Urgot Build Guide by Gusicles
Not Updated For Current Season
Not Updated For Current Season
Hey! I'm Gusicles and I'm a Support Urgot player. Now, I know what you're thinking. Support Urgot, what the hell? But trust me. Urgot has one of the most interesting kits in the game and can be a viable support if played right. I made this guide for support players and aspiring support players to inspire them to play Support Urgot. The potential for plays is hilariously large, and the viability is good. Please give me any comments or suggestions you might have. Thank you!
Pros / Cons
These are the pros and cons there are to playing Support Urgot. Make of them what you will!
Urgot has many strengths and weaknesses, but knowing how to make the best of them is essential for successfully stalking your opponents with Support Urgot. Lets get into more detail now.
Exhaust is taken because Support Urgot needs the extra crowd control to secure kills. Coupled with the slows from Terror Capacitor, it is almost impossible to escape Support Urgot. Flash is taken because Support Urgot has no escapes and is rather slow, so Flash gives him a reliable escape from any nasty duels or ganks. Additionally, it can be used to chase an enemy to slow him or use Hyper-Kinetic Position Reverser.
Ignite can be used to reduce healing effects on a champion, which could be used to secure a kill if against a champion such as Soraka or Taric. Additionally, it can be used as easy damage or to secure a kill your carry was unable to secure.
Heal can be useful to save your carry of yourself in clutch situations since Urgot has no innate heals. However, since Urgot is more of an aggressive carry, I would advise not taking this over Exhaust.
Clairvoyance can be useful to reveal an area in the fog of war and alert you of incoming ganks. However, this is highly situational. You probably shouldn't take this because other spells like Exhaust and Heal will more likely be better.
Teleport can be useful to get back to lane nearly instantly to not miss out on any experience or gold. It can also be used to reach your teammates when they're in a sticky situation or to escape a sticky situation yourself.
Ghost can be useful to catch up to a fleeing enemy or to run away yourself. It can better than Flash unless you're afflicted by crowd control. A decent spell, but lacks the potential to make plays that Flash has.
Clarity should not be taken because Urgot should not have any problems with mana. While it is true he wastes mana quickly early game, Mana Potions along with Tear of the Goddess make this spell obsolete fast into the game.
Revive should not be taken because it is greatly overshadowed by most summoner spells in its usefulness. There should never be any reason to take this, really.
Barrier should not be taken because you're already tanky enough to absorb damage. It could save you in a clutch moment, but wastes a space that could be taken by something like Exhaust or Heal.
Smite should not be taken because you have realistic use for it. You could attempt to counter-jungle, but as a support that is incredibly risky. Just don't even take it.