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Build Guide by Periphetes

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League of Legends Build Guide Author Periphetes

Urgot - Normal/ranked build perfection

Periphetes Last updated on May 6, 2011
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Urgot

Ability Sequence

1
3
5
7
9
Ability Key Q
8
10
14
15
17
18
Ability Key W
2
4
12
13
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

 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

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

Defense: 8

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

Utility: 1


Guide Top

Introduction

This is just two different builds I recently came up with that work extraordinarily well on Urgot. The first one is the strongest and perfectly crafted for ranked, whereas the second one is more of a 1v1 and normal games build.

The purpose of the first build is to perfectly balance defense, CDR, and damage, so that no particular one is "too much". The damage core, however, is solid.

The purpose of the second build is to make you unbeatable in 1v1, especially against melee.

PLEASE RATE AND COMMENT


Guide Top

Pros / Cons

Build 1:
Pros:
-Exceptional survivability with little-no damage sacrifice
-Cheap parts
-Easy to farm with
-Good team player in ranked
-Can carry teams on his back

Cons:
-Damage is not maxed
-Feels out of place when your team is all carries, or badly formed or whatever
-Frustrating to play when your opponents are fed tanks or tanky dps

Build2:

Pros:
-Best 1v1 build for Urgot
-Insane dps and surv, nobody will know what hit them
-Works great with bad comps on your team, or against bad enemy players

Cons:
-Terrible if your team is competent
-Terrible if the enemy team is competent
-Weaker to mages


Guide Top

Runes

We take standard greater mark of desolation and greater quintessence of desolation on both builds for obvious reasons.

We also take Greater Seal of Scaling Mana Regeneration on both builds because you need a bit more mana than pure offense builds to kill people.

On build 1, we use Greater Glyph of Magic Resist to completely eliminate Urgot's weakness to early-game mage-assassins. CDR runes don't fit the build, and mana runes are overkill.

On build 2, we use Greater Glyph of Scaling Cooldown Reduction just to speed up our early game offense rush.


Guide Top

Skill Sequence

Like all good builds, we max Acid Hunter first.

My personal preference is to get two points in corrosive charge early on for the added damage, especially since Terror Capacitor slows are not very useful when your opponents haven't even bought boots yet.

Mid-game, Terror Capacitor is a waste of mana at rank 1, but you can't really go without it, so we get two points.

Finally, we max corrosive charge followed by Terror Capacitor.


Guide Top

Tips

-Through Acid Hunter and Terror Capacitor combos, you can efficiently kite people chasing you. Try it!
- Acid Hunter can lock on through fog of war if your mouse is over them.
- Acid Hunter's range (even through fog) is about equal to kog'maw's rank 2 ultimate, if you can lock on.
-Don't zerg like a Tryndamere. You want to avoid being in the line of fire.
-Don't chase for early kills (-9) unless it's a sure thing.
-Use Corrosive Charge and Terror Capacitor to open, then hit with a few acid hunters and if possible auto attack. Getting the acid hunters down is slightly difficult. Once you can chain 3-4 acid hunters you will hurt a LOT.
- Terror Capacitor slows activate upon Acid Hunter's HITS. This means you can activate it while a missile is midair to add a slow.
-If you need to spam dps, and are not in danger, just keep hitting Acid Hunter and auto attacking. Use other skills if they are up and you have the mana.
-You can use hyper-kinetic position reverse to catch runners.
-If nobody else is taking it, get blue buff.
- Corrosive charge on the ground gives you sight for a short time, use it to preclear bushes.
-In ranked draft games, if you see a lot of dangerous stuns on the enemy team, replace Ghost with Cleanse at the last second.
-Ward your damn lane! If you are any good at last hitting at all, wards are cheap! (That means stop being a scrub and farm harder so you can afford wards). Ultimately, the main reason good players ward and bad ones don't, is that the good ones have lots of spare cash from last hitting and so feels like less of a sacrifice. IE: If you're killing 2 minions per wave, you only get 30g per wave, whereas a pro hits all six, netting 100g or so. Wards are nothing to good players, and you're good right?


Guide Top

Teamfights

A lot of people struggle to know what to do as urgot in a teamfight. I was one of them. Over time I found out the proper method.

1. Hit as many people as possible with corrosive charge, follow up with Acid Hunters if you managed to hit the carry(s) and just stay on the carry damage. Irelia and Xin, DPS renekton or tryndamere, a fed ap amumu, all count as carries. You have to keep in mind the carries are essentially the people doing the most damage, not necessarily particular champions.

1a. Once the carries are dead, pick off your opponents like flies.

2. If you did not manage to hit the carry(s) spare a few Acid Hunter hits until you see a good chance to use hyper-kinetic position reverse on a carry. This shuts down most of the enemy team's damage and makes yourself damn near invulnerable for a short time, with your damage during the channel as a price.

2a. Kill the carry you swapped, while trying to move yourself back into a safe spot. Yes this does mean you can't herp derp and auto-attack stationary.


Guide Top

Farming

There's a couple things you can do to make your farming more efficient on Urgot, especially if you're not particularly good at last-hitting. I was once bad at last-hitting, then I played Urgot for a while and Acid Hunter helped me train :)

1. USE the timing between Acid Hunter and auto-attacks. There are a lot of windows you hit on Urgot that just wouldn't be possible on another champion, take advantage of them.

2. Don't neglect auto-attack kills or you will go oom fast! Many times it's better to just use auto-attacks until you pick up more of your mana items.

3. If you get minion aggro at some point, shield up! Saving a little hp is worth it in the long run.

4. It can be harder to last-hit if you use corrosive charge. Play with the timing sparingly, and don't just AoE everything like a derp hoping for CS.


Guide Top

First build items

+ x2:
Standard start. I've experimented with other starts and none really compare. If you are bad at last-hitting, or on a duo lane, you could start with Regrowth Pendant+ Mana Potion to build into a philosopher's stone.

:
Simple mana, cheap and ready to scale up. There's no good reason to wait with this, your ability capacity goes up by triple with it.

sight wardx2:
Ward your lane if you want to avoid that dumb xin gank. It's always worth it, many times gankers will prepare too far ahead of time when your lane enemy isn't ready and you can go kill them in the bush.

:
This is where I disagree with most builds. I find that with 80% of the price, 50% more CDR, and heaps of speed for escaping ganks, moving into corrosive charge range, etc, rushing these is more valuable than rushing The Brutalizer.

:
NOW you can get it. :)

:
A lot of people like to get more CDR before finishing this, I don't. It helps your farm, it gives a huge damage boost on Acid Hunter, and it's cheap.

:
Finishes off our CDR, builds into a nice defense item, cheap, adds good defense that stacks with your ult. All good.

:
WTF YOU NOB. Lol but seriously, this item is godly on a core-built Urgot, since Acid Hunter scales 100% with spellvamp and corrosive charge scales 50%. You can't really beat constant 60 heals from Acid Hunter and as much as 100HpS from corrosive charge. It also fills the void of lifesteal that most AD carries have. It's like The Bloodthirster without AD for 1600g cheaper, but even better scales for Urgot.

:
Why is this required? A couple reasons. For one, it gives cheap-ish AD. Secondly, your kill window opens up from just carries to carries AND tanks. Last, there's no particularly superior alternatives.

:
Finishing the Kindlegem we started earlier, this gives some nice surv, much-needed mana regen, and best of all, makes your team kiss you.

:
WTF NAB. But seriously, the amount of surv this adds to a fully built Urgot is downright stupid, we're talking penta-kill level surv. Added bonus: It's barely any less damage than The Bloodthirster, but a lot more useful for good, distance-keeping, acid spamming Urgots.

:
By this point, you're going to be pushing towers, and the attack speed buff helps. Sprint is nice too. The main reason to finish this is so the item slot doesn't go to waste.


Guide Top

Second build items

+ x2:
Standard start. I've experimented with other starts and none really compare. If you are bad at last-hitting, or on a duo lane, you could start with Regrowth Pendant+ Mana Potion to build into a philosopher's stone.

:
Simple mana, cheap and ready to scale up. There's no good reason to wait with this, your ability capacity goes up by triple with it.

:
This is where I disagree with most builds. I find that with 80% of the price, 50% more CDR, and heaps of speed for escaping ganks, moving into corrosive charge range, etc, rushing these is more valuable than rushing The Brutalizer.

:
NOW you can get it. :)

:
A lot of people like to get more CDR before finishing this, I don't. It helps your farm, it gives a huge damage boost on Acid Hunter, and it's cheap.

:
Here is where we begin to deviate from build 1. Instead of moving into surv and utility, we finish CDR cap quickly with glyphs and Youmuu's Ghostblade so we can win 1v1 fights.

:
Since you assumed your opponents are incompetent, you can also assume they will get into auto-attack range and get annihilated by this.

:
Problem: We lose some 1v1 noob fights because the enemy does just as much damage!
Solution: Increase surv by more than 50% at the expense of teamfight items :)

:
Just finishing what we started with Warmog's Armor. This is the most efficient item if your fed enemies are AD (and they usually are in noob games), but you can get Hextech Gunblade instead if your fed enemies are magic.


Guide Top

How to easily escape elo hell with this build

So you're tired of playing with scrubs eh?

Think you're better than these noobs who don't ward?

Tired of overpushing nabs?

Here is your guide to escape.

Rule number one: It is always your fault when an ally dies. ALWAYS. Did your bottom lane get double killed by jungle Shaco? That's because you didn't deliver them a river bush sight ward on a silver platter. Janna died at enemy lizard elder? That's because you didn't tell her to back. Vladimir just barely lost a 1v1 fight with the enemy top carry? You should have been there making it a 2v1. Adopting this attitude is the primary key to success.


Rule number two
: If Dragon isn't warded, you should lose. End of story. Dragon is the best spot for a ward and failing to ward this spot 100% of the time will severely handicap your team. This applies to Baron Nashor to a lesser degree at mid-end game, and becomes invalid when dragon becomes soloable.


Rule number three: Mid is not the 'farming' lane, mid is the 'leave constantly and gank people' lane (while in low elo). You should hardly be killing minions at all when a gank is available post- Manamune. While you won't always have gank opportunities, take advantage of every single one that becomes available.


Rule number four
: Do not troll or rage at your team. This is a one-way ticket to elo-hell, as bad players tend to do worse when they are validated in their failure by you.

For example, instead of saying "Janna you feeding **** get behind the ****ing turret!", you should either ping the turret and say "Janna defend please", or say nothing at all. People tend to rebel against good advice given by good players who they see as their troll enemy.

Giving good advice in an optimistic way will make your team play better.

Basic gameplay strategy which most people don't know about:
-Towers are worth global exp and gold, inhibitors are not. Unless the inhibitor is going to die fast, you should be swapping or trying to push 2 lanes at once for the bonuses.

-Warding Dragon and ganking Warwick and his Sion buddy is worth more gold than trashing dragon when they aren't looking.

-You can do Baron easily around level 14 as a full team. You SHOULD be doing this immediately if the enemy team either 1. hasn't warded and is farming or 2. is aced with a longer timer. It doesn't matter if you can push to the inhib, unless your current goal is fast easy, drop it and go get Baron.

-If another lane is getting ganked and you can't stop them, push your lane fast and make a possible turret trade for their scallywag gankery.

-You should be buying at least 1 ward per base trip once you have your core items. (In this case, all we need for high dps is + + ).