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Choose Champion Build:
-
Top lane
-
Jungle
-
Mid lane
-
ADC
-
Support
Runes:
Precision
Resolve
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)
Spells:
Flash
Ignite
Recommended Items
Items
Ability Order Core
Echoing Flames (PASSIVE)
Urgot Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Urgot
REFER TO MATCHUP GUIDE AT THE BOTTOM OF EVERY ROLE
Urgot
REFER TO MATCHUP GUIDE AT THE BOTTOM OF EVERY ROLE
Ideal
Strong
Ok
Low
None
Urgot
REFER TO MATCHUP GUIDE AT THE BOTTOM OF EVERY ROLE
Hey! I'm Urpog. I'm the best off-meta Urgot in the world out of us 8 off-meta mains. I've played league for a couple of seasons now originally starting out as a top lane main. Now a multi-role masters Urgot only player who's trying to give everyone the knowledge about playing Urgot in non-conventional roles.
1. Rune choice, strengths, early strats
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2. Early laning phase & excuting it well
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3. Matchup guides & Synergy lists
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Welcome to the word-chunk portion filled of my guide, I'll be going over every role and giving you my best attempts at feeding you information so you're not completely overwhelmed in your attempts in off-rolling Urgot.
When you're reading you can expect to find information in the order of the graphic above for every role, I'm updating this guide every day in hopes to give you the absolute most amount of information possible, so feel free to contact me directly to ask any questions this guide doesn't answer!
When you're reading you can expect to find information in the order of the graphic above for every role, I'm updating this guide every day in hopes to give you the absolute most amount of information possible, so feel free to contact me directly to ask any questions this guide doesn't answer!

Very rarely will you be choosing






When they're trading with you they only have health as their resource but you have health and mana which you're always trading, if you're running









Since you don't have




Limit testing with





If you're finding you're dying way too much during the laning phase, I've made a little graphic showing where you should be in lane in proportion to how strong you are. If you're comfortable fighting 1v2, play at red, if you're capable of taking 1 down with you and able to fear the other away, play yellow if you want to get ganked by your jungle/be safe, play green.

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+ If done correctly, overpowered clear speed + Great early skirmisher, Level 3/4 power spike + Great invader, kill camps quick & getting out + One of the best users of Predator + Enemy thinks you're toplane + Countergank god + Most skill expressive role out of his 5 |
- Incredibly weak against coordinated teams
- Struggles from behind
- Weak when being invaded
- Squishier than your normal Urgot build
- New playstyle adaptation required
- Your team will probably flame you
- Weaker scaling
|
+ Great mobility + Early-mid game powerhouse + Good damage + Fun, rejuvenating playstyle + Catch enemies offguard with permanent presence - Gank heavy, worse in 1v1, utility build. |
+ Strong 1 v 1 potential + Great early middle late + Easy activation requirement + Enables full precision skill line + Exposure damage works with teammates - Much slower to path around the jungle |

How do you determine when you should take
or
? It's a really tough decision. I've written a matchup guide suggesting runes given the matchup at the bottom of this category.
If you're new to
jungle then I recommend you take
over
because it's easier to pilot. Once you've got an okay understanding of pathing, how to gank with
and generally how it functions, you can take it to the next level by experimenting with
.
is absolutely
jungles best rune but it's a completely different playstyle compared to normal
. You become a utility carry rather than being the frontline tank, activating
with your
to find picks when people are out of position, isolating important targets etc.
When you're playing
Jungle, it's incredibly important that you go in with a game plan due to being unable to 1 v 5 on
.
's identity is 2 v 5. You need to determine what champion on your team will do the best against the enemies team composition and prioritize your ganking around them.
's best winrates linger around 0 - 25 minutes, with this build and role you aren't playing the scaling game, you're playing to end games before they reach the 30-minute mark by getting what you've determined your win condition is ahead and securing objectives. If games head beyond the 30-minute mark those are the games you should VOD watch and try to understand what you did wrong, what you could've done better and how your actions impacted the game either negatively or positively.
To pilot
jungle's early game I've created the optimal clear for both sides of the jungle.
Red side pathing:
Blue side pathing:
After watching those videos, you've got a couple of options from here. People won't expect you to be ganking around 3:17, even the most optimal clear champions like
wouldn't show up around these times to gank.
You determine which lane you should gank based on what the enemy laner is and what your laner can provide for you. If the enemy laner is a champion with multiple dashes (
) and many escape options just visit your other lane which has lane setup for you instead then rotate back up to the scuttle.
The idea with your first pathing that I've created is that you're setting yourself up to be as strong as possible for the contest at scuttles, not many jungles do contest you at the scuttles anymore but on the occasion that they do, you'll have everything
up with double buff.
's level 3 is one of the best level 3's in the game. Especially when paired with
If they contest you're probably going to get one kill. If you get one kill but die it's still completely worth it. One kill with the full-path clear equals around 950 gold which enable your lucidity boots.
This is master tier so I know this Viktor knows exactly what he can and can't get away from. The objective here is to let him use his kiting and see if he'll use his flash prematurely.
is completely overtuned so you can abuse its long duration time and hover the enemy champion before being completely decisive with your abilities. If I slammed my
immediately at the start of this gank
would've just flashed the wall and that's still great! We get a flash for my
cooldown but it's not the best.
I didn't gain anything from making a play on the map. So what I did instead was limit everywhere he could walk to until he's completely vulnerable in the middle of the lane, if
's away then I can follow his flash with my
+
and he'll die in a trade-off that only benefits us. You need to be using your summoners on cooldown, if you have
available, then you need to use it as soon as possible.
jungle is mostly a pick that functions from team play and getting leads, you are very team reliant and you should be giving as many kills to your laner as possible. You spike at
, getting
, Getting
and getting
but anything after that and you'll start to fall off.
Here's my biggest win streak with
jungle from my climb of low diamond to high diamond. You can see purely from KDA some games where I've completely taken over lobbies but there are some tame games where I understand
simply CANNOT do enough and the game isn't about me carrying, it's about my teammates.


If you're new to










When you're playing




To pilot

Red side pathing:
|
Blue side pathing:
|


You determine which lane you should gank based on what the enemy laner is and what your laner can provide for you. If the enemy laner is a champion with multiple dashes (



The idea with your first pathing that I've created is that you're setting yourself up to be as strong as possible for the contest at scuttles, not many jungles do contest you at the scuttles anymore but on the occasion that they do, you'll have everything






Pathing around enemy example 1
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Pathing around enemy example 2
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If the enemy jungler is stronger than you early game and you have the information that they're starting their red buff, do this pathing to have an edge on them. | If the enemy jungler is stronger than you early game and you have the information that they're starting their red buff, do this pathing to have an edge on them. |
Pathing around enemy example 3
|
Pathing around enemy example 4
| |||
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If the enemy jungler is stronger than you early game and you have the information that they're starting their blue buff, do this pathing to have an edge on them. | If the enemy jungler is stronger than you early game and you have the information that they're starting their blue buff, do this pathing to have an edge on them. |
If you're struggling in the mid-game unsure of how you're supposed to make these ganks work, here's an example of a master-tier Viktor with his flash available.
This is master tier so I know this Viktor knows exactly what he can and can't get away from. The objective here is to let him use his kiting and see if he'll use his flash prematurely.




I didn't gain anything from making a play on the map. So what I did instead was limit everywhere he could walk to until he's completely vulnerable in the middle of the lane, if










Here's my biggest win streak with



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+ An actually useful role, unlike toplane + Your matchups aren't as onesided as toplane + Great anti-jungle farming options with Tiamat + Great level 3, scuttle/dragon contest easy + Able to brickwall enemy champions who rely on being fed (eg Katarina, Zed) + Enables Ignite, E Flash + Ignite level 2 99% time kills. + Anti-assassin |
- Gets demolished by control mages
- People think you're troll picked which leads to getting camped
- Low resource generation, if you OOM you're losing
- Hard to follow enemy roams
- New playstyle required, many new matchups to learn
- Your jungle will probably ignore your lane
- Stricter buildpaths available
|
+ Stronger 1 v 1 potential + Great early-middle-late + Easy activation requirement + Enables full precision skill line + Strongest rune for Urgot + Great for teamfighting |
+ Enables full precision skill line + Raid boss behemoth playstyle + The best for teamfighting - No longer meta but still usuable - Weaker laning phase for better scaling - Rough activation requirement |

You're never really going to be taking
over
. For the most part, it's here to offer you the option as a viable second choice.
fell out of love in the meta due being abused by ranged users like
.
in almost every situation is better.
So why mention it? Because the situation where it is better is super niche but super important. Below are example enemy team compositions where I'd take
over
. The idea is if the enemy is durable, tanks, bruisers, divine sunderer users, etc you'll get more value the longer the team fights are, Urgot doesn't have any issue surviving for long amounts of time so that's when
becomes good.

If you don't kill you're still going to burn their flash which enables your jungle to come mid.
is one of the best champions in the 2 v 2 situation. You have an amazing gank set up in your
. 50% slow for 1.25s allows your jungler to get into range, if your jungle has a stun then you're set up to use your E
which almost guarantees a kill.
Level 2 you want to continue pushing your early superiority, there are not many champions who can contest
's level 1 or level 2 - control mages are the only champions who stand the fighting chance. What you're trying to achieve here is pressure. You want to push the minion wave under the enemy tower, you want them to drop minions to the tower damage, holding perma-priority over them so they can't rotate to scuttles without losing a large chunk of gold.
Champions who struggle against
's level 1's and 2's early game usually struggle to shove back against you. Your W
can get you an incredible priority as it's an incredible shove tool. Force them to lose either 200 gold or do 200 damage to you, once your minions are under the enemy tower that's exactly when you want to start walking around with your jungle, you want to be actively looking for the 2 v 2 scuttle fights always, even if your jungle is comparatively weaker compared enemies jungle.
If you've picked up an early kill, you'll want to base immediately but make sure you're conscious about your wave management, wave management is the name of the game mid-lane. You cannot leave minions lingering outside of the enemy tower - even if the enemy has teleport available. You need to wipe out the enemy minion wave, get the rest of your minions that are lingering nearby under the tower so you can reset.
Once you reset you should pick up
.
is the most incredible item for
but it's far too greedy to start as your only starting item. Many people will debate if cull is worth it but
using
doesn't fill into any of those categories due to how exceptional
's W
is with onhit effects.
uses the 3hp passive from on hit 3 times per second as well as being an extremely gold-value benefitting champion.
At level 3 is when your bad matchups can become managable. In bad matchups you always take the skill order of
. Once you've unlocked your
, you can slow enemies for 50% for 1.25s.
Around level 3 is when you should start poking your enemy laner with
. One of two of them will put them in the threshold to be deleted by your full combo of;
+
+
+
+
. This combo should deleted any champion, even through barrier if you've poked them down significantly enough, your kill window with this combo lingers around ~800 HP which is extreme overkill on most mid laners HP.
Your first base should be based on your gold amount. Regardless of how much gold you have you pick up a
.
is incredible, especially in bad matchups. You become a bunker champion because you have
and then on top of all of that,
. At this point nothing can kill you unless you're making repetitive mistakes.
If you have extra gold after your first base, maybe you got first blood, maybe you've just farmed perfectly. Picking up the early
and placing it in the mid-river to try and spot out the enemy jungle, providing yourself and your teammates some river control. When you're playing
mid you're not just playing against your laner, you are constantly 2 v 2. It's very important to keep this in mind.
ing enemy raptors, seeing if they're up and potentially stealing them away if you've shoved the wave under enemy tower etc.
If you still have extra gold after buying the early control ward, there are many things you can do here. Either way you're going to be building into
but
has three build paths. If you're against something like
you'll want
,
and you'll be able to tank up a lot more damage than you ordinarily would.
But if you're feeling confident, maybe
's missing all of her abilities and you can abuse her regardless of being counter picked, you can go
into
. When you have
that's when you start to come online, mostly against the enemy jungle.
is exceptional at clearing the enemy jungle camps, shoving the wave in mid lane and then rotating to the enemy raptors, using your
in the middle of them, then holding your
will kill the camp in a couple of seconds.
If you've played your lane well then at this point you're an oppressive midgame god, once you have Titanic hydra you should be actively looking to invade the enemy jungle on your own, stealing camps away and putting some deep vision down.
Your goal with
mid isn't just to lane against your laner, you need to be the one oppressing the enemy jungle if that's with your jungle or just by yourself, you need to understand your limits and it's a learning process for sure but there are some games where I've completely taken over games and averaged 12.5 CS per minute from just taking enemy JG farm and my lane.





So why mention it? Because the situation where it is better is super niche but super important. Below are example enemy team compositions where I'd take



Example Team Composition 1
|
Example Team Composition 2
|
Example Team Composition 3
|

Good matchup: Refer to match up guide below
If you don't kill you're still going to burn their flash which enables your jungle to come mid.



Level 2 you want to continue pushing your early superiority, there are not many champions who can contest

Champions who struggle against


If you've picked up an early kill, you'll want to base immediately but make sure you're conscious about your wave management, wave management is the name of the game mid-lane. You cannot leave minions lingering outside of the enemy tower - even if the enemy has teleport available. You need to wipe out the enemy minion wave, get the rest of your minions that are lingering nearby under the tower so you can reset.
Once you reset you should pick up








Bad matchup: Refer to match up guide below
Level 1 let them shove into you. You want them to be crashing the wave under your tower so you can farm it without taking poke from them. Anything with range should be actively attempting to zone you from the wave. At level 2 you should be looking to hold the wave around your tower, level 2 is building up into where the jungles start doing something on the map, if the wave is at your tower you're putting passive pressure on the enemy laner for even being pushed up towards your tower. |
At level 3 is when your bad matchups can become managable. In bad matchups you always take the skill order of




Around level 3 is when you should start poking your enemy laner with






Below I'll provide a video where I visualize everything I've said here. Showing how to put it in action, knowing what you need to drop to set up this kill window. It's also against
your second-worst matchup.

Your first base should be based on your gold amount. Regardless of how much gold you have you pick up a





If you have extra gold after your first base, maybe you got first blood, maybe you've just farmed perfectly. Picking up the early



If you still have extra gold after buying the early control ward, there are many things you can do here. Either way you're going to be building into







But if you're feeling confident, maybe







If you've played your lane well then at this point you're an oppressive midgame god, once you have Titanic hydra you should be actively looking to invade the enemy jungle on your own, stealing camps away and putting some deep vision down.
Your goal with


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Strong enemy laners
Please refer to the matchup guide below to know what's strong against you.
Level 2 is when you're able to start doing something. You've let the enemy laners push you under the tower, letting them exploit their level 1 advantage, you've lured them into the sense of security.
What most ADC's in this situation who are aiming for early pressure will do is auto you under your tower now, dancing around tower aggro, abusing their superior range on you, let them do it one or two times, you'll heal with




The auto-attack they've used to harass you under the tower has now worked against them drawing tower aggro, most ADC's in this situation will panic flash away from you but by then it's far too late for them. If your support is something that gives you movement speed like






On my base I pick up





Don't get cocky just because you've secured an early lead though, this doesn't mean you're in any better position against champions who outrange and kite you. You need to play these lanes slow and calm, what I like to do when the enemy lane will win regardless of it being 1 v 2 or 2 v 2 tells my support to roam.
Once your summoners are back up, tell your support to rotate back bot lane, you can play hyper-aggressive by


Weak enemy laners
Please refer to the matchup guide below to know what's weak against you.
Start
. Level 1 grab the priority of the wave by starting
. Use your frontal legs to the wave and annihilate the first wave's melee minions, don't overextend too far forward by trying to immediately kill the ranged minions or you'll get poked back far more than it's worth, as long as you don't drop below 80% HP for doing this on the first wave you're absolutely fine though. The objective of pushing this first wave is to have a huge priority going into level 2.
If you've pulled off an early kill which is very likely when playing
try to base as fast as possible but don't neglect your wave, there are many ways you can leave your wave state but just to be uncomplicated, I'll show you a good wave state vs bad wave state.
Send your support off to roam around with your jungle but make a note that the enemy bot lane doesn't have summoners right now and you can make a play bot lane, if they don't come bot again it's no issue since you're contributing more to the map and you scale better into the midgame with your
.
Weakside is an invaluable strategy in the current meta, especially when you're playing bot lane.
is one if not the best weakside champions purely because he's not looking to be hyper-accelerated in the game to function.
gives you a net gold gain of 180, on top of that 180 you're getting solo experience, levels aren't as important on any other champion as much as they are on
.
's strongest time in the game is at level 13 when his legs are on 2.5 seconds cooldown cap.



If you've pulled off an early kill which is very likely when playing

Send your support off to roam around with your jungle but make a note that the enemy bot lane doesn't have summoners right now and you can make a play bot lane, if they don't come bot again it's no issue since you're contributing more to the map and you scale better into the midgame with your

Weakside is an invaluable strategy in the current meta, especially when you're playing bot lane.





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