Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x
Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide
I didn't like this Guide
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Runes:
Precision
Resolve
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
Flash
Teleport
Items
Ability Order
Echoing Flames (PASSIVE)
Urgot Passive Ability
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
Abilities
Echoing Flames [Passive]
Cooldown: 30 / 25 / 10 / 5 / 2.5 seconds per Leg Area of Effect: 490
Innate: Urgot's basic attacks and Purge trigger blasts of flame from his legs, dealing physical damage.
Each leg has its own cooldown.
Physical Damage: (+40 - 100% total)
[+2 - 6% target's max] at levels 1/6/9/11/13
Max Damage to Monsters: 60 - 360 (based on level)
Corrosive Charge [Q]
Cost: 80 Mana Cooldown: 12 / 11 / 10 / 9 / 8 seconds Range: 800
Active: Urgot fires an explosive charge, dealing physical damage and slowing enemies hit for 1.25 seconds. Physical Damage: 25 / 70 / 115 / 160 / 205 (+70% total)
Slow: 45 / 50 / 55 / 60 / 65%
Purge[W]
Cost: 40 / 30 / 20 / 10 / 0 Mana Cooldown: 12 / 9 / 6 / 3 / 0 seconds Area of Effect: 490
Active: For 4 seconds, Urgot shoots at a nearby enemy 3 times a second, dealing physical damage per shot, locking onto champions recently damaged by his other abilities.
While firing, Urgot loses 125 Movement Speed but has 40% slow resistance and can walk over minions and non-epic monsters.
At max rank, Purge last for an infinite duration and has no cooldown. Applies on-hits at 50% damage.
Physical Damage: 12 (+20 / 24 / 28 / 32 / 36% total)
Disdain[E]
Cost: 60 / 70 / 80 / 90 / 100 Mana Cooldown: 16 / 15.5 / 15 / 14.5 / 14 Range: 475
Active: Urgot charges forwards, shielding himself for 4 seconds. If he catches an enemy champion, he will stop and hurl them behind him, dealing physical damage and stunning them for 1 second.
Non-champions take the same damage but are knocked aside. Cannot cross terrain.
Shield: 60 / 80 / 100 / 120 / 140 (+150% bonus) [+15% bonus]
Physical Damage: 90 / 120 / 150 / 180 / 210 (+100% bonus)
Fear Beyond Death [R]
Cost: 100 Mana Cooldown: 100 / 85 / 70 Range: 2500
Fear Beyond Death 2.png
Active: Urgot fires a chem-drill, impaling the first enemy champion hit. Deals physical damage and slows for 4 seconds up to 75% based on the victim's missing health.
If the victim falls below 25% health while impaled, Urgot may recast this ability, suppressing the victim and dragging them in for execution. Activates automatically if the target is blow 25% at the end of the effect.
When Urgot executes a victim, nearby enemies flee in terror for 1.5 seconds
Physical Damage: 100 / 225 / 350 (+50% bonus)
Laning tips
here are some Urgot tips to help you:
-Do not spam your Q in laning phase: It might not look like it, but Urgot has a relatively small mana pool, and spamming his Q will result in you running out of mana really fast. DO NOT USE HIS Q AS AN POKE ABILITY! It's meant to catch enemies that are trying to run away and such, and not as an lane bully skill! Always keep that in mind.
-Be wary of your passive: Especially in the initial levels, your passive will play a huge role in how you'll manage your wave and if you'll be able to trade propely, always try to farm from a legless position to avoid unnecessary pushing and always try to keep the legs that are facing away from the opponent on so you can use them after hitting Disdain.
-Avoid trades: Urgot has a underwhelming early game since his W duration starts off as really small, it's way better to keep poking and harassing your opponent by abusing his ranged nature than to engage in small trades to lower the enemy's health.
-Don't get trigger happy with your W: As i've explained in the properties section, your W give you an slow and has weaker indivitual attacks, so don't keep it always on and don't count on it to finish fleeing enemies; if your enemy is slightly away from your W range, never forget to turn it off to avoid getting slowed and increase your range.
-Be careful about ganks: Although Urgot has an innate ability to 1v2, it's not easy neither recommended to deliberatly do so - remember that you are really big and slow which makes you extremely gankable, and even though i taught you the E + Flash combo earlier that doesn't mean that it's good for you to burn your flash. Always beware of the minimap and try not to get too close to the enemies tower without knowing the enemy jungler's position.
Cooldown: 30 / 25 / 10 / 5 / 2.5 seconds per Leg Area of Effect: 490
Innate: Urgot's basic attacks and Purge trigger blasts of flame from his legs, dealing physical damage.
Each leg has its own cooldown.
Physical Damage: (+40 - 100% total)
[+2 - 6% target's max] at levels 1/6/9/11/13
Max Damage to Monsters: 60 - 360 (based on level)
Corrosive Charge [Q]
Cost: 80 Mana Cooldown: 12 / 11 / 10 / 9 / 8 seconds Range: 800
Active: Urgot fires an explosive charge, dealing physical damage and slowing enemies hit for 1.25 seconds. Physical Damage: 25 / 70 / 115 / 160 / 205 (+70% total)
Slow: 45 / 50 / 55 / 60 / 65%
Purge[W]
Cost: 40 / 30 / 20 / 10 / 0 Mana Cooldown: 12 / 9 / 6 / 3 / 0 seconds Area of Effect: 490
Active: For 4 seconds, Urgot shoots at a nearby enemy 3 times a second, dealing physical damage per shot, locking onto champions recently damaged by his other abilities.
While firing, Urgot loses 125 Movement Speed but has 40% slow resistance and can walk over minions and non-epic monsters.
At max rank, Purge last for an infinite duration and has no cooldown. Applies on-hits at 50% damage.
Physical Damage: 12 (+20 / 24 / 28 / 32 / 36% total)
Disdain[E]
Cost: 60 / 70 / 80 / 90 / 100 Mana Cooldown: 16 / 15.5 / 15 / 14.5 / 14 Range: 475
Active: Urgot charges forwards, shielding himself for 4 seconds. If he catches an enemy champion, he will stop and hurl them behind him, dealing physical damage and stunning them for 1 second.
Non-champions take the same damage but are knocked aside. Cannot cross terrain.
Shield: 60 / 80 / 100 / 120 / 140 (+150% bonus) [+15% bonus]
Physical Damage: 90 / 120 / 150 / 180 / 210 (+100% bonus)
Fear Beyond Death [R]
Cost: 100 Mana Cooldown: 100 / 85 / 70 Range: 2500
Fear Beyond Death 2.png
Active: Urgot fires a chem-drill, impaling the first enemy champion hit. Deals physical damage and slows for 4 seconds up to 75% based on the victim's missing health.
If the victim falls below 25% health while impaled, Urgot may recast this ability, suppressing the victim and dragging them in for execution. Activates automatically if the target is blow 25% at the end of the effect.
When Urgot executes a victim, nearby enemies flee in terror for 1.5 seconds
Physical Damage: 100 / 225 / 350 (+50% bonus)
Laning tips
here are some Urgot tips to help you:
-Do not spam your Q in laning phase: It might not look like it, but Urgot has a relatively small mana pool, and spamming his Q will result in you running out of mana really fast. DO NOT USE HIS Q AS AN POKE ABILITY! It's meant to catch enemies that are trying to run away and such, and not as an lane bully skill! Always keep that in mind.
-Be wary of your passive: Especially in the initial levels, your passive will play a huge role in how you'll manage your wave and if you'll be able to trade propely, always try to farm from a legless position to avoid unnecessary pushing and always try to keep the legs that are facing away from the opponent on so you can use them after hitting Disdain.
-Avoid trades: Urgot has a underwhelming early game since his W duration starts off as really small, it's way better to keep poking and harassing your opponent by abusing his ranged nature than to engage in small trades to lower the enemy's health.
-Don't get trigger happy with your W: As i've explained in the properties section, your W give you an slow and has weaker indivitual attacks, so don't keep it always on and don't count on it to finish fleeing enemies; if your enemy is slightly away from your W range, never forget to turn it off to avoid getting slowed and increase your range.
-Be careful about ganks: Although Urgot has an innate ability to 1v2, it's not easy neither recommended to deliberatly do so - remember that you are really big and slow which makes you extremely gankable, and even though i taught you the E + Flash combo earlier that doesn't mean that it's good for you to burn your flash. Always beware of the minimap and try not to get too close to the enemies tower without knowing the enemy jungler's position.
You must be logged in to comment. Please login or register.