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I'm a main (mono) old urgot player too, I'm brazilean and the nickname is nvedo (if you want to check out).I know how you feel and it's kinda sucks, the new one have nothing from the old one the way to play is very very diferent is like a new champion they made and put in place of urgot.
I will miss my old buddy and how him carried the teams that called it a useless garbage troll pick.
Since the rework I've saw countless players playing him so I've decided to try him out. It's not the same thing. He lost that special touch that required players to be good tacticians in order to achieve his true potential. Today I've decided to try him out and I feel like I'm playing a new released champion. In the first match I forgot to update the masteries (Thunderlords ftw) but i've managed to bully out of lane Master Yi and Talon (Yi got frustrated of my lane freeze) and carry the entire game with doubles and triple kills. He continues to be strong but the fun of playing him is kinda dead. Now it feels like a minigame where you have to outplay the enemy champion with your E in order to fully utilize his exploding legs. And his R... okay his ultimate is bad *** but his original ult was so fuc** up...it would destabilize the entire enemy team. But what really makes me sad is that in a couple of weeks no one will bother to play him anymore. Last year I started playing Warwick and loved the hell of that champion. He could carry entire games because of his W that augmented his (and teammates that were near) attack speed. With his rework there wasn't a game where someone didn't pick him. Now, nearly one year since the rework, no one plays him. So my big beef with Riot is that they make reworks for champions that aren't popular, but that some players love, and, later on, those champions fall into oblivion. So, the true players that love these forgotten champions don't play them anymore because it's not the same thing, and the majority of the other players don't play them anymore because their not meta or whatever. I wonder what would happen if Caitlyn, Lee, Orianna, etc, would get a rework. It would be cool to see popular champions having their kits totally changed.
Honestly I will keep playing him and try to fully understand him because I just love him to much. Despite the fact that I didn't have the same feeling while playing him I believe that he deserves a chance because in a few weeks people will forget about him but some purists will keep crushing top lane like in the old times. We just need to update our tactics, try out tank builds and bruiser builds until we find something that gives back those pentas that contributed to a lot of surrenders.
Anyway, Urgot will be missed. I also praise your guide, damn fine work in there. A message from someone that started playing him in 2012.
The gimmick/mini game that they made him have with his legs I personally can't bring my self to like at all and whilst managing it does entail quite a bit of depth with it, I see it as being more tedious than enjoyable to maintain (though I can see how people would like it). Q and E quite standard spells, pretty boring in all honesty, especially since they both have a short delay between activating, which makes sense with his E I guess, though I can't say the same for his Q given its small hitbox. In essence, any champion with a gram of mobility can dodge his spells consistently.
Finally his ultimate. Yeah, it's cool and all but its applicability especially compared to his old one is limited. Sure it's fun to get a max range grab on a low health target, but that's hardly useful in team fights when most characters die in short space of time anyway. In a split push scenario, I can see it being useful but given its niche applicability, I am not too fond of it either.
I hope you can find something in him, though I can't see my self doing the same. Thank you for your praise and thoughtfulness. I would not mind the rework as much either if (as you have mentioned) most people didn't give up on it after a couple of weeks anyway.
Indeed, even if not by many Urgot will be missed.
As far as the tear goes for me having that item blended so well with the champion and added an extra element of fun, given that his Q restores half the mana on kill. Additionally, the power spike you get after completing the item was always something I looked forward to in a game. There is some form of weird enjoyment in stacking to achieve a benefit, similarly to how Nasus or Veigar does it.
Perhaps at first glance, he may not have seemed like a unique champion, however to me especially the combination of his kit, items and play style is what made it a truly unique experience. From my perspective, that very thing that made him unique to me, is now being traded off for a very typical character with a 'gimmick'. Speaking primarily of his legs empowering basic attacks. I would argue that his kit is more of a mess than it was originally, and only really blends thematically as opposed to gameplay.
My argument has always been, why sacrifice something that a people enjoy on the off chance that more people will like the change (which I imagine at least some that used to like him will do). But when you have an option to simply create another character (given that's what he basically is), instead of replacing I don't see it as reasonable in any way to do so. I think I would be a bit more accepting to his change if they tried to keep his feel and gameplay a bit more, however since they did choose to purely pursue him thematically, there is not one thing in his change that I loved in his original design.
When it comes to csing it does take practice, and if anything I would take some AD runes if you are struggling, though not ideal it is better than delaying your power spikes, which have the biggest swing factor. In other words the faster you can get them, the better odds you have of overpowering your enemy.
Although not as noticeable the first being tear as it increases your poke potential previously limited severely by mana. Later, one of the largest ones is finishing Manamune and turning it into Muramana. This alone drastically increases your Q damage, so generally the faster you can get it the better.
If you are running tp, what I sometimes do is the moment I kill a minion wave that nets me enough gold to get tear I back and tp back right away. Since generally you won't be using the spell to help your team out early on any way. Alternatively you can back after poking your enemy and using all your mana. This could force them to back as well putting you at a much better position, though it is not guaranteed that they will do so. Hope this answers your question
I dunno why so many ppl like it but that's for Assasins burst with longer CD... like Ivern Bard or Veigar;
not fore Spammer like Evelynn neither Karthus nor Urgot...
lets do the maths..
10\lvl+30%AD+10%AP every 15 seconds (25 at lvl1) vs 8+60%AD+25%AP over 4 seconds...anytime!
If you only taken in the math the 1 second component...since you spam and reapply it everytime,
so it's 2+15%AD+6.25%AP...every seconds so x15 seconds
=30+225%AD+92.75%AP.... mmm I dunno what is better...
thunderlord decree scale with lvl so
180+30%AD+10%AP vs 30+225%AD+92.75%AP...
if you got only 100AD
Thunderlord decree give you 210 damage every 15 seconds
hellfire touch give you 255 damage over 15 seconds
if you got 200AD
TLD=240
HFT=480
yes heelfire touch scale hell high better... but yes it's over 15sec... just think about it earlier over 25sec.
TLD is good for burst champ with longer CD,... assassins and nuke that deal massive direct damage in few time and after wait for cd for 10sec. or AA; not for spammer nor DoT caster.
Urgot is a DoT caster... just his E will apply HFT over 6seconds...
so the math:
2+15%AD+6.25%AP x6 =12+90%AD+37.5%AP over 6seconds... and with cap CDR your E bet to 6.6 CD...
and HFT apply to your Q aswell for 4 seconds.
I don't see how TLD would be better... I got Evelynn with HFT and in BM just owned all those eve with TLD I was laughing at them... that little thunderstrike did't killed me and after I burned down their life over 5 seconds... HFT would do pretty better damage with 500AP on my Q.
So Tips... TLD is for champ who do direct damage spells with 4sec.+ CD.
HFT is for AoE and DoT Champ or champs with spamming spell with no CD, unless you wanna build assassin nuke to burst down someone in 2 seconds every 25 seconds.
But if you build sustain Damage and stand and fight and got AoE or DoT or Spammable spells... HFT is better.
that's my math sop I pretty goes along with your masteries except 18/12/0 instead ofcourse taking Armor penetration before HFT. the 5% extra CDR isn't that useful on urgot since his CD are already quite low... E would be 6seconds instead of 6.6 ... I think I can deal with that lost.
First of all the starter item. I understand where you are coming from with the starting item given that it provides you with 4 mana every time you last hit and 50% mana regen along with some health. However you're wasting the gold efficiency of the item by not being able to use the ability power provided. The reason you get the doran's items is because they are very gold efficient, if you are wasting a stat on it then it is not really worth it anymore as it has no upgrade path either. I know that your shield uses AP but 15 AP only provides 12 additional shield hit points, which isn't even enough to protect from an auto attack at level 1.
Continuing on, everything up until Death's Dance looks fine. Now I want to make it very clear that DD is not a bad item. It adds sustain and a lot of damage. However, what you want to ask your self is if the additional damage is worth the lack of defensive capabilities of others and the fact that it will be a lot harder to engage without dying immediately after with your ultimate. Small side note on your purchase order. You should aim to acquire as much cooldown reduction as fast as you can before the Death's Dance if you wish to include it in your build anyway. Maximizing your E up time on your target is crucial to winning trades and duels.
Continuing on to the next item choice. You state that depending on the enemy team you either pick up a Frozen Heart of Spirit Visage. Now that would be possible in a scenario when the enemy team is either full AP or AD, which more times than not is not the case. The only stat that applies to both is health but by it self it isn't very efficient. Being somewhat resilient to one type of damage isn't going to cut it either since you will still die relatively fast from the one you have no resistance against.
Continuing on, Frozen Heart is a decent choice in order to cut down on enemy damage. Personally I think that having Iceborn allows a lot more freedom and in the event of missing your E or Q it allows for your basic attacks to do more damage and also increases your sustained damage. However, Frozen Heart is still a viable item since it provides cooldown reduction, mana as well as armor, which are all utilized pretty well in urgot's kit. It is also slightly stronger in defense, especially against auto attacking enemies. As far as Spirit Visage goes it's only a beneficial item if you get Death's Dance along with it. Otherwise Banshee's or Edge are a better choice for magic resist.
As for your last item choice, there is nothing bad with Guardian Angel, however getting a Last Whisper item is very bad if you get Black Cleaver as well. It also has bad synergy with Urgot's E in the first place. The way armor penetration works in League is that it has a certain order to it. Flat Armor Reduction > Percentage Armor Reduction > Percentage Armor Penetraton > Flat Armor Penetration. This means that the first percentage will have a bigger value to work with than the 2nd (the first being Urgot's E and Black Cleaver, or in other words armor reduction). As an example let's say that the enemy has 100 armor, after you reduce your oponent's armor by 50% from Black Cleaver and your E they will be left with 50. Now by following the order it is time for Last Whisper which penetrates through 45% of the enemies remaining armor. This means you will only ignore 27.5 of their armor instead of 45 if their armor was still 100. So sorry to break it to you, but it isn't possible for you to reach "100% armor penetration" however 50% and then some with flat armor pen is still really strong. Since the flat armor pen amount is subtracted independently of the current armor value it means it can stack with % armor reduction. Hence getting armor pen runes/lethality is still beneficial.
I am not sure if you would like feedback on your masteries or runes so I will leave it at that. As a final note the build I provide allows you to play more aggressively and play as a ranged bruiser. You won't be dealing as much damage, however you will still be able to kill squishies fairly fast.
1st, about doran, some how i find it more effective in trading early level because you wouldnt have to worry so much about mana problem, especially vs tank. I tried doran blade before but somehwo, I always end up with low mana until i got some stacks with Tears.
2nd,I usually get 2nd item BC then analyze their team. Sorry I couldnt be specific in guide since it is my first time. If they heavy AD, i get armor, if they heavy AP, I get MR. I mostly get DD because the sustain ammount and the passive + urgot passive would make him survive in 1v1, 2v2 and 3v3. Not quite sufficient in 5v5. But yeah it is worth considering damage or tankiness.
3rd, for some reason I dont really get the trouble with 2 type of damage at once. It is usually one lane on my team lost then that is the dominate damage. I somehow find that I get MR more often due to i can kill their adc relatively easy ( silver - plat ranked ) and having trouble survive AP burst. Spirit visage i found it have better state than Banshee overall and i like the extra CD reduction and that usually make my buld 40% CD ( unless i get FH too)
4th, yes i will taking Iceborn into consideration but i dont find myself aa that often since the low range on it.
Last, wow, i didnt really know that. What else do you recomend as the last item beside GA (which i rarely bought)
Can you give some comment about masteries? Rune is really much of my personal preference because I am more comfortable with it. Thanks a lot for your help! :D
well that's my view of GA and zzrot... used Zzrot portal many time at the door of the enemi base or inside it... the zergli... eeh voidling ;) can be quite effective ... enemies underestimate it often and while they attack you they don'T attack the spawn nor the portal... and if they change target then they don't attack you... and if you die ... the portal remain there and still attack... downing turret... inhibitor or even nexus.
GA can just revive you with 700 health&mana every 5 minutes, nothing more to say about it.
There is no problem with getting Black Cleaver 2nd, it provides very beneficial stats no matter the circumstance. I understood what you meant about analyzing the team, however keep in mind that if and when you reach late game your opponent will also have full build. So if they have 1 AP Carry and 1 AD Carry at least getting mixed resistances would be optimal.
Death's Dance is a decent offensive choice but just keep in mind that the sustain may not always be very strong if the enemy has burst damage or if they focus you down first, there may not be enough time to sustain your life back. However if you are going to be facing scenarios where you are to split push and only fight small skirmishes, as you mentioned 1v1's, 2v2's and maybe 3v3's then the added sustain may help you live through the fight. The reason I personally avoid it is because it is not as consistent in the event that the enemy team groups up, although it could be a really good choice especially if you are dominating.
As far as your last item goes it really depends what you are looking for. If you want a lot of extra damage getting Edge of Night can be viable especially if you are having trouble with AP burst. The extra Lethality will also help in killing squishies faster. I you want a combination tank and damage Sterak's can be viable however, keep in mind the extra size gained from its passive can make you an easier target so if you don't have the resistances to make up for it it might be better to get something else. If you want pure damage and no resistance Yoummus is always an option. With the added movement speed from its active it can help you with kiting if you are not looking to engage. If what you are looking for however is more tankiness then a Randuin's or Banshee's on top of your other resistance item/s is a good choice.
I personally favor a more tankier/bruiser build as it allows me to engage on to a high priority target such as their ad carry without worrying too much about dying, after which I focus the enemy backline effectively cutting out the enemies source of damage. However if you wish to build more offensively keep in mind that you will require your team to peel in team fights whilst kiting back and focusing whatever is in front. In that event if they have an assassin saving your ultimate for them can be beneficial in stopping them.
As far as your masteries go they are pretty solid. There are few alterations you can make depending on your game and preference. The most impactful one being picking Merciless over Meditation. It's a trade off for damage over mana regen. Generally late game with your tear and potentially other mana items you may not even need meditation and/or you can get blue buff instead. It's up to you though since the difference isn't too substantial either way. Another possibility is getting Assassin instead of Secret Stash if you are looking to do a little bit more damage in your solo lane (that is if you are playing in top lane).
The biggest change that you can make however is picking up thunderlord's and intelligence instead of death fire touch. Whilst you may loose some sustained damage the trade off will allow you to trade much better in lane whenever it is available and do higher burst damage late game (this will be a lot less noticeable when focusing tanks however). Intelligence is pretty self explanatory. You can also pick Precision instead of it if you want more damage on each individual attack.
Just a small comment on your runes, try out getting health seals instead of armor. This is quite helpful if you are facing mixed damage enemies, or AP instead of AD whilst still providing you with decent defensive stats.