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(Bone Plating+Armor+DBlade) Buy early healing reduction. Don't let him full combo you. Go for short trades. Make sure that his W won't cancel your E. If he messes up his abilities - punish with a trade. If his passive is up do not let him auto attack you, wait until he farms a minion with it. Aatrox players usually E+Q2 when they landed their Q1 so you can predict that with your E. Even matchup before lvl 9, Urgot wins after. Urgot is stronger in mid game teamfights and splitpushing.
Akali
(Second Wind+Magic Resist+DBlade) Move in lane to avoid geting hit by her Q's. If she has her W on cooldown it's an opportunity to all-in. When she is in her W keep your W on to deal damage when she'll try to trade with you out of it. This matchup should not be much of a problem but if she ever get's fed she can just snowball out of controll.
Camille
(Bone Plating+Armor+DBlade) If Camilie ever engages in lane, she won't have any escape tools. When she E2's right into you, just E her. Camilie can dodge your R with her R, so try to R right after your E (or if you are stunned better wait untill she uses her R). This matchup is not a big struggle for Urgot just play around her passive and don't trade if she has Q2 up. Dodging Camilie's W's' lifesteal part is important. She has splitpushing advantage, while Urgot's better at teamfights.
Cho'Gath
(Conditioning+Magic Resist+DBlade) Cho'Gath first level's are really weak, but later he'll buy Brable Vest+Steelcaps kile any other tank, and you won't be able to kill him before your items. You are much more stronger in mid game than him.
Darius
(Bone Plating+Armor+DBlade) Darius is a big struggle early game. Buy Steelcaps+healing reduction. Don't die to him early, play safe before lvl 9. If you land everything on lvl 9 it's a free kill. You also outscale Darius if he doesn't have a lead.
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.
Fiora
(Second Wind+Armor+DBlade) Don't let her hit vitals for free. Keep in mind that her W also reduces your attack speed. Don't just E in, she'll easily parry it scince your E cast is pretty long. Early Steelcaps are good so is healing reduction. She is a very bad teamfighter, unlike you. But she'll splitpush a lot so always try to stop her from doing that.
Gangplank
(Second Wind+Armor+DShield) Gangplank can W to cleanse suppression from your R2. He is a good gank target. Use W to take down barrels fast. Farm from range to awoid Q poke. If GP uses W poorly - go for all-in.
Garen
(Bone Plating+Armor+DBlade) AA to stop his passive. If he ever tries to engage E out or fling him to your minions. Not really easy to kill him in lane, but you are stronger in mid game for sure.
Gnar
(Second Wind+Armor+DShield) Don't stay near walls when he is in mega form or close to mega form and has ultimate. Look for all-ins only when his passive is uncharged. Don't let him proc his W on a third AA and play around his E (it's on a longer cooldown than your E).
Gwen
(Bone Plating+Magic Resist+DBlade) She is strong in all-ins, so buy MR and healing reduction, wait for lvl 9 then you win. Farm as much as possible, because she'll try to zone you off with her Q's. Don't R from far away when her W is up.
Heimerdinger
(Second Wind+Magic Resist+DShield) Try your best to farm and scale. You can ask your jungler for a gank. Heimer will perma push because of his turrets. Buy MR. E+Flashing when your R is up and you are full HP usually means a kill.
Illaoi
(Bone Plating+Armor+DBlade) Abuse Illaoi's levels 1-3. She is weak without tentacles. Move in lane - it's important to dodge her skillshots and they key thing is to dodge her E. Bait her ult and just run away. Buy healing reduction. She is unstoppable during her R so you will only stun her but won't fling, if you E in and she ults. If she's not fed - mid game is in your favor.
Irelia
(Bone Plating+Armor+DBlade) Get Steelcaps early. Bramble if behind. You win after lvl 9. When Irelia marks you, don't E, until she Q's you twice. If Irelia starts Q, punish with E.
Jax
(Bone Plating+Armor+DBlade) Don't waste your W when it's not infinite yet into his counterstrike. Don't Q his E. Get steelcaps. You win after lvl 9. E him after he enters evasion.
Jayce
(Second Wind+Armor+DShield) Farm. Try to predict his knockback with E (melee form). If he jumps into you - E him.
Kayle
(Conditioning+Magic Resist+DBlade) Don't let Kayle farm pre lvl 6, play as aggressively as possible. Urgot can't execute Kayle during her ultimate. You can bait her R out by Urgot's R1 and R2 only after her ult goes off. She snowballs hard during the entire game, so don't delay it.
Kennen
(Second Wind+Magic Resist+DShield) Kennen is good in laning phase because of his poke, CC and mobility. Stand behind minions to avoid getting hit by Qs. Look for any opportunity to fling him, that should mean a free kill, if he ever lets you to do so. In teamfights catch and R him ASAP before he stuns everyone. If you ult him, when he is in his E, he still WILL apply a passive stack and do damage to you.
Kled
(Bone Plating+Armor+DBlade) When he lands Q on you, E him when it is about to stun you. If Kled mounts when you land R on him - he will just dismount and will still be alive. Spam ping if he is ever missing in lane after lvl 6. You win after lvl 9.
Malphite
(Second Wind+Magic Resist+DBlade). Don't try to kill Malphite in lane after lvl 1. Outfarm him. Shield his Qs.
Mordekaiser
(Conditioning+Magic Resist+DBlade) Don't fight Mordekaiser, when he has stacked W up. Generate lead before lvl 6, he is also a good gank target. If he lands everything he can kill you even on lvl 1, so poke him first and all-in only after you have HP adventage. After lvl 6 you won't have ANY chances against him and even if you managed to win lane somehow, he will scale back fast. You need Magic Resist in midgame to duel him in Death Realm. When you both have 2 items - you'll 1v1 Morde, even in his ult. However, he snowbolls hard and will beat you after third item (usually it's Zhonya's, so take care). Urgot has splitpush advantage.
Nasus
(Conditioning+Armor+DBlade) Freeze the lane. Contest every single minion that he would try to stack. On lvl 6 he does have kill pressure on you, but you are way more useful in mid game than Nasus.
Ornn
(Bone Plating+Magic Resist+DBlade) Ornn, as any other tank, is hard to deal with early as Urgot. You still outscale him, but his passive makes him really useful on every stage of the game. You can bait his E and fling him when he dashes. When Ornn is about to R2 - E him.
Poppy
(Bone Plating+Armor+DBlade) Don't stay near walls and try to farm as much as you can. Poppy has a lot of damage for a tank champion. Don't try to bait her E by standing near wall to fling her. You just won't react for that. You can E when her ultimate is about to hit you, if you time it correctly - you will not be thrown back.
Quinn
(Second Wind+Armor+DShield) She has a knockback to stop your E (and a confident Quinn player won't find that hard to do). After that you won't have any escape tool, except Q to slow her and you will have to eat a tone of poke. So it's really better to play safe early and scale. Ranged champs almost always push, so getting a jungler's assistance in this matchup is nice. After level 6, if she is ever missing in lane spam ping her absence. Hard matchup, but once you get Stridebreaker the lane will be in your favor. You also outscale Quinn hard.
Renekton
(Bone Plating+Armor+DBlade) Play safe until lvl 9. Steelcaps are nice into Renekton so is healing reduction. At 75% of his passive he can W to break shields. Urgot outscales Renekton.
Rengar
(Bone Plating+Armor+DBlade) You can try to predict his jump from a bush and contest your minion with E. But he can root and full combo you if you don't land E. You are way stronger in midgame than Rengar and the lane isn't really rough at all, just farm him out.
Riven
(Bone Plating+Armor+DBlade)Early Steelcaps+healing reduction. When she tries to Q3 you just E her into your minions. You are pretty much even during the entire laning phase, but you are stronger than Riven in mid game.
Ryze
(Second Wind+Magic Resist+DShield) Don't get poked too much. Since he's pretty squishy look for an opportunity to E+flash and take him down. Keep in mind that he is super fast when he lands his abilities. Don't forget that he can escape with R.
Sett
(Bone Plating+Armor+DBlade) Play safe untill lvl 9. Don't stay in the middle of his W and don't take bad trades early because his HP regen is really strong. Your R ignores shields so you can just R him when he is low and uses his W. You can try to fling him to prevent the W damage but to do it you have to anticipate the opponent. Urgot outscales Sett.
Shen
(Bone Plating+Armor+DBlade). The hardest tank matchup for Urgot. Play around his Q's. Fling him out of his W to do damage with your W. After lvl 6, buy Tiamat and perma push him. E to stop his R, but ONLY IF NEEDED, LOOK MAP. If you can't - R him so he gets slowed, if Shen is low and gets below 25%, Urgot will pull him.
Singed
(Second Wind+Magic Resist+DShield) Kite Singed. E backwards, when he is about to fling you. Always try to stay between him and his W, so he can not root you.
Sion
(Conditioning+Armor+DBlade) A scaling matchup. Low elo Sion's sometimes like to start Q first and go into the lane bush so don't stay near it lvl 1. In all-ins stand between him and his turret for him to not escape with R. Also he's unstoppable during his ult and he can escape your R by using it correctly so keep that in mind.
Tahm Kench
(Conditioning+Magic Resist+DBlade) Tahm Kench can be beaten lvl 1-2, if you kite him, dodge Q's and land E. Get Executioner's. Stand behind minions, to avoid getting hit by Qs. Don't fight him at all solo before second item. If you get junglers help, save E to stop his W. If he W's into you - run, you can't beat him even in your minion wave. After you get Black Cleaver - he is a free kill.
Teemo
(Second Wind+Magic Resist+DSield) Build MR early. You can try to Q on lvl 6 and chase him down, if you have enough HP for that, his minion wave is not to big and there are few shrooms around. Urgot outscales him hard.
Trundle
(Bone Plating+Armor+DBlade) Steelcaps+healing reduction are great against Trundle. You should be able to win lvl 9 all-in. Urgot outscales Trundle.
Tryndamere
(Bone Plating+Armor+DBlade) Punish Tryndamere pre lvl 6. If he ever E's in, just fling him to your minions and shred with W. Note: when Tryndamere takes fatal damage during his ult - Urgot pulls him instantly (Urgot can't execute Tryndamere during his R). Stop Trynd from splitpushing later in the game. Your midgame is stronger than Tryndamere's.
Vladimir
(Second Wind+Magic Resist+DShield) Punish this matchup early, Vlad scales really well into teamfights and will most likely do more then you so splitpushing is a great option here. In the lane don't get hit by his empowered Q. Don't ult before he wastes his W.
Volibear
(Second Wind+Armor+DBlade) You can play around his empowered W and go for short trades, but don't force all-ins before lvl 9. Buy healing reduction. Not getting hit by his E is the key in this matchup.
Warwick
(Bone Plating+Magic Resist) Not much you can do to Warwick early, buy healing reduction and just play for scaling, since Urgot does outscale him. If Warwick ever tries to go in, wait for him to Q. Otherwise he can dodge your E, being unstoppable.
Wukong
(Bone Plating+Armor+DBlade) Wukong beats you early, but you should win 1v1's after lvl 9; his teamfights are as good as yours, he also splitpushes well. It's important to not Q his clone because then your W will target the clone. Save E before he uses W. He can stop your E with his R.
Yorick
(Bone Plating+Armor+DBlade) Your W kills his ghouls super quickly, whenever he W succesfully you want to auto attack it and try to kill it ASAP (if you have Stridebreaker you can escape his W simply by using it), also try to kill his maiden if he is careless with how he positions it. Yorick is weak early game so do not let him farm early. Both champs scale very well and you'll probably have to answer his splitpush a lot.
Sylas
(Bone Plating+Magic Resist+DBlade) Dodge Sylas' Q's. Fling him with your E, when he uses his E2 on you. Get Executioner's.
Lillia
(Second Wind+Magic Resist+DShield) Lilia is way too mobile, all,-in her only if you land Q. She's going to Q poke a lot. Try to catch Lilia, when she uses W.
Yone
(Bone Plating+Armor+DBlade)
Rumble
(Second Wind+Magic Resist+DBlade) Main goal is to outfarm Rumble. Don't stay in his Q. Don't take all ins while he is in his passive.
Maokai
(Conditioning+Magic Resist+DBlade) Maokai matchup differs from other tank matchups a bit. Out of all of them he probably has the least kill preasure on you. Although, Maokai is great at setting up ganks and extremely hard to kill after he gets Steelcaps, so your main goal in lane is to outfarm him.
Gragas
(Second Wind+Magic Resist+DBlade)
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.
Karthus
Karthus allows you to make very unexpectable plays especialy when you are facing a squishy champion. You ult, Karthus ults and you pull your target way more easily.
Yuumi
Yuumi can root for you to land E/R, can speed you up and keep you alive for a really long time. Probably the best synergy.
LeBlanc
When LeBlanc engages - prepare to R the rooted target. After her full combo the target won't really have much HP.
Lissandra
When Lissandra engages - prepare to R the rooted target. Strong engage and root, can live for a long time if she has R+Zhonya's.
Rammus
Reworked Rammus R makes his engage a lot more stronger and gives him another CC ability to lock target for even more time, which you can use to land your R.
Rell
Good engage and decent amount of CC for you to land R.
Skarner
Has tons of CC and tankiness. He pulls the highest priority target and you ult them.
Thresh
Tons of CC, pretty tanky. If he lands Q it's probably a kill for you.
Braum
Good engage and lockdown, your W synergizes with his passive, so you can stun people quickly. You also don't want him on the enemy team, because he can E his ally, who got hit by Urgot's R, and prevent Urgot from pulling his target (it works like Urgot R+Yasuo W and Urgot R+Samira W interactions).
Zoe
R an enemy, that got hit by Zoe's E and after that, if she lands Q, it should be a kill for you. You need to time it correctly, though, to keep the target from waking up.
Sejuani
Best jungler to have as Urgot. Good engage and lockdown.
Nautilus
Good engage and lockdown.
Leona
Good engage and lockdown.
Zac
He has great engage ability and long CC chain. Second best jungler to have after Sujuani.
Vayne
Peel for Vayne in teamfights, she can melt a target, that got hit by your R. It is especially good, if you ult an engaging tank.
Varus
Best ADC you can have on your team as Urgot . Peel for Varus in teamfights, his ultimate creates an opportunity for you to land a good R. He also has tons of damage, which is great for you to pull your target fast.
Zilean
Zilean has a huge MS buff, which is good because of Urgot low mobility.
Synergies
IdealStrongOkLowNone
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.
Karthus
Karthus allows you to make very unexpectable plays especialy when you are facing a squishy champion. You ult, Karthus ults and you pull your target way more easily.
Yuumi
Yuumi can root for you to land E/R, can speed you up and keep you alive for a really long time. Probably the best synergy.
LeBlanc
When LeBlanc engages - prepare to R the rooted target. After her full combo the target won't really have much HP.
Lissandra
When Lissandra engages - prepare to R the rooted target. Strong engage and root, can live for a long time if she has R+Zhonya's.
Rammus
Reworked Rammus R makes his engage a lot more stronger and gives him another CC ability to lock target for even more time, which you can use to land your R.
Rell
Good engage and decent amount of CC for you to land R.
Skarner
Has tons of CC and tankiness. He pulls the highest priority target and you ult them.
Thresh
Tons of CC, pretty tanky. If he lands Q it's probably a kill for you.
Braum
Good engage and lockdown, your W synergizes with his passive, so you can stun people quickly. You also don't want him on the enemy team, because he can E his ally, who got hit by Urgot's R, and prevent Urgot from pulling his target (it works like Urgot R+Yasuo W and Urgot R+Samira W interactions).
Zoe
R an enemy, that got hit by Zoe's E and after that, if she lands Q, it should be a kill for you. You need to time it correctly, though, to keep the target from waking up.
Sejuani
Best jungler to have as Urgot. Good engage and lockdown.
Nautilus
Good engage and lockdown.
Leona
Good engage and lockdown.
Zac
He has great engage ability and long CC chain. Second best jungler to have after Sujuani.
Vayne
Peel for Vayne in teamfights, she can melt a target, that got hit by your R. It is especially good, if you ult an engaging tank.
Varus
Best ADC you can have on your team as Urgot . Peel for Varus in teamfights, his ultimate creates an opportunity for you to land a good R. He also has tons of damage, which is great for you to pull your target fast.
Zilean
Zilean has a huge MS buff, which is good because of Urgot low mobility.
INNATE: 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 Charge
ACTIVE: 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: Purge
PASSIVE: 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.
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 Death
ACTIVE: 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%.
Always startE. 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).
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 Potion
Purchase Refillable Potion after first recall, if you need more sustain early.
The normal Trinket, which you should use most of the time.
Farsight Alteration
Purchase 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 Lens
Purchase Oracle Lens against champions with traps (ex. Teemo, Shaco, etc.). You can also buy it, if nobody on your team has one.
Elixir of Iron
After full build or for the last teamfight buy Elixir of Iron.
Mercury's Treads against AP comps/hard CC comps (note: Tenacity doesn't reduce knockups time and suppressions time).
Serylda's Grudge
Serylda'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 Chainsword
Chempunk Chainsword as a third/fourth item against a fed healing AP champion, or against comps with 2+ healing champions.
Serpent's Fang
Serpent's Fang as a third/fourth item against comps with 2+ champions with big shields.
Thornmail
Thornmail as a third/fourth item against fed healing AD champion.
Randuin's Omen
Randuin's Omen as a third/fourth item against a fed crit champion, or against comps with 2+ crit champions.
Anathema's Chains
Anathema's Chains as a third/fourth/fifth item, against fed damage dealer (the item has good synergy with high CC comps).
Spirit Visage
Spirit Visage as a third/fourth item against full AP comps (good with healing support).
Death's Dance
Death's Dance as a third/fourth/fifth item against full AD comps (good with healing support).
Sterak'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 Stoneplate
Gargoyle Stoneplate as a fifth item, if you don't need any of the items above, or, if you need only one of them.
PROS
+ Easy to play + Safe laning phase + Good waveclear + Tankiness + Good Damage + Decent CC + Strong Teamfights + Great Dueling
CONS
- Skillshot Abilities - Low mobility - Weak early game - Wave management is hard
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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.
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.
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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