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Urgot Build Guide by bocchicken

Top [11.1] Mr. Krabs hittin DABS

Top [11.1] Mr. Krabs hittin DABS

Updated on January 6, 2021
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League of Legends Build Guide Author bocchicken Build Guide By bocchicken 13 2 27,827 Views 4 Comments
13 2 27,827 Views 4 Comments League of Legends Build Guide Author bocchicken Urgot Build Guide By bocchicken Updated on January 6, 2021
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Runes: Parent Teacher Attack

1 2
Press the Attack
Legend: Tenacity
Coup de Grace

Bone Plating

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)


1 2
Run it up
LoL Summoner Spell: Flash


LoL Summoner Spell: Teleport


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Champion Build Guide

[11.1] Mr. Krabs hittin DABS

By bocchicken
1st Commandment (Intro)

Urgot is a disgusting champion right now, and you should be abusing him for some FREE preseason LP. He wins most of his top matchups against meta picks, and even when behind can build tanky and provide utility with slows + the fear from his ULT. He also has a simple, straightforward playstyle which makes him easy to pickup and learn regardless of rank or skill level.
2nd Commandment (Build Summary)
Teleport OP.. and that is what this build is for! Win your lane early because of the preseason changes, and then tp and help your team confirm objectives with great rotations and map pressure.

All you need to start dealing damage is your Divine Sunderer, after that it is smooth sailing. Feel free to go into Cleaver and Hydra if you are confident, or just go tank. Super adaptable itemization after cleaver allows you to be useful while facing any comp.
3rd Commandment (Basics)
Bone plating + your tanky build + shield from E, allows you to absorb tons of dmg in fights while dealing tons of dmg with your passive and W.

Ulting a target at the beginning of a fight and then E-ing/Flashing in to fear the enemy team can let your team mop up the rest with ease. Make sure to abuse early in lane, your W + shield bash gives you TONS of damage and a shield to stop the enemy from trading back.
4th Commandment (Pros and Cons)

+ Very aggressive/high pressure early game
+ spikes HARD at first item
+ almost guarenteed win if you get 1 or 2 early kills
+ AOE abilities = ez to farm and push with
+ Simple-ish kit, easy to pick up and learn

Your level 1 is VERY strong since you take E, giving you a gap closer + a shield, combining with your passive allows you to win almost all lvl 1 trades with ease. Use your range and early game damage to pressure and get vision in order to help your jungler get scuttle crabs and early objectives.

- Only 1 movement ability with a long CD
- easy to gank if overextended
- Large hitbox and low MS
- does poorly into hard CC comps
- is not very useful if significantly behind.

Ranged matchups can be tough before boots and a few points in Q, so you might have to adjust playstyle a bit and look to go aggressive only when you hit level 6. Make sure not to use your E unless you know where enemy jungler is, because of it's long cooldown it is almost impossible to run away from a gank if you use E too early.
5th Commandment (Summoner Spells)

Flash: If you aren't running flash in every game you are trolling. You need it to initiate, stick on enemy backline, or provide an escape to get to safety. A MUST have in every single situation.

Ignite: Guarentees kill pressure at 6. Take in a majorite of matchups that you are confident in winning. If you're unsure, run ignite. The short CD means you'll get a lot of use out of it >:)

Teleport: Safe laning 101. Certain matchups that pressure you early, like Quinn and Vayne can requrire a TP to get you through laning phase until you can threaten to kill them at lvl 6.
6th Commandment (Items)
Pick into comps with heavy AD. Pretty self explanatory.

Your go-to boot option in most games as heavy CC will shut you down HARD.

Your bread and butter, synergizes extremely well with your W and has a solid buildpath that gives you damage and tank shred along with HP and movespeed.

CDR, HP, and AD. Everything a growing urgot needs. Your W also applies the cleaver armor shred passive almost instantly making you very effective into tanks

More AD and CDR, but ALSO tons of healing and AOE waveclear allowing you to sustain better in fights and sidelanes.

The premeire bruiser antiheal item, better than thornamil in almost every situation (unless into a FULL team of AD auto attack based champs)

The changes to death's dance make it into a niche pick that works well into full AD comps. Build only if you need the extra sustain and aren't worried about the enemies AP threats.

Build only after Ravenous as the healing you get will be increased with Visage's passive. If you need early MR, get merc treads or spectres cowl and then sit on it until later in the game.

THE PREMIERE CASSIOPIA COUNTER. Also takes champs like Teemo, Singed, and Kai'sa out of the game. *Build only in certain situations*
Urgot is a VERY simply champ, but there are two (2) EXTREMELY important combos you need to know on him.

1. The Flash + E. Pretty self explanatory, but you can use your E, and during the initial wind-up for the dash you can use flash to gain extra distance. This is VERY useful when trying to initiate a fight or confirm a kill etc. etc.

2. With divine sunderer it is imperative that you weave in normal auto attacks with your combo in order to maximize DPS. With your W maxed you can toggle it on and off midfight, the most optimal timing i have found is letting your W auto 4 times, toggling it off to auto and proc sunderer, then toggling it back on again and repeating. Now this is not 100% necessary but it is a SIGNIFICANT increase in your damage if you do this, so i recommend practicing in Norms/practice tool to get comfortable with this playstyle.
Thank you for reading : )
I appreciate you all taking the time to read this guide, any questions or feedback is gladly accepted and I will be updating as frequently as I can!

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