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Spells:
Exhaust
Flash
Ability Order
Echoing Flames (PASSIVE)
Urgot Passive Ability
Introduction





- There really shouldn't be any reason for me to explain why to get
Flash.

- I get
Exhaust for the mastery bonus for more damage, the slow so no one gets away when chasing, and for my ultimate. I know what you're thinking, "Hey, Hyper-Kinetic Position Reverse already slows" this is true, but it doesn't slow them instantly. If you use
Exhaust then use Hyper-Kinetic Position Reverse someone into tower range, they will be slowed for the first second after being switched. If they are in tower range when you switch, this is more tower shots on them meaning you will likely get the kill. Without the
Exhaust they will be able to get out of tower range with only taking one shot, which for me, is enough, but I like killing them fast.

Runes to use
Greater Mark of Attack Damage: I like to use these runes for more attack damage for early game, these can be switched with Greater Mark of Desolation for damage early as well. It really doesn't matter.
Greater Seal of Armor: I prefer these seals over anything else for the tankyness it gives you early game. I don't suggest any other seals besides these.
Greater Glyph of Magic Resist: I suggest using these glyphs over others, but can be switched with
Greater Glyph of Cooldown Reduction. It doesn't matter which one you use, but I like the magic resistance so I am more tanky early game.
- Greater Quintessence of Desolation: I like the mix of armor pen and damage runes for the more damage it does early game, but of course these can be switched for
Greater Quintessence of Attack Damage. It doesn't really matter which ones you pick, as long as you have some.

21/9/0
Offense Tree
Row 1
-
Brute Force : This gives you +3 attack damage, which is helpful early game.
-
Summoner's Wrath : I choose this for
Exhaust so I can do more damage in a 1v1.
Row 2
Sorcery: I chose this instead of
Alacrity because there is no need for
Urgot to have attack speed, but he needs cool down reduction.
-
Demolitionist : Just because you have 1 point left to put in your offense tree so I put it in
Demolitionist for that more damage to towers so you can win your lane faster.
Row 3
-
Deadliness : I chose this to be the only one in row 3 because it is the only thing that is actually good for
Urgot in this row. The crit chance increase is amazing and helps with your damage.
Row 4
Lethality: Put a point in this so your crit damage is increased. This way, late game you will pull more dps, or early when you crit.
-
Vampirism : The life steal helps a lot early game. This helps you stay in your lane longer early game.
Row 5
-
Sunder : More armor pen = more damage early game.
-
Executioner : Quite possibly the most amazing mastery for
Urgot. For early game this will without a doubt get you a kill if you use Hyper-Kinetic Position Reverse on an enemy into a tower at level 6. More damage when the enemy is lower than 40% health? What idiot would pass this up.
Defense Tree
Row 1
-
Resistance : It's obvious on why to get this, more magic resistance for when you're up against an ap champ.
-
Hardiness : I only placed 1 point in this because you already have enough armor without it, but it still gives you that extra little bit just in case you are up against an ad champ.
Row 2
-
Durability : The health per level so you are more beefy and
Atma's Impaler will increase your damage some more.
Row 3
-
Veteran's Scars : More health for a little more beef early game and to slightly help with
Atma's Impaler, but it is rather unnoticeable.
Core Items
More Damage
Against Heavy CC's
First Items


- Start with a
Meki Pendant and a
Health Potion off the bat. The
Meki Pendant will assist with your mana early game until you can get your
Tear of the Goddess. Make sure you aren't spamming your abilities early, save your mana just in case you need to fight.
First Back


- On your first back, hopefully you got a kill or two, buy a
Tear of the Goddess and some
Boots. Now this is where the fun begins. It's time for you to spam your abilities to increase your mana. Be careful though, you have to save some mana just in case you are needed to fight or want to kill that jack *** is just giving you while trying to harass you.
Next Shop


- Ok, so you probably got a few kills now hopefully, you might have died or what not. It's okay, unless you are feeding, which isn't good. Your next back should be when you can buy both
Manamune and
Ionian Boots of Lucidity. Your
Manamune should eliminate your mana issues, but still keep spamming. I chose the
Ionian Boots of Lucidity because of the cd reduction for your
Noxian Corrosive Charge,
Terror Capacitor and Hyper-Kinetic Position Reverse. With your fresh, new car smell
Manamune you need to spam more. Do remember to save some mana for fights.
Begin to Build


- So now you are hopefully fed. You have some damage, but that is not what you are concerned with if you're fed. If you're not fed, I will explain later on in the guide. Anyway, so now you are fed, you have about 5+ kills, you farmed a decent amount and now it's time for beef. Head back and buy a
Giant's Belt. This added beef will make you harder to kill and give you an advantage on some squish lord who may be somewhat fed like you. Once you are able to finish your
Warmog's Armor, go back and buy it. Once that is done, you need to farm like crazy and get that health up. Continue farming and killing until you get both the
Warmog's Armor maxed and an
Atma's Impaler. This
Atma's Impaler is the first of your damage beside
Manamune, which is hopefully close to maxed. With the added armor and crit stike with that passive makes you a heavy hitting lord, but you are nowhere near done.
Last Items to Build


- You're probably loving the damage right now with the
Atma's Impaler. You're also probably thinking, how could I possible get stronger? Well, you can. I prefer the order of
Infinity Edge first then
Bloodthirster.
Infinity Edge will help with your crit and lots of damage, more then if you keep dying with
Bloodthirster. I will explain more later, but
Infinity Edge first then get your
Bloodthirster. Once you get your
Bloodthirster you must max it out. Getting the full damage worth of it is necessary. Once you get
Bloodthirster maxed, it's over, you should be able to win no problem.
Heavy CC's


- When deciding which item to get for heavy cc's you have to understand how that cc will work. Most of the time I would suggest
Banshee's Veil and swap out
Bloodthirster for it and get
Infinity Edge later. If there are too many cc's early, then of course get
Banshee's Veil early to counter that. I suggest
Banshee's Veil more than
Quicksilver Sash because of the added mana, health, and tankiness, which to me, is a lot better than
Quicksilver Sash. Also having to use
Quicksilver Sash yourself is a pain, where as
Banshee's Veil doesn't have that problem. On top of all that, the cool down on
Banshee's Veil is shorter than
Quicksilver Sash. Also I would like to add that
Quicksilver Sash is more like a temporary item instead of a keeper, in my opinion, where as
Banshee's Veil is a keeper.
Abilities
Passive:
Urgot's attacks reduce his targets' damage by 15% for 2.5 seconds.

Breakdown: What this means is that every time you auto attack an enemy, either minion or champion, their damage is reduced by 15%. Only for auto attacks. This is another reason why weaving is good for
Urgot.

Mana Cost: 40/40/40/40/40
Acid Hunter:
Urgot fires an
Acid Hunter missile that collides with the first enemy it hits, slowing the target if he has his
Terror Capacitor up.
Acid Hunter missile-locks on enemies affected by
Noxian Corrosive Charge.





Breakdown: What this means is you fire a missle at the position your mouse is and that whenever your
Terror Capacitor is up, your
Acid Hunter slows the enemy and that if you are targeting a minion or champion that is affected by
Noxian Corrosive Charge your
Acid Hunter locks on and fires toward the enemy. This also increases the range of your
Acid Hunter.
Acid Hunter DOES NOT CRIT.It also does not lock on to the target if you don't have them targeted yourself. This means that if you do not target them by clicking on them, it will not target them.






Mana Cost: 55/60/65/70/75
Terror Capacitor:
Urgot charges up his capacitor to gain a shield. While his shield is active,
Urgot gains slowing attacks.


Breakdown: This means
Urgot gets a shield that absorbs damage and while his shield is on, his attacks gain a slowing effect.This is why he doesn't need a
Frozen Mallet


Mana Cost: 50/55/60/65/70
Noxian Corrosive Charge:
Urgot launches a corrosive charge that damages enemies in an area and reduces their armor.

Breakdown: What this means is that
Urgot shoots a corrosive charge doing AoE damage to everyone in the area, this adds a dot effect to everyone it hits and reduces their armor. When someone is affected by
Noxian Corrosive Charge your
Acid Hunter locks on and increases its range.
Why in this Order



Hyper-Kinetic Position Reverse
Mana Cost: 120/120/120
Hyper-Kinetic Position Reverse:
Urgot charges up his Hyper-Kinetic Position Reverser, swapping positions with the target. His target is suppressed for the duration of the channel. He gains increased armor and magic resistance after the swap.

Breakdown: What this means is that you channel a suppression on a target and after the channel, the target is switched with the location where
Urgot was standing when he used it. After the switch the target that was swapped with
Urgot is slowed and
Urgot gains a bunch of armor and magic resistance.



Why in this Order
- I start with
Acid Hunter first because it needs to get maxed out ASAP. Early game it's not strong, but mid game when it's maxed out it wrecks people. Once you hit level 2 you need your
Noxian Corrosive Charge. Why? Well for the huge damn range of course!
Noxian Corrosive Charge and
Acid Hunter make
Urgot amazing at harassing and chasing people. Once you hit level 4 it's time to try out
Urgot's
Terror Capacitor. It's not strong early, but still can save your life. Level 6 now and you have Hyper-Kinetic Position Reverse, but you're not ready just yet. You may be able to get a kill now if you already haven't. Hyper-Kinetic Position Reverse makes
Urgot godly. In 1v1 and team fights. Once you max out your
Acid Hunter, I then like to max out
Terror Capacitor mainly because the only reason you're using
Noxian Corrosive Charge is for
Acid Hunter and not the damage.
Terror Capacitor will be useful when you are being focused.
-
With
Urgot there really is no need to farm like crazy early. Go easy, get some farms, dodge a ******'s skill shot for a while, harass when needed, ect. The only time you need to farm like mad is when you get
Warmog's Armor, to max it out and to quickly get enough for
Atma's Impaler. Also when you get
Bloodthirster, you must farm like crazy. Overall, farming is not huge with
Urgot, just farm at a normal pace. You do not need to be the most farmed in the game, but it would be helpful. Do not get upset if you missed a farm, it won't hurt you so much. You are worried more about champion kills and not minion farms.
-
With this build, you have the ability to perform massive amounts of damage and on top of that you are beefy and tanky. You will be killing people faster than they kill you and it makes your team fight initiations amazing. Massive amounts of damage, beefy as **** and just as tanky as a tank after you use Hyper-Kinetic Position Reverse; what's not to like?
Starting Out
Ganking
Tower Diving
Team fights are explained below.
- To play
Urgot, you must understand that his early game is not very good. He counters many AD carries, but if you over extend, you can be countered easily. You can't go "OMFGSQUISHTITS I'M URGOT!~!@!!@@!" You do not want to fight at level 1, you are way to squishy and your damage is terrible. Another issue is you cannot harass until you get your
Noxian Corrosive Charge. I would much rather play
Urgot mid or solo top because 1v1's are winsauce for you. Bottom lane is better for your carry, you are the beefy carry that can and will get yourself fed, let your ad carry on bottom get a ton of farms and have the support help them. It is also harder for you to get kills in a 2v2 early. Once you're level 2 you will be able to harass, but be careful with your mana. Continue to play passive with some harass damage now and then, farm a little bit and stay alive. At level 6 you must get Hyper-Kinetic Position Reverse, it can possibly get you a kill, but if the person is too strong, wait. At level 9 you should have your
Acid Hunter maxed out and now it is time to get a kill if you haven't already.
- Now, I will explain how to play
Urgot. You are going to want to play passive and stay in your tower range. Once they push hard and are close enough,
Exhaust them. Unless they are moving around a lot, then use Hyper-Kinetic Position Reverse first then
Exhaust them quickly. Once you switch, hit them with
Noxian Corrosive Charge, but here is the problem, you have to anticipate their path. Since they aren't slowed instantly you must shoot where they will run so you can hit them with
Noxian Corrosive Charge. They will usually just run in a straight path out of tower range usually into you or around you. Once you hit
Noxian Corrosive Charge spam
Acid Hunter. Now here is why I suggested some crit with
Urgot, you need to weave. If you don't know what weaving is, it is auto attacking in between each
Acid Hunter. So you hit
Acid Hunter, auto attack,
Acid Hunter, auto attack and so on and so forth. This weaving will pull off the highest dps. When you have enough crit, your auto attack will crit just about every damn time. Weaving is a must with
Urgot.
Ganking
- You got fed in mid or solo top, you just won your lane and downed their tower, now it's time for ganking.
Urgot with Hyper-Kinetic Position Reverse makes him fairly well at ganking. With his range with
Noxian Corrosive Charge and
Acid Hunter makes it so you can kill those who even get away and are past tower range. Having
Exhaust with it makes ganking even more effective. Now to gank, if Hyper-Kinetic Position Reverse is up, run in and force them to back up. Once they back up a bit, Hyper-Kinetic Position Reverse them back and the
Exhaust. The use your
Noxian Corrosive Charge and
Acid Hunter and weave. Once you have killed them, push that tower and either down it if you can or gank another lane or save your own. If you are ganking bottom, choose the carry rather than the support for Hyper-Kinetic Position Reverse.
Tower Diving
- Now something that is pretty fun to do, tower diving. I only suggest tower diving when you have Hyper-Kinetic Position Reverse with 2 points in it and you are with 1 or more team members and there is only one of the enemy. What you are going to want to do is pop
Terror Capacitor and then use Hyper-Kinetic Position Reverse on the enemy when they get in front of the tower. Once they are ulted, do
Noxian Corrosive Charge,
Acid Hunter and weave. While that is going on, get out of tower range, unless you need to take damage for a team mate that is chasing the enemy down who got away, but don't let the tower do a ton of damage to you. Only let the tower hit you at most 3 times.
Team fights are explained below.
- To be able to work well with your team, you need to take notice who is the scariest, highest damage, most pain in the *** ***** and squish lord on there team. Once you have that figured out, initiating team fights is a cinch. Just use Hyper-Kinetic Position Reverse on that annoyance and let your team kill them, with your help of course. There is no doubt that after you use Hyper-Kinetic Position Reverse, the whole team is going to rush your team to save their carry, this is the perfect time to get your dot on them all. Shoot your
Noxian Corrosive Charge and focus the other carry. Why not their main carry? Well unless your team hasn't killed it yet, there should be no need for you to target it. You initiated the fight that resulted in the death of their main carry. You must down their next in line carry so your team doesn't take so much damage. If you must target the main carry, do it and kill it first, don't let your team take unnecessary damage from trying to chase it down. Since you are fed and using this build, you should have no problem taking out their second in line carry as fast as your team took out the main carry. From this point on in the team fight, they may be fleeing, if not you just kill in the order necessary. Save your
Exhaust for the ending of the fight when someone is running away. It makes chasing so much easier and save your
Flash for getting yourself out of a sticky situation or to catch up to a fleeing ****. Also pop your Terror Capacity and weave to slow down a fleeing enemy.
- There is an amazing combo with
Urgot which will make team fights even better for you. This is the combination of
Alistar standing on top of where the main carry will be swapped at. As you can probably understand, it is amazing and there is no hope for their survival.
Malphite is another champion that is very well with
Urgot because of his ability to save
Urgot after he ults.
-
This is an iffy part of the build. Depending on being fed or not will result in a change up of the build; buying different items in different order, buying different items completely, ect. This build is mainly for someone so good at
Urgot that it is impossible for you not to get fed. It is actually a requirement, which is why this build is iffy in ranked. If you do get fed, you should without a doubt win the game. This build makes you a monster where you can 5v1 and get a penta. Hell, even save just your nexus from all five of the enemy all by yourself. I recommend you play
Urgot and get good with him before you ever use this build, especially in a ranked game.
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