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Runes: Optimal
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Teleport
Items
Ability Order Optimal
Echoing Flames (PASSIVE)
Urgot Passive Ability
Threats & Synergies
Dr. Mundo
[BAN] (Conditioning+Armor+DBlade) If you into Dr. Mundo's passive, he will not get marked. Your Q and R WILL mark Mundo and he will get slowed. His passive blocks your R2. Buy Executioner's. Avoid his Q and E poke. Destroy his passive, when it is on the ground. It has a long cooldown.
Malzahar
His ultimate is the reason why this synergy is so strong - he can catch a highest priority target and you R while they're suppressed.
Malzahar
His ultimate is the reason why this synergy is so strong - he can catch a highest priority target and you R while they're suppressed.
Description:
Passive: Echoing FlamesINNATE: Urgot's six legs each conceal a shotgun that covers an arc, together forming a full circle of cover around him. Each shotgun has one shell and an individual reload timer.Urgot's next basic attack on-hit in the direction and range of a loaded shotgun causes it to fire, instantly dealing 40% − 100% (based on level) AD (+ 2% − 6% (based on level) of target's maximum health) physical damage to enemies in a cone, capped at 100 − 360 (based on level) against monsters. |
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Q: Corrosive ChargeACTIVE: Urgot launches a canister at the target location that explodes 0.3 seconds after it lands, dealing physical damage to all enemies within the area and slowing them for 1.25 seconds. |
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W: PurgePASSIVE: Urgot's other abilities mark enemy champions for 5 seconds. Only one enemy champion can be marked at a time.ACTIVE: For 4 seconds, Urgot grants ghosting to non-champions and non-epic monsters around him and autonomously attacks the nearest enemy at a fixed 3.0 attack speed, prioritizing marked enemy champions, refreshing the mark with every attack. Urgot can attack while moving, but while firing, his base movement speed is reduced by 125 and he gains 40% slow resist. Purge can be recast after 0.5 seconds for its duration, and does so automatically when its duration ends. Attacks with Purge deal modified physical damage, with a minimum threshold of 50 against monsters and minions. On-hit damage is applied at 50% effectiveness and the attacks cannot critically strike. RECAST: Urgot ends Purge. At maximum rank, Purge lasts indefinitely and becomes a toggled ability. |
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E: DisdainACTIVE: Urgot shields himself for 4 seconds.After the cast time, Urgot dashes in the target direction, though not through terrain, dealing physical damage to all enemies within his path, knocking them aside, and stunning them for 1 second. Urgot comes to a stop upon colliding with an enemy champion, stunning them for 1.5 seconds and, after 0.25 seconds, also flinging them to the location 100 units behind him. |
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R: Fear Beyond DeathACTIVE: Urgot fires a chem-drill in the target direction that impales the first enemy champion struck, dealing them physical damage and leashing them for 4 seconds, during which they're revealed and slowed by 0% − 75% (based on target's missing health).Fear Beyond Death can be reactivated if the leashed target is below 25% of their maximum health, and does so automatically if the target would be killed by the damage from the chem-drill, the ability is cast again while the target was above the threshold and is then brought within it, or the target is within the threshold at the end of its duration. RECAST: Urgot launches chains at the leashed target, then channels for 1.5 seconds once they latch on, reeling them towards him, suppressing them, revealing them, rendering them untargetable, and preventing them from taking damage from other sources. If the target is near Urgot when the chains connect, they are pushed up to 1000 units away based on their proximity to him. This channel cannot be interrupted by crowd control. Upon completing the channel, the target is executed. If the execution is successful, all enemies near Urgot are made to flee from him for 1.5 seconds, during which they are slowed by 75%. Fear Beyond Death's recast can be used while affected by crowd control. |
Sequence:
- RWEQ
Always start
E. Always level
R up on level 6, level 11 and level 16. Maxing Purge is really important, since Urgot has a huge lvl 9 powerspike, when his Purge is at lvl 5 and becomes infinite. Disdain max next for a bigger shield. Putting second point Corrosive Charge on lvl 4 important for early laning phase to have more capabilities to play more aggressively (and you will have maxed Purge on lvl 9 anyway).
PtA PathNormal Urgot runes. Press the Attack gives a lot of early game and short-trading power.Switch Legend: Bloodline to Legend: Tenacity against high CC comps (note: Tenacity doesn't reduce knockups time and suppressions time). Go Bone Plating against non-poking champions. Switch it to Conditioning against tank matchups or to Second Wind against poking matchup (more detailed information is in the matchup list). Switch Unflinching to Overgrowth against very low CC/non-CC comps (note: Tenacity doesn't reduce knockups time and suppressions time). / depending on the matchup (more detailed information is in the matchup list and in the "Advices" chapter). |
Refillable PotionPurchase Refillable Potion after first recall, if you need more sustain early. |
Control WardYour Control Ward should always be on the map. |
CullPurchase Cull after first recall. |
Stealth WardThe normal Trinket, which you should use most of the time. |
Farsight AlterationPurchase Farsight Alteration if you play around objectives (especially useful in lategame, if no-one on your team has it). This ward also helps to land your R to pull a low HP target in no-vision. |
Oracle LensPurchase Oracle Lens against champions with traps (ex. Teemo, Shaco, etc.). You can also buy it, if nobody on your team has one. |
Elixir of IronAfter full build or for the last teamfight buy Elixir of Iron. |
Plated SteelcapsPlated Steelcaps against AD comps with AA based champions. |
Mercury's TreadsMercury's Treads against AP comps/hard CC comps (note: Tenacity doesn't reduce knockups time and suppressions time). |
Serylda's GrudgeSerylda's Grudge as a second item against fed champion with high armour or as a third/fourth/fifth item against comps with champion, who has a high armour and a champion, who has high movement speed. |
Chempunk ChainswordChempunk Chainsword as a third/fourth item against a fed healing AP champion, or against comps with 2+ healing champions. |
Serpent's FangSerpent's Fang as a third/fourth item against comps with 2+ champions with big shields. |
ThornmailThornmail as a third/fourth item against fed healing AD champion. |
Randuin's OmenRanduin's Omen as a third/fourth item against a fed crit champion, or against comps with 2+ crit champions. |
Anathema's ChainsAnathema's Chains as a third/fourth/fifth item, against fed damage dealer (the item has good synergy with high CC comps). |
Spirit VisageSpirit Visage as a third/fourth item against full AP comps (good with healing support). |
Death's DanceDeath's Dance as a third/fourth/fifth item against full AD comps (good with healing support). |
Guardian AngelGuardian Angel as a fifth item against full AD comps. |
Sterak's GageSterak's Gage as a fourth item, if you don't need any of the items above, or, if you need only one/two of them. |
Gargoyle StoneplateGargoyle Stoneplate as a fifth item, if you don't need any of the items above, or, if you need only one of them. |
Early Game
Urgot's lvl 1 is strong, but his laning phase in general is pretty weak. Your main goal in early game is to farm and scale for the midgame (with some exceptions: in matchups like Tryndamere, Mordekaiser, etc., in which you need to abuse them pre lvl 6). Urgot is a ranged juggernaut, which means he has all tools to survive laning phase. Although Urgot is good at setting up ganks for his jungler, so you will still have kill pressure on your opponent in laning phase.
Midgame
The strongest part of the game for Urgot. The reason for this is that he is a great teamfighter and a great splitpusher.
- Teamfights
Urgot has a tool in his kit, which makes him one of the strongest teamfighters. That tool is named Fear Beyond Death. In teamfights you should ult to create massive AOE fear ASAP, which means, that it's sometimes fine to ult and focus engaging support.- Splitpush
Echoing Flames+ Tiamat are both great splitpushing tools, which means Urgot is a powerful splitpusher, regardless of which build he uses. As Urgot you got to splitpush all of the time in midgame, especially if you have Teleport.Lategame
Urgot starts to fall off when it gets to lategame. However, lategame is very teamfight dependent, which means you are still going to be useful. Splitpush less and play more around Dragon Soul, Baron Nashor or Elder Dragon . It is good to have Farsight Alteration.
General Tips&Tricks:
1) When you hit lvl 9, you can perform the following combo: AA + x Purge Attacks+AA+ x Purge Attacks, etc., where x is a variable, the value of which depends on AS:
AS<0.8 => x=4
0.8≤AS≤0.9 => x=3
AS>0.9 => x=2
This trick will noticeably increase your damage (note: if an enemy just stands still, simply walk around them without turning Purge off to proc your Echoing Flames faster, but always use this trick, while attacking turrets).
2) Urgot's Disdain has 2 stages: on the first stage he grants a shield and on the second stage he dashes. If Urgot gets CC'ed on the first stage, Disdain does cast anyway. But if Urgot gets CC'ed on the second stage, his Disdain cast stops.
3) You can extend Urgot's Disdain range by flashing during the first stage of Disdain.
4) If you get lvl 9 during fight, don't turn your Purge off before you level it up. If you do - you will have 3 seconds cooldown on it, instead of 0,4.
5) Flashing to the side will change the Disdain direction to the original point. You can use this knowledge to trick your enemies.
6) If you don't need to push, AA the wave with leg that has it's Echoing Flames passive on cooldown (note: whenever Urgot leg shines with orange colour, it means, that passive cooldown is about to end).
7) You can flash, while pulling an enemy with Fear Beyond Death to get an AOE fear on your other enemies.
8) E the enemy, then instantly the place, where the enemy will land to do a fast E+Q combo (note: it doesn't work with E+ R, since after E'ing you need to wait and time your R to waste less time).
9) If a ranged champion pokes you under your turret, you can go for a risky play: when the enemy is about to AA you - E+ Flash to the enemy and fling him under turret. If you time it correctly - enemy champion will get the turret aggro. Then, R instantly to make sure, that they won't escape you.
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