Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Runes:
Inspiration
Resolve
Spells:
Flash
Teleport
Items
Ability Order
Echoing Flames (PASSIVE)
Urgot Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Yorick
Can give you a lot of damage with his passive.
Ideal
Strong
Ok
Low
None
Presentation
First Point: Sorry for my bad English but i'm French.
I decided to do this guide because I think Urgot's rework is really cool and I love to play him. Currently i'm Urgot Masteries 6 but I try for masteries 7. Pratically all my games are good, I lose 1 game on 5. So let's go!!!!
Good Points:
Urgot is a really good for push.
He's really good in 1vs1 after the lvl 6.
His E is a really good engage.
His Q can give a lot of damage on range champions.
His R is really good for secure a kill.
He can tank a lot (good for teamfight).
Bad Points:
His R is really bad in teamfight.
He had no escape if you E for engage.
He's really slow and pratically all time creeps block.
His R back is really long so you can be kill before you get a kill.
For be a good
Urgot is a really good for push.
He's really good in 1vs1 after the lvl 6.
His E is a really good engage.
His Q can give a lot of damage on range champions.
His R is really good for secure a kill.
He can tank a lot (good for teamfight).
Bad Points:
His R is really bad in teamfight.
He had no escape if you E for engage.
He's really slow and pratically all time creeps block.
His R back is really long so you can be kill before you get a kill.
For be a good
Urgot you just need to play safe before lvl 6 and with my runes you need to farm a lot for
Overgrowth give you more life points.
Passive:

ECHOING FLAMES
Cooldown: 30 / 20 / 10 / 5 / 2.5
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 40-100 (based on level)% AD (+ 2 / 3 / 4 / 6 / 8% of target's maximum health) physical damage to all enemies hit within, up to 25-365 (based on level) against monsters.
Echoing Flames deals 10% reduced damage to enemies recently damaged in the last 5 seconds, stacking up to 3 times.
Really good for farm, give range damage and give a lot of dmg.
Q:

CORROSIVE CHARGE
Cooldown: 12 / 11 / 10 / 9 / 8 Cost: 50
Urgot launches a canister at the target location that explodes after a 0.6 seconds, dealing 25 / 70 / 115 / 160 / 205 (+ 0.7 per total attack damage) physical damage and slowing all enemies hit by 45 / 50 / 55 / 60 / 65% for 1 second.
Really good for slow the enemy or for give a lot of damage to squishy champions.
W:

PURGE
Cooldown: 13 / 12 / 11 / 10 / 9 Cost: 45 / 50 / 55 / 60 / 65
Passive: Urgot's other abilities apply Purge to enemy champions for a few seconds.
Active: Urgot shields himself for 60 / 90 / 120 / 150 / 180 (+ 30% bonus health) and autonomously attacks the nearest enemy for the next 4 seconds, without interrupting his movement, prioritizing enemy champions marked for Purging. Casting Purge also refreshes the duration of the locked-on debuff.
Urgot attacks with 3.0 attack speed but deals 12 (+
20 / 24 / 28 / 32 / 36% AD), with only 33.3% on-hit damage and cannot critically strike. Attacks deal a minimum of 50 damage against minions.
While active, Urgot also gains 40% slow resistance and ignores unit-collision versus non-champions but attacking reduces his base movement speed by 125 for 1 second.
Really good for temporize and autolock a low life enemy.
E:

DISDAIN
Cooldown: 16 / 15 / 14 / 13 / 12 Cost: 50
After a brief delay, Urgot dashes in the target direction, dealing 60 / 100 / 140 / 180 / 220 (+ 0.5 per total attack damage) physical damage to all enemies in the way and knocking them aside.
Urgot comes to a stop upon colliding with an enemy champion, stunning them for 0.75 seconds and flinging them over himself.
Really good for engage or leave a fight.
Ultimate:

FEAR BEYOND DEATH
Cooldown: 120 / 95 / 70 Cost: 100
First Cast: Urgot fires a chem-drill forward that impales the first enemy champion struck, dealing 50 / 175 / 300 (+ 0.5 per total attack damage) 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 3 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 X 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 Fear icon terrified for 1.5 seconds.
You must be logged in to comment. Please login or register.