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Urgot Build Guide by Periphetes

AD Carry [5.17] - E N D G A M E - The original carry is back for S5!

AD Carry [5.17] - E N D G A M E - The original carry is back for S5!

Updated on September 12, 2015
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League of Legends Build Guide Author Periphetes Build Guide By Periphetes 219 51 1,227,517 Views 167 Comments
219 51 1,227,517 Views 167 Comments League of Legends Build Guide Author Periphetes Urgot Build Guide By Periphetes Updated on September 12, 2015
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1
Periphetes (17) | October 1, 2015 9:32am
I have playtested a few games (not much) and it seems to be about the same. The guide doesn't really build defensive items, and the optimal offensive items haven't really changed. I only found two major changes. You should get a point in shield early now since it scales with tear. I also reconfigured the CDR core to not include Black Cleaver, since it doesn't have flat armor penetration any more.

The lack of drastic changes is because there aren't any.
1
Asothin (3) | October 1, 2015 7:17am
Periphetes wrote:



Hey man. I'm sorry to hear you don't like my guide. Up through season 4 I had been playing Urgot this way always at gold or better. I have seen similar damage builds used in anecdotal matches in high elo as well.

I can't answer to any meta concerns, I haven't studied it in a while. However, those do rarely matter for low elo when you are improving yourself and having fun. When I started playing Urgot during season 1, he was widely considered the worst champion in the game. I climbed from 700 to 1400 (First time, not smurf!) by doing it. So, I think just because something doesn't fit the meta, doesn't mean you can't try it.

Mobility is definitely Urgot's biggest weakness, but I think he makes up for it with DPS when played this way. Unlike many of the new champions there actually are pros and cons to picking him.


You make some valid points and I agree with what you are stating. However, my main concern is the lack of effort in exploring how this particular build could hold in the current patches especially with the new items. It is not that I don't like your guide. I just found that the title is a little bit misleading given that very few changes have been made to the original.

The only part I found that is referring to any changes made for season 5 is the one in the version history. Perhaps a paragraph briefly explaining how he differs now would be nice. However, you will do whatever you want. I do on the other hand appreciate the acknowledgement of this unfairly underplayed champion. Thanks for you time and for replying to my previous message.
1
Periphetes (17) | September 15, 2015 8:27am
Asothin wrote:

Made an Urgot guide my self. You have mentioned that Urgot is the worst in bot lane, and still insist on making him play like an AD Carry with a Glass Cannon build. That might work for lower elo's, but generally unless you snowball your team relies on having a bursty mid lane or a tanky top. Alternatively someone who can counter a bursty mid laner/ad carry. On top of that Urgot has no gap closer or escape which is quite important if you are running a glass cannon build, since otherwise you can get easily killed by a bursty mage or assassin. With that in mind his ultimate is rendered useless in team fights.

The reason it bugs me the most is because you are bringing an old guide back, did almost nothing to it and put a 5.17 stamp on it. Don't bother bringing the argument of "oh but ADC's are being played top and mid". The answer to that is, yes in lower elo or otherwise it is a skill heavy bursty poke champion such as Varus who brings the necessary CC and damage to the board, both of which Urgot does not really reliably have. (ULT doesn't count since you can't use it in a team fight as said before). I'll be happy to answer any counter arguments.


Hey man. I'm sorry to hear you don't like my guide. Up through season 4 I had been playing Urgot this way always at gold or better. I have seen similar damage builds used in anecdotal matches in high elo as well.

I can't answer to any meta concerns, I haven't studied it in a while. However, those do rarely matter for low elo when you are improving yourself and having fun. When I started playing Urgot during season 1, he was widely considered the worst champion in the game. I climbed from 700 to 1400 (First time, not smurf!) by doing it. So, I think just because something doesn't fit the meta, doesn't mean you can't try it.

Mobility is definitely Urgot's biggest weakness, but I think he makes up for it with DPS when played this way. Unlike many of the new champions there actually are pros and cons to picking him.
1
Asothin (3) | September 15, 2015 7:20am
Made an Urgot guide my self. You have mentioned that Urgot is the worst in bot lane, and still insist on making him play like an AD Carry with a Glass Cannon build. That might work for lower elo's, but generally unless you snowball your team relies on having a bursty mid lane or a tanky top. Alternatively someone who can counter a bursty mid laner/ad carry. On top of that Urgot has no gap closer or escape which is quite important if you are running a glass cannon build, since otherwise you can get easily killed by a bursty mage or assassin. With that in mind his ultimate is rendered useless in team fights.

The reason it bugs me the most is because you are bringing an old guide back, did almost nothing to it and put a 5.17 stamp on it. Don't bother bringing the argument of "oh but ADC's are being played top and mid". The answer to that is, yes in lower elo or otherwise it is a skill heavy bursty poke champion such as Varus who brings the necessary CC and damage to the board, both of which Urgot does not really reliably have. (ULT doesn't count since you can't use it in a team fight as said before). I'll be happy to answer any counter arguments.
1
MegaopillasPrime | September 2, 2014 9:45pm
Nice build, just tried it, works wonders. But your Teamfight section can seriously be summed up to Teamfight like an ADC. Urgot doesnt take more skill to move and repostition acid hunters on locked targets anymore than it takes to click an enemy shoot them then click a spot and repeat as any ADC.
1
Periphetes (17) | September 1, 2014 12:52am
oh3one1 wrote:

With the recent updates to Urgot do you feel the mana regen runes are still necessary or do you believe we could update them with something more useful. Also, I would like to add I upvoted and believe this is by fair one of the best ways to play Urgot.


Mana regen runes are still good, but I believe a different playstyle could support different runes. I like to keep my mana as high as possible for muramana.
1
oh3one1 | August 27, 2014 7:39pm
With the recent updates to Urgot do you feel the mana regen runes are still necessary or do you believe we could update them with something more useful. Also, I would like to add I upvoted and believe this is by fair one of the best ways to play Urgot.
1
Periphetes (17) | August 25, 2014 7:39am
Kaaboose wrote:

Up voted the guide. I have a question on the Masteries though. Do you think it's viable to drop Expose weakness and 1 point of warlord for spell and blade weaving?
Also, Would it be worth dropping Black Clever for Ghost blade in any situation?


Most of the time in endgame, I spend a lot of time out of the fight poking with Q combo. If you are in low elo I would definitely suggest the swap you mentioned, but it won't help unless you can walk up and auto them safely a lot.

Black cleaver scales multiplicatively with the rest of the build in most situations. Not only does it scale well with your own damage, but landing corrosive charge on a target will shred 25-40% of their armor (based on ticks) which your ALLIES can take advantage of. The only situation I can think of changing this is when your opponents predominantly have less than 60 armor. If they buy a single armor item, black cleaver becomes better passively.

That said, playstyle could make youmuu's better as a mobility item. It's extremely hard to balance that with toggling muramana, though. I wouldn't recommend anyone who isn't challenger tier try it, you'd have to micro like a god between the two items.
1
Kaaboose (1) | August 24, 2014 3:25pm
Up voted the guide. I have a question on the Masteries though. Do you think it's viable to drop Expose weakness and 1 point of warlord for spell and blade weaving?
Also, Would it be worth dropping Black Clever for Ghost blade in any situation?
1
Periphetes (17) | May 27, 2013 12:35am
Ulchestor wrote:

Great Guide but which lane is best for Urgot from a team and solo perspective; Top, Mid or bot? Just wondering.

NOTE: I've seen that others have asked but I just wish for a more in-depth view of the topic.


It's ultimately inconsequential, however if you send him Top or Mid you'll need to coordinate getting a tank or AP carry elsewhere.
1
Ulchestor (1) | May 26, 2013 2:39pm
Great Guide but which lane is best for Urgot from a team and solo perspective; Top, Mid or bot? Just wondering.

NOTE: I've seen that others have asked but I just wish for a more in-depth view of the topic.
1
Periphetes (17) | May 23, 2013 6:56pm
Mayhem Man wrote:

That is it! That is it. On the release of Magma Chamber, I challenge you to face me with your build... We will both play Urgot. I will prove that AS and Crit is a waste on Urgot. Your advice is just plain wrong, and it's about time you were called out on it.


You do realize by the time you can afford the final PD, it's already super late game, correct?

Let's compare:

Assume 320 AD and a fully stacked Muramana which deals 80 physical bonus damage.
Bloodthirster:
+100 damage on Q (Approximately 20%), +100 damage on autos (Approximately 25%), some lifesteal.

Phantom Dancer:
No Q bonus, but approximately 30% attack speed total (after levels, attack speed doesnt stack with level bonuses), 30% crit, and some movement speed. Because crit and attack speed stack multiplicatively, this is about a 70% auto-attack damage increase.

All things considered, including the movement collision passive, the two options are at least comparable. Which one is superior is pretty much open to debate, and really depends on the game and playstyle.

Ultimately, it doesn't really matter because games hardly ever last long enough to pick it up.

On Zephyr, it's just a boot replacement. Nothing else is viable because they don't have enough movement speed and/or cooldown reduction.

The only reason I responded is because I never really provided an adequate answer in the guide. I am assuming you are trolling and will not be replying again.
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