Urgot Build Guide by Hyperviper90
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.
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.
Ladies, gentlemen, smizmars, welcome to my handy-dandy hootin'-tootin' sharpshootin' guide on Dominion Bot Lane Urgot!
Alright, no, writing like this is going to kill me slowly. Take 2.
Welcome, one and all, to my guide to Dominion Urgot. My name is Hyperviper90 on the EUW servers, but you can just call me Hyperviper for simplicity's sake. I'm a long time reader of guides on MOBAFire, but this is the first time I've bitten the proverbial bullet and put myself up for scrutiny. While I appreciate that I'm a newcomer around here and my words don't carry much weight, I hope you enjoy the read, learn some things and maybe give our crabfolk representative some much deserved love after this.
Before we get started, I find it’s appropriate to set the mood and give a guide some theming. And what’s more fitting than a song that Urgot (in)directly quotes from an amazing game?
So without any further delay, let's get into it shall we?
Why would you even pick Urgot?
A fair question to ask - After all, why would you pick Urgot for bot lane Dominion when you can pick any of the typical picks? Jax, Jarvan IV, Jayce, Heimerdinger, Teemo, Diana etc.
The reason being, for me at any rate, is that Urgot is a break from the rather boring "meta game" that surrounds bot lane Dominion. He's powerful, ranged, super fun to play, completely ruins people's day and when people never see him they don't know how to counter him. That alone is his strongest point sometimes. He's that rare a pick in any game mode post-nerf that when you do pick him, people don't know how to fight you on an even footing and end up dying to a long range Q. But I digress.
All I can tell you is that if you're looking for a bot lane pick that's not a typical pick, but who's still fun to play, consider giving Urgot a spin.
Why are we even playing on Dominion?
Truthfully, I play Dominion more to blow off steam than anything else. When I'm tired of solo queue giving me nothing but bumf games and bad teammates, I like to kick back and relax by playing a game or two of Dominion. Plus it's a great place to test a build out without fear of reprisal since let's be honest, by the time you realise the build sucks the game's already over and you're back in the queue.
Urgot's a great fit for this game mode. He’s got an incredibly powerful early game, scales naturally into being an offtank and bot lane gives him the solo farm he so badly needs. You can be a huge lane bully on bot lane, denying them farm and the chance to take your point while at the same time dealing Tons of Damage™ and picking off free kills.
But why bot lane?
Urgot struggles on top lane during the initial contest over the top point, and becomes a prime target for an easy kill with no escape tool or "get off me" ability.
On bot lane, you don't need an escape or get off me button, you have peace and quiet to play and you can easily win bot lane within 5 minutes if you know what you're doing.
Top lane Urgot can work, but for the sake of this guide we're going bot lane. Feel free to try top lane and let me know how it goes, I'd love to be able to get it to work myself.
But he got nerfed, so why bother?!
I won't sugarcoat it, the nerfs hurt. They really did. Do I think they're 100% called for? Honestly, no, I think some of it came from people overreacting to Moscow Five wrecking games with Urgot and Riot having a knee-jerk reaction to his power, but that's neither here nor there.
But even with the nerfs, Urgot is a complete powerhouse when played right and can easily drop most targets without breaking a sweat. If you feel that his nerfs were too much for you to cope with, that's entirely your call; you can find your Jax guides about four links back. But if you think you can overcome his drop in power, let’s get into the details.
Pros & Cons
Innate - Zaun-Touched Bolt Augmenter: Urgot's autoattacks and Acid Hunter reduce all damage that his target deals by 15% for 2.5 seconds.
While it may not look like a massive amount, you have to remember that this reduces ALL damage that your target would deal. In a 1v1 fight, you're effectively stripping away 15% of their power and turning it towards your favour with a single hit. This also helps shut down carries and the like, so if a team fight breaks out be sure to tag them at least once with an autoattack.
Q - Acid Hunter: Urgot fires a missile in a line towards the cursor, dealing physical damage and applying his passive, although it does not apply other on-hit effects, to the first enemy it hits. Missile-lock can be achieved by holding the cursor over target afflicted by Noxian Corrosive Charge. It will lock onto invisible units afflicted by Noxian Corrosive Charge including mushrooms, but it will not reveal targets hit.
This is your main damage tool, and bar your ult this is your defining feature on the battlefield. Used correctly, this thing will tear people apart from a range that they can't even fight back from, keeping you high and dry. Also, this can still lock-on to a target afflicted by Urgot's E even through the fog of war, meaning that so long as your mouse is vaguely around where they'd be stood, you can still "blind fire" into them and get a lock-on hit. NOTE: This deals physical damage but only benefits from spellvamp, not lifesteal. Strange but there you go.
W - Terror Capacitor: Urgot charges up his capacitor to gain a shield that absorbs damage for 7 seconds. While the shield is active, Urgot's autoattacks and Acid Hunter missiles will slow targets.
At max level, this shield grants you 280 health for you to sponge damage with. Not a lot. But what it also does, and the reason you'd use it mainly, is apply a 40% slow to your autoattacks and your Q's. That's a lot. With max cooldown reduction and some good placement on your abilities, you can have this up nearly all the time and constantly dole out 40% slows to everyone that comes nears you. It makes for a great escape tool as well. Activate W, fire a Q backwards while you keep running - If it hits, you've slowed your chaser by 40%. Perfect.
E - Noxian Corrosive Charge: Urgot launches a corrosive charge at a target location, afflicting all targets hit. Enemies afflicted by the charge have reduced armor and will take physical damage over 5 seconds.
This is your "combo" ability, and without it Urgot is a point and click adventure game. While it doesn't deal a great deal of damage on its own, it applies a heavy armour reduction of 20% to afflicted targets and grants your Q its much coveted lock on ability. While Acid Hunter is your damage, this is your enabler, and by that reasoning this is your most vital skill to learn. Get used to the delay when firing it, the AoE it has and the quirks it has. For example, did you know you can reveal fog of war with this in a rather large AoE when it lands? It's perfect for brush checking or chasing in the fog of war.
R - Hyper-Kinetic Position Reverse: Urgot targets an enemy champion and channels for 1 second, suppressing the target for the duration. After the channel, Urgot and the target will swap positions and the target will be slowed by 40% for 3 seconds. Urgot will gain bonus armor and magic resistance for 5 seconds starting since the beginning of the channel time.
Ah yes, the swap. The changer. The reverser. The bane of AD carries and the lovechild of Blitzcrank and Nautilus. This will become your greatest threat during a team fight and an excellent means of chasing a target. A bonus armour and magic resist of 120 (!) can make or break a fight for you, and if you get it right you can secure kills under the direst of situations. Also it's an amazing bait tool for tower divers, as the suppression not only breaks a capture attempt on Dominion, but also turns the tower on them as well! Most excellent.
Summoner's Wrath – Having a stronger Exhaust/Ignite is always welcome, and can mean the difference between a kill or a miserable failure.
Brute Force – 3 AD is a better option than 3 AP or 4 bonus damage on minions. Your aim is to kill champions, and the AD does that and helps with minions too.
Alacrity – Purely for the Weapon Expertise mastery, but it’s still handy.
Sorcery – 4% CDR at level 1. Not bad at all, and it’ll help you spam abilities more often and get a marginally higher damage output.
Weapon Expertise – The biggest early game bonus for Urgot, this gives you 10% armour pen straight off the bat, and coupled with your ArP runes you’re effectively walking around with nearly 32 armour pen at level 1. That’s more than a Ghostblade. And that’s
Deadliness – Put a single point here so we can advance to the lower ranks of the Offence tree.
Havoc – Deadliness and Lethality don’t have as much an impact on Urgot, as you don’t build crit on him in this guide. 1.5% more damage will come in handy more often than +9 AD at level 18.
Sunder – 6 armour pen amounts to a third of a Brutalizer with none of the cost investment. This, combined with your other armour penetration items/runes, can nearly strip a carry down to around the 0 armour mark with ease.
Executioner – More damage when they’re nearly dead. Combined with Havoc, you’re dealing an extra 7.5% more damage while your innate forces them to deal 15% less damage. Nothing wrong with that.
Hardiness – Three points here to get 6 extra armour at level 1. Considering you naturally transition into an offtank as the game progresses, this simply gives you a headstart and more lane presence.
Resistance – One point here to get into the lower ranks. Naturally if you’re taking any of the spells that are boosted by Summoner’s Resolve (Heal or Garrison), put the point in there instead.
Durability – More health per level means more tanking during levelling. Again, as your goal is to be a bully this gives you the leeway to play a bit more aggressively with a higher health pool.
Veteran's Scars – See above. More health is good. Fact.
Greater Glyph of Scaling Magic Resist
Greater Mark of Armor Penetration
Greater Seal of Armor
Greater Quintessence of Armor Penetration
Why ArP? Urgot's Acid Hunter is affected by armour pen, and armour pen from items is a rare commodity that’s limited to only three items in the game, all of which cost over 1.3k in gold. While youcan afford The Brutalizer at the start of the game, you sacrifice speed and mana sustain for power, while having armour pen already on deck gives you the chance to start more aggressively with two long swords and boots into a brutalizer, maxing your damage output in the early stages.
TL;DR – Armour pen = More damage.
These spells will be your main go-to's for Urgot. I personally prefer Exhaust over Ignite on Dominion, as Urgot already has a DoT in the form of his E and Exhaust keeps people in range for his Q for longer. But if you feel the need to have more early game power, Ignite is a powerful choice.
Mobility is key on Dominion, so Ghost can be helpful in getting around more swiftly and helping to defend points if the need arises. Apart from that, Flash is preferred as it gives you access to Urgot's flash-ult combo and acts as an amazing escape over walls or even just a short distance blink.
These are more defensive in nature, and give you a staying power on your tower if you get pushed back too hard. Heal can be a great bait for a fight when you look weak and Garrison can easily win you a towerdive in both regards.
DON'T TAKE THESE
Don't give people an excuse to laugh at you.
For obvious reasons, you want to max Urgot's Acid Hunter first for max damage. Afterwards, what you level is entirely down to your lane and playstyle. If you're going all-in and going for the kills, maxing E gives you more DoT damage and more armour reduction to secure the kill. If you're playing defensively and waiting for your chance to strike, maxing W gives you a stronger slow and a stronger shield to survive a counter attack.
And obviously, take your ult when you can. You don't want to hit level 6, throw yourself into your enemy for a free kill and realise that your new fangled ultimate wasn't levelled and you put the point in Acid Hunter instead. Trust me, it's embarrassing.
Starting with boots, long swords and pots ensures that you can dole out a high amount of damage while keeping yourself sustained and mobile. Ideally, you want to pick up The Brutalizer and your Ionian Boots of Lucidity in the same trip back, which costs around 1.2k gold. Not hard to achieve in Dominion, I assure you.
After that, simply progress to adapt to the team. The Warden's Mail/ Randuin's Omen are intended to be "stand-ins" for when you'd go about buying your optional item.
Your optional should be dependent on the enemy team. If it's high AP, Maw of Malmortius. If you want to autoattack things, Sanguine Blade. If they have a lot of melee fighter, Randuin's Omen. If you want to heal for daft amounts, Hextech Gunblade.
Ah, yes, Gunblade. Remember when I said Urgot's Acid Hunter heals from spellvamp? Yeah. A single Q, thanks to your Gunblade, can heal you for nearly 150 as it's a straight heal as opposed to an AoE diminshed effect. It gives you AD for your Q and autoattacks, AP for your shield, lifesteal for your autoattacks, spellvamp for your Q and an amazing burst/slow on a short-ish cooldown. If you're rolling in money and the game's dragging on, or maybe you just want to have some fun, buy this and go to town. Just...make sure you have SOME AD before you try it...
Ganks & You
So there you are, pushing bot and attempting to secure a quest, when you notice there’s someone missing on top lane. Just as you’re about to pull back, a wild Jayce appears! What do you do?! You’re not geared for this, you’re only meant to be playing solo lane!
Fret not, you can still save your skin and even come out of it with a double kill. How you ask?
Take your time to analyse the situation and work out what’s going on. Remember, Hyper-Kinetic Position Reverse works almost like a pseudo Ezreal Arcane Shift, only you need someone to lock on to before you go bouncing around the map. If they’re coming at you from behind, quickly lock onto them with your ultimate, switch, hit Flash and run the hell away. And congratulations, you’ve just survived a 2 man gank with little to no d-
HE’S COMING AFTER ME?!
Alright, chill, you got this. Remember those other abilities you have? Yep, now’s the time to use them. Tag the highest threat with your autoattack to apply the innate debuff, drop your E into them both, raise shields and go to town with your Q. Keep backing off the entire time you’re firing (Also called kiting), keep calm and Don’t Panic™. Before you know it, you’re walking away with 2 kills under your belt and a new pair of legs.
Where we’re going, we ain’t gonna need any wards. But seriously it’s impossible to ward on Dominion bar Teemo/ Nidalee/ Shaco/ Maokai traps, so don’t sweat it too much. Spend your hard-earned money on that fancy Manamune you’ve been eying up.
More a proof of concept than anything, and to show that the guide actually does work.
(Yes, I really did outdamage Darius. Told you this thing works.)
All in all, Urgot is a powerful choice for a bot lane Dominion champion. He’s powerful, hard to catch, has an amazing ultimate and he’s fun to boot. And hell, he has one of the coolest designs in LoL and his default skin looks amazing. Even better than Battlecast (Yeah I went there.)
Massive thanks to jhoijhoi for her guide templates and…well, guidance. And a thanks to you, the reader, for even getting this far in the guide without falling asleep.
If you upvote this I’ll love you forever, and if you downvote this I’ll still love you because you cared enough to hate it. And if you can tell me what’s wrong with it, I’d love you even more.
Thanks, and have fun!