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Urgot Build Guide by I Am Goliath

Top GoliathGames' Ultimate Guide to Urgot (3M+ Mastery Points)

Top GoliathGames' Ultimate Guide to Urgot (3M+ Mastery Points)

Updated on May 28, 2022
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League of Legends Build Guide Author I Am Goliath Build Guide By I Am Goliath 2492 173 3,974,608 Views 98 Comments
2492 173 3,974,608 Views 98 Comments League of Legends Build Guide Author I Am Goliath Urgot Build Guide By I Am Goliath Updated on May 28, 2022
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Runes: Press The Attack

1 2
Precision
Press the Attack
Triumph
Legend: Tenacity
Last Stand

Resolve
Conditioning
Overgrowth
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

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

GoliathGames' Ultimate Guide to Urgot (3M+ Mastery Points)

By I Am Goliath


Introduction
Pre Game
In-game
Final Notes
About
Why Urgot?
Pros/Cons



Runes
Summoner Spells
Abilities



Ability Sequence
Combos
Items
Laning Phase
Teamfighting

Tips & Misc
Video Examples
FAQ









My other guides:






Hey guys,
Hey guys, my name is Goliath. I've played League of Legends since season 2, and have mained top lane since season 3. I've been high Diamond in every season since season 4, peaking at GrandMasters. League of Legends has always been the main game that I have stuck with over the years, and Urgot is the champion that I have mained for the past few seasons even peaking at rank #1 Urgot NA at one point, and also my favorite champion that I have ever played.

Here is my OP.GG for anyone interested.

If you want to see me play Urgot live in action, maybe learn a thing or two, or ask me some questions, you can find my stream here. Stop by some time, I'm always down for giving advice and helping you improve.

If streams aren't up you alley, you can also check out my YouTube channel here. I have tons of matchup videos and other great info on Urgot!

If you want more general info, like when I upload, or update, a guide, then you can find my twitter here.

If I'm offline on twitch but you still want some pointers or just wanna chill, then feel free to join my discord server and hit me up.







Urgot is very unique because he is a ranged juggernaut, if you like beefy champions that scale well and can have a lot of impact in the mid and late game then you should consider trying out the dreadnought!

Difficulty - 6/10 I don’t think Urgot is super hard to learn but I do think like most champs he is pretty difficult to master. He does have a few skill shots which can be crucial in landing. Also learning how to play around your passive is key which can be challenging to learn and pay attention to; especially wave clearing issues with it. Mechanically I don’t think Urgot is very intensive though because a lot of the time you’ll have your W toggled on. But you will need to think about how to get good fears off in teamfights and landing your skill shots, as well as being able to do the W toggle effectively which can be challenging in teamfights.

Fun Factor - 10/10 This rating is obviously pretty subjective but I find Urgot really fun and extremely satisfying to play when you can make good ultimate plays and get a massive AOE fear, or a cool E- Disdain Flash play. It can also be a lot of fun watching your W- Purge + passive Echoing Flames shred everyone in a teamfight. For a simple champion I find Urgot the most fun out of all of them.

Viability - 7/10 Urgot is definitely viable at the time of making this guide. Although I wouldn’t put him into the very top tier; I would put him somewhere in the middle tier. Urgot is also an extremely good blind pick because of how safe he is. The only reason I take off a few points here is because it can sometimes be hard to carry on Urgot.

Laning Phase - 4/10 Urgots level 1-3 can be quite strong in a lot of match-ups, especially melee match-ups. But overall your laning phase is pretty weak after that until level 9, which is quite a few levels. With that being said Urgot is safe enough to where you can survive match-ups still and possibly get kills when your ultimate and flash is up.

Teamfighting - 10/10 Urgot's teamfighting is one of the strongest of any top laners due to his aoe damage from his passive shotgun legs, Urgot also has the ability to single handedly win a teamfight off a good fear play from his ultimate which is much easier to do if you have flash up, you're also very tanky for how much damage you're able to pump out.

Pros
+ Good poke.
+ Ranged (Short).
+ Very strong level spikes (lvl 9 and 13).
+ Very strong item spikes.
+ Very strong mid game.
+ Decent scaling.
+ Can survive lanes even in harder matchups.
+ Always has the chance to be useful.
+ Strong 1v1 and teamfights mid game.
+ Easy to play mechanically.




Cons
- Three abilities are skillshots.
- Very easy for people to play around your E- Disdain and your R- Fear Beyond Death.
- Hard to press leads.
- Lots of losing matchups levels 3-9.
- Can get kited hard.
- Very level and item dependent.
- Not the best solo carry champion (team reliant sometimes).
- Can be hard to play without frontline or engage on your team.





My general rule-of-thumb when it comes between choosing Press the Attack or Fleet Footwork is this: If you want the most damage possible and are against a melee champion then you should run Press the Attack. If you're vs a ranged champion and they 3+ other ranged champions I usually run Fleet Footwork. Fleet Footwork also feels really nice since you're able to stay alive for a lot longer, but you do feel the lack of damage early on.


Press the Attack
A really great rune if you want early game strength. Remember that your W- Purge applies procs towards Press the Attack making it very easy to proc in the 1v1. Overall I like this rune if I'm against a squishy champion and also if they have a lot of ranged champions that I can't stick on and just need to burst quickly. It is also great if you go for the level 1 bush cheese fights. Remember even against bruiser champions you can still take short trades especially with your E- Disdain and proc Press the Attack for added damage. Just keeping hard bruiser match-ups at around half HP can help you so much in getting through the early lanes, which Press the Attack helps us do.


Triumph
Not much to say about this rune. It can be pretty clutch in some scenarios since you get some HP back on kills. I’ve had it save me a ton of times on Urgot. The other two in this slot aren’t that great on Urgot so I recommend taking Triumph.

Legend: Tenacity
I really like this rune because it just feels like so much value. Tenacity is huge on champions that need to get in the teamfights and can have trouble getting kited. I really recommend this on Urgot.

Note: I have tested Legend: Bloodline out in a few games and it seems viable if the enemy team doesn’t have too much CC. Legend: Bloodline along with Conqueror and Death's Dance while in your W is pretty insane healing. Especially if the enemy doesn’t build any anti-healing. Also I would never take Legend: Alacrity on Urgot because you’re going to be in your W toggle a lot of the game and attack speed doesn’t benefit his W form at all.

Last Stand
I think the numbers are better on Last Stand overall. You have lots of outplays where you’re low on HP but you bait people with the shield from E- Disdain. Overall the numbers have been better for me with this rune over Coup de Grace.

Note: I do think Coup de Grace is good in certain match-ups like Garen and Darius where they can nuke you for a lot of true damage when you have low HP.

Conditioning
Although this rune is kind of greedy since it does nothing for you early game, I really do like it on Urgot since you are playing for the mid game scaling in a lot of games. I really like taking this rune especially in tank match-ups since you’re just scaling and don’t really need the early stats.

Overgrowth
This rune provides us with even more scaling giving us more HP as the game goes on and even boosting your max HP overall once you stack it up enough. This is really nice since our shield on E- Disdain scales off of max HP.

Note: Sometimes I do swap this rune out for Revitalize if I want even more early game power.




Fleet Footwork
I go fleet into ranged matchups where I don't need the burst from PTA to kill them. It's also very hard to proc PTA in some ranged matchups so I like the value Fleet Footwork gives. This rune really comes online mid-game for Urgot because you're constantly moving around to proc your shotgun knees. Also your W - Purge constantly firing helps stack it up very quickly. You can get between 3k-10k healing on this rune consistently. The movement speed also helps you reposition or get your shotgun knees off quicker.

Triumph
Not much to say about this rune. It can be pretty clutch in some scenarios since you get some HP back on kills. I’ve had it save me a ton of times on Urgot. The other two in this slot aren’t that great on Urgot so I recommend taking Triumph.

Legend: Tenacity
I really like this rune because it just feels like so much value. Tenacity is huge on champions that need to get in the teamfights and can have trouble getting kited. I really recommend this on Urgot.

Note: I have tested Legend: Bloodline out in a few games and it seems viable if the enemy team doesn’t have too much CC. Legend: Bloodline along with Conqueror and Death's Dance while in your W is pretty insane healing. Especially if the enemy doesn’t build any anti-healing. Also I would never take Legend: Alacrity on Urgot because you’re going to be in your W toggle a lot of the game and attack speed doesn’t benefit his W form at all.

Last Stand
I think the numbers are better on Last Stand overall. You have lots of outplays where you’re low on HP but you bait people with the shield from E- Disdain. Overall the numbers have been better for me with this rune over Coup de Grace.

Note: I do think Coup de Grace is good in certain match-ups like Garen and Darius where they can nuke you for a lot of true damage when you have low HP.

Second Wind
Although this rune is kind of greedy since it does nothing for you early game, I really do like it on Urgot since you are playing for the mid game scaling in a lot of games. I really like taking this rune especially in tank match-ups since you’re just scaling and don’t really need the early stats.

Overgrowth
I usually go Overgrowth for the scaling unless they have a lot of tenacity. In that case I go Unflinching. Revitalize is also another option when going Fleet Footwork since it will increase the heals a little bit.



Alternative Runes


Approach Velocity
This rune can be a nice option if you need the extra mobility, usually vs heavy ranged team comps. But I think it's also good vs melees if they're quite mobile ( Camille for example). Urgot's Q- Corrosive Charge slows and R- Fear Beyond Death is a massive slow which is great synergy for this rune. It's also much easier to Q-E when you have Approach Velocity because you can actually get in range to E- Disdain more often. Another thing to keep in mind: this rune works off your teamates CC at half efficency. So it's important to look at how many movement impairs your team composition has.

Magical Footwear
When I go Approach Velocity I personally run this rune as well. The reason this is so nice on Urgot, not only are you getting free boots but they actually give you a bonus +10 movement speed buff the whole entire game even after you upgrade them. This is extremely nice for a champion like Urgot.

Note: If it's a matchup where you really want early boots (usually if Plated Steelcaps are extremely high value) then I opt for Biscuit Delivery which also helps with early laning phase quite a bit.

Unflinching
Highly recommend this rune if they have a lot of CC. Stacked with Legend: Tenacity it makes it to where you don't have to worry about CC and can still go Plated Steelcaps even.

Revitalize
I only run this rune when I go Fleet Footwork sometimes, it can be nice to build items like Sterak's Gage or Death's Dance when you have this rune. It's also nice if you have enchanters with a lot of shields on the team.




Flash is an absolute must on Urgot. Obviously flash is great for getting out of sticky situations, but Urgot also needs flash to get into a teamfight after getting an ultimate for a big AOE fear. You can also E- Disdain + Flash with Urgot. You have to press flash pretty much at the same time you press E. But you will most likely be using your Flash to get big fears off with your ultimate. So keep that in mind.















Teleport: I personally run Teleport in the majority of my games. Before it becomes unleashed teleport you are mostly using it to get back to your lane to catch waves and stay up in XP, especially after you get ganked. I think this is extremely important on a champion like Urgot because you tend to get camped a lot since you push waves with passive and are very easy to gank. As you climb higher junglers will tend to camp you more if you don't run Teleport in my expierence.

Note: With that being said I do like Ignite in some matchups. Basically matchups that are really hard to fight and also when you really benefit from the Grievous Wounds then Ignite is a great option. A few examples of this would be Darius, Gwen, Trundle, Warwick, Dr. Mundo, Mordekaiser. With Ignite you have a ton of kill pressure once you get your grinder. It flows with your combo really nicely giving you lots of true damage between Ignite and R- Fear Beyond Death.

Another option is Ghost on Urgot. This can be really nice if you're vs a ranged matchup and they also have a lot of ranged champions on their team. It helps you survive lane.


PASSIVE ABILITY
Echoing Flames
So Urgot has six legs and each one of those holds a passive proc which hits in a cone shape. This passive is actually very strong since it’s based off the targets max HP. Which is why Urgot is good vs tanks as well. Your passive is also very strong to wave clear. Keep this in mind if you don’t want to push; just auto where the leg is down. The most important thing to remember about this ability is that your W- Purge procs it. So after you W, you’ll want to try to walk around them in a circle and get all your procs off if they’re trying to straight up 1v1 you. I should also note that your passive cooldown is pretty long early game but it gets extremely short in the late game. At level 13 it is a 2.5 second cooldown. Which is crazy because by the time you circle around somebody or a jungle creep the opposite side should already be back up.

Key Notes About Passive:
W- Purge procs it
Be mindful if you don’t want to push the wave with your passive to auto attack where your passive is down already
The arrows around Urgot's model are your passive, so if you attack in that direction it will use that passive and that area will go away until it’s back up


Q
Corrosive Charge
This is your main poking tool in lane. It is VERY IMPORTANT to use this ability when they go to last hit creeps so that it’s harder from them to dodge. You also want to weave in an auto attack when you do this since they’re slowed and usually won’t be able to trade back.

Keep in mind that this ability also slows so it can be a good setup to hit your Q- Corrosive Charge for the slow before you use your E- Disdain which can then lead to hitting an R- Fear Beyond Death for free which I’ll explain later. Another thing about this ability is that it can be used while you’re channeling your W- Purge. Which means you can get a slow on them so it’s easier to circle around them. This ability is also good wave clear. Once it’s mid game your Q- Corrosive Charge + Auto with your Passive Echoing Flames up will clear the mage casters if your Q is max rank.

Key Notes About Q:
Use to poke when they go to hit creeps (this is mostly if you want to all-in, as you don’t want to be spamming this in lane since the mana cost is 80 even at level one.)
Slow can be used to make E- Disdain or R- Fear Beyond Death easier to hit
Can be used while in W- Purge channel
Good for wave clearing along with your passive
Makes your W- Purge lock on to whichever champion you hit with Q- Corrosive Charge (if you hit two champions at once it will target whoever is closer)

W
Purge
Basically Urgot will lock onto the nearest thing and start Gatling gunning them. You want to hit one of your other abilities to mark them so that your W- Purge will focus onto them, which should be fairly easy to do because remember you can use your E- Disdain and Q- Corrosive Charge while you’re channeling this ability. The main thing you want to try to do is move around them in a circle because it will proc your passive Echoing Flames. This ability also procs anything else that is on-hit which is why Black Cleaver is so easy stack on Urgot as well as why some people go Press the Attack or build Frozen Mallet which I’ll go into later in the item section. This ability is very strong in 1v1 duels especially if you can proc your passive to go with it. It’s somewhat weak early but should still be used in trades since it does give you a shield. Another thing to keep in mind is that this ability does slow you but it can be canceled at any time also when you cancel it. You also gain slow resist as well as ignoring unit collision for whatever that’s worth.

Key Notes About W- Purge:
Need to hit other abilities for this ability to lock on to target
Can be used to proc your passive procs easily
Other abilities can be used while in this ability (Q, E, R)
Can be used to proc any on hit things: Conqueror, Black Cleaver, Frozen Mallet, Press the Attack, etc.
Becomes a toggle at max rank that does not use mana and lasts until you toggle it off
Once it’s maxxed and becomes a toggle you can weave in auto attacks for more DPS which is especially great for taking down turrets quickly. You’ll want to get an auto attack in every 3 W’s and instantly toggle your W back on for maximum DPS


E
Disdain
This is Urgot's main setup/engage/punish tool. Since this ability always flings them behind you and they get stunned it’s a guaranteed way to hit your ultimate as well as your Q- Corrosive Charge. If you’re in a 1v1 I almost always recommend using your E- Disdain to make sure you don’t miss your R- Fear Beyond Death. Another important thing to know about this ability is that it can be used with Flash to surprise your enemy from pretty far. Basically you want to E- Disdain and then Flash at the same time. I’d recommend practicing this in practice tool. This can be a bit risky to do since you really have to know your range of E + Flash combined. It can also be very good to do this when going for a pick. The other thing that’s neat about this ability is that even if you use it slightly before you get stunned or something it will still go anyway. Which is super helpful for escaping. One last thing to keep in mind about this ability is if you use an ability while it’s channeling it will basically queue up that next ability. So for example if I press R while I’m in my E it will go right after I’m done with E. Also this ability cannot be used to cross terrain.

So the second part of this ability is the shield which I just want to say scales off your bonus health which is why all the items I build on Urgot give HP with the except of Gargoyle Stoneplate. The reason Gargoyle Stoneplate is good still is because the active increases your total HP which in turn will make this ability shield more. It’s very important though to use your Gargoyle Stoneplate active BEFORE you press W- Purge if you’re benefiting from this. I think it’s also worth mentioning that this ability is somewhat weak early game and mostly used for the shield when trading. But when you get this ability max level (level 13) it’s a massive power spike since it’s actually pretty strong by then. You’ll also have Black Cleaver as well as your passive damage being very strong.

Key Notes About E- Disdain:
Great setup for your Q- Corrosive Charge and R- Fear Beyond Death(especially good for giving you a guaranteed way to land your ultimate by ulting behind you where you fling them while they’re stunned)
Can be used in combo with Flash for a surprise engage
Great escape tool
Can’t be canceled by stuns - your character will still move as long as you start it before you get stunned
Cannot cross terrain
Can be used to buffer lots of CC and flings meaning it will go off after their CC goes through. This can be great against stuff like Singed E, Poppy R, Irelia E, Darius E. I will link some videos down at the end of this guide in the video examples section.


R
Fear Beyond Death
This is one of my favorite abilities in the game and one of the most satisfying ultimates in my opinion. Basically once you get them to under 25% HP you can pull them in for an execute while also getting an AOE fear/slow around you after they are executed. This is crucial in team fights. Keep in mind that you can Flash while you’re pulling somebody in which helps get a big fear in a team fight. Your ultimate is a very fast moving skill shot so it’s good to try to use it on targets that are CC’d and look like they’re going to die. Or use this ability after your E where you know they’re going to land it.

Another thing about this ability is it’s a massive slow for the 4 seconds you have before you pull them in. In some situations it can be used to slow a target even if you aren’t going to get the execute. Keep in mind that while you pulling them in it takes 1.5 seconds and if you die during that time it will get cancelled and they will survive. Another thing is this ability can be cleansed by stuff like Cleanse, Quicksilver Sash, and Gangplanks Remove Scurvy. So I would try not to ultimate targets that have a cleanse. Also, since you have 4 seconds to take them below 25% before the pull, do not be afraid to ultimate half HP targets or sometimes even more if you know your team is going to get them low enough.

Key Notes About R- Fear Beyond Death:
Causes AOE fear/slow after you execute somebody
Can flash in while you’re pulling somebody
This ability can be cleansed (including skills like Remove Scurvy)
Provides a big slow while the drill is on them (can be great if you’re chasing for a kill even if you don’t get the pull in execute)
Try to use on targets that are already CC’d and look like they might get low enough for the pull. Also can be used right after your E- Disdain to guarantee landing it in the 1v1
Remember you can aim the direction of the fear since they will run away from you. Flashing behind carries to fear them into your team can be a great play if you’re flashing on them anyway. This can also be done without flash if you have some form of movement speed boost




W Max
1
2
3
4
5
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E
W
Q
Q
W
R
W
W
W
Q
R
Q
Q
E
E
R
E
E

W max is what I go for in most match-ups because level 9 is such a big power spike with it. And you should get Black Cleaver around that timing as well making you win most match-ups at level 9+. I also start E most games and E the first 3 melee minions once they get low to where it one hits all of them. You also want to try to angle this E to hit the enemy champion along with the minions. If you miss the E you can still go for an auto or two on the enemy champion since you have a shield to trade with. I put an extra point in Q at level 4 because you still get your W at level 9 and having an extra point in Q actually helps a ton since the difference from level 1 and level 2 in Q is huge. I max Q second into squishy matchups or ranged matchups or if I'm really far ahead, if I'm maxxing E second I will still put a second point in Q at level 4, and then just max E at level 10+ instead of Q.

Note: Every game I start E- Disdain first because this ability is very overloaded early game. And if they facecheck into you then you are guarenteed to land it. If they don't facecheck I try to E- Disdain them on the first 3 melee minions while also getting those minions. Even trading with the shield you will win most trades with the shotgun knees. You should always try to auto before you fling them behind you to get extra shotgun procs off.


Another Important Note: I will sometimes max E over Q second if I’m wanting to be more defensive or into tanky targets where Q doesn’t really do much and it’s more just used as a lock-on spell for your W.

Q Max
1
2
3
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E
W
Q
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W
W
W
R
W
Q
E
E
R
E
E

I personally almost never Q max because my playstyle fits way more for the W max and I love having the toggle at level 9. But this skill order is viable against squishy poke lanes if you want to try to win lane against them instead of waiting to scale. I know other Urgot players that do this and have found success but it is VERY situational, and requires a much different playstyle that I do not enjoy as much.



Basic Combos
Q–E–W–R
This is a basic combo if you’re chasing somebody or far away since you slow them with your Q it will make it easier to hit your E then follow up with a W and obviously R if they’re low enough to kill.

E–Q–W–R
This combo can be used if you’re already close to your target, the idea behind this is slowing them after you fling so you can get your W + Passive proc off around them.


Situational Combos
W–E–R–Q
This combo is good if they’re already very close to you so you can start with your W get them somewhat low, and then fling them back in to guarantee land your ultimate + Q.
E–W–Q–R
This combo can be used as a surprise since it starts off with a random E to catch them off guard and then you just land the Q while you’re in W to get the slow for your R.

E–R–Q–W
This combo can be used if they’re already low, hitting your E just guarantees you hit your ultimate.




R–E–Q–W
This combo starts off with ultimate and is good for picking targets off or if your teamates are going to follow up on the person you R’d, like I said before since it’s a 4 second slow sometimes that is enough to pick somebody out and get a kill even if you don’t get the pull.

Advanced Combo
E–Flash–Q–W–R
Similar to the basic combo I mentioned earlier, but adding in the flash makes it more complicated, mostly for the fact that you really have to know the distance of your E and flash combined to hit this combo.

Be sure to view the examples in the Video section below!




Starting Item

Doran's Blade
Doran's Blade allows you to be agressive in many matchups levels 1-3 which can really set your lane up for success. On top of this it now gives omnivamp instead of lifesteal so it scales very nicely into the game.
Doran's Shield
In harder matchups I like Doran's Shield. It's especially good vs ranged matchups and champions that have damage over time abilities like Teemo. Sometimes if they have an aggressive jungler that I know is going to be playing top side a lot, I will also start this. Or if the enemy top laner is running Ignite I might consider this option over Doran's Blade.

NOTE: My first item is either Black Cleaver or Titanic Hydra. They are both very good on Urgot.

VERY IMPORTANT NOTE: If you go Black Cleaver first, once you get Titanic Hydra you must SELL Black Cleaver then SELL Titanic Hydra then double click UNDO. This will mean you're technically getting Titanic Hydra FIRST which makes Titanic Hydra on-hit passive provide a seperate stack to your Black Cleaver Carve passive. If you don't do this then your Titanic Hydra won't help stack your Black Cleaver.

NOTE: Black Cleaver and Titanic Hydra are core items for me. I always build them because they synergize with Urgot so well.


Main Build

Upgrade Boots
You’ll either want to upgrade your boots into Plated Steelcaps or Mercury's Treads depending on if you need armor or magic resist. Also if the other team has a lot of CC then Mercury's Treads may be the better option as well. Another thing to keep in mind is if you’re against a champion that split-pushes a lot you’ll probably always want to go Plated Steelcaps since you’ll be answering their split most of the game; even if Mercury's Treads look like the better option.

Black Cleaver
I go Black Cleaver first into tanks and most bruisers as well, even if they are only buying Plated Steelcaps I think it's really good. It's 200 gold cheaper then Titanic Hydra and I actually like the build path better because you can get Long Swords. The movement speed is also very helpful on Urgot and Urgot stacks this item up incredibly fast with his W- Purge. It also helps your physical damage champions shred people quicker in teamfights. You are a bit squishier with Black Cleaver first over Titanic Hydra but you also do more DPS and the movement speed can help you secure kills.

Titanic Hydra
This item is great on Urgot because it helps his split-push but also his teamfight with extra AOE damage. It also helps stack Black Cleaver faster and provides solid stats that you want. It also scales into the game nicely because the more HP you get the more damage this item will do.

NOTE:I do build this item first sometimes if I'm vs a squishy champion that builds absolutely no armor, or if I really want the extra waveclear in some matchups ( Yorick for example).

Mythics

NOTE: There are many viable Urgot mythics which I believe to be good in certain situations. Frostfire Gauntlet is a good baseline mythic that is consistent in many games but may not be the best option every game. I will expand on this further below.

Frostfire Gauntlet
This mythic is nice because it's cheap, gives you some resists and slows, and is going to give you a massive chunk of HP off the mythic passive since you should already have 2-3 legendary items at this point. It's very nice into melee heavy team comps.

Tank Mythics - Click to view.
Turbo Chemtank

Sunfire Aegis


Damage Mythics - Click to view.
Eclipse

Prowler's Claw



After Mythic

NOTE: After your mythic the build becomes situational on Urgot and you should try to adapt to whatever is good for the match, but here are my common buys.

Sterak's Gage
This will usually be my 4th item on Urgot (excluding boots) because the damage scales off your base AD which will be pretty high at this point in the game. Also the shield scales off your bonus HP so you should have a decent chunk of that as well by now. This item is very strong in teamfights for survivng to get a good grinder off.

NOTE: Last item is extremely situational on Urgot, If they have a lot of physical damage and I'm doing well I like to go Death's Dance, if they have a lot of mixed damage I may go Gargoyle Stoneplate, and if they're heavy AP I will usually go for a Force of Nature.

Death's Dance
Very strong item but only if they have heavy physical damage. The healing is nice on this item but you have to get takedowns for it to activate. It heals about 1k HP at least every teamfight and has nice synergy with Triumph. The bleed does actually work against AP damage now. But I still like this mainly into heavy AD because it gives armor. It's also nice if they have heavy burst champions. Keep in mind the damage stored as a bleed does not work vs true damage.


Situational Legendary Items

Hullbreaker
Sadly this item is nerfed for ranged but still alright on Urgot in the right situations. I mainly build it vs very splitpush heavy matchups like Tryndamere and Fiora because you'll be matching them in the sidelane a lot of the game. You also want to build it first item if you do build it to try to get value out of the platings early on. The lane sustain is also quite nice from the HP regen. Not a bad option if you play more 1v1/splitpush heavy but I personally like to teamfight more. One of the big problems is that buying this item delays your Black Cleaver and Titanic Hydra powerspike as well as mythic. Which is the main reason I don't build it often unless I am forced to match the splitpush all game.

Force of Nature
If they have a lot of AP Force of Nature is just a really solid anti-AP item. The movement speed is extremely nice on Urgot. This item is honestly just much better than the other MR options stat-wise. I think Spirit Visage is an ok option if you have Death's Dance and Sterak's Gage and enchanters on your team.

Gargoyle Stoneplate
Can be a nice item on Urgot because you have so much bonus HP at this point that the shield is MASSIVE. I usually only buy this item if I want to tank up and am confident in my teams damage. And if the enemy has a lot of mixed damage (magic and physical damage). You can actually use the active while pulling people into the grinder which can secure big fear plays. The shield does fade pretty quickly so you want to use the active when you think you're going to take the most damage or just for securing the grinder.

Some games you'll have to build anti-heal either for your lane matchup or for the overall game. There's some matchups (like Dr. Mundo, Aatrox, Gwen, Fiora) where you will always need it for the matchup. But there's some matchups where it's not as important and maybe your team will build anti-heal. Especially if you have an enchanter that builds Chemtech Putrifier. Because keep in mind it will take up an item slot and set you back a decent chunk of gold.

When considering Bramble Vest or Executioner's Calling there's a few things I take into consideration. Bramble Vest if they have a lot of physical damage auto attackers, or if I get behind in the lane, or if they will be auto attacking me in teamfights. With that being said, once you get Thornmail, your CC also applies Grievous Wounds but that can sometimes take awhile to upgrade.

I go Executioner's Calling if I get ahead, have a lot of AP champions causing armor to be not as good, or have champions that may not be auto attacking me as much in teamfights like Aatrox, Vladimir, Dr. Mundo, etc...

Anathema's Chains
This is a VERY situational item on Urgot in my opinion. It can be a good option if you're just matching one champion in the split-push the whole game (like Kayle or Tryndamere). Don't build it against true damage champions (like Vayne or Fiora since the passive doesn't work vs true damage. Can also be a nice option if they just have one carry. For example, I played against a team comp that had a bunch of supports with a Kog'Maw carry and building this won me the game. I was able to take less damage from him and also CC him for longer periods in teamfights with my E- Disdain and fear from R- Fear Beyond Death.


Randuin's Omen
I'm not huge on this item personally but it can be an option if they're heavy physical damage auto attackers and have a lot of crit.

Guardian Angel
Can be a clutch buy if you think you can end the game on the next teamfight. Very situational item in my opinion because when it's on cooldown it's not very useful. You're basically just banking on one good fight with it.



Levels 1-3
Let me just start off by saying Urgot's early laning phase is NOT the strong point of this champion. Even though your level 1-3 is pretty strong (especially if you can land an E or cheese them in the bush at the start), you are more of a scaling mid game champion. You’re basically trying to get to level 9 where your W- Purge becomes a toggle for your true champion power spike. With that being said there are still windows of opportunities before then so let’s talk about them.

I usually start most lanes off with Doran's Blade. If I’m against an annoying poke champion I will sometimes go Corrupting Potion or Doran's Shield. Level 1 with Urgot you can really start off by leveling your W- Purge or E- Disdain. I find myself going E level one more often these days unless I’m cheesing them in the bush at level 1 where they’re running to lane from leashing. Then I will start W first. If I don’t have to leash with Urgot then I am looking to fight the enemy top laner before he even gets to lane. So for example, if you’re starting bot-side and he is leashing red buff topside for his jungler then I like to sit in the tri-bush and fight him level one. Urgot's level 1 is really strong in most match-ups especially if you have the surprise on the enemy. Do not do this against Darius. If you’re starting topside and you don’t need to leash then you can wait in the river bush. Whether you start E or W always make sure to get in an auto attack before you use your ability since you have the surprise on them. If you’re starting W then you can get an auto attack in after your W ends as well.

Now onto the lane: Level one if you aren’t cheesing, I look for an early E- Disdain through the first 3 melee minions once they get low. You can try to angle it to where you get all three creeps once they get low and you can still hit your E on the enemy champion. A lot of people will play into your E range level one if they’re a melee champ because for one they don’t expect you to start E but they’re also going for the first 3 melee minions as well. Levels 1-2 I’m quite aggressive in most match-ups because your passive and E are really strong. So I am usually zoning them off the creeps and slowly pushing in the wave by last hitting when necessary. After I get the wave pushed in is when I’ll drop a ward down. You want to try to do this before 3 minutes or around that time depending on who their jungler is. Lots of junglers will try to come top lane for the 3 minute gank so make sure to ward for this. Especially since you will be pushing the lane since you have priority and zoning potential levels 1-3. Just make sure you get the wave fully pushed into the turret before you ward so you don’t miss minions while warding.

Levels 4-5
I’m pretty chill on Urgot for levels 4-5 unless the enemy is playing into my E range which I am always looking for. You should be trying to your best to auto attack when they go up to last hit your minions and look for E’s if they step up too far especially if they’re going for a cannon minion. Other than if you land E’s, you shouldn’t be going too aggressive in these levels. You should play safe until E's back up most of the time. If you want to get an early back off or are forced to get an early back off because you got ganked and you’re going to Teleport back I recommend picking up a Cull around these levels. If you’re backing with around 450 gold, Cull can also be a great early back option into tank match-ups.


Level 6-9
These are the levels where Urgot becomes URGOD and these will be your biggest power spike levels where you should be able to 1v1 most champions and possibly even 1v2 if played correctly. Once you hit 9 is when you max your W and it becomes a toggle meaning it lasts forever until you toggle it off and doesn’t cost mana or have a cooldown. On top of this around this level you should have Black Cleaver which is another big power spike for Urgot allowing you to shred people down even if they’re tanky and making you beefy enough to last in extended fights with your W on. On top of all of this, once you hit level 9 your passive shotgun knees go on a 10 second cooldown per leg, and then 5 seconds at level 11, and finally 2.5 seconds at level 13 which allows you to really shred everyone, even tanks, in extended fights.

Also after level 9 it gets a lot easier to take turrets as well as solo herald if you have an opportunity to. Remember when taking turrets and heralds you can weave in an auto attack every 3 W hits for more DPS. This is because your auto attack is “refreshing” while you’re in your W and there is no cooldown toggling your W off and on.



Your main focus with Urgot in team-fights should be getting a big ultimate AOE fear. If you have Flash up then this will be a lot easier. Sometimes I will split-push until my Flash is up, unless baron or dragon are up and we have to team-fight. Urgot does extremely well in team comps that have engage and CC. You should try to follow up on whoever your team can CC and then burst down. You want to ultimate them while they’re CC’d so it’s guaranteed. Most of the time with Urgot in team-fights I try to play off my team rather then just full on engaging because it does take a bit of time to get that pull off in team-fights. Once you land the pull on whoever your team is on, you’ll want to Flash on their backline while you’re pulling them in to get a massive fear off. I like to wait until right before the pull finishes. This way they don’t have time to react to you flashing in and dash or flash away.

Urgot is also great at flanking in team-fights especially if you’re Teleporting in at a flank angle. If you ever get onto a back line carry and land your E, they’re usually so squishy that you can burst them super quick. If you land your E on a carry then you should always R them instantly while they’re stunned from your fling because you will burst them so fast and then you can just fear their front line and win the team-fight that way. If you have a good opportunity to E-Flash on a carry late game (especially if you’re flanking), do not hesitate to do so. Also if you have Turbo Chemtank then you can use this while you’re pulling people from your ultimate if you don’t have your Flash up, to get big fears still.

Urgot Splitpushing
Urgot actually does very well in the split-push and in 1v1’s because of your passive scaling and you just have so much consistent damage that you can win almost all extended trades. If you land your E- Disdain in 1v1’s then you should have no issue winning the fight. Especially if you follow up with your R- Fear Beyond Death right after the stun and make sure you’re circling around them while they’re slowed to get your passive shotguns off because that’s where a ton of damage comes from.

Generally you’ll want to pressure the opposite side of the map of whatever the big objective is IF YOU HAVE TELEPORT UP. So for example if I have teleport up I will be wanting to side lane bottom lane and tell or ping my team to pressure the baron, while looking for a teleport play. If they send multiple people for you then Urgot has great 1v2 potential and your team hopefully secures baron. Whenever you’re going for the 1v2, try to burst the more squishy person first and get your ultimate off on them so you can fear the other guy. Urgot is great at bursting squishy targets especially if you land your E into R combo. If they don’t send people for you then you should be able to get turrets and maybe even dive your opponent.

When splitpushing, my biggest tip is to be glancing at your minimap a lot and keep track of whoever you’re seeing on the map. And ALSO where your team is on the minimap. You have to wait until your team is pressuring before you can pressure to or else they can send a lot of people for you and your team won’t be getting anything out of it. Having vision can also help a lot with this, but a lot of it is tracking everything in your head and calculating how long it will take X champion to get to you and providing the right amount of pressure at the right times.



These are some useful tips or weird interactions I’ve found after playing Urgot for awhile.

Remember to take turrets as fast as possible. After every three W- Purge hits you want to toggle it and weave in an auto attack for more DPS because your auto attack resets while you're in W, and there's no cooldown toggling W.

Your E- Disdain can be used to dash through a minion wave if you’re wanting to wave clear quickly.

Your W- Purge can be used to clear out things like Zyra plants super quickly.

Your W- Purge will auto target the closest things including the fruits on the map so be careful when you activate this near a blast cone.

Your R- Fear Beyond Death can be cleansed by Quicksilver Sash as well as Gangplank’s fruit Remove Scurvy.

Your R- Fear Beyond Death doesn’t execute on death defying ultimates or passives but it will still pull them to you ( Tryndamere, Kayle, etc…).


You can use your W- Purge to clear wards quickly right after they’re placed before they disappear or also just for clearing pink wards quickly.

Yasuo's Wind Wall blocks both parts of your ultimate. (So not only does it block the projectile shot but it also blocks you from pulling him in).

You cannot pull an Olaf with your ultimate when he is in his ultimate- Ragnarok.

You are able to auto attack right before and right after you turn on and off your W which can sometimes be very useful for finishing a kill if you’re able to calculate it since it speeds up your DPS slightly, just make sure you’re clicking on the enemy champion or turret as you’re toggling your W off.

Cull works with your W- Purge making it pretty decent life-steal.

Kalista's ultimate, Fate's Call can save whoever you’re pulling with your ultimate. So it may not be a good idea to ult the support if they have a Kalista.



Combo Examples

Here’s a clip of me doing a fast E-Q combo, basically you want to get your q off during your E right before you actually fling the person, you have to be pretty quick with it, this also works with your R.



Here’s me doing an E-Flash-R combo, because there is a little bit of buffer time on your E you can actually use it right before you flash making it practically impossible for them to react to your E, this can be really nice for securing kills in laning phase, but be careful doing this out of lane as you’ll want your flash for big ultimate fear plays in team-fights!




Here’s an example of what I mean by flash fears in the late game to win teamfights, as you can see I waited for right before I grind the enemy Rek'Sai to flash in so they can’t react and flash or dash out, fears like this can single handedly win you teamfights and games!



Here’s an example of a standard Urgot combo, I like to get an auto in before I toggle my W on sometimes for more DPS, so this combo was E-R-Auto-W and then circle around them for the passive procs, normally if I was engaging onto them I’d Q them first to get into my E range.



Here’s an example of the W toggle for taking turrets down quick as Urgot, basically every 3 W hits you’ll want to toggle it off and get an auto attack in and then retoggle your W back on instantly, you’ll be wanting to do this once you’re level 9+ everytime you take turrets because it’s just more DPS, this is because your auto attack is refreshing while you’re in your W and there is no cooldown to toggle it once your w is maxxed which is at level 9 if you’re maxxing it first.



E Buffering
The way to do the E buffer is quite simple, you pretty much just want to time it or predict slightly with their ability, because of the little cast time or buffer on your E it will go off slightly after their spell, this works with a ton of CC in the game but here are just a few examples of them.


E buffer example on Volibear’s fling.



E buffer example on Irelia’s Stun.




E buffer example on Singed Fling.



E buffer example on Poppy Ultimate.



E buffer example on Jayce E.



What is the best soul for Urgot?

In my opinion from best to worst it goes Ocean > Infernal > Cloud > Mountain > Hextech.

Ocean synergizes with all your healing so much and you usually Spirit Visage plus Death's Dance. This really just makes you insanely hard to kill.

Cloud is really nice for getting big fears and also for circling around people after your ultimate making it extremely easy to get a bunch of passive damage. Also remember you can ultimate to get out of bad situations because the movement speed boost is really insane, plus you slow somebody with your ultimate. Also just having a 10% increase to movement speed at all times is insanely nice on Urgot.

Infernal is a very nice DPS boost. I think some games it can actually be better then cloud depending on your team comp. Also gives you more impact damage on your ultimate which can be big for sniping.

Mountain is a nice shield. Nothing really special with this one in terms of the soul. The extra resists do feel really nice. If you stack 2-4 of these though, you will be insanely tanky.

Hextech is not a great dragon on Urgot because it gives attack speed and ability haste which Urgot doesn't really want or need. The soul slowing effect is not bad but I feel it's the worst of them all.

Who do you ban as an Urgot main?

Personally I ban Aatrox because he's very good against Urgot in lane and also very popular. You should ban whatever you struggle with a lot and also run into frequently. I think Mordekaiser can be another good ban for Urgot players. Really hard matchups like Vayne aren't commonly picked enough to warrant a ban in my opinion. I end up just dodging champs like vayne.

Is Urgot good at carrying games?

Yes I believe Urgot is good at carrying games up until diamond and then match-ups get a lot harder in my opinion (this goes for most scaling champions). Urgot scales really hard and can build a lot of damage items while also being tanky enough to go crazy in team-fights, and if you get big fear plays you can solo carry team-fights.

When should I pick Urgot?

Urgot thrives in team comps that have lots of CC and engage, because this makes it much easier to get good ultimates off as well as your E. And Urgot is amazing when you have people to engage for you so you don’t get focused. He synergizes really good with tank junglers like Zac, Sejuani, etc… and tank supports like Leona, Nautilus, also Yuumi has amazing synergy. Urgot is also very good into melee match-ups where it is easier to land your E’s, especially squishy melee matchups such as Riven, Irelia, Fiora, Jax, etc…
What is your favorite skin on Urgot?

High noon with the special red chroma, but I really like all his skins in their own way.
Why should I play Urgot over other juggernauts?

This comes down to what you have fun on I guess. But Urgot is unique because he is a ranged juggernaut and I believe he scales way harder than other juggernauts. Although he also has a weaker laning phase, he has way more team-fight potential and split-push potential compared to other juggernauts, also I personally find his ultimate the coolest and most satisfying to use of all the juggernaut champions.

Why do you toggle your W on turrets?

So after every three W’s you can weave in an auto attack for extra DPS. This is because your auto attack is refreshing while you’re in your W and there is no cooldown to toggle it and retoggle once your W is maxxed.



Thanks for reading my Urgot guide! If you liked it then consider tossing me an up vote as it really helps to get my guide out there. If it helped you out at all, then let me know in the comments. If you think I left something out, let me know as well. I always enjoy hearing feedback whether it be positive or negative. Also if you want to ask me any questions regarding Urgot or top lane in general you can find my stream here.


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