Urgot Build Guide by Searz
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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
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This is a build that gears more towards lategame usefulness than lategame damage.
You may be thinking along the lines of "What the..? Isn't Urgot a DPS carry?". The problem with pure DPS builds on Urgot is that there are no good lategame damage items beside Last Whisper for AD casters like Urgot and that makes pure DPS builds rely on getting fed to win. This build works around that and caters more to the anti-carry role.
Urgot is a great anti-carry. He not only deals ridiculous damage to targets with small HP pools and reduces their damage, but can also make the enemy carry a lot easier to catch with his ultimate. That ability is probably every carry's worst nightmare.
If you're in doubt I recommend trying it. It still gives good amounts of damage since all items give AD and increase your damage output in one way or another.
AD = Attack Damage
ArP = Armor Penetration
ArR = Armor Reducion
HP = Hit/Health Points
HP5 = Heath-regen Per 5 seconds
MP5 = Mana-regen Per 5 seconds
AP = Ability Power
CDR = Cooldown Reduction
MR = Magic Resist
CC = Crowd Control (stuns, binds, fears and so on)
/lvl = Per Level (bonuses which you gain a part of with each level)
Strength of Spirit are the most relevant ones. He benefits greatly from all of them.
Strength of Spirit is a great mastery for mana stackers. 1000mana = +10hp/5 (that's ~30HP5 in lategame just from this mastery). It's also a really good mastery for the laning phase, so it's great on Urgot.
15 or 11 offense can be taken for extra power early on, but your lasting power in the lane and your mid/lategame will take a hit.
Sincehe has no magic damage at all Archaic Knowledge is useless and should ofc be ignored.
21offense is not something I'd recommend since only 4 masteries (3%CDR, 6ArP, 3AD and +4% damage) are useful to him.
21defense is about as good as 21offense. There are more (quantity wise) useful masteries there, but they're less useful than the useful ones in offense.
Most choices in the utility tree are nobrainers, but here are a few things you should know for those masteries that aren't:
may seem like a good choice to most of you, but the truth is that it's actually pretty bad. Even with the ~55HP5 you get from this build it will still only give 2HP5, and that's lategame, with all 3 points.. Most champions should never get more than one point in this mastery.
- Now this question probably arises; "Why aren't you using
on a mana build?". Well, that's because 5% bonus mana is next to nothing when you already have a ton of mana. Other masteries are simply more attractive/more better/more Q***. (oh yes)
are both great masteries. Just take what you like the most. If you have an obvious mana-heavy caster like Anivia you should probably take the point in
as the caster will be top priority for blue buff.
Some may know that I don't think too highly of the GP10 quints, but they're simply weaker than Greed . A quintessence shouldn't be as weak as 1 mastery point.
Greater Mark of Desolation Greater Mark of Desolation
THE best way to increase the damage of physical abilities in runes. Has great synergy with your Noxian Corrosive Charge's armor reduction since reduction applies before penetration.
4-5 Greater Glyph of Celerity + 4-5 Greater Glyph of Warding
Urgot is one of those rare champions who can actually benefit more from CDR/lvl than flat CDR. Buying The Brutalizer and Glacial Shroud lands you at 31% CDR, so you don't need any more CDR before lategame. Running these over flat enables you to free up an extra rune slot for MR, which is great against casters. Keep in mind that you can't reach 30%CDR without CDR runes on my standard build! So if you don't own CDR runes I recommend going for my second item build.
MR is just lovely for when you're up against a magic damage enemy.
Balance the runes so that you know you can fire 4 Acid Hunters per Noxian Corrosive Charge, while getting as many MR runes as you can.
Greater Seal of Resilience
Earlygame these help a lot against physical damage. There's really not much to say..
Greater Quintessence of Desolation Greater Quintessence of Desolation
Pretty much the same as the marks. AD quints are great on many champions, but Urgot is actually not one of them. While they do deal more damage the first 2 levels, ArP just deals far more damage on physical abilities in mid/lategame.
Other runes worth considering
Greater Seal of Replenishment Greater Seal of Replenishment
I used to run these, but that was when I mostly laned in mid lane. Since there's a 90% chance you'll face magic damage in mid you simply don't need armor. Run these if you go mid.
Flat MP5 seals are better than MP5/lvl because after you get Manamune you simply don't need mana-reg unless you're spamming like there's no tomorrow. These runes help when it's needed the most.
Great tool to use with your Hyper-Kinetic Position Reverse. Has so many uses.
It's great for positioning, chasing and fleeing. Will not let you down if you know how to use it.
Nice spell to have against dangerous CC. See an enemy picking Ashe? Then you'll have great use of Cleanse.
You might wanna go with build 2 if you get Cleanse.
Your kit (abilities) and how to use it
- Try hitting several enemy carries when possible. You can keep at least 2 enemies tagged with this at the same time.
- Makes a distinct sound if you hit an enemy, so it can be used for bush checking.
- Combined with Noxian Corrosive Charge this skill has one of the longest non-ultimate ranges in the game.
- Always move between the Acid Hunter shots.
- With over ~30%CDR you can shoot 4 of these per Noxian Corrosive Charge duration.
It also has a decent AP ratio, so AP isn't totally useless.
- Acid Hunters and normal attacks will slow even if you activate Terror Capacitor while they're flying. Delaying it for when you're about to hit will maximize the duration you will slow and save some mana if you're unsure whether the Noxian Corrosive Charge shot will hit or not.
- Urgot is a great kiter. With his long range, shield and almost constant slows he will be quite hard to chase without any teleportation abilities. If you see your enemies coming simply make sure that you can keep them slowed all the time and keep attacking them. If there's too many enemies to slow all the time just focus on running.
Acid Hunter to hit the target you want in most cases.
- Reveals areas it's shot into. Great for scouting with the low CD and cheap mana cost.
- When you've hit enemies with Noxian Corrosive Charge Acid Hunter will get a small range increase (if you target the one you hit).
Hyper-Kinetic Position Reverse
This is the main reason you need to build tanky, because you'd basically make fights 4v4 with your ultimate when using it while most players are still alive.
- You can sometimes use Hyper-Kinetic Position Reverse to escape from a gank or simply a bad situation. Just use it on the enemy closest to your escape route and RUN *****, RUN! I've made some crazy escapes that way ^_^
- Be very wary of disables when you're using Hyper-Kinetic Position Reverse, it stops the switch. You still gain the armor and MR though.
- A funny thing when facing Olaf is that even though you can't suppress and slow him with your Hyper-Kinetic Position Reverse when he has his Ragnarok up you'll still switch positions with him after the channel.
Your main source of damage - Acid Hunter - should be maxed first because this is the skill that will have the biggest impact on your damage.
I max Terror Capacitor second because you gain more survivability and stronger slow. The cooldown is also reduced by leveling it up. Another side-benefit of leveling it up is that it will be harder to break your shield to remove your slowing effect.
The reason I max out Noxian Corrosive Charge last is because you simply don't need any of the scaling things early on. The extra %ArR is only needed in lategame and the extra damage is negligible in comparison to the benefits of leveling Terror Capacitor. You'll of course need one point in it at level 2 though, since you can't lock onto enemies without it.
Recommended build 1 sequence:
Recommended build 2 sequence:
I prefer the first one. It gives bigger bulk stats and is just overall awesome ;)
It also only costs 50gold more.
You'll want about 30%CDR (or more) in your build. That way you can shoot 4 Acid Hunter per Noxian Corrosive Charge. Increases the damage of your combo by almost 30%, which is pretty big.
So either Frozen Heart or Shurelya's Reverie+ Ionian Boots of Lucidity.
If you know you wanna go with build 2 you probably want to consider running only MR glyphs.
You could also run a metagolem build on Urgot, but HP is a lot less useful than resistances because you've got a shield.
Sustain. With this and Strength of Spirit you can lane indefinitely. Take this if you think you'll need mana to spam spells more. This is the starting item you'll want most of the time.
This is also for your sustainability. Sapphire Crystal increases your HP5 by 2 with Strength of Spirit . Take this if you think you need HP-reg more than you need mana-reg.
2 Health Potions
Obviously for more sustainability.
A perfect item for Urgot since he needs lots of mana and AD. An Urgot without mana is a useless Urgot.
This is THE best pure damage item you can get. As shown here Last Whisper beats The Bloodthirster pretty hard even on enemies that aren't buying armor.
A cheap item that gives only useful bonuses. Important for landing above 30%CDR in midgame. Don't upgrade it to Youmuu's Ghostblade, the added bonuses are almost useless. Sell this item in lategame when you need inventory space.
Will make it harder to disrupt your combos. Just overall really good item on Urgot.
These are items that I personally prefer. If these does not suit your needs just look among the Other viable items.
More mana (which equals more AD and HP5), armor and CDR. The aura is also perfect for the anti-carry role. The overall bulk of stats you receive with this item is pretty big. Really good item.
Urgot (like most champions) is weak to CC and these are just lovely for that. Eleisa's Miracle also works for CC reduction early/midgame, but it tapers off quite a bit in lategame.
Aegis of the Legion
This item makes you not only useful to your team, but also makes you quite a lot more durable as it's one of the most cost effective durability items in the game. I do however want to point out that while great, this item is probably the best item to replace with a more expensive item if the game lasts long enough or if you simply don't like it.
Other viable items
Just an overall very good survivability item. It's probably one of the best items you can buy when you're about to have a fight that decides the outcome of the entire match.
Ionian Boots of Lucidity
Great when paired with Shurelya's Reverie to reach 36%CDR. Cleanse might be a preferred summoner spell with these boots.
I'm personally not too fond of it as it is way too expensive for only the movespeed and extra damage. It can however make an decent replacement for any other of the cheaper items if you have nothing else you can waste your money on.
Generally underestimated item. The active is like a short CD(&duration) Ghost for all teammates nearby. 15%CDR and 330HP is just pure awesomeness and the bonus gold from Philosopher's Stone is ofc very useful too.
Pretty decent offensive item. I loathe the stacking mechanic, especially on an anti-carry build, but I can't deny that it's still an option.
...got nerfed into the ground. I no longer consider this item viable on Urgot. Use The Bloodthirster instead.
Urgot is a strong solo-laner and relies somewhat on having a level advantage because he's a caster (physical caster). As such he's usually best in a solo lane. He is best matched against frail enemies with low mobility at early levels.
As Noxian Corrosive Charge is rather hard to hit on enemies that are fully aware of your range and the delay it has, you should focus on hitting them whenever they go for a lasthit (as with all skillshots). You can pretty much force them to choose between losing HP or losing minion kills and thus you can zone a lot of enemies out.
You'll be a bit more vulnerable to ganks when zoning though, so wards are very useful in the laning phase.
Many may think that Urgot is insanely strong at lvl1, but that is not the case. It's at level5 to about 13 he is insanely strong, so don't get overly aggressive before that.
As always; I'd like to express how important it is to only lasthit and not repeatedly attack minions when you aren't pushing (or pushing back a big enemy wave). You're simply taking unnecessary risks by pushing into enemy territory when you aren't gunning for their tower. Especially important when enemies are missing.
Your primary role in early/midgame teamfights is DPS. You should be using Hyper-Kinetic Position Reverse primarily on fleeing enemies. It also spells certain doom for any enemy you might catch out of position.
In lategame your role in teamfights transitions into more of an anti carry role. Your main objective is to the biggest pain in the *** ever to the enemy carries. Your passive, constant slows and ultimate are all great for being a huge **** to the enemy carries.
Your ult can also be used when you're afraid that they'll focus on you.
Tag the main damage dealers on the enemy team with Zaun-Touched Bolt Augmenter whenever you can. It reduces all damage done by 15%. Not a huge, but it will certainly make a difference if you manage to tag an AP carry with it before they get off their combos.
Your Noxian Corrosive Charge aim is crucial. Without it you can hardly aim at all in teamfights. Save it for when you got a surefire shot.
Well thanks for reading my guide. I hope it has helped you become a better player/made you realize my awesomeness (hueheuheuheuehue <3).
Good luck pwning niblets out there!