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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.
but I would go for BC instead of MR because mid you're more likely to stay do range fight unlike top where melee come into you.
and you are better with BC that apply on your spell and the mobility.
I hesitate for mid between going BC and IBG or Trinity and RFC so to get more nuke and more range on AA. BC and IBG is pretty nice on top bruiser build to AoE slow in AA range vs melee physical damage dealer.
mid you wanna nuke from afar asap imo. so I think that Trinity would be more efficient in it and going for both trinity and BC is stupidly gold inefficient since they share same uniqe passive and give you both to 20% CDR... so the Maw CDR become excessive.
One item I imo is pretty good for Mid is Banner of Command... unless your dealing against champ that rely on AA or deal Physical Damage... like Ezreal or MF. but against the standard AP magic damage dealer...
BoC
60 armor
30 magic resist
400 mana
10%CDR
an make a minion immune to magic damage... lol and look at the other mage not able to kill it, that make a minion that will stay there to fight that champ by your side and force jungler to come the mid to retreat and let the turret deal with the minion.
I 2 scenarios the gold is lost of the minion to your opponent, and you get that minion canon every minute by your side to help you in fighting your enemy opponent.
but well that's situationnal.
give you CDR magic resist, and good armor to cope with minion or jungler that would come on gank.
but Youmuu is a good thing more offensive ... I will add it in my mid item set and consider it aswell, but you might aswell goes for edge of night.
as OP said,... MR ArPen come last in calculus I think ... so your 20%armor reduction and the 20 Lethalithy which =20 ArPen @18 lvl will already had reduced the 30 base armor of most mid... so unless they build armor item... even with the runes armor they might be around 40 somehow... so 32 then 12... you got 45% of 12 armor= 6.1 armor...
12 armor or 6 armor... that aint that significant.
(error sorry %ArPen goes before Flat ArPen, ...)
(...so 40 ->32(from E)->18.5(from MR 45%)so now your lethality exceed the target armor, so you bring it to 0 but not further but seriously,... 0 or 5 will not change that much your damage. seriously get 6x lethality mark to reach almost 10 lethality so that with Youmuu you'll reach almost 30 base value ... and your E armor redux will deal with the remaining... a champ with 50 armor end up with 40 -your lethality... around 10 armor.
I don'T think it's worth going for more ArPen unless you see that many enemies Champ are getting few armor and getting harder to deal with.)
I've come to think that MR is better suited for Urgot as a Support... to apply grievous wounds mostly, since BC is just too much CDR to be taken in my support built.
After looking into lethality, exact math seam pretty fail unless endgame, just to vulgarize it and make it simple...
lethality is worth half(50%) of it's value as ArPen when you are at lvl 3
and each 3 next lvl increase that value by 10%...
so at lvl 6 it's worth 60% ArPen
at lvl 9 it's worth 70& ArPen;
and so on.
I didn't made the math yet to figure out how much lethality is needed to fill the gap between AD and ArPen same value.
lets do it here...
to a champ with 50 base AD vs an enemy with 30 armor at lvl 3.
+10AD = 60AD x0.7 =42 damage taken by the target.
with 10ArPen... 50AD x 0.8 =40 damage taken by the target.
with lethality... 50AD x 0.75 =37.5 damage taken by the target
Before the lethality ... ArPen would just need +20AD item to fill the 2 point difference between the 42damage of +10AD and the 40damage +10ArPen.
Now that gap is bigger... but I might guess that once you get one of the ADC final item that give +60AD or more like IE or BT or Youmuu's you filled the gap.
So AD will be more effective in the 6th first lvl of the laning phase.
but don'T benefit from item.
My point is, if you take same Champions facing each other, one with AD runes the other with Lethality, and both buy the same Item... then the champion with AD will have an initial advantage of few extra damage, 4 or 5 points per hit... that's huge for lvl 1 since you start around 50 base AD so it's 10% increase ... but with each item with AD you get... that initial value will become less and less significant will the lethality will increase the effectivness of the item AD.
What I mean... well and item with 60AD for a champ with no ArPen/lethality will worth 0.01/arpen less AD then the other Champ with lethality.
so lets go with a flat value of 10 Arpen which means 20 lethality vs lvl 3 target...
champion AD +60AD is worth +42 AD vs champ with 30 armor
(that's the base armor that all champ got)
let say that he got a skillshot that scale by 80%...
so that 60AD increase that skilklshot damage by 46
and that damage is reduced further by the armor to 32.2 damage to that target.
Champion Arpen +60AD is worth +48AD vs champ with 30 armor
(so as you see the item increase your AA by 6 more damage then for the AD Champ so the advantage of 4 or 5 more damage is now gone.
let go for the skillshot that scale with 80%AD...
60AD become 46 and that damage is reduced further by the armor to 36.8 extra damage to that skillshot, gained form that single item.
now I hear you saying ... yeah but AD champ will just buy Lethality item.. well if he do so, so does the Lethal Champ and so he just get even more Lethality and there still gonna be a gap that will grow deeper and deeper as you gonna stack AD bonus item.
Now Lethality Item are Expensive , as much as many AD item you would say, yes but jungler that invade got a redux to the cost by Skiping the serrated dirk and buying Poacher's dirk instead and since jungler early game is harder lethality on them is a waste... you better go for flat AD or AP so that your Damage at early stage is better and you clear the jungle faster with taking less damage so you can stack on 3 lethality item to 50 ignoring the base armor of any champions.
Unless you are a Snowball ADC who expect killing your lane rival before the lvl6 and before getting your first AD item of more than +60AD,... then you are better to go for Lethality and Stack Crit Chance +AD item as a standard ADC.
an alternate way for heavy AA ADC would be to get All the Crit. Damage runes which increase your crit damage by 45%; add to that IE... you get Crit Damage that deal almost 300% of your AD (295.51% exactly) so if you get 100% crit chance... that's another pretty insane scaling damage... each tiem AD is worth 3 times it's values... so... that same 60AD now worth 177.306 Bonus AD on your AA.
So lethatlity is more useful to physical damage spell spammer like urgot since those abilities cannot crit. and lethalithy is proven to be more effective mid and late game then flat AD.
just looking at the value of runes...
AD mark +0.95AD
lethalithy mark +1.6 lethality... =0.8 ArPen@lvl:3... 0.96 Arpen@lvl:6
therefor it's still the same... it's just less powerful as early as it used to be.
Now what about scaling AD?
scaling AD +0.13AD/lvl ... +2.43AD@lvl:18 not even 3 time more then the flat one... well it means that you don't get the advantage in the early game and still don't get any advantage of stacking AD items; It might be good for a jungler that is pretty safe early game and plan on getting lethality items so Scaling AD will give more AD in the endgame the the flat.
and Since too much arpen isn't worth ****... I mean 50 lethality/ArPen vs a 30 armor champ is not more effective then 30... so stacking too much isn't a good idea.
but 9x1.6 marks grant 14.4 lethality... almost 15 so with just one item you reach the 30 base armor and therefor ranged champs who don't bought any armor item will have an effective Armor of 0.6... let say nothing.
so now you only need one item with 15 lethality.
the same logic goes with MaPen you can get 16Mapen easy from runes so then just with Liandry's you get 30MaPen and it give you the freedom to take other boots, or reverse get the sorcerer boots and then build heavy AP item instead of Liandry's.
going AP is only good for AP jungler or healer since the support gear don't have much AP but Heal & Shield buff.
I want to stress that if opting for a lot of damage as oppose to defensive stats you will not be able to use your ult as effectively and especially not in the middle of a fight. On the other hand, if you wish to kite and poke or split push even, going for more damage is a valid choice.
The main reason I suggest more tanky itemisation is because I want to promote a more reliable play style no matter the scenario. With a more tanky build you have a lot more options and can even fill as your team's initiation. If you wish to follow the information provided in the guide then I strongly recommend following the build. If you however wish to keep your own build then most of the information located on this page will not be relevant. It is not that I do not acknowledge the different play style, but I simply wanted to avoid confusion especially for players who are just starting out as this champion.
As far as the lane in which you play goes, main reason I recommend top is due to the potential the teleport summoner offers. If you wish to play in mid lane make sure that your team composition isn't all AD, and avoid going against really mobile mages such as Ahri or LeBlanc.
As far as bot lane goes if you have a support that can lock down your enemy it can make it really easy to land your E and secure kills. Other than that, whichever lane you play makes no real difference on what you have to build. You can just as easily go full damage top lane as bot lane or mid lane. The only real thing you have to take into consideration are the matchups in each lane and learn how to play against them (avoid following the ones listed in the guide without verifying, the list may be moderately outdated).
The reason the lane you choose doesn't really matter is because you will be most likely rushing manamune during the laning phase/early game anyway. Unless both teams take a lot longer to group or you intend to split push, the items you choose won't have as much impact as they do in mid or late game. I hope that answers most of your questions. If you wish for me to comment further on each individual item I will be more than happy to do so. When picking your lane your priority should be in team composition, matchups and how comfortable you are with them. As an example if your jungler doesn't know how to play AP carry and you are mid you may have to choose an AP carry instead in order to not risk being a full AD team.
so lets go by default champ base armor range for 30 to 50
E 20% reduce those for 24 to 40 but that's for everyone.
BC 30% reduce it further for 18 to 30 again for everyone.
MR 45% ArPen reduce it further for 10.4 to 15.6 only for yourself.
without BC ... MR would reduce it for 13.2 to 22... only for yourself.
so MR ArPen is more efficient then BC but only affect yourself, that's the big difference; BC is good for all the other stats... health CDR speed buff all good for a Top build but if another champ take BC,... those will just stack faster.
as an ADC you are better stacking amap damage for yourself that will still be effective in every situations.
So Prolly MR isn't a good option neither, the new meta seam to go for ADC with the 3 jungler lethality item... youmuu, EoN and DoD. the 3 serrated dirk built which is cheaper for jungler with the poacher dirk. but lethatlity isn't that strong early ... better for last game.
Anyway personnaly I always prefere to go with penetration runes for ADC or AP carry since it scale better in efficiency and is a stats that can be found in only few items.
do the math... 15 flat penetration from rune or a +10 AD or AP... 15 flat penetration from runes is quite good all the game... 10 bonus AD or AP is useful at the begining but loose in usefulness as you get item with 50 60 70 80 100 more of that stats... it the end it wouldn't be there it wouldn't change much things.
but penetration reduce armor so 15 ArPen is like 15% increased damage,
since armor/magic resist reduce damage by that value ratio... 30 armor means that you nead to do 30% more damage then the target health to kill it... so by reducing that armor you raise your damage by that Ratio.
the only things is,... ArPen cannot reduce Armor below zero so it only raise your damage as long as there is armor... so let say you take all the 3 lethality item... you gonna have 50 ArPen @lvl 18 ... so you gonna already bring all the ranged champ with only 30 base armor to 0 and even melee champ with 50@lvl18 to 0... so any further armor reduction is useless unless enemy build armor.
the only way to reduce armor in a negative value is with flat armor reduction... but their isn't any item that does this.
So CDR and AD and AP are stats that are quite easy to get with gear... better get stats harder to get with runes... Lethality and MaPen.
with just a longsword you can get more AD then with your runes... so AD runes are pretty useless imo. good for jungler to give them a good edge on the start since minion don't have much armor and jungler don't have minions with him to cope for minions attacks but bot ADC I build lethality, AP mid I build MaPen,... only healing support like soraka I build AP to buff her early heals.
top aswell I go lethality and Assassin hybrid like evelynn I go precision both MaPen and lethality...
ofcourse take armor and/or magic resistance runes aswell on your side, for the same logic they are better then health flat or scaling.
again flat health is good for jungler and scaling health is good for squishies that won'T buy much defensive item anyway... aka AD or AP carry, or some support,... not soraka; soraka is the only one for which I took health regen since her heal cost her health, to mitigate that cost with regeneration it give batter survibility.
Your E last 5 sec. dot... CD 16 to 11... with CDR40% you get a CD of 9.6 to 6.6...
so if you get Liandry+Rylai and Mortal reminder... your E will do 4% target current health/sec for 6sec... that'S 24%+2% for the remaining 2 seconds for a total of 28% with just one E aoe... add to that de 20% slow of Rylai for 6 sec. because the dot will reapply it every seconds... add to that a 5 seconds of grievous wounds...
your E cd is at best 6.6 seconds so you can pretty well keep all that countinously with an AoE!!!
I was trying to figure out a built for support.
add to that a runaan... and you get an -15% damage debuff on 3 targets just with AA.
take a FotM as gold income for heal and bubble/ward and CS gold share in case you kill some minion of your adc and that can be quite powerful Support that would zone and deny and debuff and peel.
As for ADC I think that Urgot cannot be a standard AA ADC... he is a Skill shot ADC
getting 40%CDR ASAP reduce his Q to 1.2sec CD so as an ADC lucidity boot +ER and 3rd Runaan give you 50% crit and 40%CDR.
so the idea is to last him minion from afar... 1000 range on his Q that's the longest range... not even tristana nor Twitch can reach with AA...so if they get in range to shoot you you can pretty much bubble up and AA then E+QQQQ or just bubble up and ult the ADC under your turret then E+QQQQ.
While looking at his kit... he got a bubble that make Bloodthirst jealous, with a slow better then IG or rylai's slow and that last longer and that can be applied at 1000 range.
I see his AA as a defensive tools when enemies get too close... so building Runaan is for defensive use... what would he need ? DD only delay damage... Phantom Dancer reduction isn't even as close as efficient as his passive... so why built any defensive... all is kit is defensive debuff and peeling.
so my item set that I would like to test for ADC: lucide boot ... rush ER take a tear on the way, but no rush for Muramana,... rush ER and then Runaan... then Muramana.
5th IE or if you want lifestealing BB... since your main damage source isn't AA but a skillshot physical damage... DD is the only useful one... but if you do so don't take lucidity boots... you gonna be 50% CDR.
last 6th I would go for RFC(ragefire Chasm?...wow no more lol rapid firecanon).
or BotRK for the on-hit synergy with Runaan, or MR/LDR for ArPen.
BC isn't for ADC imo.
My top bruiser item set is taken from you... except that I take Zzrot instead of GA.
Zzrot imo is way better than GA... health regen, speed buff to go from turret to turret, and the ability to place a turret(portal) anywhere ... that's so more useful then a second life every 5 min for the same price. well I took it instead of Sterak's... I saw that Urgot already got one of the highest base AD of ADC...115@18... corki is 116... and all other are 10 to 20 AD below... still the 25 bonus AD seam to me less meaning full and Urgot got already a bubble that scale on AP and mana pool so I would rather take Liandry's than Sterak's... as a defensive item.,, increasing your bubble shield by 64 + 300 health + the offensive burn %target health that pretty useful top against standard bruiser.
well I am still in learning and figuring out things,... I haven't played him yet... I like to figure out things before, so if I am heading way wrong somewhere please tell me.
thx
Also as a side note I would recommend only building the healing reduction component at first without finishing the whole item until the end as it can delay acquisition of other items necessary to hit your power spikes.
your right taking just executionner blade would be as much efficient for less expensive.
and lethality would be way more useful that %ArPen or BC armor redux.
BC is still a must for Top... talking about ADC, anyway from what I read and saw the new meta seam to go along that line to build lethality item on ADC.