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Urgot Build Guide by Hazardist

Jungle (25.12) An Introduction to Urgot Jungle

Jungle (25.12) An Introduction to Urgot Jungle

Updated on June 13, 2025
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League of Legends Build Guide Author Hazardist Build Guide By Hazardist 483 Views 0 Comments
483 Views 0 Comments League of Legends Build Guide Author Hazardist Urgot Build Guide By Hazardist Updated on June 13, 2025
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Runes: Press The Attack

1 2
Precision
Press the Attack
Triumph
Legend: Haste
Cut Down

Inspiration
Magical Footwear
Approach Velocity
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health

Spells:

Blue smite
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Gustwalker Smite

Gustwalker Smite

Threats & Synergies

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

Champion Build Guide

(25.12) An Introduction to Urgot Jungle

By Hazardist
Introduction
Hello everyone. I'm Hazardis, but also go as Sieghardt in other games/accounts. I've been playing League since around season 7 and peaked at Master 300-something LP a couple of seasons ago, until unhappiness with the game led me to take a long break from it.

I used to OTP Skarner before and up until his rework last year. Some readers might recognize me as the author who made the most upvoted and viewed Skarner guide on MOBAFire, from before he was reworked. More recently, I've also made the prize-winning guide on Yorick Jungle, which I hope you can think of as a certification to my knowledge on off-meta AD bruiser Junglers.

This time, I bring a champion that I can guarantee is a strong S tier pick in the current meta, just vastly underrated: Urgot. He's already in good position in his main role, the top lane, but only very few are taking him into the Jungle where he's equally as strong and, most importantly, fun to play.

I encourage you to check the guide on the desktop browser version, as the mobile version has a clunky formatting that makes for a less organized view.
Why Urgot? Pros and Cons
Once a powerful Noxian headsman, Urgot was betrayed by the empire for which he had killed so many. Bound in iron chains, he was forced to learn the true meaning of strength in the Dredge—a prison mine deep beneath Zaun. Emerging in a disaster that spread chaos throughout the city, he now casts an imposing shadow over its criminal underworld. Raising his victims on the very chains that once enslaved him, he will purge his new home of the unworthy, making it a crucible of pain.


Urgot is a juggernaut who is all about overwhelming your enemies through sheer force. He's unique in that among his class, he's the only one who is a ranged champion and is also relatively mobile thanks to his dash from Disdain. He can pull his weight both in short trades and extended fights equally, and Fear Beyond Death is one of the most fun executes to pull off in the game.

PROS

+ Easy and fun to play
+ Fast Jungle clear
+ Strong teamfighting
+ Great scaling
+ Rewarding to master

Urgot won't take you long to pick up from scratch since his kit is straightforward for the most part. He can easily full clear below the 3:20 mark putting him up there with most meta Junglers, is a force to be reckoned with in skirmishes and teamfights, scales very well off of levels and items, and once you've figured out how to best use his tools, it's a champion that will make plays and games feel fun for you.


P

Q

W

E

R
CONS

- Low range
- Predictable engages
- Easy to invade
- Weak before level 6
- Needs to hit skillshots

Despite being a ranged champion, Urgot's range makes it so he effectively needs to walk up to his enemies to do most of his job. His attempts to engage are very easy to see coming outside of a Flash surprise play, and his long cooldowns at the start of the game makes him an easy target for early invades if you don't see them coming. He's also very reliant on landing his skillshots for the most part, otherwise his targets can easily abuse his low mobility to disengage or play around him at ease.
Runes
Both of the runesets I propose are generally good whether you are going versus a melee or ranged, squishy or tanky matchup. The choice mostly comes down to preference and specific difficult matchups, and I offer you advice on which to take for most of the champions you might encounter as the enemy Jungler on the Threats % Synergies section at the beginning of the guide.

Press The Attack



Press the Attack: Towards the end of season 14, Yorick got a very important bugfix which involved Mist Walkers and Maiden correctly stacking this keystone with each separate hit once again. This translates into them being able to reach the limit of 12 stacks even by themselves, and very quickly, which means that your damage output skyrockets with this rune. The bonus healing while at full stacks comes in handy during extended fights too.

Triumph: Simply the best in slot, as neither of the other two options are useful at all for Urgot in the jungle. The burst of healing after a takedown can be a lifesaver in some fights, and the bonus 20 gold will stack nicely throughout the game to a decent amount overall.

Legend: Haste: Urgot has little to no use for extra Attack Speed or Life Steal, so this is easily the superior option from this row. Having less cooldowns on Corrosive Charge and Disdain can be very helpful later in the game, especially for your clears.

Cut Down: All your sources of damage will hit harder on enemy champions that are high on Health, making this rune useful for getting your enemies low enough for the execute threshold on Fear Beyond Death. More a matter of preference really, as all 3 options in this row are acceptable choices. I prefer this one as it shows the highest winrate among the three by Urgot players as of patch 25.11.

Magical Footwear: You will gain Slightly Magical Boots through normal gameplay, and even quicker into the game if you pull off any successful ganks or Jungle skirmishes early in the game. Saving 300 gold on Boots while also getting an extra 10 Movement Speed out of them is simply too good for almost every Jungle champion in the current meta to pass up on.

Approach Velocity: This will help you stick to targets you have applied Crowd Control on, which could simply be done by hitting Gustwalker Smite on someone. It also comes in handy at the time of Ganking, as it can activate off of your teammate's disrupting abilities as well.

Rune shards: Adaptive Force, Adaptive Force and scaling Health shards are the best for making your early game clears as quick and healthy as possible. While you could commit to greater scaling value, it is better to compensate for your weak early game than to minmax late game stats when it comes to these.

Phase Rush



As for the Sorcery tree, in the games where you go for that alternative:

Phase Rush: It's the reason we take this tree in the first place. The burst of Movement Speed offers really high value even in situations where you wish to keep fighting in close range because you will find it much easier to dodge skillshots and reposition yourself to trigger Echoing Flames around the target you're focusing.

Nimbus Cloak: Mostly taken because of its strong synergy with the rest of the runes we're choosing from this tree, but also because Axiom Arcanist just isn't something Urgot gets to exploit to its fullest potential, so it would be a waste to take it.

Celerity: This rune will boost your movement from the start to the end of the game, by passively enhancing every source of Movement Speed you have which includes effects such as Gustwalker Hatchling, Cloud Drake, the speed increase from Approach Velocity, and also offers great synergy with every other rune from the Sorcery tree that I am recommending.

Waterwalking: You will be spending a considerable amount of time during the game crossing the river as a Jungler, so getting extra Movement Speed and Attack Damage while you're on it is only the right choice. The bonus stats will make a considerable difference when you're taking an objective on your own, and also if you find yourself fighting with the enemy Jungler over the Rift Scuttler, especially the very first one that appears at 3 minutes 30 seconds into the game.
Summoner spells
Flash is arguably the only choice for summoner spell to pair Smite with as Urgot because it enables you to set up your Disdain from otherwise impossible angles and catch your enemies by surprise. It also has better synergy with Corrosive Charge than what something like Ghost would provide, so it's never the wrong choice.

Gustwalker Hatchling is the best choice at least as of patch 25.12, as its burst of Movement Speed when passing through a Brush or killing a Jungle camp is too useful in all situations to discard, especially consider how lackluster Mosstomper Seedling and Scorchclaw Pup feel in general, though this may change in the future if they get buffed at some point.
Ability sequence
There's only one sequence I recommend to follow since it's what maximizes what you gain with each level, and is also the most intuitive.
W
MAX
1

W
2

Q
3

E
4

W
5

W
6

R
7

W
8

Q
9

W
10

Q
11

R
12

Q
13

Q
14

E
15

E
16

R
17

E
18

E
Take Purge because it makes your very first camp clear as fast as possible, and also makes it so each individual cooldown on Echoing Flames will be close to each other which is important during your first clear, as you want to spend most if not all of them on one same camp when they are back up.

Corrosive Charge is better to max second over Disdain because both scale in damage and cooldown with each level, but a stronger Slow will be more useful to you than a slightly bigger shield. It's fine if you wish to max Disdain second in games where you fell too behind in the early game and need the extra survivability though.
Itemization in detail

Starting Items


Even if you don't purchase it directly, the game will set Stealth Ward as your trinket by default after you leave the base, and is generally the best trinket to take at the start anyway. You will get one charge of it right away, and you'll gain another by the time you can Recall for the first time.
Additional notes:
Spoiler: Click to view

The best situation in which to start with Oracle Lens instead is if someone on your team, most commonly the support, took an engage champion and wants to force an early invade into the enemy Jungle. Taking this will help clear vision and make sure your team remains unseen during the process.

Take Gustwalker Hatchling as adviced, as it's the only good choice for Urgot amongst the Jungle pets. Double check that you have purchased it before leaving base for the first time, as Junglers also not allowed to purchase anything else before taking a pet item, and also to save yourself from the awkward situation of starting your first clear without it.

First Recall Purchase Options


A standard 6 camps full clear leaves you with enough gold to afford a Pickaxe very early in the game, and it's a great component to pick up if you find yourself Recalling after taking the first Rift Scuttler.

Pick up a Phage when you have 1100+ gold, but less than 1275, on your first Recall as it's a component that builds towards Black Cleaver and the bonus Health proves really useful in the early game to keep your clears quick and healthy.
Additional notes:
Spoiler: Click to view

Grab either a Ruby Crystal or a Long Sword alongside Pickaxe if you have between 1225 and 1275 gold on your first Recall, rather than spending only 1100 of it on a Phage. Both of these components offer great value early on and will almost guarantee an item advantage on the enemy Jungler until your first item powerspike, if you manage to get enough gold for your first base.
Brief macrogame guidelines
HOW TO GANK: Learning the blind vision spots is of utmost importance when it comes to approaching a lane quickly. Stick to the walls or other terrain if you're approaching from the river, and pop your Oracle Lens as you're approaching the bush; if you spot a Ward, don't waste time clearing it and just keep going before the enemy has too much time to react. Always make sure to ping your laners (responsibly) 5-7 seconds before you go in.

WHEN TO GANK: Ideally you want to powerfarm until you hit level 6, which means that Ganks will probably not come before then. The only exception would be the small window of time you have during the first Rift Scuttler spawn (3:30) when ganking the nearby sidelane, or counterganking the enemy Jungler, would be smart plays to look for before falling back to your second spawn camps.

WHOM TO GANK: I really advice you to not waste any time ganking any laner that has died before 4 minutes, or that by the 10 minutes mark has at least 3 deaths; that's all the proof you need that they don't know how to lane properly and that they're not worth trusting with any resources. You're better off focusing on lanes near live objectives who are also even or not losing by too much, and especially in volatile matchups (melee vs melee, etc).

JUNGLE TRACKING: In this season, tracking the enemy Jungler properly is more important than ever due to how much priority early objectives have at the beginning of the game. A good rule of thumb to follow the enemy Jungler in the first minutes of the game is: if he started on the same side of the map as you for the first clear, he will remain on the same side as you for most of the first 10 minutes of the game, assuming that A) you have focused diligently on farming, and B) he hasn't wasted too much time hovering around mid or the sidelanes before the first objectives have spawned.
Jungling in the early game
At the very start of the game, you should move to the top side river if you're playing on blue side, or the bot side river from red side. Stay in the Brush near the river (either the one in the middle of the river, or the row of Brushes next to the mid lane) for a few seconds to assess if there are any enemies showing themselves on the map.

Stay until around 65-71 seconds into the game, after which you can drop your first Stealth Ward in the Brush or pit near the buff opposite to where you will start to defend against early invades from the enemy Jungler that might otherwise catch you by surprise. It is better to place it defensively rather than offensively, as this Ward will allow you to perform your first full clear free of worries, and you doing an invade is less likely to work than being invaded.

First Clear - Red Quadrant


A full clear of your Jungle (6 camps + Rift Scuttler) is the most advisable strategy for your initial clear, and you should always do it leashless so ping your teammates away and give them an optimal start to the game instead of having them waste time leashing for you. Be wary of possible enemy invades or counterjungling while you're still in the first quadrant. The most consistent route, and my personal favorite, is to do Red Brambleback -> Ancient Krug -> , Crimson Raptor, then moving on to the opposite quadrant to clear Murk Wolf -> Gromp -> Blue Sentinel, and then finish by taking or contesting Rift Scuttler.


Note that when clearing the second quadrant, you want to stick to the logic of clearing the smaller camps before taking the buff camp. This is for the sake of making their respawn timers be as close to each other as possible, so when you go back to clear them again, you won't have to wait around for either of them to finish respawning, and be as quick and fluid as possible.

First Clear - Blue Quadrant


Below is how it's done when you prefer to start from the blue quadrant. The same order logic applies, so you will do Murk Wolf -> Gromp -> Blue Sentinel -> Crimson Raptor -> Ancient Krug -> Red Brambleback -> Rift Scuttler.


This route is slightly worse because the overall time spent full clearing this way will be greater, and you'll end in a more awkward position as the placements of Ancient Krug and Red Brambleback is farther from the Rift Scuttler compared to Gromp and Blue Sentinel, meaning that you will get there later. Still, it can be smart to take this route instead in order to catch or avoid the enemy Jungler strategically, or to set your pathing in a way that favors the first spawns of Dragon or Voidgrub regardless of what side of the man you're on. Also if you are playing on blue side and want to path towards your both lane for the sake of ganks.

When you are done, analyze the state of your lanes after you are done taking the Rift Scuttler. If the sidelane or mid lane don't seem easy to Gank, take the downtime to explore the enemy Jungler's quadrant to gain vision of taken camps and blow the Scryer's Bloom that spawns on it, then move to where you began your clear to take that quadrant camps' second spawn before you Recall to spend your gold.
Jungling in the mid game
If the Dragon is alive or the next one is coming up, move to the bot side to gain vision control around it and prepare an ambush on any approaching enemies with smart uses your Oracle Lens and Control Wards. If the Voidgrub or Rift Herald are alive, play around top side on your next rotation. Atakhan is almost always worth fighting for, but if you have to choose between your own tempo elsewhere in the jungle or contesting it, it's not something you should be going out of your way for unless the rest of your team is fully committing to it.

If you are at a disavantage and your team lost all of the Tier 1 towers, go into your own jungle more carefully from there on. Nevertheless, if you can't access a quadrant of your jungle due to enemy pressure, it's important that you seek to make plays on the opposite side of the map while they're busy on it.
Closing thoughts
Thank you for making it to the end of my guide, I hope it has served as a good introduction for the champion in this role. I plan to keep expanding the items database as I keep playing him and discovering what else might be reliable to purchase besides the items listed already, and also to keep info up to date with the constant changes made through the different League seasons for this year.
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