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The moment I publish my quintessential build.
I have played literally every possible combination of items for Urgot, and this is, without a doubt, the best build in all of League of Legends. I have a 65% win rate with this at 1740 elo on one account, 69% 1650 on another, and I don't even consider myself a professional.
THIS IS NOT A GUIDE WRITTEN BY SOME UNRANKED KID TO HELP NEW PLAYERS.
You will find things here you will get nowhere else. This is the only guide to Urgot written by a HIGH ELO PLAYER WHO FIGHTS COMPETENT OPPONENTS, and one of the few guides on Mobafire intended for level 30s.
I hope you enjoy.
11/19/2011: Updated masteries.
12/03/2011: Updated a tip and added the 'High proficiency' build.
2/05/2012: Updated item section, runes, skill order, removed alternate build.
5/29/2012: Added new build for high elo/high skill level and a section explaining it.
6/06/2012: Added a third build for masters, adjusted original build slightly.
7/12/2012: Updated a few minor details on masteries/runes.
8/24/2012: Updated High Elo build, updated masteries on all builds.
10/29/2012: Added an easy-mode build for Halloween.
12/07/2012: Updated build for season 3, adjusted a few strategy points.
3/19/2013: Updated various things.
5/22/2013: Updated various things.
6/27/2013: Updated starting items.
9/07/2013: Guide refreshed, no changes necessary.
8/14/2014: Updated basic stuff for season 4. Item build (not the writeup) and masteries.
9/12/2015: Updated for season 5.
Greater Seal of Scaling Mana Regeneration solely because you go oom without it. Honestly, though, I've reached a level of Urgot perfection where I don't need these or Manamune, so I run greater seal of defense.
Greater Glyph of Scaling Cooldown Reductionx3, Greater Glyph of Scaling Cooldown Reductionx6, and masteries provides 15% CDR at level 1.
greater quintessence of desolation Gives great flat damage and scales well with Last Whisper.
Masteries should be self-evident.
For summoner spells, you always use flash, and you can use either Ignite or Teleport
Why is Noxian Corrosive Charge more important than Terror Capacitor? It just synergizes better with a damage build.
BUT ACIDSHOT, WHAT ABOUT MY DAAAAAAMAGE! I NEED MOAR DEEPS!
If you feel like you need more damage on Noxian Corrosive Charge, you're welcome to max it first and put no points in Terror Capacitor. Just remember how many more Acid Hunters you could have landed if they had stayed in range.
- Acid Hunter can lock on through fog of war if your mouse is over them.
- Acid Hunter's range (even through fog) is about equal to kog'maw's rank 2 ultimate, if you can lock on.
-Don't zerg like a Tryndamere. You want to avoid being in the line of fire.
-Don't chase for early kills (-9) unless it's a sure thing.
-Use Noxian Corrosive Charge and Terror Capacitor to open, then hit with a few acid hunters and if possible auto attack. Getting the acid hunters down is slightly difficult. Once you can chain 3-4 acid hunters you will hurt a LOT.
- Terror Capacitor slows activate upon Acid Hunter's HITS. This means you can activate it while a missile is midair to add a slow.
-If you need to spam dps, and are not in danger, just keep hitting Acid Hunter and auto attacking. Use other skills if they are up and you have the mana.
-You can use hyper-kinetic position reverse to catch runners.
-If nobody else is taking it, get blue buff.
- Noxian Corrosive Charge on the ground gives you sight for a short time, use it to preclear bushes.
-In ranked draft games, if you see a lot of dangerous stuns on the enemy team, replace Flash with Cleanse at the last second.
- sight Ward your damn lane! If you are any good at last hitting at all, wards are cheap! (That means stop being a scrub and farm harder so you can afford wards). Ultimately, the main reason good players ward and bad ones don't, is that the good ones have lots of spare cash from last hitting and so feels like less of a sacrifice. IE: If you're killing 2 minions per wave, you only get 30g per wave, whereas a pro hits all six, netting 100g or so. Wards are nothing to good players, and you're good right?
Hit as many people as possible with Noxian Corrosive Charge, follow up with Acid Hunters if you managed to hit the carry(s) and just stay on the carry damage. Irelia and Xin Zhao, DPS Renekton or Tryndamere, a fed ap Amumu, all count as carries. You have to keep in mind the carries are essentially the people doing the most damage, not necessarily particular champions. On top of this, you need to be repositioning Urgot with your mouse movement AT THE SAME TIME AS SHOOTING ACID HUNTERS FROM MAX RANGE. It takes an INCREDIBLE amount of coordination, more than I have used on any other champion including Nidalee, but once you get this down, you are essentially the most mobile ranged carry in the game, who is never in range to be killed.
Once the carries are dead, pick off your opponents like flies.
TLDR: Teamfight like an ADC, pick-off like an assassin.
1. USE the timing between Acid Hunter and auto-attacks. There are a lot of windows you hit on Urgot that just wouldn't be possible on another champion, take advantage of them.
2. Don't neglect auto-attack kills or you will go oom fast! Many times it's better to just use auto-attacks until you pick up more of your mana items.
3. If you get minion aggro at some point, shield up! Saving a little hp is worth it in the long run.
4. It can be harder to last-hit if you use Noxian Corrosive Charge. Play with the timing sparingly, and don't just AoE everything like a derp hoping for CS.
What good is being tanky when you can three shot people with this new, abusable build?
Since Season 3 started, I've revised my build. This is definitely the most efficient way to build damage with the new items.
Since the reduced cost of Boots, I've started using this. You can't beat 300 bonus effective hp.
Get these first back. Tear needs to start stacking early since Muramana is your highest valued item, and Boots get you into the game for fights.
I shouldn't have to explain this one. One might be tempted to get Glacial Shroud instead, but it's not really worth it in lane phase. You'll generally kill them sooner than you become endangered.
Get these alongside The Brutalizer if you can, otherwise make a trip for them. After picking these up, you can land four Acid Hunter casts in one Noxian Corrosive Charge.
Your tear should be halfway stacked by now, work this into Muramana. This will add 60ish attack damage and 0-150 magic damage to every single auto-attack and Acid Hunter for the low low price of 1400g. What's not to like?
Welcome to overpowered Urgot land. This procs from attacks, Acid Hunter, and each tick of Noxian Corrosive Charge. It has great synergy with Noxian Corrosive Charge's armor shred, and is just overall mega-useful. No self respecting Urgot build will exclude this.
After buying this you will deal true damage to anyone under 120 armor, thanks to your other items and runes.
You'll rarely get this far, but if you do your lack of sustain may start to hurt in teamfights. Fix that problem with this, just play safe with your range.
By now, you have so much attack damage that more won't help anywhere near as much (smaller percentile of damage). Picking this up gives you some crit and attack speed, which you desparately need by now. It also gives enough movement speed that you can go without boots after getting Zephyr.
Replace your boots with this. You'll still have more than 45 bonus movement speed, but a ton more attack speed for lategame. It also keeps you above 30% cdr, keeping your quadruple Acid Hunter combo going.
Think you're better than these noobs who don't ward?
Tired of overpushing nabs?
Here is your guide to escape.
Rule number one: It is always your fault when an ally dies. ALWAYS. Did your bottom lane get double killed by jungle Shaco? That's because you didn't deliver them a river bush sight ward on a silver platter. Janna died at enemy ? That's because you didn't tell her to back. Vladimir just barely lost a 1v1 fight with the enemy top carry? You should have been there making it a 2v1. Adopting this attitude is the primary key to success.
Rule number two: If isn't warded, you should lose. End of story. is the best spot for a ward and failing to ward this spot 100% of the time will severely handicap your team. This applies to Baron Nashor to a lesser degree at mid-end game, and becomes invalid when dragon becomes soloable.
Rule number three: Mid is not the 'farming' lane, mid is the 'leave constantly and gank people' lane (while in low elo). You should hardly be killing minions at all when a gank is available post- Manamune. While you won't always have gank opportunities, take advantage of every single one that becomes available. Again, there are tons of these in low elo and few in high elo.
Rule number four: Do not troll or rage at your team. This is a one-way ticket to elo-hell, as bad players tend to do worse when they are validated in their failure by you.
For example, instead of saying "Janna you feeding **** get behind the ****ing turret!", you should either ping the turret and say "Janna defend please", or say nothing at all. People tend to rebel against good advice given by good players who they see as their troll enemy.
Giving good advice in an optimistic way will make your team play better.
Rule number 5:
When a specific enemy is getting fed, in particular farming, it is YOUR job to shut down their farm and kills. You can try to gather ally support, but ultimately it's up to you to take charge. OH NOES Katarina ULT! Swap her to stop it. There's all sorts of neat tricks you can use on Urgot to eliminate the enemy carry damage setup, USE THEM.
Basic gameplay strategy which most people don't know about:
-Warding Dragon and ganking Warwick and his Sion buddy THEN taking dragon is worth more gold than trashing dragon when they aren't looking.
-You can do Baron easily around level 14 as a full team. You SHOULD be doing this immediately if the enemy team either 1. hasn't warded and is farming or 2. is aced with a longer timer. It doesn't matter if you can push to the inhib, unless your current goal is fast and easy, drop it and go get Baron.
-If another lane is getting ganked and you can't stop them, push your lane fast and make a possible turret trade for their scallywag gankery.
So then, we ask the question, why does CDR work so well? It's a combination of four factors, one for each of his spells.
First premise: with exactly 25% CDR, you can hit four Acid Hunter within one Noxian Corrosive Charge.
When I originally wrote the guide, I was convinced that it was 34% for four Acid Hunter, but this is not true. Theoretically, when you operate on cooldowns alone, it takes 20.5% CDR. This, however is also not the practical value, due to cast times. I spent a couple hours experimenting in custom games to find out what the minimum practical value was, and it is 25%. Any less and it's impossible. Regardless of this number, it is still effective to go beyond it for fight speed and skill-buffer.
Second premise: CDR reduces the time between Noxian Corrosive Charge, thereby increasing Urgot's dps uptime under 100% skill conditions.
This is entirely true. At 25% CDR, the cooldown is 8.25 seconds, and at 40% cdr, it is 6.6 seconds. The difference there is extremely significant, under ideal conditions your dps with just Acid Hunter can go up 30%.
Third premise: You get more defense/shielding from W when it is on a lower cooldown.
Not worth analyzing much, but certainly true. At 40% cdr, max rank shields have a 7.2 second cooldown. By comparison to AP and ignoring mana costs, that is the equivalent of 4 AP per 1% CDR.
Fourth premise: You can ult more often.
1% CDR=1.2 seconds off your ult timer. Simple as that. It's possibly the weakest and strongest benefit to CDR at the same time, depending on how much time your opponents spend grouped up. At 25% CDR the cooldown is 90 seconds, and at 40% CDR it is 72 seconds. If you're fighting noobs, but they aren't dumb enough to full-out feed you, this is essentially your timer between kills.
So what can we glean from this? Urgot has a LOT to gain from CDR. Nearly as much as Ryze does. Without it, you are essentially removing most of your playing power, and without max, you're still nerfing yourself to some extent. This is why I run 40% CDR in this build, and I hope you can appreciate the mind-boggling power presented here.
Fun mathz: At max cdr, max spell ranks, max build, perfect skill, and before armor mitigation (which isn't much with LW+E+runes), Urgot will deal about 440 DPS with spells alone. If you factor in his auto-attacks and ignore overlap, that number becomes 800 DPS. By comparison, a 100% crit carry with 1.5 attack speed and 300 AD would deal roughly the same dps.