Urgot Build Guide by Periphetes
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Not Updated For Current Season
Not Updated For Current Season
This is my guide to pubstomping solo queue as Urgot without falling off lategame. It works really well for me still at 1500, but I would assume it impossible to lose a match at 1400- doing this. The reason I wrote this new guide is because the playstyle is really different and more geared towards being a ranked carry than a normal game 1v1er. Most of my sections will be copy and pasted from my other guide which can be found here: http://www.mobafire.com/league-of-legends/build/e-n-d-g-a-m-e-88044
It's not plagiarism if I wrote what I copied.
Pay close attention to the new pubstomping section.
For marks, you're going to use greater mark of desolation obviously.
After that there's two setups, which I suggest you have both handy on separate pages.
The goal here is to have more than 10% CDR from runes and masteries while countering your lane opponents in 1v1s. You need 10% from masteries/runes + 15% from ionian boots to be able to shoot 4 acid hunters in one charge with great ping (i've tested it). You won't get another hunter with brutalizer, but you won't have to mash Q as hard either (you gotta really mash it to land 4 with 25% CDR).
BOTTOM/AD ENEMY MID:
Greater Seal of Armorx9
Greater Glyph of Cooldown Reductionx9
greater quintessence of desolationx9
Greater Seal of Magic Resistx9
Greater Glyph of Magic Resistx9
greater quintessence of desolationx1
Greater Quintessence of Cooldown Reductionx1
Greater Quintessence of Magic Resistx1
Skill sequence (copied)
As is standard to any Urgot build, Acid Hunter and hyper-kinetic position reverse are top priority.
Much of the community is divided over whether to max Noxian Corrosive Charge or Terror Capacitor first. I typically choose points according to the match, however the most powerful setup in most situations is to split some points and get two in Noxian Corrosive Charge first, then two points in Terror Capacitor, then max Noxian Corrosive Charge.
Why is Noxian Corrosive Charge more important than Terror Capacitor? It just synergizes better with a damage build.
Why do we ignore Terror Capacitor early? Because you are cutting about 20% of your combo damage out this early without the second point.
Why do we get two points in Terror Capacitor mid game rather than just one? 1. Helps keep it from popping for your slows 2. More slowing power but not enough to over-write red/other slows 3. More defense 4. FAR more mana efficient (2.3 HP/mana instead of 1.45).
BUT ACIDSHOT, WHAT ABOUT MY DAAAAAAMAGE! I NEED MOAR DEEPS!
If you feel like you need more damage on Noxian Corrosive Charge, you're welcome to max it first and put no points in Terror Capacitor. Just remember how many more Acid Hunters you could have landed if they had stayed in range.
How do we know when to get Terror Capacitor early? Usually, this will be against someone like Vladimir or Mordekaiser who is going to harass you, but they built regen so you can't harass them. Even in these situations, I suggest only one early point.
-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 Noxian 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.
- Noxian 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.
- sight 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?
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 Noxian 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 Zhao, 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. On top of this, you need to be repositioning Urgot with your mouse movement AT THE SAME TIME AS SHOOTING ACID HUNTERS FROM MAX RANGE. It takes an INCREDIBLE amount of coordination, more than I have used on any other champion including Nidalee, but once you get this down, you are essentially the most mobile ranged carry in the game, who is never in range to be killed.
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.
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 Noxian Corrosive Charge. Play with the timing sparingly, and don't just AoE everything like a derp hoping for CS.
I'm just gonna put this in a list, since I don't know how else to organize it.
1. You need to completely deny mid of exp and gold. You shouldn't have a problem doing that with this build at level 4/5. Hit them with every Noxian Corrosive Charge you've got and dont let them make you tower farm. Careful of ganks.
2. If you see someone on the other team doing well, go ruin their day. Forget farming, you're pubstomping.
3. With all this flat armor/mr, DONT BE AFRAID OF YOUR OPPONENT. When you see opportunities TAKE them.
4. You will need to counterbuild sometimes. Pick up a Null-Magic Mantle early or maybe a Chain Vest when the time comes.
This is how you get your opponent to die at level 4. You need the mana pots to do enough damage without going oom. The health pot is in case they put up a fight before you're ready. You can only run potion setup with boots, so you gotta get this. The key here is to not miss E's.
Two reasons to get this, the main one is so you can barely land 4 Acid Hunters, but also it helps if you need to go gank a side lane or chase down your lane opponent.
This should mostly solve your mana issues while you're working The Brutalizer.
You should be CDR capped (or close to it) now, which makes landing 4 Acid Hunters a breeze. The arpen really helps your burst damage, as well.
I know I'm going to get **** for waiting with this, but whatever, it works. Potions are better, this is free potions and enough AD to be worth going for.
At this point you will be having no trouble facerolling their carries, especially if you played right with the pubstomp setup. Last Whisper just makes it even easier, now that their tanks are also on the menu.
Just what you needed, more facerolling. To hell with defense, you're too good to stand in range to get hit anyway. ;)
Cheap upgrade, keeps you at full hp, real strong.
Now it's too late in the game for you to keep slowly chunking down hp from a range, and your opponents will be too scared anyway. You gotta start helping your team push, baron hard, etc.
Sell your The Brutalizer and Manamune to pay for most of this, you're not going to lose any AD and you really shouldn't be using spells much at this point.
Alrighty, time to become the invincible crit carry everyone dreams of being.
Sell dem boots.
Good teamwork tips (renamed)
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. Again, there are tons of these in low elo and few in high elo.
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.
Rule number 5:
When a specific enemy is getting fed, in particular farming, it is YOUR job to shut down their farm and kills. You can try to gather ally support, but ultimately it's up to you to take charge. OH NOES Katarina ULT! Swap her to stop it. There's all sorts of neat tricks you can use on Urgot to eliminate the enemy carry damage setup, USE THEM.
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 THEN taking dragon 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 ALWAYS 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 + ).
A Complete Analysis of CDR Urgot (copied)
It's been a while since I wrote ENDGAME, but I've learned a couple things about the effect CDR has on Urgot since then and felt the need to share it.
So then, we ask the question, why does CDR work so well? It's a combination of four factors, one for each of his spells.
First premise: with exactly 25% CDR, you can hit four Acid Hunter within one Noxian Corrosive Charge.
When I originally wrote the guide, I was convinced that it was 34% for four Acid Hunter, but this is not true. Theoretically, when you operate on cooldowns alone, it takes 20.5% CDR. This, however is also not the practical value, due to cast times. I spent a couple hours experimenting in custom games to find out what the minimum practical value was, and it is 25%. Any less and it's impossible. Regardless of this number, it is still effective to go beyond it for fight speed and skill-buffer.
Second premise: CDR reduces the time between Noxian Corrosive Charge, thereby increasing Urgot's dps uptime under 100% skill conditions.
This is entirely true. At 25% CDR, the cooldown is 8.25 seconds, and at 40% cdr, it is 6.6 seconds. The difference there is extremely significant, under ideal conditions your dps with just Acid Hunter can go up 30%.
Third premise: You get more defense/shielding from W when it is on a lower cooldown.
Not worth analyzing much, but certainly true. At 40% cdr, max rank shields have a 7.2 second cooldown. By comparison to AP and ignoring mana costs, that is the equivalent of 4 AP per 1% CDR.
Fourth premise: You can ult more often.
1% CDR=1.2 seconds off your ult timer. Simple as that. It's possibly the weakest and strongest benefit to CDR at the same time, depending on how much time your opponents spend grouped up. At 25% CDR the cooldown is 90 seconds, and at 40% CDR it is 72 seconds. If you're fighting noobs, but they aren't dumb enough to full-out feed you, this is essentially your timer between kills.
So what can we glean from this? Urgot has a LOT to gain from CDR. Nearly as much as Ryze does. Without it, you are essentially removing most of your playing power, and without max, you're still nerfing yourself to some extent. This is why I run 40% CDR in this build, and I hope you can appreciate the mind-boggling power presented here.
Fun mathz: At max cdr, max spell ranks, max build, perfect skill, and before armor mitigation (which isn't much with LW+E+runes), Urgot will deal about 440 DPS with spells alone. If you factor in his auto-attacks and ignore overlap, that number becomes 800 DPS. By comparison, a 100% crit carry with 1.5 attack speed and 300 AD would deal roughly the same dps.