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Recommended Items
Spells:
Flash
Teleport
Items
Ability Order
Echoing Flames (PASSIVE)
Urgot Passive Ability
Threats & Synergies
Cho'Gath
His silence ruins your combo, he gets free tank stats from his ultimate and he becomes a hulk that Urgot can't hope to do a thing against. If you can get some early help and get an upper hand, that's a great thing. But a good Cho'Gath will always beat a good Urgot. Make sure you ward, try to roam and keep an eye on where he is.
It's Time For Some New F*cking Management
Pros:
+ Great tank stats in the lategame
+ Amazing damage with his

+ Hyper Kinetic Position Reverser can catch out targets EASILY
+ People don't know how to play against him
+ Best Armor shredder in the game
+ Permaslow with the

+ Upon killing a unit

+ 2sexy5me
Cons:
- No mobility
- Still mana hungry in the early game even after the buff
- Squishy in the early game
- Ult can be stopped by cc while channelling
- Requires the team to do a lot of damage when ulting a carry
- To do damage in fights, you will usually have to hit your E
- You have to hit skillshots to damage the enemy
- 2ugly5me

I love this passive. I rarely notice it but it really helps in every single 1v1 situation possible. If you're against a riven and you have 300 hp and her ult does 330 damage at the first rank. You can live through it with a well fired[Acid Hunter or a cheeky basic attack. If you can hit enough people in a fight, you can reduce the enemy team's damage output by a surprising amount. It's essentially a mini exhaust, in both duration and damage reduction.

This is your bread and butter ability. Everything depends on you being able to hit your skillshots in lane. Your Q, Acid Hunter fires a 1000 range missile for a small amount of damage. This has a decent amount of damage early on with 1 cast but combined with your E and W can allow you to get 3 or (at 30% + cdr)4 Acid Hunters onto one person. at level 3 without taking resistances into account (or your Noxian Corrosive Charge) this can get you 150 damage from the Acid Hunters alone. Perfect ability and later in the game it allows you to get a huge amount of damage onto the enemy Adc, enough to straight up remove them from the fight with one combo. It can proc on hit effects and when locked on it can seek out targets in the fog of war. But this doesn't reveal the targets hit while they are in the fog of war, so you're going to have to be predicting their movements if you're trying to track them. Overall a great ability and it is fundamental that you learn how to hit near to 100% of the Acid Hunters you shoot.

This spell has very few downsides. While the shield is intact any autoattacks and Acid Hunter missiles slow the target. This can be very useful when trying to stick to an enemy, as it's essentially a permaslow if you can fire off enough Acid Hunters, and getting in basic attacks just refreshes the slow so you really end up making the enemy slowed to the point where they won't be able to tell if they're trecking through glue. The shield strength is pretty weak but it's a nice thing to use to use to soak up a few autoattacks or spells in lane and later on when you have more health and resistances it really doesn't seem like a weak shield anymore. The only downsides with the shield are, if the shield is broken, your Acid Hunters and Autoattacks don't slow. Another downside is that it scales with AP (Build full AP urgot and I'll commit seppuku up front). If Riot manages to change this I'm sure Urgot will become a much stronger champion in any role.
EDIT (5.5): Now these buffs are important. Your shield is weaker at earlier levels by a really miniscule amount. However, it now scales with 8% of your maximum mana. Urgot will always be getting a Muramana and a Frozen Heart. This, along with a few other options, can now increase your shields strength at level 18. It would normally be at 280, but in my recent games I have seen this value increase to around 500-600. This is a huge increase in strength meaning Urgot can survive more in the late game. I feel this change has made Urgot an even stronger pick, and hopefully I'll be seeing more of him in competitive play.

The lock-on feature allows you to have some of the best poke in the game, it does some decent damage at early levels, it scales pretty well and combined with the slow from Terror Capacitor, it allows you to lock onto a champion and permaslow them with Acid Hunters.
The armor shred is great for objectives as it allows your team to do more damage to the Dragon and Baron Nashor. It can be difficult to land sometimes but you've got to learn which way people will try to manoeuvre to get away from the aoe. If you're having trouble hitting this, aim your Noxian Corrosive Charge in the direction that the enemy is moving. This is very difficult to land when the enemy has a lot of mobility (Riven, Jax, Irelia etc) so learning over time how to land this ability is key.

Not the best spell at early levels but it can still be useful. Your EWQQQ combo has about 500 more range than your level 6 ult, however, if you can manage to get close enough to ult someone into you (and your hp is relatively even) you're guaranteed to at least get a flash, if not a nice 300g. You'll win 1v1 fights with this ult because of the great resistances it provides and because of the great 3 second slow. This will mean that people will be unable to escape from you and your combo. Another great thing is that even with the 40% slow the slow from your W allows you to slow the target even more, crippling them with a measley amount of movement speed. Your ult is a suppression and therefore allows you to stop channelled abilities. This can be great in certain situations. For example, if you are in a 5v5 scenario and you see a Fiddlesticks channelling his ult, you can stop it, saving your team, and trapping the Fiddlesticks into a 1v4 pummelling. As the range increases at ranks 2 and 3, it becomes a lot easier to catch people out. You can swap one of the enemy carries into your whole team and this, in most circumstances, can win your team the fight or in some case the game. You might be thinking "But I'm just putting myself into a 1v4, how is that a good idea?" Well allow me to explain. You are a tank. If you really need to, you can always flash out of the enemy team, closer to your team to help you. The enemy carry will in most cases be squishy and unable to escape 4 of your team members without taking fatal damage or being melted. A good idea can be to flash and ult to catch an enemy off guard. While this puts distance between you and your team, you can still do damage to some of the enemy team before dying and you aren't the only damage dealer on your team, you'll have an adc and a mid laner to do the damage for you. However, you can't cancel your ult if you use it and see that swapping yourself is a bad idea, and it can be cancelled, stopping the swap from happening. Despite all that, I feel that this is a really great ability at later levels and can win games easily, but you can't ult if your team isn't there to follow up, so make sure you have a good idea of where everyone is positioned in fights.
Edit (5.5): Cooldown changed from 120 at rank 1 to 100. 20 seconds off this shield really does help if you're running teleport. Your ult will be up 20 seconds earlier than it normally would be, hopefully meaning that you might have an advantage over your opponent. At rank 2 we're knocking off 10 seconds from the normal cooldown (same point as before) and at rank 3 we have the same cooldown as before. This gives Urgot's ult a little more potency in the early game, as it's more available, meaning you can make use of the shorter cooldown. You could abuse your lane opponent more, and with your ult on a shorter cooldown, you can make ganking a little more convenient for your Jungler. Not a big change, but I can see the impact it could have.





I take Flash and Teleport/Ignite almost 100% of the time. Teleport is great for getting around the map and helping out other lanes that are struggling. Ignite is perfect if you need kill pressure early on, or if they have someone with a lot of regen (Vladimir, Mundo etc...) The only times when I would change them would be teleport in exchange for an exhaust or for a ghost. Exhaust can be very useful when either your support doesn't take exhaust or if the enemy team has 3 or 4 heavy damage dealing champions (Riven, Zed, Udyr, Vayne). Ghost can be useful when trying to stick to your enemy but I feel like it's a bit pointless because you can already do that with the permaslow from your Terror Capacitor.
9 in the defensive tree for most ad bruisers. Block and unyielding reduce your damage income overall, Recovery will help you survive in lane a little bit longer because of the extra hp regen, and veterans scars and Juggernaut really help if you're going slightly tankier (e.g. Warmogs, randuins).
Cloth + 5 Pots - Take this against heavy AD top laners. Take a combination of pots (at least have 1 Mana pot) so you don't run out of Mana immediately. You're taking Cloth 5 to sustain, and without Mana you won't be able to do anything anyway, so keep that Mana Potion handy.
Long Sword + 3 Pots - My favourite starting build. Damage so you can abuse in the early game, pots (usually 2 Health pots and 1 Mana pot) to keep yourself in lane long enough to get an early kill, and keeping that Long Sword on you (instead of buying a Doran's blade and selling it later on) will help you build your Phage.
Crystalline Flask + 3 Pots - I've never really tried getting this. It keeps your Health and Mana high early on and provides a nice little heal if you decide to keep it for the rest of the game (until you sell it for an actual item) so if you're really having trouble staying in lane early on, this might be just for you.
Boots + 4 Pots - Not really viable. You don't need boots early on unless you really can't dodge skillshots, but even then normally there aren't many skillshots in most common top lane matchups and if you take any other item with pots you've pretty much got the same amount of sustain but you can actually use the Attack or Armor stats to help you.
Doran's Shield - You have just as much sustain with the Flask or Item + X Pots starts. You don't need the useless passive when you're normally out of range for most melee champions, and you don't need the Health Regeneration when you've got other pots. Avoid.
You're going to need to get something to build towards a Black Cleaver. You should always build a Black Cleaver and a Manamune next. Then you're going to need to get a Frozen Heart. Those are your 3 core items. The next items are debatable but I'd suggest getting a Warmogs next, and then a Guardian Angel. Build your T2 Boots whenever you feel you need them, if you're needing to kite a Jayce's Shock Blast or if you're thinking about roaming.

Randuins Omen: A Randuins can be useful if the enemy has a lot of autoattacking champions. The passive can reduce their attack speed and the active is good for engaging/disengaging. It's got some nice health as well as the armor.

Warmog's Armor: Go to item for Hp and Regen. You'll become an insane tank with this, but don't pick it if the enemy has multiple Borks, a Gnar or a Vayne. In those situations, get a Randuins Omen.

Locket Of The Iron Solari: Nice Cdr, a good active to give your whole team a shield, some nice defensive stats and a passive Magic Resist aura for your team. If the support hasn't built this and they have a decent amount of ap, go for it. It's not a really expensive item and yet it gives a tonne of good stats for Urgot.

Banshee's Veil: Some good Magic Resist, health and a nice passive that can save you from getting caught by a Dark Binding or a Rocket Grab. A go to Magic Resist item and a much better choice over Spirit Visage because of the difference in the passives (Even if you get Cdr from Spirit Visage)

Guardian Angel: This item is perfect for Tank Urgot. You can ult yourself into 4 people to swap out a squishy target, and then come back to life after they focus their attention on you. It gives some nice Armor and Magic Resist but that passive is ideal for Urgot's playstyle. (Note: If you die with GA, sell it and get a Warmogs/Randuins/Maw and then buy back after 5 minutes.)

Thornmail: Loads of armor. Lets you deal damage to enemies basic attacking you. Take this only if they have multiple Bork users or 4/5 ad. You can get enough Health and Armor to deal their own damage back to them, while your team does the rest of the work.

Mercurial Scimitar: If they have Cc that is constantly keeping you grounded, you can pick up this little jewel to scuttle to safety. It gives some nice Magic Resist and it's active is a better version of cleanse. If you're deciding between this and a Maw, take into account how much Cc they have. (Note: Fun little trick, this item's active gives movespeed, so you can use it to run at an unsuspecting target and you can swap them into your team.)

Last Whisper: If your team doesn't have much damage or if you're ahead and the enemy team is building loads of Armor, get this to shred right through it. Simple as.

Maw Of Malmortius: A really good passive to stop the enemy Apc from shredding you immediately, a lot of magic resist and attack damage too. Having lower health will give you more damage too, so some situations with this item can lead to you having a huge advantage.

Righteous Glory: The Mana makes your shield tanky, gives you more AD for your Muramana and lets you use more abilities. The Health makes you tankier and the active lets you run at the enemy team like an african security guard. Trying the Mercurial trick with this item is a lot easier, because it gives your whole team the movespeed, and it also is a mini Randuins with the second active. This isn't recommended unless the comp requires it (Wombo initiation) but it's not taboo and can work in certain situations.





Ninja Tabi/Merc Treads + Enchantments: (Read the next chapter)
Now then, enhancements. Pretty standard. Distortion if you're using your ult and flash 24/7 to catch out key players. Alacrity in very few situations. If you want to move quicker, go for Furor boots. The cost was decreased to 475g and overall that's great for Urgot. You're Q allows you to stick to enemy champions or slip through their fingers while running away thanks to those short bursts of speed. Homeguard boots if you're trying to defend your base or fight in your half of the map and you need to get down there quickly. I like getting these as an impulse buy in case the enemy team is at baron and I'm needed there (Although that's really what Teleport is for) but also if your tower is under threat and you really don't want to let the enemy team get some free gold, scuttle to the top lane and defend it with your life. Quick tip if you buy Homeguards, ask your bot lane to ward the brush furthest away from them so you can Teleport gank with Homeguards and almost always get a kill, or at least a guaranteed flash or two. Get captains if your team really needs to leg it and if you want to synergise it with a Talisman of Ascension but there are better options and I think it's a pointless buy.
Your ult can swap no matter where someone is if you've used it. If an akali uses her ult to jump to a minion far away from you and you've ulted as soon as she did, it will swap you the whole distance away. This can disorient the enemy and make them waste their some of their mobility.
Getting a blue trinket can help you hit your Acid hunter on targets that have been hit by Noxian Corrosive Charge in the fog of war. If you're having trouble hitting them when you are unable to see them, this nice little item sorts that right out.
Buying homeguard boots is always a smart idea. Teleport into a teamfight and when the enemy team backs off, have your team chase after them. Then when you arrive, your homeguard boots allow you to catch up with one of their carries and swap them into 4 of your allies. It can only be done every once in a while but it can let you get some free gold and a window of opportunity to go for Baron, Dragon or a Turret.
Warding over walls and having your team deward the area around you is a really good way to catch people out. Make sure your team has a lot of cc, along with a silence to stop them flashing out or using their spells to survive, and you can wait for an enemy to walk by. Then you ult them and dance as they struggle to comprehend what is going on. This works really well at Baron Nashor, because you can bait them by walking over there with your team. Just make sure you have flash in case your plan goes haywire and you get stuck all on your own.
(This section will be updated over time)
(Sorry about the lack of pretty pictures T_T)
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