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Urgot Build Guide by Haluta

His Godliness makes up for his Ugliness

His Godliness makes up for his Ugliness

Updated on December 17, 2011
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League of Legends Build Guide Author Haluta Build Guide By Haluta 5 1 14,182 Views 6 Comments
5 1 14,182 Views 6 Comments League of Legends Build Guide Author Haluta Urgot Build Guide By Haluta Updated on December 17, 2011
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Introduction

This guide is for players that are already good with Urgot. It is for the players that are able to get themselves fed with ease, if you are unable to do so, this guide is not for you. If you are new to the game, I suggest looking for other guides that will help you increase your skill with this champion. I will also like to say that this build can actually have you 5v1 successfully and win. 5v1's aren't just for Mordekaiser back when he was really op. Once you are skilled enough with Urgot and are able to get fed every game, come back and use this guide. Urgot is a champion that can easily anger the other team if you are good with him.
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Pros / Cons

Cons
  • Weak early game.
  • He's ugly.

Pros
  • Very strong mid to end game.
  • Unstoppable when your build is finished.
  • Very good in the lane.
  • Can initiate team fights as well as any tank.
  • Can 5v1 end game.
  • His range is huge.
  • He has a robotic type voice, auto rapewinsauce.
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Summoner Spells


  • 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.
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Runes


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 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.
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Masteries


21/9/0

Offense Tree



Row 1
  • Brute Force : This gives you +3 attack damage, which is helpful early game.

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

Row 3
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Items

Core Items

More Damage

Against Heavy CC's

or

First Items



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



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



Heavy CC's

or
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Skills

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.



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.



Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Why in this Order
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Farming

  • 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.
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Unique Skills

  • 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?
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How to Play

Starting Out
  • 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.
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Team Work

  • 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.
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Ranked Play

  • 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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