Urgot Build Guide by Bombabo
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Runes: DPS (Primary)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
Ability Order Optimal Skill max
Threats & Synergies
Not nearly as much of a threat to you as he used to be, but still capable of beating you early on if you don't play smart. Don't waste your mana on Q, and avoid engaging on him when his shield is off cooldown. If you can time your E to dash after the knockup of his Q, you will most likely win trades.
Focus on poking him down with your Q and always try to go even with him in trades. This can be tricky with his blind, and his high movespeed makes it easy for him to escape from you even when you get right on top of him. Adaptive Helm is a must-buy.
Maokai won't beat you in damage, but he will likely win a war of attrition. Keep in mind that each of your passive procs will lower the cooldown of his passive healing, making him hard to kill. In laning phase, He will likely play passively and keep his health topped off, until his jungler comes
Just a flat out annoying matchup. Both of you rely on repositioning around the target, but hers gives her mobility and sustain, especially during her ult. Having your shield on E hurts, since she can use her riposte to counter it. She can also block either cast of your ult.
Hard to kill early on due to her passive. Do your best not to get hit by her W. Your time to fight her is when she uses her E, since you can use your E to counter it. Be careful with this though, since a smart Camille player will wait for you to use your dash before jumping to stun you.
Yorick is a nusciance to urgot, primarily because Urgot's W targeting almost never prioritizes Yorick's ghouls or his wall. If you can force him to fight without giving him time to set up, you should be ok. Try your best to avoid engaging on him when he has his ult.
Prepare to eat 10,000 Q's in the early laning phase. He will outpoke you by a landslide, but you will beat him in a close-up fight. Keep in mind that he can use his W to cleanse your ult, so don't use it if you think he has it ready.
Most matchups against illaoi revolve around her E. Unfortunately for you, you're big and slow, so she won't have trouble landing it. Stay behind your minions, and wait for her to waste it. You crush her without it, she crushes you with it. *Note: The timer on her spirit no longer goes down by attacking Illaoi, making it that much harder to fight her.
Darius will do everything in his power to bully you in lane. He will punish you for trying to farm, and can turn trades into fights, which heavily favor him. Even if you are ahead, Darius is more than capable of turning a fight to his advantage, So I would recommend playing safe until you hit your powerspike and can easily deal with him
As long as you play aggressive and watch out for jungle pressure, you will make him a non-factor. Just remember to apply pressure to him at all phases of the game. DO NOT PUSH THE WAVE IN. Doing so will allow him to safely farm under tower and greatly opens your susceptibility to getting ganked.
Thanks to his nifty shield breaking mechanic, your previous best method of dealing with him (Use your E to negate his stun) is significantly less effective. Play safe in the early game, and only engage if he is getting overly aggressive. You will be able to beat him once midgame comes around
Much trickier after her rework, as she has more mobility in her early stages. She will deal decent damage to you, and her shroud will shut you down pretty hard. Try to poke her, and wait until she has used her shroud to comit to a fight.
Pretty easy matchup. You have better poke and dps, as long as you punish him in mini form. You can still hold your own when he is in mega form, but you have to be more cautious.
WATCH OUT FOR HER LEVEL 2 ALL-IN! Her insane mobility alone makes this a hard matchup, as she can play around almost any playstyle. If she is stupid and just stays right on top of you, you can shred her. Smart players will capitalize on your positioning with their E or R
You should easily be able to beat Riven in a fight. The only true advantage she holds over you is her mobility, so it is very important that you land your E in fights.
Pretty even matchup, mostly depends on how you play around his windwall. consistently poke him and reposition when he uses his wall
Singed can't do much to you. just focus on farming and punish him if he ever does decide to commit
Ornn does a surprising abount of damage with his W and passive, so be careful. He is not worth focusing once he has bramble vest and sunfire. Try to use your E to negate either his knockup or enhanced auto attacks.
As a tank focused around countering mages, Galio will struggle to deal with you on his own. You can use his own engage against him as well, since your E can negate his knockup
Despite stacking armor, you can merely shrug off his damage, and your w completely ignores his attack speed slow
Urgot has the tools to beat Jayce in lane as long as you don't let him completely poke you out. His poke is stronger than yours, but you dominate him in close range combat. Try to force fights whenever you can
avoid skirmishes, as he will outdamage you early. You outrange most of his abilities, so focus on farming and poking
Very tanky, and can easily dirsupt a majority of your combo, while shrugging off any damage you do manage to get off. Play more of a passive laning phase, poke him if he does not have too many defensive items, and apply constant pressure top to prevent him from ulting to another lane
In the early game, Panth will almost always beat you in fights. His Q gives him very good damage in trades, and his movespeed during his E is very close to yours during w, allowing him to manuever himself to prevent you from getting behind his shield. You will outscale him, so play passively to start
Tahm is nowhere near as much of a threat as he used to be since he lost a lot of damage from his passive as well as the ability to chain stun you into swallowing you. He's still an annoying tanky bastard that can hold his own against you, but he isn't a free win anymore.
He has incredible early game damage and sustain, which is easy to land against large, slow targets such as Urgot. Play safe until you have at least your cleaver built. Aatrox can still probably beat you in a fight at your level 9 powerspike, try waiting till level 11
Play carefully against Cho'Gath. Make sure that he does not poke you in lane without repercussions, and avoid using your W until after he uses his knockup.
As long as you don't fight him during his ultimate, you will most likely win. If you fight during his ultimate, he will have a slight advantage over you
Even after Garen's recent changes, Urgot should do quite well against him. Use your E and W simultaneously whenever he is about to silence you, and use your range to prevent his passive from coming off cooldown
Super annoying lane. All you can do is sit back, poke, and hope that something exciting happens.
Currently Jax is way too good into Urgot. Your only hope of beating him in trades in lane is to E him right before he stuns you with his own E, but he can play around that easily to prevent you from being able to utilize your W. Late game, you will be completely unable to kill him once he has Spear of Shojin.
Kayle does not have the damage to beat you in trades until level 11, but her ranged autos at level 6 will allow her to farm more safely. Try to play aggressively to gain a lead before she becomes too strong
Stay behind your minions, wait for him to engage on you. Even if you are low, you can still beat him in a fight. Attempt to time your E so that it negates his stun
As long as you don't let him cheese you early, you shouldn't have much of a problem beating Kled.. You outdamage him, and your ult prevents him from being able to fight long enough to get skaarl back. Just remember that your ult won't kill him if he is still mounted
This matchup is ENTIRELY dependent on which of you gets an early lead. You are both good in close-quarters fights, and each have the potential to out-raid-boss the other. Until you hit your first powerspike, He will have the advantage if he ults you.
The key to beating Olaf is to survive early. He outpokes you, outdamages you, and outsustains you. He is also very capable of tower diving you due to his ult, which prevents you from being able to E or R him. However, he falls off pretty hard around Mid-Game, and you should have no problem taking care of him unless he's fed. Ask for ganks
Poppy does not outdamage you, but she can match you in trades. She will most likely farm and rely on her bulk whenever you engage on her. Try to make fights last as long as you can
Despite being a ranged champion, Quinn provides lots of windows for you to engage on her, most notably when she uses her E. Take advantage of this if you want to win.
He will simply run circles around you and there's nothing you can do past the 15 minute mark. You are stronger than him in the early game, and it is necessary to exploit that if you want a chance at being able to deal with him later on.
Has better poke than you, and can fight you 1v1 whenever he has his ult. To beat swain, you will have to play around his cooldowns.
If you fight on Trundle's terms, he will win. The best thing you can do is poke him down and deny him the opportunity to engage on you. When he is around 60% health, it is safe to engage. Also, his E is one of the few cc abilities which your E cannot negate
Poking him is useless, since he will just heal back whatever you do to him. The best way to deal with vlad is to apply constant pressure onto him. Stick to him whenever he uses his w, as this is his only hope of dealing with you when it comes to a fight.
Volibear has proven to be a notable threat to Urgot, and will win fights if he gets to engage on his terms. During lane, your best bet would be to E away from him as he attempts to stun you with his Q into his E. If you can kill him before he gets a 2nd W off, you should be fine, but you will have a hard time otherwise. Also, remember that his ult makes him unstoppable, so he can use it when you try to reel him in with your own ult.
This lane is a total coinflip which leans in Trynd's favor. If he runs in level 2 and crits you a few times, you will lose with little hope of coming back. If you win an early fight, you MIGHT be able to hold your own against him. His passive lane sustain will also force you to engage in fights rather than waste mana on poking. The worst part about this matchup is the interaction between your ults, in which his trumps yours no matter how you use it. If you ult him before he ults, he can activate it even during the suppression to save himself. If you get him down to minimum hp and ult after him, there is a bug which causes your ult to automatically reel trynd in if you ult him at his minimum hp threshold, giving you no opportunity to stall it out. It is just not a fun matchup
Jarvan has decent poke, so try to fight him when you can. With a properly timed E, you can negate the knockup from his E>Q combo. Keep in mind that his ult can help him prevent you from properly positioning yourself for his passive
Wukong is as annoying an opponent as he is an effective one. His W can be used to reset your purge lock-on, and they fact that he gets 2 knockups now makes him much harder to deal with.
Vayne is mostly just a cheese pick to "counter" melee top laners. Play against her similar to how you would play against Kayle, being decisive about when you want to back off and go in. Jump on her once and she's dead.
Pretty easy as long as you don't let him whittle you down with his Q. Avoid letting him stun you for quick trades, as this will let him get ahead. Don't ult until he has, or you'll just look like a nerd
Nautilus lacks the two things that give some other tanks like Sion or Maokai an edge against Urgot: Damage and Sustain. While he can hold you in place for a while, no amount of cc he dishes out will stop you from tearing him a new butthole.
While he is not as much of a menace as he was a few months ago, he will still be able to control the lane. he will outpoke you, so your best bet is to engage. lead with Q, then use your E to negate the stun from his W.
Lissandra is a tough cookie to crack. She will likely play very passive and wait for her jungler to come. Try to farm and poke, and keep in mind that she can beat you in duels when she has aftershock. Don't forget about her amazing escape/engage with her E, and that her Ult can be used to counter yours.
While sylas has surprisingly good sustain and a good amount of damage, Urgot can typically beat him unless he is very fed. E into him as he E's into you and you should win trades.
Sett is a winnable matchup as long as you don't fight him early. Due to Urgot's size and slow nature, he will likely be able to land his W on you wihout much of a problem, and his passive lets him heal up after lane trades. Once you reach level 11 and a few items you should have no problem beating him.
Amumu can dish out the CC necessary for you to det up for kills, especially once he hits 6
His early ganking strength can help you secure some kills, since he has a decent amount of cc available from his basic abilities.
Despite her charm being a decent cc, Urgot synergizes much more with people who can lock down targets. Evelynn's W is unreliable in the early game due to the charge time for the stun, and she will likely be counting on you to engage
Great CC and zoning with decent damage. The two of you together will be able to secure a kill 9 times out of 9.1
Ivern is excellent for setting up early kills. His rootcaller provides excellent cc, as well as puts you in perfect range for your E
Elise has 1 good crowd control ability, but she provides enough damage to make up for it. Her ganks will usually result in a kill as long as you both land all of your abilities
Jarvan has excellent engage, and will set you up for kills in the laning phase as long as you follow up closely
Sure, Graves has great damage, but he doesn't provide the tools which help set up kills for Urgot. Despite this, he will practically guarantee a kill on an overextended enemy. Graves is a good jungler against opponents who counter Urgot and naturally shove lane
Kayn's ganks rely on taking the enemy by surprise. You'll manage to get kills if your enemy is overextended, but they will likely play around the fact that you have a jungler that can walk through walls. Also, his lack of cc outside of his Darkin form W certainly doesn't help his case
Same situation as Kayn, but with less tools to catch his target off guard until he reaches 6. His damage is great, but Urgot is beyond capable of providing damage
Despite Kindred's light cc, her range gives her more capability of engaging on targets. paired with Urgot, the enemy laner will die VERY fast
Lee's early ganks are just strong in general. Great damage, good cc (excellent when he reaches 6), and the ability to catch up to targets who have blown their escaping tools
Nidalee can help finish off a low health enemy. That's about it
If nocturne catches up to the lane opponent and gets his fear off, Urgot can easily lock the target down and kill them. His ganks get even better once he hits 6
Nunu & Willump
Urgot loves junglers with engage and Crowd control, and nunu has plenty of both. When the enemy gets hit by a snowball, Nunu and Urgot are capable of keeping them locked down for their inevitable death
Olaf can only set up good ganks when the enemy is overextended, but he will be able to keep the target slowed as long as he is good with his axes.
Rammus go fast and stun enemy and slow enemy as well is good at all stages of game yes
Rek'sai has good early damage as well a strong engage with her tunnel into knockup, but lacks any other way to keep the target in range of Urgot
Great damage, but his ganks are limited in power unless you're near either the river bush or the topside bushes. He will also need to use his ferocity to empower his E, or the target will be able to escape too easily
Excellent engage and a strong chain of crowd control to add to it. The only thing that prevents these two from having amazing synergy is the fact that Urgot is ranged and will not be able to apply frost stacks to the enemy
Don't expect Shaco to gank your lane much. If he does gank, use the cc that you have to keep your target in range of Shaco's boxes. If you do this, they're as good as dead
Having Shyvana as your jungler pretty much means having no jungler in the early game. If she does decide to gank, it will be up to you to apply all of the cc, since she has none of her own until 6, and her early game damage can't compare to other junglers at that stage of the game
Skarner's pre-6 ganks are ok at best. He has a short stun and not much damage to back it up. Once he gets his ult, the enemy has no chance of escaping
Tahm isn't on here for his ganking potential, since pretty much nobody plays him in the jungle. He made the list purely because of the interaction between your W's. If he swallows you while purge is active, you will continue to fire at the nearest enemy while being untargetable and it's pretty much the coolest thing.
Despite having only 1 crowd control ability, the strength of his pillar alone makes him pair extremely well with Urgot. Trundle will make your lane opponent fight on your terms, which will most likely earn you a kill
Please just pray that nobody tries this in your ranked games
Udyr's ganks are good if he can get off his stun, but high mobility champions will be able to escape both of you before you can lock them down
Good ganks with her long range knockup. Amazing ganks when she gets her 2nd one as well. The armor shred from her W certainly doesn't hurt either
Warwick is OK at engaging on high health targets, but is extremely good at helping you secure kills on low health targets. If you know Warwick is coming to gank, it is not a bad idea to engage on the enemy ahead of time
Zac can provide exactly what urgot wants from a gank: Long ranged engage and plenty of Crowd Control to back it up. Zac's low damage output doesn't matter, as Urgot already dishes out enough damage to kill his enemy as long as he can stay on top of them, which Zac's abilities permit
If you're playing Urgot, then how do you have an Urgot on your team to synergize with? Urgot can't synergize with himself. That would be silly.
- 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
- SHOTGUN KNEES
- 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
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"
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.
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
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.
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.
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"
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.
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%.
THE COOLESTability 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.
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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