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Urgot Build Guide by Gusicles

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 Gusicles

[WIP] Support Urgot: File a Restraining Order

Gusicles Last updated on January 7, 2014
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Ability Sequence

1
4
5
7
9
Ability Key Q
3
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Havoc
 
 

Offense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Wanderer
 
 

Utility: 21


Guide Top

Introduction



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!


Guide Top

Pros / Cons


These are the pros and cons there are to playing Support Urgot. Make of them what you will!


Pros
+ Great Harass
+ Debuffs
+ Hilarious Ult
+ Rather Tanky
+ Decent CC

Cons
- Hard to Use
- No Escape
- No Sustain
- No Buffs
- Very Slow

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.


Guide Top

Summoner Spells



The usual summoner spells for Support Urgot should be:

Exhaust and Flash

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.


Viable Alternatives

Ignite

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

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

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

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

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.


Don't Take These

Clarity

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

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

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

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.