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I didn't downvote yours just because there are better guides. In fact, I DIDN'T DOWNVOTE IT AT ALL. I dropped criticism and made a logical argument.
"Spell Vamp is a magic stat. The Spell Vamp works as the magic counterpart of Life Steal, but instead of absorbing life from physical attacks, it absorbs life from champion abilities. It works off of activated item effects, summoner spells, and abilities, regardless of the type of damage done. Spell Vamp is calculated from the damage dealt to the enemy (after Magic Resistance)."
I think that should settle it.
I like your first build. The second one is just ****. But the only problem with the first build is the Hextech Gunblade. It is unnecessary and doesn't help Urgot at all. None of his abilities use Ability Power. It's all physical damage. Secondly, Urgot actually benefits tremendously with attack speed so Madred's isn't as bad of a choice. But yes it only affects auto-attacks. Overall though, I'd say your build is good and well on its way to being great. I tend to like the Manamune as early as possible and then build around max mana and attack damage/attack speed. But I agree with your Core Items list (except I feel The Brutalizer is optional).
I give a +1 :D
Thanks for the +1, but let me explain the Gunblade.
Spell vamp is proc'd on abilities, not just magic damage, so acid hunter gets spell vamp. I only recently learned this, and if anyone could clarify me on that I'd be happy to change it if I'm wrong.
I know the second one is **** lol I made it just for fun to see if it could be possible(It isn't, apparently)
Manamune is great on Urgot, and I always manage to get it, no matter the length of the game. My first two built items are manamune and boots.
I forgot to remove the picture of the brutalizer from the core items pictures, so it looks like it's still part of the core.