Build Guide by VoiD
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PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
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.
Please DO NOT follow this guide without reading the whole thing. Also, this is my first guide ever made, please be gentle.
Urgot, The Headsman's Pride:
There are warriors who become great for their strength, cunning, or skill with arms. Others simply refuse to die. Urgot, once a great soldier of Noxus, may constitute a case in support of the latter. Prone to diving headlong into enemy battle lines, Urgot sewed chaos throughout the enemy ranks, often sustaining grievous injuries in the process. When his body was unable to weather further abuse, the crippled Urgot was delegated the position of High Executioner of Noxus. By this time, his hands had been ruined and he could barely walk. Scythe-like grafts affixed to his maimed limbs served to carry out his bloody work.
Urgot finally met his end at what should have been his finest hour. Because of his military background, he often accompanied detachments into foreign territory to carry out judgment. After ambushing an enemy force, Jarvan IV, Crown Prince of Demacia, fell into the clutches of Urgot's division. Too far from Noxus to risk transporting their prize for ransom, Urgot prepared to dispose of their captive. At the final moment, however, the Dauntless Vanguard, led by Garen, the Might of Demacia, intervened, and Urgot was cut in two by the zealous warrior as he scrambled to free his Prince. In recognition of his service, the executioner's remains were remanded to the Bleak Academy for reanimation. A lifetime of abuse, however, had left his body in a catastrophic state; proving problematic to the necromancers' craft. Professor Stanwick Pididly, the prevailing scholar of Zaun, offered a solution. Within Pididly's laboratories, a nightmarish new body was forged for Urgot. Now as much machine as man, Urgot arrived at the League of Legends in search of the man who ended his life; necromantic energies coursing through his metal veins.
''We can rebuild him. We have the techmaturgy.'' --Professor Stanwick Pididly
When people see Urgot:
In this guide, I will be building Urgot as a tank.
1. Early Game Ownage
2. Great balance of Offense/Defense
3. Make people cry for walking in your way
5. Surprise people who never saw an Urgot before
6. Awesome skin
9. Great Initiator
1. Kinda falls off damage late game
4. "Kind of" Skill Intensive
5. Lots of assists. (Not really a con for team players)
Greater Mark of Desolation
Greater Mark of Desolation - ArmPen>AD, trust me.
Greater Seal of Evasion - I prefer dodge runes, because when I ultimate somebody I tend to get focused a lot. (Duh) So I take dodge runes for the survivability.
/ are also viable.
Greater Glyph of Focus - CDR runes are great on Urgot, to spam your Acid Hunter, keep your shield on anytime you need it, and already shorten the short ultimate. Also it goes well with Frozen Heart.
Greater Quintessence of Desolation
Greater Quintessence of Desolation - I like to take ArmPen Quints for the extra damage, and it is pretty cheap for a Quint.
Others like to go either Health Quints or Movement Speed, but I like to go ArmPen, because honestly, if you are dying early game with Urgot, you are doing something wrong. Urgot is tanky enough and I don't think the Health Quints are worth the IP, because it is only for early game, when Urgot shines the most. But I guess if you already have the runes, you might as well try it out.
For Masteries, I USUALLY go 11-8-11. Taking the ArmPen on the Offense, MR,ARM,and Dodge on Defense, and bonus exp, mana regen on Utility. Again, ArmPen gives me more damage, the Mr,Arm,and Dodge goes well with the runes, and bonus exp, mana regen, and improved ghost is always good.
When my team auto-locks whatever they want and we need a tank, I go 0-21-9, as shown in the link: http://tinyurl.com/64vqzhu
Always remember to take improved Ghost, if you ever take Ghost.
Other Viable Choices
IgniteHelps you finish off enemies who gets away with 25 hp.
ExhaustUlti people into your tower range, exhaust them, and then BOOM.
CleanseLets you get out of those sticky situations where there's Anivia, Nunu, Ashe with Frozen Mallet chasing you.
^^^^^ See what I did there? ^^^^^ But if they had that much CC, just get Mercury Tread as your boot.
Summoner Spells To Never Take
Clairvoyance Let your support take it, you have more important stuff to do.
Clarity You may need this if you don't take TotG, but we get it ASAP, so there's no need for it.
Fortify Again, why would you?
Heal In premade, you should have at least one support that can spam heal for you. *cough* *cough*
Rally This isn't all mid ward rush ip farm.
Revive Ok, revive, rush to team fight, get killed again.
Smite I don't even...
Teleport Well, not completely useless, but not as
necessary as other spells that I recommended.
Passive - Zaun-Touched Bolt Augmenter
Urgot's attacks reduce his targets' damage by 15% for 2.5 seconds. It comes in handy during 1v1.
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 (+) physical damage.
Missile-lock can be achieved by holding the cursor over a target afflicted by Noxian Corrosive Charge.
This skill really puts people in a *PINCH* during early to mid game. (I AM THE KING OF PUNS)
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 skill allows you to tower dive frequently, slow people down, survive /, and get the one last hit on .
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 (+) physical damage over 5/5/5/5/5 seconds.
Acid Hunter is able to missile-lock onto targets affected by Noxian Corrosive Charge.
This skill allows to lock on targets and never miss. But always remember to keep your cursor over the infected target. I see players try too hard to hit that Q and overextend and lose control over his own character and giveaway a free kill during the laning phase, which Urgot shouldn't ever do. Don't try too hard until you get decent amount of points on . Also, PLEASE don't face check brush, just use this to check brushes, as it shows the area it lands on.
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.
This ultimate is great, both used as offensive and defensive, or both at the same time. Punish your enemies for tower diving, carries for not well-positioning, and just a guarantee a kill. Gives you good AmR/MR, cause in order to miss-position an enemy, that puts you in a miss-position too. And do not ultimate ANYONE without turning on first. Your Summoner Spells go well with this ultimate. Your way in, your way out.
Start with Meki Pendant, it gives you enough mana regen early game and allows you to buy 2 health potions. With the masteries, you will have enough to stay in lane, but try not to spam too much.
Tear of the Goddess
If you have over 1k saved up and there is a guy to defend your lane, go back to base and buy this. Now that you got this, you are free to spam any ability you want.
Boots of Speed
While you are at the base for TotG, get your basic boot to help you get back to base and gank more. After you get back to your lane, FARM UP LIKE CRAZY. Also, try to get some kills too.
After you farm up like crazy after getting your Boots of Speed, go back to your base to buy The Brutalizer. This item is beast early game. It gives enough ArmPen to penetrate any kind of armor early game, and gives you great AD. But DO NOT upgrade this to Youmuu's Ghostblade, as you won't need it during mid-late game.
You should have your mana pool over 1k now, and buying Manamune is a good idea. It gives you AD to help push towers and pull off successful ganks.
I usually like to go with Mercury's Treads, as most of the game will have at least 2 CC. Also it gives me magic resist and basically spend less time running around, but more time helping your team.
Ionian Boots of Lucidity
I take this boots if they have not much CC, do little damage, and I am legendary by 8 minutes into the game. Also in 3v3s, it is definitely a viable choice. Extra CDR is always nice too.
Boots of Swiftness
If you are used to playing Teemo, Rammus,or Master Yi, this boots isn't a bad choice.
Ninja Tabi is a great choice if they have a fed Yi, Shaco, Warwick, or Xin Zhao. Also adds with all your runes and masteries.
If they have AD more than AP, go for this first.
If they have AP more than AD, go for this first.
I take Frozen Heart for the amazing Armor it gives, the CDR, and its passive. Overall a great tanky item.
I get this item almost every game, it blocks one spell every 30 seconds, how great is that? Plus the Health,Mana, and Magic Resist. What more can you ask?
By now, you got Armor, Magic Resist, and quite a bit of Health. With this, more Armor and Magic Resists for us. And when tanks do their job in a team fight, they die, and carries kill. But with this item, you don't have to die. This item is also a great pick for tanks.
Aegis of the Legion
For our final item choice, we are going to get Aegis of The Legion. (credits to Searz) It has decent MR, ARM, Health, and helps out your teammates too.
Early game, you are the boss of your lane. Acid Hunter + Noxian Corrosive Charge makes you do a lot of damage from far behind the enemy. Also your Terror Capacitor protects you from any attacks early game, they won't be able to hurt you that hard.
All you have to do is, W>E>Spam Q. Harrass them until they have 1/4th of their health left. It's okay even if they are turret hugging. Just hit your E, and Spam Q, while W protects you from some of the tower damage. Most squishies tend to die in less than 2 hits of Acid Hunter if they have 1/4th their health left.
Also, don't forget to farm up some creeps, as you will need lots of gold later on.
-Snipe low enemies
Now you are in Mid Game, you should be getting tankier as the time is ticking. Start ganking more,push some towers,and do dragons. Don't forget to sweep the jungle whenever you get the chance to. Also, warding is also very important during mid to late game. The enemy team will try to gank you too,do the dragon, and steal your buffs. Here is a good picture of places to ward.
Basically, you don't want to just ward those specific locations, you want to ward as many places as possible. Also, buy for locations near Dragon and Baron, as the enemy will have a ward there too and you can take out that ward, and be in less danger while getting those two monsters.
Pop your W>Ultimate the lowest one>E and spam Q. Use Flash and Ghost whenever needed.(Make sure at least one of your teammate is there to assist you)
Now you are like a train that can't be stopped. You are super tanky and nearly impossible to kill. Basically now, you want to win team fights and push to the win. Getting baron can change the tides of a team fight, as it buffs all of your abilities greatly. Here is what me and my friends do all the time. We just push the inhibitors, and go back to base. Why? Because that is the right time to get the Baron buff. When Super Minions are spawning, they can't push unless they want to lose their nexus towers. They are forced to play defensively and stay in base, while we get the buff safely and push to the win.
- Win Team fights
- Play smart
- Still ward
In team fights, you want to be the initiator. You want to position yourself well so you can cast your ultimate on their carry. When the carry is dead, so is the team. If you die after you pick up the enemy carry, it is okay. Help yourself position with Flash and Ghost.
Urgot is a very unique and fun champion to play. Please suggest any changes and ask any questions you have. Criticism is also welcomed. This is my first ever guide made, and I wish you the best luck using my build!
If you have a good score using my build, please send me screenshots to add on my build!
2/28/11 Sunfire Cape removed, Aeigis of the Legion added. (Searz)