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Urgot Build Guide by KingEmonerd

Daddy Said Techmaturgy Is Liberation - Bruiser Urgot

Daddy Said Techmaturgy Is Liberation - Bruiser Urgot

Updated on June 12, 2012
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League of Legends Build Guide Author KingEmonerd Build Guide By KingEmonerd 23,820 Views 7 Comments
23,820 Views 7 Comments League of Legends Build Guide Author KingEmonerd Urgot Build Guide By KingEmonerd Updated on June 12, 2012
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Introduction

Hello whippers and snappers. I am King Emonerd, but you may call me Emo, everybody calls me Emo. Today, we'll be getting to killin' with one of my favourite champions in the League. Before, he was overlooked, ugly, and no-one cared about him. Lately, he's been seeing a lot more use, and not in the solotop-role, as which he was doomed before. No no, as an AD bruiser on the botlane. Who?
Urgot

Urgot, the Headsman's Pride


Urgly as hell, he really knows how to hold his lane. His abilities allow him to smack enemies from so far away, which more than makes up for his rediculously short auto-attack range - Morgana attacks from the same range.
Urgot
Way I play Urgot, is as an AD and Mana-based bruiser. He relies more on his key ability, Acid Hunter, meaning he doesn't benefit from Atk.Spd. or Crit Chance, because Acid Hunter does not apply those. Instead, I build him as a bruiser with a lot of damage, focusing enemies down, and still taking kills when getting focused hard.
Urgot
Please note though, that in this guide, I will show you how I play Urgot. This is by no means a core to playing him - I've played him differently before, and that worked out just as well - and if you have a different way of playing him, feel free. Also, I do not provide Alternate Items in this guide, for the simple reason that you know what to get when a b¡tch is fed, or when there's a CC-overload on the enemy team.
Urgot
Enjoy!
~Emo.
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Pros vs Cons

spa Urgot
Powerful Pros
Urgot Urgot
+ Scales so hard into late game
+ Building CDR means you pin down hard
+ Really tanky with loads of damage still
+ Extremely long range with Acid Hunter
+ Ulti for repositioning and resists
+ Did I mention his long casting range?
+ Robot.
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Crippling Cons
Urgot Urgot
- Terrible early game due to squish
- Rediculously high manacosts early game
- No damage before Lv.3/Lv.5
- Shortest AA-range of all AD Carries
- No natural bulk in his kit
- Ultimate can get you OoP hard, bro
spa
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Abilities


P - Zaun-Touched Bolt Augmenter

Each basic attack that Urgot lands reduces the damage his target takes by 15% for 2,5 seconds. Each renewed application refreshes the debuff duration, this does not stack upon itself.
Urgot
It's a pretty straight-forward passive - as are most of them - and this one is actually pretty damn good. People who've read my AP Ezreal Guide know that some passives don't make sense, but this one is great. With Urgot having a teenie basic attacking range, enemies are often prone to target/focus you, or simply not walk away from 1v1's. This baby is a bliss at such times.
UrgotUrgot

Q - Acid Hunter

Urgot fires a physical damage nuke in a line, dealing damage to the first target it hits. This ability applies no on-hit effects, but it DOES apply Zaun-Touched Bolt Augmenter.
Urgot
Arguably one of the best abilities in the game, even though it needs another one of Urgot's to carry this title. Once again, a pretty self-explanatory ability, but oh my. The damage it does is just immense. As a side note, its cooldown is exremely low, meaning it's an awesomely spammable ability.
Urgot

About Acid Hunter...


Shroud of Darkness: Popped, and also blocks the application of Zaun-Touched Bolt Augmenter.
Spell Shield: See above.
Banshee's Veil: See above.
Black Shield: Will not block the damage.
Rylai's Crystal Scepter: Will apply a 15% diminished slow because of its cooldown.
Hextech Gunblade: Will apply no LifeSteal, but will apply the 33% diminished SpellVamp because of its low cooldown.
UrgotUrgot

W - Terror Capacitor

Urgot instantly forges a shield on himself for up to 7 seconds. During this time, his basic attacks and his Acid Hunter apply a non-stacking slow for 1,5 seconds.
Urgot
This one is a bit less straight-forward, but basically, you'll want this to be up anytime you'll try to smack-a-b¡itch. The slow does not stack upon itself, and with it being a short-duration slow, it's best if you have a means of catching up - a Time Warp or a Whimsy - or to be in close range in the first place, making the slow harder to escape from.
Urgot

About Terror Capacitor...


Shroud of Darkness: Popped via Acid Hunter, left intact via basic attacks.
Spell Shield: See above.
Banshee's Veil: See above.
Black Shield: Will be blocked regardless, but since its appliants are physical damage, no damage is blocked.
Urgot
Additionally, it has no casting time, will not interrupt previous orders, and will affect projectiles currently in flight when Terror Capacitor is cast.
UrgotUrgot

E - Noxian Corrosive Charge

Urgot fires an explosive shell to target location, debuffing units struck. This debuff entrails a percentage Armor Reduction, a physical damage-over-time, and a unique feature: for as long as the debuff persists, Acid Hunter can be autolocked on an afflicted unit by having the cursor over/near them upon activating Acid Hunter.
Urgot
Paired with Acid Hunter, best combo for harassing-out-of-lane and beyond. The Armor Reduction applies to its own damage as well - fµck yeah - and the autolock-feature has a range of 1500 as stated by Ezreal somewhere deep down in his posts on his own page, look it up if you don't believe. Point is, he can strike you hard under your tower, and ignore the tower itself if you don't cower in the Fog of War.
Urgot

About Noxian Corrosive Charge...


Shroud of Darkness: Popped, and ignores the application of all DoT-ticks, the Armor Shred, and debuff.
Spell Shield: See above.
Banshee's Veil: See above.
Black Shield: Unaffected, since the damage is all physical and it contains no Crowd Control.
Rylai's Crystal Scepter: Procs the 15% diminished slow for all ticks, and lasts for 1,5 seconds after the last tick of damage.
Hextech Gunblade: Procs the 33% diminished SpellVamp effect on each tick of damage from all affected units.
UrgotUrgot
hyper-kinetic position reverse

R - Hyper-Kinetic Position Reverser

Urgot gains Armor and Magic Resist for 5 seconds. Additionally, Urgot stuns and suppresses a single enemy champion for 1 second. After the suppression, Urgot and the target switch places and the target is slowed by 40% for 3 seconds. Urgot may freely cast Terror Capacitor during the one-second channel time.
Urgot
Dat ultimate. Feel like an enemy is going to flee? Swap a b¡tch. Feel like you want some bonus resists? Swap a b¡tch. Want your team to know who you want dead first? Swap a b¡tch! So many uses for this ultimate, and with the build we're using, it's not on that high a cooldown to begin with. Goodies allround, ladies, gentlemen and techmaturgically repaired warriors.
Urgot

About Hyper-Kinetic Position Reverser...


Spell Shields will block the Suppression effect, but the target will still be swapped places with and will still be slowed. This also counts for remove-debuff effects like Unbreakable Will, Remove Scurvy and for Ragnarok goes that he is not suppressed, but will be moved regardless of him still carrying the Ragnarok-buff. This all only counts if Urgot actually completes the full 1-second channel time. Note that Cleanse cannot be used to counter this, meaning it's totally useless against Urgot unless you really dislike the slow from Terror Capacitor, and that Quicksilver Sash apparently also negates the swap... fu.
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Runes

Urgot
My rune setup is focused on giving me a good early game boost, enough oumph to last hit and harass, and manage to stay in my lane as long as possible. I take the following:
Urgot
spa Marks for Flat Attack Damage. I dislike scaling runes because they take out your early game oumph, and let's face it: items make us scale into late game better than runes do. I take these because Urgot doesn't start with all that much AD to begin with, and this is a very nice start. spa
Urgot
spa Seals for Flat Armor. They are strong, especially Early Game, and late game... well, not as much, but they help the fragile early game. Other option would be Greater Seal of Replenishment, but that's only a small bonus. A bonus nonetheless, but a small one. spa
Urgot
spa Glyphs for Flat Magic Resist. I just like keeping safe from pesky mids outleveling you, and all of a sudden thinking it's a good idea to flip the fµck out on you. Or those stupid new-meta supports that deal damage, like Leona and Lux and those other b¡tches. spa
Urgot
spa Quints for Flat Attack Damage. Once again, it's just for that nice bit of extra oumph you'll want when you're dealing basic attack damage. Your Acid Hunter will scale better as the game progresses, really picking up at Lv.3 and Lv.5, meaning this is just... to 'keep up', so to speak. spa
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Masteries

Urgot
Simple Mastery page, pretty standard for AD Carries. Note though that I skip the LifeSteal - we won't be charging in with basic attacks - and the Critical Strike Damage - Acid Hunter doesn't apply Critical Strikes. What I do take, is Flat Armor Penetration, Percentage Armor Penetration, Flat AD, AD per Lv., Percentage Increased Damage and Increased Minion Damage as my most notable Offensive Masteries. These to amplify my damage early-game, and to compensate for my rediculously short basic attacking range.
Urgot
In Utility, I take a more standard route, in which I take Increased Mana and Mana Regeneration per 5 and Increased Neutral Buff Duration. Urgot works best when he's in a team that has a manaless mid - most notably Vladimir or Kennen or some sh¡t - in which he gets to take the Crest of the Ancient Golem , with which he gains 20% Cooldown Reduction - capping it at the spot - and massively increased Mana Regeneration, allowing for near-infinity spamming if the Tear of the Goddess has been purchased beforehand.
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Summoner Spells

For Summoner Spells, I go with Exhaust and Flash:
Urgot
spa Exhaust is my primary choice on AD Carries, and some AP Mids. Why? Urgot's short basic attack range is an incredible impediment on his early game, and other AD Carries will absolutely try to abuse this, as Urgot is well known for his amazing scaling-into-late-game. His damage picks up during later stages of the game, and enemies will get offensive to prevent you from successfully reaching that benchmark. Exhaust to mitigate their damage when they engage, and to be able to haldne 2v1's.
Urgot
spa Flash because Urgot's early game is extremely frail. Squishy as hell, he can't stack up to a 3v2 gank. Not a single way in hell. This is purely a Get-Out-Of-Jail-Free card, but on an over-4-minute cooldown. Use it wisely, and use it properly. Those are my main tips to using Flash, but the more experienced LoL-player will know what those are. Hell, even I still fµck up a Flash every now and then: it's only human.
Urgot

NOTE


Why I don't take Heal: Urgot's early game is frail as hell, as I just stated. If someone wants you dead, hell, the b¡tch's gonna get you dead, no escaping. Maybe a Flash, but that's it, no escape tools. After Lv.3 or Lv.5, our damage picks up hardcore, meaning we get to lay some hard smackdown on a brotha... and they won't. Heal is only good in the first few levels where we're still squishier than our support - yay for exaggeration - and after that, we have enough bulk to overcome any hurt. Ergo: No Heal.
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Itemization

Starting Items


vs .
Urgot
Urgot is, I believe, the only AD Carry that cannot start without a Meki Pendant unless he has a Soraka by his side. His basic attacking range is a big impediment, as stated before, and has to make up by spamming his abilities... which cost mana. Loads of it, especially in the early game. If we don't have a Soraka with her Infuse, we're out of mana in two spell rotations. Ergo: Meki Pendant.
Urgot
If we do start with an Infuse-Soraka, we can afford to start with boots; however, I do find it useful to instead go for the Sapphire Crystal at that time, just because of it building into a Tear of the Goddess or a Glacial Shroud, and as I've stated before - hooray for repetition - if a mothafµcka wants you dead badly enough, you'll die. No boots, but still a viable choice if you desire it so.
Urgot

Priority Items


. .
Urgot
Tear of the Goddess is what you need to buy. If you go b and cannot afford this, you may never play Urgot again. Jk, but this is what you'll want to be able to buy on first b. Spamming picks up after Lv.3 or Lv.5, and this is the best opportunity to get as many stacks on your Tear as you can.
Urgot
Boots are next. Yep, second. Sacrificing mobility for (later) damage and spammability? Yup. Don't ask questions, just do it.
Urgot
If you're really having a good time bot, get a Glacial Shroud - or its ingredients - if you can. Botlane is dominated by AD Carries - dealing physical damage and sh¡t - meaning a Shroud screws them over hard, whilst giving you the advantage Urgot gusta: Cooldown Reduction, allowing for more Acid Hunters, more Terror Capacitors for when you get ganked, and best of all: more hyper-kinetic position reverseSwaps.
Urgot

First Major Buys


. .
Urgot
Seeing as how we don't get into range for basic attacks - which would be like poking Baron in the eye with a toothpick - Berserker's Greaves are a no-go. Mercury's Treads are by far the best choice. Urgot's damage output tend to get him focused really fast, meaning CC is wasted, and with Treads: nullified.
Urgot
Manamune is an item only bought by those who really have mana problems. I've seen Ezreals do it... and that's it. Bots tend to use it on Miss Fortune and Sivir, but Urgot is one on who I find it to be a dire necessity, due to him being an AD-based caster, rather than an IE-PD-BT AD Carry. Manamune to fit his mana needs.
Urgot
Ohh, Frozen Heart. This baby is bliss in all its glorious forms. AD Carries are your primary target to kill. Armor to reduce their damage? Check. An aura to reduce their attacking rate? Check! Mad Mana is mad for the Mune? CHECK! 20% COOLDOWN REDUCTION FOR EVEN MORE SPAMMING? CHECKER-DO-CHECK! Item is a must-buy, really. I didn't believe in it at first, but I'm in love with it. So is Urgot... as far as techmaturgically repaired robots know 'love'.
Urgot

What Next?


.
Urgot
So now that we've obtained some bulkiness, let's get to town with some true pain. Granted, tanks won't think too much of our damage. Let's change that. How? Last Whisper, baby. 40% Armor Penetration, paired with 10% Armor Penetration gives us a total of 46% Armor Penetration, and after that, we take off 6 Flat ones. Yay xD. But nonetheless, this is one hellovanitem to have, as it destroys tanks a bit easier, but is most valuable on the ordinary AD Carry who lack the real Armor stat and still cower with 80~ Armor.
Urgot

And then?


.
Urgot
Your main - and only, in fact - sustain item. You hit sh¡t for 300 per hit, meaning 20% LifeSteal hits hard enough. A VampScepter over the Sword, because we have enoug AD as-is, and the sustain is hard-needed. If you feel like being 'different', opt to go for a Hextech Gunblade instead. Not only will your basic attacks refuel your Health Bar, your Acid Hunters and Noxian Corrosive Charges will do the same - albeit at a slower rate. Works just as fine, it only provides a bit less AD, but hell.
Urgot

DEFENSE!


. .VS. .catalyst the protector
Urgot
If the enemy AD Carry managed to get fed as fµck, you might want to consider purchasing a Guardian Angel. Not only does the item provide more than reasonable defensive stats in addition to what we already have, the swirling angel-particle-thingy discourages enemies to focus you/take you on. Good.
Urgot
On the other hand, if mid's been feeding, or if the enemy mid's been getting fed, you might want to opt getting a Banshee's Veil. We get more health - survivability - and mana for damage, and some more-than-nice Magic Resistance, but best of all: we block the first enemy spell. Sion and his Cryptic Gaze? B¡tch pleaz.
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Lane Enemies

Please note that this is a section currently, and ongoingly, in progress. I will update this section as I face champions, but after a while, I may end up having faced them all, and form my final opinion on them. Bare with me, and tell me your findings as well, yes they halp.
Urgot

Difficulty: Hard
Urgot
Her rediculous range advantage is really a big threat in this match-up. She can stand in a brush, hit minions, and smack you with a Headshot as it pleases her, and there's nothing you can do about it. Key here is to ONLY last hit, not push a single AA, and wait for the creep wave to come closer to your turret. Pushing out means you die, simple as that.
Urgot

Difficulty: Medium
Urgot
Ezreal can trade relatively well with you, but if he uses his Arcane Shift the wrong way, he's extremely dead. His main damaging skill is on a same-ish low cooldown as yours, but he has no CC, and his Atk.Spd. drop... it doesn't affect us too hard. Only thing is that he gets Atk.Spd., which means hurt for us. Regardless, play passive until Lv.3, then hurt him badly.
Urgot

Difficulty: Easy/Medium
Urgot
He can trade well, but there's something about Varus that makes him an all-out character. He can't hurt you like you can do him, but if he catches you off-guard, you're doomed, simple as that. If he picks off a minion... that's a 20% Bonus for him, a 20% advantage over you. Also, his Blighted Quiver hurts if he can continuously take them off, so burst him down before he can do you.
Urgot

Difficulty: Medium/Hard
Urgot
So Kog'Maw... he's one piece of work. He can harass you from a pretty far range, and if he's built some AD - throuh Runes, mostly - he'll hurt hard, especially when he turns on his Bio-Arcane Barrage. Paired wtih his slow and Armor Shred, he's a right nasty bit of work. But as with most, he has no escape mechanism, meaning if you tag him with Noxian Corrosive Charge, you can take down half his health with ease, he can't retaliate.
Urgot

Difficulty: Medium
Urgot
Her burst combo hurts, and her range advantage over you increases per level, which is a real pain. However, aside from her basic attacks, she either needs to put herself on your face to deal damage, or fire a cannonball in your face which pushes you away from her. She's on the disadvantage as far as ranged poke goes, as Acid Hunter>>Auto-Attack after like Rk.2 or 3, and she doesn't have that.
Urgot
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Lane Behaviour

space Early game, we simply don't have enough damage to stand toe-to-toe with enemy champions, most notably the enemy AD Carry. They'll be able to kite you better than you do them, and they will probably have a better damage output than you, especially Pre-Lv.5. As such, try to lay as low as possible and farm to the best of your ability. Farming is the best way to getting as much gold as you can possibly get, because your only virtue is harassing, which only takes off after Lv.3. At that point, if you manage to land a Noxian Corrosive Charge, follow up with as many Acid Hunters as you can, and get them off your case. This means to an end has the added benefit of 'striking fear', meaning they won't get as close to the minions as they would have otherwise.
Urgot
space Mid game, your damage and and overall annoying-ness should pick up rapidly, most apparently after purchasing a Frozen Heart or Glacial Shroud. They Mana-aplenty, paired with low cooldowns and lowered cooldowns means that enemies genuinely have to fear you, which is a good thing. Your harassing-from-afar and your continuous slow means you'll have an easy way to either pop Flashes or get kills, depending on which they prefer. Support kills are also easy to achieve, or in the case of Alistar: to pop his Unbreakable Will. Urgot becomes an amazing threat in the mid game, and should manifest hismelf as such, through annoying the living fµck out of enemies, and proper use of his ulti and getting as many kills as you can.
Urgot
space During the end game, or later stages of the game, you'll be even more annoying. Now not only to the enemy carries, but also to the enemy bulkers and tankers, thanks to 46% Armor Penetration. If you do get the Crest of the Ancient Golem from your jungler... hah, enemies will never escape you unless they pop Flash. You can either be that guy who pops Flashes, or you can be the semi-initiating guy who soaks a bit of damage, gets the enemy carry picked off, and then starts to fµck up some tanky b¡tches on the enemy team. Remember that a 20% Armor drop is no horse sh¡t, so always try to hit the tankiest motherfµckers on the enemy team to amplify all the physical damage they take. You findin' yourself in a world of hurt? Ulti for resists, and swap yourself out of harms way.
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Concluding

I didn't want to waste an entire section on this, so: Soraka is by far your most desired support, but supports with CC like Light Binding, Dazzle or Dredge Line will all work fine just as well. Make sure you get the support you feel like having along, as CC means Nocian Corrosive Charge becomes easier to land.
Urgot
So a lot of work went into this guide, and I'd appreciate it if you'd read it all, and tell me if it all makes sense.
Also, try the build a few times before posting comments, they make the whole comment a lot more sensible.
Lastly, thanks for reading, and don't forget to comment and thumbs-me-up!


~Emo.
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