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Urgot Build Guide by Hoodstomp

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.


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League of Legends Build Guide Author Hoodstomp

Urgot Walks Into a Bar...

Hoodstomp Last updated on January 3, 2014
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0


table of contents

1. introduction
a little about the author and the champion
2. pros and cons
the strengths and weaknesses of Urgot
3. masteries
what masteries should I use?

4. runes
what runes should I use?
5. summoners
what summoner spells should I take?
6. abilities
what kind of utility does Urgot's spells give me? what should I be maxing?

7. items
what should my item build on Urgot be?
8. matchups
how does Urgot fare against other ADCs?
9. supports
how well will Urgot do with x support?

10. laning phase
how does Urgot's laning phase work?
11. team fights
where should I be during fights as Urgot?

For my first guide of August, it's Hoodstomp. The newly branded role of marksman/AD Carry is the role I enjoy playing. Because I enjoy playing as a marksman/AD Carry so much, I've also gathered a lot of knowledge about the role of a marksman/AD Carry. My main account currently resides in Diamond 1, while I have a few smurfs, all in diamond elo.

Urgot is an underplayed champion, but he's quite strong in lane. He's practically never seen in competitive play, but why should that stop you from playing Urgot? Be sure to follow me on Twitter if you want to know whenever I have a new guide out, or on the rare occasion I might be streaming!
@Hoodstomplol



Pros

+ Good initiator with Hyper-Kinetic Position Reverser.
+ Very strong duelist with because of Zaun-Touched Bolt Augmenter.
+ The tankiest ADC there is because of his kit.
+ Strong poke with his Noxian Corrosive Charge and Acid Hunter combo.

Urgot is a very unique champion in the role of being an AD Carry. He has the opportunity to initiate with Hyper-Kinetic Position Reverser like some ADCs. Think Ashe with Enchanted Crystal Arrow), but Urgot puts himself at risk as well. Because of his passive, Zaun-Touched Bolt Augmenter, his trading potential is usually underestimated. In reality, he's very good at trading. Because of his skillset, Urgot is the the tankiest ADC there is. During laning, he has a very strong poke/trade with the Noxian Corrosive Charge and Acid Hunters combo.

Cons

- Potentially very mana-hungry because of Noxian Corrosive Charge and Acid Hunter combo.
- Not a traditional ADC, can fall off late-game.
- Weak in the first few levels of lane, needs all 3 skills to get going.
- Looks like a fat, overgrown crab.
While Urgot is strong, he does have a couple problems. As with many poke champs, mana can be an issue. At level 4, Urgot has a small mana pool of 395. Noxian Corrosive Charge is 50 mana, Terror Capacitor is 55 mana, and Acid Hunter is 40 mana. This means that you'll most likely be running out of mana very fast if you use your Acid Hunter sparingly. Once you get a Tear of the Goddess the mana burden will be a little easier to handle, but you will have to watch your mana. Urgot isn't a standard ADC, and doesn't scale incredibly well into late-game. Since he relies on his spells, his early-game is weak until he gets all of his spells. Finally, he's fat. Also, especially in his Crabgot skin, looks like an overgrown crab.


// Summoner's Wrath is useful for when you pick up Ignite. The extra 5 AD/AP may seem like very little, but can help you win a trade.
Sorcery is good because of the cooldown reduction it gives you. This is useful for Urgot because of his reliance on his abilities.
Butcher helps you last hit minions with ease.
> Deadliness is standard. It gives you a little bit of extra damage at all levels.
// Havoc and Weapon Expertise both increase your damage by a lot. All of your damage is amplified by 2% and all physical damage you deal ignores 8% of the target's armor. Standard.
> Brute Force is self-explanatory, but it gives you 2 more AD.
// Sunder gives armor penetration which works very well with your runes and Acid Hunter.
> Executioner gives you more power to deal more damage to low health opponents.

> Summoner's Resolve is useful whenever you take Cleanse or Barrier. It gives you some extra benefit from your summoners.
Durability is scaling health. This is useful all game simply because it's health.

// Summoner's Insight reduces the cooldown on your flash, which is very important.
Meditation gives you some extra mana regeneration, usually most useful during laning phase.



greater mark of armor penetration greater quintessence of armor penetration

Marks

>>This might seem weird to not be running AD marks. However, on Urgot, those aren't necessary. Acid Hunter doesn't scale off of bonus AD. It scales off TOTAL AD, meaning that your base damage should be enough early. The armor penetration just allows Acid Hunter to deal more damage than you would if you ran AD marks. These marks stay most relevant mid-game.

Seals

>>Armor seals are fairly standard. These are useful when trading with other ADCs in lane, and also if you're taking damage from minions in lane. You may not fully notice the extra armor, but the defense it gives you is certainly there. You would get melted very quickly without armor seals. Also, as your team starts to group, these will reduce a little bit of damage from those pesky AD assassins like Zed.

Glyphs

>>Magic resist glyphs are pretty standard. It reduces the damage from supports like Sona and Lulu. It's more useful during mid-game though. Around the time when you start to group, the power of AP mids start rising. It'll reduce the damage you take from any of their poke. No mana regen runes are taken since you're getting an early tear anyways. You'll be fine after the first few levels.

Quintessences

>>Quintessences are armor penetration as well. They go well with your armor penetration marks, allowing your Acid Hunters and auto-attacks to be that much stronger mid-game. Lifesteal isn't as important because your Acid Hunters will be doing more damage than your auto-attacks usually. Last hitting at tower shouldn't be too hard with Acid Hunter. 19.2 total armor penetration is superior to 11.52 with just armor penetration marks anyways, so why not?



Flash


>> Flash is the summoner spell that you'll be seeing pretty much everyone be taking, no matter what champion. There are a few exceptions, but Urgot isn't one of them. He lacks an innate escape, so obviously Flash will act as your escape. With Flash, you can Flash over a wall to escape an assassin, secure a kill, or to barely avoid a fatal spell from the enemy team. There are a lot of uses for Flash, you just have to know when and when not to use it. Don't waste Flash if you're 100% dead.







Ignite


>> Ignite is the other optimal summoner spell for Urgot. It adds to the burst of the Noxian Corrosive Charge and Acid Hunter combo, allowing you to easily solo a squishy support or low health ADC. The other half of Ignite where it reduces healing effects by half is useful as well. If you Ignite a very low champion and they pop a health pot, you should still be able to secure the kill on them.







Barrier


>> Barrier is another option for any AD Carry. Barrier was added at the beginning of Season 3. It's a summoner spell that shields you for a good amount for 2 seconds. This can block a large amount of burst damage during all phases of the game. If you stack Barrier with Terror Capacitor, the shield amount is actually quite a bit. If you take Barrier, it does reduce your damage output.




Cleanse


>> Cleanse is pretty self-explanatory. If the enemy team is packing lots of CC, such as Fiddlesticks and Leona, definitely take Cleanse. However, you're going to be pretty tanky for an AD Carry, so if you can live through one CC, you can Hyper-Kinetic Position Reverser an enemy carry into your team easily.




Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


> > >


Zaun-Touched Bolt Augmenter (Passive)



\\ Zaun-Touched Bolt Augmenter is a great passive for an AD in the bottom lane. A lot of people overlook this ability and might not even know what it does. This is one of the main reasons Urgot can be a bully in the bottom lane. When you are trading with him, having your AD reduced by 15% is HUGE and it'll make you think twice about trying to trade with him at all throughout the laning phase without extra backup.






Acid Hunter (Q)



\\ Acid Hunter is Urgot's bread and butter skill. It has a pretty decent range by itself, but when paired with his Noxian Corrosive Charge, the range becomes MASSIVE. Looking at the numbers, it seems like the damage is pretty low, but this is not the case at all. It scales well off of attack damage and works very well with armor pen. Acid Hunter is generally used for harassing your enemies after landing a Noxian Corrosive Charge or last hitting creeps from a far range. Acid Hunter also makes last hitting at tower not as hard.






Terror Capacitor(W)



\\ Terror Capacitor is a great and very unique skill for an AD carry. Face it; in this game, shields are OP. Not only does it give him additional HP for a few seconds, it also SLOWS your targets with auto-attacks and Acid Hunter. Turn your Terror Capacitor on and auto attack your enemy to slow them and land an easy Noxian Corrosive Charge. This is also a very good skill for kiting and peeling bruisers off of your squishier team mates. Turn this on anytime you are taking damage, or land a Noxian Corrosive Charge because it, again, procs on Acid Hunter.





Noxian Corrosive Charge (E)


\\ Noxian Corrosive Charge is a pretty cool and fun to use skill. This is what makes Urgot a unique champion. You leave this skill at level 1 for most of the game, but it is a huge part of your kit. When you hit someone with Noxian Corrosive Charge, it allows you to lock onto them and hit them with Acid Hunters. Generally you want to shoot this skill when you know your opponent is going to go for a creep so it is pretty much guaranteed. It does damage AND lowers the armor of targets, so your Acid Hunters will be doing big damage.




Hyper-Kinetic Position Reverser (R)



\\ Hyper-Kinetic Position Reverser is Urgot's "trademark" skill. This ability is absolutely game-changing. A good swap can make or break a game. It is similar to Ashe's Enchanted Crystal Arrow in the sense that catching someone with it can be all you need to take the advantage in a fight. You are STILL an AD Carry though. You can't always just swap into 5 people and hope for the best. It is going to take some practice and experience with Urgot to know when you SHOULD and when you SHOULDN'T swap in. You become super tanky after using this ability, and your target gets slowed. This is great because you'll be taking less damage, and your target is slowed so you can land an easy Noxian Corrosive Charge.


A Doran's Blade is the very standard start now. It gives you a nice amount of HP and AD, while giving you a nice passive 5 HP lifegain per auto-attack. The passive can help you sustain back up. Just remember to auto-attack the minions lots! The AD benefits your Acid Hunter, increasing the damage by a bit. It makes trading a lot easier. The AD is also useful when last hitting.

  • You'll want to get your Tear of the Goddess as fast as possible. This way the time you take to stack your Tear of the Goddess a lot quicker instead of delaying it. This may reduce your damage by a bit, but it'll all come together soon!
  • If you're forced to back very early somehow, you'll obviously want to pick up a second Doran's Blade.
  • If you somehow get forced out within the first three minutes, just pick up a Faerie Charm.


Once you buy your Manamune (which should as soon as possible), you'll be quickly charging up stacks with auto-attacks and Acid Hunters primarily. Once your Manamune is fully stacked, it'll transform into a Muramana, a very strong item. Not only does it give you lots of mana, but the item active provides you loads of damage. The toggle damage is proc'd by Acid Hunter, so make sure to turn on Muramana to maximize damage. You'll want to ask for blue to be able to keep Muramana on in fights!

The Brutalizer just adds to the armor penetration marks and quintessences you're running. It'll help your Acid Hunters do more damage. This will help you immensely during mid-game as the first few bits of armor will most likely get picked up by the enemy. It's cheap and very cost efficient. It gives you flat AD (always amazing on ADCs) but most importantly, cooldown reduction and armor penetration! These are two GIGANTIC stats for Urgot. Around the early/mid-game is when you get this item, and it's when your damage starts going through the roof. In Season 2 it was optional to get The Brutalizer, but now that it builds into a late-game item as well, The Black Cleaver, you'll always want to make sure you pick this up. You'll probably be able to melt squishies if you hit a Noxian Corrosive Charge on them. Go crazy with Acid Hunters then.

Ionian Boots of Lucidity are nice to have on Urgot. You can spam Acid Hunters more often, your Terror Capacitor is up more, everything is up more often. This obviously is because of the cooldown reduction given by these boots. Berserker's Greaves are wasted on Urgot because your auto-attacks aren't that important.


You get a Last Whisper before The Black Cleaver if you're the only AD damage on your team and the enemy is heavily stacking armor. You get both in the end though, and they are your core damage items. Armor penetration is king on Urgot!

You should get The Black Cleaver if you have multiple AD champions on your team so that you can help them do more damage. If not, you could go for a Last Whisper. End up buying both though! The more armor penetration, the better.




Banshee's Veil was recently buffed, and it's not too shabby. It's, as always, useful against double AP compositions. It can block an Ahri Charm or Nami Aqua Prison. The passive it now gives is also quite nice.

Urgot's job is to destroy AD champions and be extremely tanky. This item gives you a load of armor, cooldown reduction, and MANA. Some people don't realize it, but the mana Frozen Heart gives you is also important because it applies to your Manamune. So getting the cooldown reduction from it and mana is making your damage go up substantially.


If you think you're the biggest threat on your team, definitely get a Guardian Angel. If you know you can survive after you respawn, then that's more of a plus. It can also just stall long enough for your teammates to clean up the fight.


Maw of Malmortius is not necessarily known as a good item, but Hexdrinker definitely is. When you first build Hexdrinker, you should get a decent power-spike from it against double AP compositions. The only reason we turn it into a Maw of Malmortius is because since it has an upgrade, we might as well do it to maximize power.

Mercurial Scimitar is good because it is, in essence, a Cleanse. If you didn't take Cleanse or it's already on cooldown, this item may prove handy against a heavy CC composition.


This enchantment is becoming very popular now. Enchantment: Distortion is great for any ADC, simply because of the reduced cooldown on your Flash, giving you back your escape sooner. It can easily change the course of a team fight. Most of the time, you'll get this enchantment.

Enchantment: Furor is a good enchantment and has been the most common pick for a while on AD Carries. However, it isn't as recommended on Urgot. Since you lack an escape, Enchantment: Distortion is probably better.

The only reason you should have homeguards is if your base is getting pushed in. If not, it doesn't provide you any stats during a fight. You'd be much better off getting Enchantment: Furor or Enchantment: Distortion.




AD Carries
Difficulty Scale: 5/5

Ashe Difficulty: 1/5

Urgot has an extremely easily time dealing with Ashe. She simply does not do enough damage to you early to be a threat. If you get an attack and apply your passive, she DEFINITELY isn't doing anything. Pretty much just bully her, zone her, and when she goes for a CS, land a Noxian Corrosive Charge on her and go ham with Acid Hunter. Careful at 6 though, like usual! Even if Ashe is losing a lane very hard, she can combo her crystallized arrow with her jungler for easy ganks.

Caitlyn Difficulty: 4/5

Caitlyn can be a bit tricky to fight against. She is very strong in the first few levels of the lane, which is when Urgot is probably at his weakest point. You just want to farm passively until around level 3-4 unless she makes a mistake. Just take as little damage as you can, and farm up your Tear of the Goddess. Once you have that, return to lane and you can deal with her easily. Even though she has long range, it's pretty easy to land your Noxian Corrosive Charge when she goes to CS. Land 2-3 Acid Hunters off of that and she'll think twice about trying to auto-attack you. Use Terror Capacitor to minimize the damage from her Piltover Peacemaker or Ace in the Hole.

Ezreal Difficulty: 2/5

Ezreal doesn't do very good against you as Urgot. He thrives off of landing skillshots, so if you stand behind creeps, he can't do that. His damage will go down substantially. He isn't the longest range champion, so you can easily land a Noxian Corrosive Charge on him when he walks up to CS or attack you. You'll get free Acid Hunters on him from there. Even if he Arcane Shifts away, you should get at least 2 and he's wasting mana. It's an even better trade for you.

Graves Difficulty: 3/5

Graves does okay against Urgot lanes. He can push you into the tower easily with Buckshot and is quite tanky with his True Grit passive. Once you get to around level 4 and have Tear of the Goddess, you can put him in his place though. The only thing you have to worry about with Graves is the fact that he can Quickdraw your Noxian Corrosive Charge. If this happens, abort mission. Do not try to trade with him if it misses. The best thing to do against Graves is to walk forward and auto him with your Terror Capacitor up. This applies a slow and makes it very easy to land your Noxian Corrosive Charge. Once you are 6, you can definitely put him in the dumpster too. Just walk up to him and Hyper-Kinetic Position Reverser. That'll make it easy to land all of your damage.

Kog'Maw Difficulty: 2/5

In my opinion, Kog'Maw straight up gets countered by Urgot. There is literally nothing he can do against you in the laning phase. All he can try to do is farm from max range with his Bio-Arcane Barrage and he's not gonna be having fun doing that. If he ever walks up too close, just go on him and you'll probably take out more than half his HP. Since Kog'Maw has no escapes at all and is very fragile, if he gets Hyper-Kinetic Position Reverser landed on him after level 6, he will most likely die instantly.

Miss Fortune Difficulty: 3/5

Miss Fortune is traditionally a very hard champion to lane against. As Urgot, this is the case, but just not as bad. It can be difficult to land your Noxian Corrosive Charge on her because of her Strut passive, but at the same time if you DO land it, she slows down and you can get a lot of free damage on her. She kind of gets out-scaled by you the longer the laning phase goes. You'll want to bully her hard post 6, and remember to interrupt her Bullet Time with your Hyper-Kinetic Position Reverser.

Varus Difficulty: 5/5

Varus is definitely the hardest matchup for Urgot. Why? Because he has a lot of magic damage and poke in his kit. You will most likely get zoned/poked so hard early that you can't do anything for a while. Just be careful and try to avoid as much damage as you can. Don't die! Once you are around 6, it gets a little easier, but not by much. Try to work with your jungler to get ganks on him. This is easier because he lacks an escape. If he gets Hyper-Kinetic Position Reverser landed on him into another CC, he is probably dead.

Vayne Difficulty: 2/5

Vayne has a very short range, so getting your Noxian Corrosive Charge and Acid Hunter combo is very easy when she's trying to farm. There's the chance that she COULD Tumble it. In this case, just walk up to her with your Terror Capacitor up and auto to get the slow to ensure your Noxian Corrosive Charge lands. She'll take about half her HP in damage, and just gets zoned from thereafter. She can't really all in you at 6 either. Hyper-Kinetic Position Reverser is too strong of a dueling skill. Just make sure you don't miss your e!





Blitzcrank
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Janna
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Leona
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Lulu
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Nami
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Sona
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Soraka
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Taric
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Thresh
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  • Urgot has a pretty good laning phase. It definitely is a hump though, and you need to ramp up.
  • He really needs all 3 of his abilities to scrap and trade effectively. It is pretty normal to get owned/have to play passive 1-3. This is okay though, because ideally on Urgot you want to have an extremely quick back cycle anyways. As soon as you have enough for a Tear of the Goddess and some pots, you want to back. Then, you can really start to be a bully with more mana for you to harass with.
  • As Urgot you never really want to shove you lane, you always want to freeze and deny your opponent, once you are over level 4 with a Tear of the Goddess, they pretty much cannot trade with you in most situations. This should give you a significant exp/cs lead.
  • Once you are 6 you become even stronger. You can easily all in your lane or set up easy ganks for your jungler with your swap.
  • Remember the easiest way to land your Noxian Corrosive Charge in lane is when your opponent walks up to kill a creep! Basically they either sacrifice the creep and dodge the Noxian Corrosive Charge, or they get the creep and eat the Noxian Corrosive Charge and Acid Hunter followup.



I play Urgot as an initiator in teamfights. You should be built tanky with Frozen Heart/ Hexdrinker. That, paired with your Terror Capacitor, means you shouldn't be afraid to go in. You want to use Hyper-Kinetic Position Reverser or flash and use Hyper-Kinetic Position Reverser on a priority target to initiate. This usually means the ADC or the AP carry. I generally try to go for the AP carry because if the person who deals magic damage is dead, you probably are taking little to no damage because of your item build/kit.

After you initiate, you can either choose to kite backwards and do damage normally, or to literally body the enemy ADC and zone them/kill them in the teamfight. No ADC will really be able to 1v1 you after you get the bonus stats from Hyper-Kinetic Position Reverser. If you feel like hard initiating isn't working for you, try poking your enemies a bit before you go in. This is easy because of your Acid Hunter massive range when paired with Noxian Corrosive Charge.