for is switching an enemy character to start fights you are not wrong, but you are not getting your mileage out of it. You must always keep in mid that its not just a switch, but that its a stun, and a 5 second armor and magic resist buff for yourself. If someone pops a channeled ult near you then switch them. If someone with a short but powerful ult jumps you then switch them, even if they are in melee with you they are stunned for part of it, then you have bonus armor and magic resist for 3 mroe seconds after the stun. if you get in a team fight and are being focused, pop your shield and switch the highest dps carry. It is equivilent to Rammus doing his Defensive Curl in how much it helps your survivability. Also keep an eye out for melee champs jumping your ranged carrys. This ult can be used defensively to save people. Master Yi with ult up starts to chase a carry, then ult him. By the time he gets back to his original target his ult has worn off and you can use the slow from your shield to keep him from catching them. I am not saying it is not good to use this to snag an enemy carry. Starting a team fight by switching an enemy carry into your team can make for a much easier fight. Just dont kill yourself to do it. This build is tough to survive those sorts of situations, but you must still be smart. Switching yourself into a CC heavy team under a turret is a great way to trade kills, which does not win games.
Zaun-Touched Bolt Augmenter - Urgot's attacks reduce his targets' damage by 15% for 2.5 seconds.
Not a lot to say on this one. If you are focusing an enemy carry, then this will help your team alot. It will also make it so that one on one there are very few enemy champs you need to fear. Between this passive, the shield, and the ability to use the switch to ride out an enemy's ult there are few carrys that can do enough single target damage to kill you before you drop them.
I have gone over most of the key points for this charater so far, but now I will try to bring them together to show how powerful this toon is.
Early Game - This is the laning phase up until between levels 6 and 9. At level one you actually want to be pretty passive, conserving mana unless your enemy gives you a chance to get first blood. If they want to stick their neck out unsupported or get into a strait slugging match with you, then dont hold back. Spam them with Acid Hunter and auto attack until they are dead, saving exhaust or any other summoner spells until you know whether you want to disengage or go for the kill. Baring that situation, hold back until level 2 when you have the Corrosive Charge. Once you have the Corrosive Charge wait until your enemy pushes up and then hit them with it and start spamming Acid Hunter. Even at low levels the Acid Hunter and Corrosive Charge will do large protions of your enemy's health pool. This will put them on the defensive early, and if they dont base often can net you kills. Starting at level 4 you can toss the shield in to slow them, or if need be chase into the edge of turret range to get the last Acide Hunterl in and then pop the shield to take the turret hit for you. Level one shield will only allow a small amount of damage to bleed through as long as you can limit it to 1 shot from the turret. Even if you get no kills this entire phase, if the enemy has to base often because of you then you are winning. your minion kills will be higher and you will start to out level them. Use teleport if you took it to base between minion waves to get gear and replenish mana and health. This will keep you out gearing your enemy and constantly harrassing them. Dont be afraid to push to the turret, as even if they get the experience for the kills, it is hard to get the last hits at low level. In this way the turret will help to deprive your enemy of money. A great way to help the turret in this is to sit at the edge of turret range and hit the enemy champ with Corrosive Charge whenever they move up to try and hit minions. This keeps you from damaging the enemy turret, but later game you can do more damage in a few hits than you could hope to accomplish at low level. The obvious exception is if you kill the enemy champs or force them to base, then go to town on the turret. This happens often enough for me that I ussually have the turret down before the laning phase ends unless I am laning against some tougher champs. Also as soon as you get Wriggle's Lanter start warding either Baron or Dragon. By putting the ward that far out you have more warning for incoming ganks, and you can always just use your Corrosive Charge to check a bush if you are afraid they made it past without you noticing.
Mid Game - This is that akward time when the laning phase is coming to an end but people dont want to give up on steady XP to group up yet. This is where alot of the true ganks happen as people that have downed a turret already or have had their turret downed start to wonder to other lanes. This will play alot like early game, only now you are using your ult to get more kills and possible moving out to gank if you have already killed a turret. If for whatever reason you have been pushed back to your turret most of early game you can start using your shield to tank waves for the turret. You will have to decide at this point if you want to level the Corrosive Charge or Shield faster than the other, or keep them about the same. If you are turret diving alot, or getting harrassed a good bit then go with the shield. If you are stomping your enemies then go with the Corrosive Charge or the shield, whichever you want. The shield is nice for slowing, but the extra damage from the increased armor reductiona nd base damage on the Corrosive Charge is nothing to dismiss. This is a judgement call you will have to make as you hit level 8. I tend to lean towards the shield most times but it is still a situational decision. A fun gank tactic at this level if you are still 2 on 2 in a lane is to go into the jangle on teh other side of a wall from a friendly champ. When 2 of the enemy champs jump your friend grab one of them through the wall. Suddenly it is 2 on 1 in your favor, and this can lead to double kills if you killone target fast and then jump the other when he trys to run back to the fight to help his suddenly stranded friend. Anotehr note is at this point you want to start running back to your lane instead of teleporting. Start saving teleport for gank opprotunuties and to save towers when teamates get ganked.
Late Game - This is where Urgot used to fade away. As the game turns towards team fights Urgot's damage used to start to fall below par. This is no longer the case. Against tank champs you will notice a difference, but against carrys you will continue to hammer them for half or more of their life in just a few missles. This is why it is important for you to focus the enemy carrys. You can kill enemy tanks one on one because you are tougher than a carry with mroe dps than most tanks, but it isnt a fast process. In a team fight it is all about using your abilities and toughness to wade into range of the enemy carrys and hammer them. They will either have to take off quickly leaving their team to die or get killed themself. Keep in mind your enemy's abilities and group comp when deciding whether to start the fight with your ult, use it to grab runners, or use it to stop enemies from hurting your team by interupting ults and pulling them off people. One of the nice things about this build is the Armor Pen works for turrets as well as players. You will find as you start getting more of your build that you eat through turrets. Late game you can even back door in a pinch, or more commonly tank a turret with another dps without getting dangerously low. Just make sure to pop shield before going in so taht the cooldown is up faster for more absorbed hits.
I hope this has been an informative guide, even if you are not a fan of the build. I can not stress enough that Urgot is not like other champs. He is a burst damage champ that benifits most from being tough as well as dangerous. By conserving mana and breaking out with a sudden flurry of abilities he becomes a dangerous assasin that dominates lanes as much by fear of when you are going to suddenly strike as he does from actually harrassing. Please feel free to comment below, and I will try to answer any questions I can.