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Urgot Build Guide by Bombabo

Top How 2 Crab on 'em with Urgot

Top How 2 Crab on 'em with Urgot

Updated on April 21, 2022
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League of Legends Build Guide Author Bombabo Build Guide By Bombabo 1996 78 4,856,680 Views 75 Comments
1996 78 4,856,680 Views 75 Comments League of Legends Build Guide Author Bombabo Urgot Build Guide By Bombabo Updated on April 21, 2022
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Runes: PTA

Press the Attack
Legend: Tenacity
Last Stand


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


1 2 3
Primary Spells
LoL Summoner Spell: Flash


LoL Summoner Spell: Teleport


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None


Hello! my name is Bombabo, and I'm gonna teach you what you need to know about Urgot. Through buffs and nerfs alike, Urgot has remained a consistently strong pick. Despite being in his current state for quite some time now, a surprising amount of players still fail to understand what he does, and how big of a threat he can be. When played properly, Urgot has immense fighting power and can make certain champs' laning phase a living hell, transitioning into a godlike mid game and impressive late game. He is incredibly unique and fun to play, and has proven to be a consistently strong pick for quite some time now. I discovered just how cool he is to play once his new kit was released in season 7, and have mained him ever since. This guide is developed around what I have personally learned by playing Urgot, and is in no way restrictive or concrete. It is encouraged to do some experimentation on your own through different builds and playstyles to find what works best for you.
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Pros / Cons


- High sustained damage
- Ranged top laner
- Almost always underestimated
- Sticks to targets well
- Tanky with E shield and items
- Decent poke during laning phase
- Excellent counter-gank potential
- Amazing Rune diversity
- Guaranteed execute on ult (with a few exceptions)
- Is a ******** crab


- Slow and easily kited
- High Mana costs early game
- Very large hitbox - gets creep-blocked constantly
- Abilities are very telegraphed
- Very limited escape options
- Lack of build diversity
- Long cooldowns, especially at early levels
- Combos can be easily interfered with
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What does Urgot Do?

With Urgot, you have two options - GO BIG or GO HOME. Urgot's strength lies within his incredible dueling potential, as he excels in 1v1, 1v2 or potentially even 1v3 situations if you're fed enough. Not many people recognize Urgot as a juggernaut, and try to play against him as if he were still an adc/bruiser/tank/support/inter or whatever the old Urgot was, not realizing that he should be treated similar to Darius or Mordekaiser. Urgot thrives on putting himself among his enemies in order to deal scary amounts of damage and pick off high priority targets. His goal is to try to force fights in order to make himself as much of a threat as possible, and he is capable of punishing his enemies for choosing to focus him, as well as choosing NOT to focus him. In lane, he has the freedom to farm and harass most enemy laners without many repercussions.

The most important step to learning Urgot is understanding his capabilities. If you overestimate your capabilities, you'll get yourself killed. If you underestimate your capabilities, you won't be much of a threat to the enemy team. Knowing when to go in, when to run away and when to keep your distance is whats separates the Urgots from the Urgods (or UrGOATs, whichever you prefer).

Urgot's early game is not the strongest, but it is by no means weak. His Q does not get a considerable base damage without some investment, and most of his cooldowns are pretty long. While he does have counters, there are only a few matchups which shut him down completely (notably Sion and Tahm Kench). He can typically manage to survive against any matchup with a change in playstyle, and has an excellent matchup versus most late-game oriented champions (like Nasus). Mid-Game is where Urgot truly shines. His biggest power spike comes around level 11, where the cooldown of his passive decreases to 5 seconds, and his W should be maxed by this point in most situations. At this point, there are very few champions who can beat you 1v1, as you have enough burst to deal with squishies and your legs are on a low enough cooldown to be used multiple times in a fight, significantly helping his damage output towards tanks. Urgot has a strong late game as well, being mostly weak to high-mobility and long-ranged champs without proper engage.

"In this world, it's either crab or be crabbed on"
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These Are the runes which I would take from each tree and why-

Precision -

Consider running Precision primary to increase your DPS and tank-busting potential

Press The Attack - After Conquerer has been nerfed into the ground for ranged champions, Urgot still shines with his synergy with PTA. his W allows you to proc it insanely fast, and it is super useful for early trades during laning phase. There is no downside to taking this keystone.

Triumph - This helps you in near-death situations, which you might experience when playing aggressively during ganks. the extra gold is nice as well. Also, the other two for this slot suck.

Legend: Tenacity - This is your most valuable choice for this slot. Urgot is susceptible to disruption, so the extra tenacity helps to ensure he gets all of his damage off.

Last Stand - Since Urgot is often forced to fight to the death since he has no good methods of escaping, last stand can really help you turn the tide is fights where the enemy thinks they have you beat. Also, since most targets will technically be dead once they reach 25% health, Coup de Grace loses a lot of value

Sorcery -

Consider running Sorcery primary for enhanced poke and ability scaling

Arcane Comet - Fantastic for getting chip damage on your opponents. This will land 90% of the time due to the slow on your Q, and makes tough matchups like Darius that much better

Nimbus Cloak- For a champion whose main weakness is his lack of good mobility, this rune puts in a surprising amount of work. It helps you to stick onto targets when you go all in on a kill, or can help you catch up to an enemy who is far away and just above the HP threshold of your ultimate.

Transcendence - Extra CDR never hurts. You will get the bonus AD from it as well depending on which items you buy.

Gathering Storm - Scorch is no longer as strong as it used to be, and doesn't have that big of an impact on your laning strength. Gathering storm gives him a solid boost in damage which helps him scale stronger into the late game.


Resolve -

Consider running Resolve for a safer laning phase and stronger defensive scaling

Aftershock - By far the best resolve keystone for Urgot, this is a great pick into champions you know that you'll be fighting a lot, such as Riven or Yasuo. As long as you can land your E, you can negate most of your Opponent's combo, putting skirmishes heavily in your favor.

Demolish - Due to how beneficial turret plating is as well as Urgot's mediocre ability to take towers, demolish helps you abuse early leads and creates a gold advantage. This will chunk towers late game since you will likely have upwards of 3k health

Conditioning - While some people argue that Chrysalis is better for Urgot, I disagree. Conditioning gives you a great chunk of resistances, making you noticeably harder to kill. It is worth the sacrifice of not having a rune for 10 minutes.

Overgrowth - Overgrowth improves Urgot's above-average bulk, also increasing his scaling potential. This rune is valuable on Urgot since you will be building a lot of health, and it gives you a noticeable boost to your tankiness in the later stages of the game.

Domination -

Consider running Domination primary for greater mobility and burst damage

Predator - This rune makes up for one of Urgot's greatest weaknesses, being his low mobility. While it is very situational rune for Urgot in lane, it is my go to pick for jungle Urgot. It greatly enhances the potency of your ganks and can help you pick off single targets.

Sudden Impact - Lethality never hurts, especially when its given to you through your primary engage tool. Greatly increases your damage against squishy targets, even if you miss your e like a total loser.

Zombie Ward - This rune is great for Urgot. As a champion who is prone to being camped, the extra vision this ward provides is a blessing. Also, due to his ability to clear wards quickly with his w, zombie ward will give you an even better reward for going out of your way to clear enemy wards.

Relentless Hunter/Ultimate Hunter - These two runes are pretty much even in terms of usefullness on Urgot. With Ultimate Hunter, the cooldown on your Ult will reach 36 seconds, meaning that you will most likely have your ult up for every fight you enter. Relentless hunter is a simple movement speed buff which, considering how useful movement speed is on Urgot, helps him tremendously.

Inspiration -

Consider running Inspiration primary for some Utility to help deal with annoying or hyper-mobile matchups

Glacial Augment -When it comes to sticking to a target, no other rune can compare to Glacial Augment. Since one of your biggest problems is sticking to targets, a good slow on a low cooldown is a tremendous help. Also synergizes well with righteous Glory and Approach Velocity

Magical Footwear -Not having to spend money on boots is useful in the sense that you can buy some more components to your core items earlier. The additional 10 movement speed definitely doesn't hurt either

Minion Dematerializer - One of my favorite things to do with this is to use it on a cannon minion for a quick level up followed by an unexpected all-in. If you are being zoned from your cs or need a slight boost to your waveclear, these can help you out quite a bit

Approach Velocity - With the slows on your Q and R, this rune will allow you to catch up to your target and stick to them like glue. Works exceptionally well with Glacial Augment or Frozen Mallet
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Masteries don't exist lol
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Passive - Shotgun Knees

Urgot's six legs each conceal a shotgun that covers an arc, together forming a full circle of cover around him. Each shotgun has one shell and an individual reload timer.

The next basic attack in the direction of a loaded shotgun causes it to fire, dealing 40 / 50 / 65 / 80 / 90 / 100% AD (+ 2 / 3 / 4 / 5 / 6% of target's maximum health) physical damage to all enemies hit within, up to 60 - 360 (based on level) against monsters.

This is what makes Urgot Urgot. Each leg has an indicator for when your SHOTGUN KNEES are ready to be used. Auto attacking in that direction fires a blast in a 60 degree cone, damaging all enemies hit. This is where most of Urgot's damage comes from, and they can be used to poke the opponent or can be procced in quick succession for some surprising burst damage. The cooldown on each of your SHOTGUN KNEES is quite long at early levels, but it scales down pretty quickly.

In general, you want to avoid fighting early on unless you have at least 3 of your SHOTGUN KNEES available. You also want to avoid using your knees on minions unless you can harass your opponent as well. Due to this, you will have to choose between predictable repositioning while farming in order to avoid wasting your SHOTGUN KNEES on minions, or the freedom to move around as you please at the cost of having less SHOTGUN KNEES readily available.

Knees do not count as a spell, and will not be blocked by spellshields. However, they interact with arcane comet, and hitting a champion with your SHOTGUN KNEES will trigger the comet to fire. Due to this, it is better to lead with your q when looking to trade with your knees, as the slow makes it much more likely that the comet will land.
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Q - Corrosive Charge

Urgot launches a canister at the target location that explodes after 0.6 seconds, dealing 25 / 70 / 115 / 160 / 205 (+ 70% AD) physical damage and slowing all enemies hit by 45 / 50 / 55 / 60 / 65% for 1.25 seconds.

Urgot's Q is his primary poking tool. The damage it provides can be underwhelming at low levels, but improves noticeably when leveled up. Due to this, I typically put a few points into it before maxing W. Outside of poke, it is useful for engaging on enemies who are at a distance, and setting up your W, which I will get to later. This ability has a decent area of effect, but the 0.6 second delay gives enemy champions time to dash out of its radius. Due to this, when playing against highly mobile champs (Ex. Fiora or Riven), try to wait until your opponent has used their mobility to fire this.

If you are playing against a very tanky champion (ex. Sion, Maokai), this ability does not offer much besides its slow, as they will be able to shrug off its damage. Therefore, I prefer to max W immediately in those situations, as the investment is more useful in sustained fights.
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W - Purge

Urgot's other abilities apply Purge to enemy champions for 5 seconds. Only one enemy champion can be marked at a time.

ACTIVE: Urgot autonomously attacks the nearest enemy at 3.0 attack speed without interrupting his movement, prioritizing enemy champions marked for Purging.

Attacks deal modified damage, down to a minimum of 50 damage against minions, with only 50% on-hit damage and cannot critically strike.

12 (+ 20 / 24 / 28 / 32 / 36% AD)

At the moment of activation he gains 40% slow resist and ghost, but his base movement speed is reduced by 125 during attacks.

At max rank, Purge lasts indefinitely and becomes a toggled ability.

Purge is the ability you will be using to maximize your damage output. During the 4 second duration of this ability, you fire a total of 13 shots. The primary purpose of purge is to proc your SHOTGUN KNEES in rapid succession. However, the base damage on the ability is deceivingly high, and most players will not notice the damage that the shots deal due to it being in small, rapid bursts. For instance, at level 1, you will deal 156 + (260% AD)(That's more than a full garen E at level 1) over the course of 3 seconds, scaling up to 156 + (468% AD) at max rank. Also, each of the shots contributes to Press The Attack and Conquerer, making them extremely easy to proc.

This ability becomes godlike once you max it, since it becomes a toggled ability, allowing Urgot to maximize his DPS. At this point, you will only need to pay atention to the few points when you would want to toggle it off (freezing minion waves, avoiding aggro, preventing auto-targeting on jungle plants, preventing the 125 base slow). This improves matchups which could counter him by playing around his W cooldown, most notably Jax.

The biggest drawback to this ability is that you can't select who you are firing at, and the closest unit to Urgot will be targeted, whether it's that 30 hp Riven who has done one too many mastery flashes or a six thornmail Rammus who happens to be ganking you at that time. This can be bypassed by hitting an enemy champion with any of Urgot's other active abilities, which causes Urgot to Lock On to them. Therefore, it is important to save your W until you have properly set yourself up.

Unique Interactions and Tips

- When taking towers, you can maximize your DPS with this ability by toggling it off after every 3 shots, auto attacking, then immediately toggling it back on. This is not as useful when fighting other players since you will sacrifice a good bit of mobility, which you need to take advantage of your passive
- If you have Divine Sunderer as your mythic, toggling this ability on and off every few seconds will allow you to proc spellblade frequently without interrupting your dps
-Purge will fire at jungle plants and wards within its radius. Use this to quickly activate blast cones or to clear a control ward/Zz'rot portal without wasting time.
- Urgot only loses movement speed with his W when he is firing. Having it up passively will not imply a penalty.
-Purge can be activated during the cast animations of his other abilities, including his ultimate
- Since the shots count as auto attacks, they will draw minion aggro
- Strangely, only the initial shot on a target will activate an opponent's Bone Plating, meaning that Purge can bypass the mastery's effect. However, Activating Urgot's SHOTGUN KNEES via Purge will not bypass the effect.
- When used against a target with a bramble vest, you'll typically deal around 230 damage to yourself with the unmaxed count of 13 shots. If you use it on a Rammus, you'll cuck yourself.
- On-Hit healing effects do not suffer the 50% penalty that damage effects do. If Urgot has a cull, he will heal for 39 hp off of a full W. I still believe Doran's blade to be the most effective starting item for Urgot.
-Purgeacts as an auto-attack reset, and even has longer range than your autos (350 AA, 425 Purge). If you have the time, auto attack your target before activating purge. This works with escaping targets as well
- This ability remains active even while devoured by an allied Tahm Kench, and your passive will still proc
- Each shot can trigger bolts from Runaan's Hurricane, but this item is not recommended for Urgot since he hardly benefits from the stats and your target can only be hit by one of your SHOTGUN KNEES at a time, essentially just wasting passive procs on secondary targets like minions
- Since the shots count as auto attacks, they will be blocked by Teemo's Q, Jax's E, Shen's W, and Pantheon's passive

"Pew pew pew pew pew pew pew pew pew pew pew pew pew"
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E - Disdain

Upon activation, Urgot shields himself for 60 / 80 / 100 / 120 / 140 (+ 150% bonus AD) (+ 15% bonus health) Damage.

After 0.45 seconds, Urgot dashes in the target direction, dealing 90 / 120 / 150 / 180 / 210 (+ 100% bonus AD) physical damage to all enemies in the way and knocking them aside.

Urgot comes to a stop upon colliding with an enemy champion, stuns them for 1.5 seconds and, after a brief delay, flings them to the location 100 units behind him over 0.5 seconds.

Disdain is Urgot's primary method of engaging onto foes. It acts as a gap closer and a displacement for your enemy, putting them in a typically undesirable spot- right behind you. Using Disdain allows Urgot to position enemies to be hit by his rear-facing SHOTGUN KNEES, which are otherwise hard to utilize.

Urgot's shield has been moved to his E, meaning that you will need to be more decisive on when you use this ability. Whenever possible, try to capitalize on all three aspects of the ability, the shield, the dash, and the stun. Do keep in mind that it is a short dash which cannot cross terrain, so using it purely for mobility is much less efficient now.

One major part of this ability that is commonly overlooked (Partially due to not being mentioned in the tooltip) is that Disdain ignores crowd control, meaning that if Urgot is stunned or rooted or etc. during the ability's cast time, he will still carry out the dash/grab. If timed correctly, Urgot can benefit immensely from this. Think of it almost as a Fiora W, but it allows you to either engage or disengage as well. There are some abilities which can prevent him from carrying out his dash, but I am unsure as to exactly which ones they are. Basically, use Disdain to either engage on an opponent, or to negate crucial cc and turn a fight in your favor.
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R - Fear Beyond Death

FIRST CAST: Urgot fires a chem-drill forward that impales the first enemy champion struck, dealing 100 / 225 / 350 (+ 50% Bonus AD) physical damage, leashing them for 4 seconds and slowing them by 0% - 75% (based on target's missing health).

If the target is below 25% of their maximum health, Fear Beyond Death can be re-activated, and automatically does so after 4 seconds if the target is within the threshold.

SECOND CAST: Urgot begins channeling as he launches chains at the target, suppressing them on impact and reeling them in over 1.5 seconds, during which they are untargetable by other effects.

The channel can only be interrupted by Urgot's death. If the channel is successful, the target is executed and surrounding enemies are terrified for 1.5 seconds, also slowing them by 75%.



ability in the game.

This is part of why Urgot is such an amazing duelist. You only need to worry about doing 3/4 of your target's HP, as long as you can hit this ability. Watching your opponent be helplessly dragged towards you for an inevitable death is one of the most satisfying parts of playing Urgot, or League in general. The fear is incredibly useful as well, as you can position yourself in the middle of an enemy team during a teamfight to apply a 1.5 second cc to anyone within a suprisingly large radius of you, or you could turn a 2v1 fight in your favor. There are 3 ways to use this ability:

1. Fire it at a target which is below 25% health to pick off a kill and potentially initiate a fight

2. Use it to initiate on a single target for a higher kill potential (I typically only do this if I am certain I can kill the target in 4 seconds)

3. Miss entirely (Don't forget to mastery flash)

Once you have leveled this ability and it is off cooldown of almost off cooldown, enemies will receive an indicator on their health bar at 25% of their maximum health, similar to that of a Pyke Ult. This is extremely helpful to guage how much damage you will have to do before you ult them. Using this ability when fighting multiple targets while at low health is risky, as your opponent will have a 1.5 second window where you cannot attack them. All you can do is move and activate the shield from your W if you haven't already used it. Since Urgot is now able to move freely (including flash) for the whole 1.5 second duration, he is able to properly position himself among the enemy team for a good AoE fear engage. Also, some champions with a built in cleanse/spellshield will be able to negate this effect. Here are some abilities which will interfere with your Ult in some way:

Alistar- R (Cancels the ability)
Anivia- Passive (Takes Damage, revives)
Bard - R (Enemies in stasis cannot be pulled)
Braum- E (Shield will block either cast)
Camille - R (Requires good timing, becomes briefly untargetable)
Ezreal- E (Requires VERY good timing on Ezreal's part)
Ekko - R (Can become untargetable during cast of R2)
Elise - E (Untargetable)
Fizz - E (Untargetable)
Fiora- W (Ignores 2nd cast)
Galio - R (Cannot be pulled during leap of his ult)
Gangplank- W (Cancels the ability)
Hecarim - R (Unstoppable, requires good timing)
Illaoi - R (briefly unstoppable, requires VERY good timing)
Irelia- W (Becomes Immune to displacement)
Jarvan IV - R (Very briefly unstoppable, requieres VERY good timing)
Kalista- R (Pulls Oathsworn ally out of the ability)
Kayle- R (Blocks execute damage)
Kayn - R (Cannot be pulled if he's inside a homie)
Kindred- R (Prevents death)
Kled- Passive, R (If Kled is still mounted, your ult will only dismount him)(CC Immune during Ult)
Lissandra - R (Becomes untargetable)
Malphite- R (Becomes CC immune, requires VERY good timing)
Maokai- W (Briefly untargaetable, requires VERY good timing)
Master Yi- Q (Requires good timing)
Morgana- E (Ignores CC of 2nd cast)
Nocturne - W, R (Spellshield blocks either cast, unstoppable during R dash)
Ornn - W (Unstoppable)
Olaf- R (Ignores 2nd cast)
Rek'Sai - R (Can't be pulled while casting R)
Sett - R (Becomes unstoppable during ult with incredible timing)
Shaco- R (Disappears briefly, can ignore 2nd cast with EXTREMELY good timing)
Shyvana- R (Cannot be stopped during dash)
Sion- R (Cannot be stopped during ult)
Sivir- E (Spellshield blocks either cast)
Tahm Kench- W (Devoured targets are immune to 2nd cast)
Taric - R (Affected targets will not take damage from either part of the ability)
Tryndamere- R (Does not die from execute)
Vi - R (Unstoppable)
Volibear - R (Unstoppable)
Warwick - Q (Unstoppable while leaping, INCREDIBLY hard to pi
Yasuo- W (Windwall blocks either cast)
Zac- Passive, R (Takes damage, revives)(CC Immune during ult channel)
Zed- R (Brief window of invulnerabulity upon initial cast, requires good timing)
Zilean- R (Target takes damage, revives)

*Note - The execute will go through even if either Urgot or his target are put into stasis (Ex. Bard Ult, Zhonyas), but only if the target has already started the 1.5 second suppression. In the rare case that you have a stopwatch, you can activate it right before recasting your ult. This will put you in stasis while the enemy is reeled in and executed, making it impossible for you to be killed during this time.
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Far Engage - Q>E>W>R
This is your method of getting onto most ranged targets. Hit them with your Q in order to slow them, which will give you a window to approach them. Once in range, use your E to jump on them and apply a hard cc, potentially ignoring any hard cc they use to disengage you. Use your W while focusing on proccing your passive. If they are low enough after this, ult them and enjoy your kill. Otherwise, stick to them until they are low enough.

Close Engage -E>Q>W>R
For targets who are aleady close to you but might be able to escape more easily once you engage, lead with your E. Activate your W and proc your passive. If they are getting away, slow them with your Q. Finally, finish them with your ult.

All-In Close Engage -E>R>W>Q

This one is more risky to do, but works very well if you know you can dispose of your enemy quickly. Engage with your E, then immediately ult behind you to where they will land. Activate your W, and Q if necessary. You should have just enough time to reel them in for the kill once you've used all of your SHOTGUN KNEES. If you are unsure as to whether or not you can kill the target within 4 seconds of landing your ult, this combo is not recommended.

Pick Off Escaping Straggler -R>E>Q>W
This only works if the target is low on health. Use your Ult, which should apply a massive slow if it does not put them in range of being executed. Usde your E to close some distance, and use your Q once you are in range. If they are not dead after this, use your W to finish them off.

Old Urgot -E>Q>Q>Q>Q
Please update your game

Karthus - R
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Thank you for reading my guide! I have a fair amount of experience on Urgot, and this guide is composed of information that I have personally been able to apply. I encourage you to experiment with other builds and playstyles, and I can guarantee that you will enjoy playing Urgot. Any feedback is greatly appreciated!


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