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Urgot - I'm still not as ugly as Sarah Jessica Parker

Urgot - I'm still not as ugly as Sarah Jessica Parker

Updated on March 27, 2011
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League of Legends Build Guide Author Dotter Build Guide By Dotter 46 18 137,490 Views 64 Comments
46 18 137,490 Views 64 Comments League of Legends Build Guide Author Dotter Build Guide By Dotter Updated on March 27, 2011
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Introduction

"What an ugly **********er, I'm totally buying him!" - Was what I thought, when Urgot was released. So I bought the crab-looking dude and quickly got awesome results with him. I was about level 15, when I bought him, and players didn't really know how to counter him and his amazing range. I went all out damage, because I dominated all my games. Then I stopped playing him until level 30. Now, when I'm level 30, I have started playing him again and I build him more tanky than earlier. I have now decided to make a build for the ugly son of a *****, who really got me to love League of Legends, when I was relatively new to it.

The following chapters will show you how I play Urgot. It is a really long guide, so you can just read the chapters you feel you need to know something about - Read, vote and comment!
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The Legend Of Urgot

There are warriors who become great for their strength, cunning, or skill with arms. Others simply refuse to die. Urgot, once a great soldier of Noxus, may constitute a case in support of the latter. Prone to diving headlong into enemy battle lines, Urgot sewed chaos throughout the enemy ranks, often sustaining grievous injuries in the process. When his body was unable to weather further abuse, the crippled Urgot was delegated the position of High Executioner of Noxus. By this time, his hands had been ruined and he could barely walk. Scythe-like grafts affixed to his maimed limbs served to carry out his bloody work.

Urgot finally met his end at what should have been his finest hour. Because of his military background, he often accompanied detachments into foreign territory to carry out judgment. After ambushing an enemy force, Jarvan IV, Crown Prince of Demacia, fell into the clutches of Urgot's division. Too far from Noxus to risk transporting their prize for ransom, Urgot prepared to dispose of their captive. At the final moment, however, the Dauntless Vanguard, led by Garen, the Might of Demacia, intervened, and Urgot was cut in two by the zealous warrior as he scrambled to free his Prince. In recognition of his service, the executioner's remains were remanded to the Bleak Academy for reanimation. A lifetime of abuse, however, had left his body in a catastrophic state; proving problematic to the necromancers' craft. Professor Stanwick Pididly, the prevailing scholar of Zaun, offered a solution. Within Pididly's laboratories, a nightmarish new body was forged for Urgot. Now as much machine as man, Urgot arrived at the League of Legends in search of the man who ended his life; necromantic energies coursing through his metal veins.

''We can rebuild him. We have the techmaturgy.'' --Professor Stanwick Pididly
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Pros & Cons

Pros:
- Amazing harasser
- Great survivability (Especially with Flash & Ghost).
- Good farmer - with Noxion Corrosive Charge.
- Can support well, if necessary.
- Can save teammates with his ultimate.
- He can do great damage and take quite some damage.
- Great range, despite the nerf of his missiles.
- Works well in mid-lane & in side-lanes.
- He can carry like a boss.

Cons:
- Some might find him hard to master.
- Kinda item dependant.
- Can be hard to play in long games with many teamfights.
- You need to be good with skillshots, to master him.
- Learning how to perform his ultimate well can take some time.
- He often relies on his team.
- His missiles' range has been nerfed in the latest patch.
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Skills


Urgot's attacks reduce the damage that his target deals (15% for 2.5 seconds).

- A great passive, which is awesome when you fight 1v1 in particular. However if you are in a 2v2 battle, make sure to hit them both. That will reduce the damage income more, than if you only attack one of them. Just make sure to have a main target, so it doesn't become a random fight without any focus. It is also a nice way to be able to kill buffs earlier, because they won't do that much damage on you. In teamfights try to reduce the enemy team's carry, in order to stop him/her from dealing massive damage. It is really important, that you reduce as much damage in teamfights as possible.



Urgot fires a missile towards the cursor that deals 15 / 45 / 75 / 105 / 135 (+0.85 per attack damage) physical damage. Missile-lock can be achieved by holding the cursor over a target afflicted by Noxian Corrosive Charge. It won't lock on invisible minions or wards.

Cooldown 2 seconds | Cost 40 mana | Range 1000

- This spell is almost addictive... At least when your target is affected by your poison. It is great for early game harrasin and it scales on AD. That means you'll do a lot of damage in early game, due to your armor penetration runes. Try to last-hit as many creeps as possible with this. Also try to harras your enemies with it, when you have them poisoned. Keep spamming it at them, until the poison is gone. You can deny them so badly in early game, that they might start to cry. (True **** dawg)
In late game it will stil do massive damage, do to the AD scaling. It will be your main harrasing spell, if you have your enemies poisoned throughout the entire game. If you have Phage, you will slow the enemies even without your shield activated.



Urgot charges up his terror capacitor to gain a shield that absorbs 80 / 140 / 200 / 260 / 320 (+80% of ability power) damage for 7 seconds. While the shield is active, Urgot's attacks and missiles slow targets by 20 / 25 / 30 / 35 / 40%.

Cooldown 16 / 15 / 14 / 13 / 12 seconds | Cost 55 / 60 / 65 / 70 / 75 mana |

- A nice shield to aborb spells, especially during laning phase, when you will be very hard to harras. Unfortunately it scales on AP, which this build doesn't provide, so the shield won't be that affective late-game. The slow on your attacks and missiles is more important, since it can tear enemies apart and they can't escape. I get this the first time in level 4 and then I wait by getting it for later, but if you face a great harrasser you might want to get more points in this earlier, instead of boosting your E-ability.



Urgot launches a corrosive charge at a target location. Enemies afflicted by the charge have 12 / 14 / 16 / 18 / 20% reduced armor and take 75 / 130 / 185 / 240 / 295 physical damage, plus 60% of your bonus attack damage over 5 seconds. Acid Hunter is able to missile-lock onto targets affected by Noxian Corrosive Charge. It won't lock on to invisible units or wards.

Cooldown 11 seconds | Cost 50 / 55 / 60 / 65 / 70 mana | Range 950

- This is the spell that makes Urgot one of the most annoying champions to play against, at least if the player is good at hitting his targets with the poison. It boosts his missiles to hit the poisoned target if you point at them with your mouse cursor. The range is insane, you can harras people from far away, when poisoned. Just make sure not to hit creeps, when you start spamming your missiles at an enemy champion. It scales on your AD, so it will do nice damage throughout the entire game. This can also be used for scouting, since it reveals terrain, where it lands - Even in bushes. Use it to see, if enemies might gank you. It is a good reason why Urgot is hard to kill and gank early game. You can't really get too close to him.


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.
Urgot targets an enemy champion and channels his Hyper-Kinetic Position Reverser for 1 second, swapping locations with his target afterwards. His target is suppressed for the duration of the channel.
Urgot gains 80/105/130 armor and magic resist during and after the channel, and his target is slowed by 40% for 3 seconds after being swapped.


Mana Cost: 120/120/120
Range: 600

- This spell is sweet ****ing beans. It can be a "pick one to die" spell, if you perform it well. In laning phase the point is to try to suprise your enemy, by reversing them close to the turret, so they get aggro. Try and time it, so enemy minions are dead, before the enemy can begin to run back. Use your shield and slow them with your missiles, it will 90% guaranteed give you a kill, when you know how to perform it well (Unless they have flash or another escape mechanism, or if they are very tanky)
You can also use it to escape by reversing with an enemy, who is trying to gank you. But this will require that your chance for escaping is better in the enemy's position before you use it.
In a teamfight you have several options:
1) Flash forward, reverse with their carry, so your team can take him/her out. Then use shield, try to get out of there and spam your abilities at them - Really risky, since you might die after the reversal. If you can, do not use flash, so you have it to try to flash out of there.
2) If they have a teamfight winning champion' like Fiddle, Kennen etc. Try to get them away from your team with your ulti. Then you try to flash out of the heat to survive.
3) You can wait with using it, until you see the outcome of the fight. Then you can use it at the end, to get an escaping enemy. However, this requires you to actually win the fight.
4) See if you can find an enemy walking alone and then when they try to run, reverse with them and kill them (your teammates should help you here), & then their team might wanna try and help them, but often they will be too late and therefore outnumbered. If this way of using your ultimate is performed correctly, you will most likely win the teamfight, unless the enemy team is really fed, compared to your team.
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Masteries (0-9-21)

Defensive:
3/3 in Hardiness
- You have no extra armor from runes, so a bit from your mastery tree is nice. Good for a bit of extra survivability in early-game. Will help against champions as Ashe, Xin Zhao and similar.

3/3 in Resistance
- These will give you extra survivability against champions such as Veigar, Malzahar and similar. Simply to make you more resistant against AP.

3/3 in Strenght of Spirit
- This will scale really well, when Manamune has given you a lot of mana. Nice mastery for mana stackin items. These 3 points are important, so I really recommend that you put 3/3 in this mastery.

Utility:

1/3 in Good Hands
- A bit less time spent dead. You probably wont die that much, but still nice to have reduced time spent dead. Afterall when you are dead you are unpatient and simply want to rejoin the battle.

2/3 in Perseverence
- Increased mana- and health regeneration benefits your early game, so get some points in this.

1/1 in Haste
- Improves your summoner spell Ghost. It will give you a better chance of escaping and chasing for a kill. I really like to improve my summoner spells.


4/4 in Awareness
- This is mainly to move on to other utility masteries, but extra XP is quite nice. I won't recommend getting points in Expanded Mind, it wont give you that much mana.

3/3 in Meditation
- Improved mana regeneration will make you able to spam your spells more often during the beginning of the game. It is important to be able to harras with your Q-ability as most as possible. It will do a lot of damage early game, especially with armor penetration from your runes.

2/2 in Utility Mastery
- If you have a jungler, you shouldn't get this, since they will need the buffs. If you don't have a jungler, you should get it and then get the buffs. Red & Blue buff both benefit Urgot a lot.

3/3 in Quickness
- Increased movement speed is great for Urgot - It gives him better harrasing capabilities, since he will be better at following enemies, when he has them poisoned and throws bombs at them. It will also make it easier to place yourself, when you use ultimate.

1/1 in Blink of an Eye
- Improves your Flash, which is awesome. 15 seconds gone, from the long cooldown it has. Kewl beans..

3/3 in Intelligence
- Cooldown reduction is vital for Urgot. You need to be able to spam your Q-ability, as well as your E-ability.

1/1 in Presence of the Master
- Improves your summoner spell even further - Gives some good old cooldown reduction, which is great.

You can also go with a more defensive or offensive mastery tree. I just really like the CD, this mastery tree gives. And the CD on your summoner spells is really good imo.
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Runes

9x Greater Mark of Desolation
- Really important, since it scales with your abilities. It will boost your damage a lot in early-game. Nice to do more damage on tanks in the beginning of the game.

9x Greater Seal of Replenishment
- Mana regeneration to reduce the amount of mana issues, you might have in early game. This and a Meki Pendant should help you a lot to begin with. If you don't have mana issues, you can go with defensive seals - Armor or magic resistance.

9x
- Why flat CD? - Because it gives you awesome harrasing capabilities in early game, where you are supposed to become fed. CD/pr lvl also works fine, but I prefer flat, due to the advantage in early game.

2x
- Great runes, despite the nerf of these runes. They will give you 52 extra HP, which is nice in early game. You won't be stacking that much HP from your items (Unless you go with Randuin's over Frozen Heart), so getting these is a good idea.

1x Greater Quintessence of Desolation
- Same reason as for armor penetration marks. For a better damage output.
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Summoner Spells


- A very good summoner spell for Urgot. It gives him a great escape mechanism, which makes him able to flee from enemies, chasing him. He can also avoid ganks with it.
What I really like about ghost on Urgot it the combination of ghost and his missiles. With your W-ability active, there is no way the enemy will escape, unless they flash through a wall or if you can't towerdive them. It might give you that last missile in, you couldn't have had with normal movement speed.
Ghost is also really good for Urgot, because the improved movement speed might help you place yourself before you use your ultimate. If creeps are in the way, you don't have to worry, with ghost activated.


- The second summoner spell I use for Urgot is Flash. It can be used for so many things. Chasing, surprising an opponent with your ultimate, escaping a gank, setting up a gank etc. It gives many opportunities and it can help you placing yourself right before a teamfight or before you use your ultimate. Urgot is all about placing yourself right. Simply a ****ing good summoner spell for Urgot.


- Also a good summoner spell for Urgot. It can help you set up ganks if you have wards, and you can save teammates in need. It gives great map control and it lets you protect turrets way better. With teleport you can save turrets under attack. However, the cooldown on teleport is really long and I find the positioning summoner spells to be more important for Urgot. But I can recommend this, if you don't like flash or ghost.


- Also a good alternative for Urgot. However, your range is enormous, so you might not even be close enough to your enemy when you want to finish them off. Make sure to time it right, so they don't get away with 5-10% hp. That would suck. A great spell for finishing off enemies and against healing champions as Dr. Mundo, Nidalee, Swain etc. However, you can't improve this, unless you change your mastery tree completely, but still a nice damaging summoner spell.


- When I was 'low-level' I often used this, because I had mana issues. That was before I got mana regeneration runes and masteries. It can be good in early laning phase, before you get Manamune, but afterwards, you really shouldn't lack mana. It is not a bad summoner spell, but not one I would choose. If you don't have mana regeneration runes or you're in low-level, where it's harder to get mana regeneration, it can suit you well.


- A decent summoner spell for Urgot, but I don't find it to be a good spell, through the entire game. It can be good, if you are heading for a first blood, because you have that extra health to take from in a 1v1 or 2v2 fight. Nice spell to give you & your lane-mate an advantage in the laning phase. However, I find it to lack importance in mid- and late-game.


- A really good summoner spell to get out of dangeroues situations. A stun in the wrong place can get you killed, but this summoner spell will offer you 'an extra chance'. In some situations you might think: "Damn, wish I had cleanse." Feel free to take it, if it makes you feel safer when playing, but ghost & flash also offers great escape mechanisms.


- A nice spell which can reveal enemy champions in situations, where you can kill them (Low HP). However, enemies can see when you use it, so you would need a spell, which can go through the entire map, like Ashe's Enchanted Crystal Arrow or Ezreal's Trueshot Barrage. This summoner spell will not gain you that much, but I like the low CD xD.


- This spell can be used as Urgot, but it is not the best for him. He already slows with his missiles, if your shield is active. However, it can be good against melee champions, who get close to you. BUT! - They are not suppose to get close to you, so I would not take this as a summoner spell. There are just better options out there.


- ... No... Too much CD and not that much of a use.


- Nice if you are getting pushed at your turret, but you shouldn't so I don't think this is such a good summoner spell for Urgot. Maybe let another teammate get it, if it is necessary.


Can be good in teamfights, but I rarely see anyone use it, so I don't think players are that accustomed to it. It may be good, but I really prefer other summoner spells over this one.


- Great for junglers. You're not a jungler.
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Items

Please read the entire items + optional items section, before you comment and vote.

Note: See the item sequence for the order of how I often buy my items.
In this section I only place the finished items except for early-mid game.

Early-Mid Game
In early-game I focus on stopping mana issues and to get some damage, in order to become fed. I will buy tankier items in mid game, since that will be the time, when side-lanes are beginning to get a lot of damage items.


- Start with this, a health potion and a mana potion. That will make you able to spam your missiles at poisoned enemy champions. It will do a lot of damage, so they can't play that aggressively against you. You will use this later, to build Manamune, so a great item to start with.


- I like to have improved movement speed really early in the game, so you should definetaly get these the first time, you're back to shop. They will give you better harrasing- chasing- & escpaping capabilities. And they will build into a better pair of boots..


- You should also be able to afford this, the first time you visit town to buy some stuff. I like to get this for the extra damage, but you can also rush upgraded boots and wait with this, if you like. This sword is needed for Manamune, so getting it is necessary.


- After getting a bit of damage, you should grab a pair of 'improved boots'. These are great boots - Often found these to be my favourite boots in League of Legends. The crowd-control reduction is really good in by far the most matches. It also provides you some magic resistance to stand against AP-champions. If you have farmed well, you might afford the Null-Magic Mantle, the first time you visit shop, after laning phase has started. Your first 'real' magic resistance item will be bought a tad late in a standard match, so getting these boots help you with that issue. They can help you get out of tricky situations, due to the CC-reduction. Ionian boots can be another option, if you don't really need CC-reduction. The CD is nice, especially if you don't buy Frozen Heart.


- Now it's about time you get your core item (I find it to be). This item is vital for you as Urgot, because you need mana regeneration, and you might as well get it stacked fast, to do more damage! Simply a great item for Urgot. The faster he gets it, the earlier he will reach the cap and do more damage. You can also grab this before you buy boots. Both ways work well imo


- A great and cheap item. It gives you some relatively early CD-reduction, which fits your spells well. The extra armor penetration also compliments your spells well, since they scale on your attack damage. The 25+ damage gives you a minor damage boost, in order to be a bigger threat when fighting.

Mid-Late Game
In mid-game you try to become more tanky, in order to have a lot of survivability. We now aim for Frozen Heart to get more CD-reduction.


- This item gives 20% CD-reduction - That's really good! Maybe the reason you should take it over Randuin's which provides much less CD.
It slows AS on nearby enemies - Great against melee AD champions - Xin Zhao, Warwick and similar. It also provides mana, which benefits the passive of your Manamune.


- Before you get more damage, you will need some magic resistance to be able to soak some damage from casters. If you face heavy caster teams, you should get Banshee's first instead of one of the earlier mentioned armor items. You can also get this before you finish Youmuu's Ghostblade, if you lack survivability. Often I don't, so that's why I've listed Youmuu's before this in the item sequence.

Late Game


- This provides great stats for Urgot - Mana (more damage), HP & Magic Resistance (More survivability). And it's passive is great at stopping a stun or similar in either teamfights or when enemies attempt to gank you. It can save your *** sometimes. Escpecially against a champion as Karthus, due to his ultimate. Also nice against Ashe & Ezreal, because of their map-ranged ultimates.


- This item is awesome for Urgot. It will make him able to tear his tanky champions apart. I get this in many games instead of other items. A great item, which provides a lot of armor penetration and some decent damage. It will do way more damage with your missiles than Infinity Edge & Bloodthirster. You can also grab this instead of Youmuu's Ghostblade, but then you won't have the CD-reduction or the critical chance. I only go with Youmuu's because of it's active, so if you are bad at remembering actives, go with this item instead.

Now you can replace your Brutalizer with one of these items or one of the optional items.


- If you need survivability from the HP boost.
- Great item for chasing down enemies.
- Decent damage.

Or


- For a greater damage output - Mainly if you really dominate.
- Great passive, but the Sheen won't benefit you that much, since you don't scale AP.

I prefer to buy Last Whisper in most games. As Searz has pointed out with some nice graphs in the forums, the armor penetration simply does more damage, when you don't auto attack that much. And since Urgot's main damage comes from his missiles, armor penetration simply does more damage than going for pure attack damage. You can also buy only the Brutalizer and then swap it for Last Whisper and then get more survivability or one of the optional items. I admit that Youmuu's active benefits melee AD carries best, but I think it works well with Urgot, despite the fact that he is ranged.


Remember to buy your items depending on the enemy team and how the match is turning out. If you die fast in teamfights, get more survivability - You won't do much damage with 4 damage items, if you end up dying after 10 seconds anyways. If the enemy team stacks armor, ALWAYS get Last Whisper!
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Optional Items


- If your teammates are struggling in teamfights you might want to swap this with Phage. That will give you and your teammates more survivability. A great tank/support item, which will benefit you and your team for a relatively cheap prise. Definately not one of the most expensive items.


- If you need more magic resistance than Banshee's provide grab this - Really cheap and great item. The active is a lifesaver. It can remove stuns, ignites and even Morderkaiser's ultimate. For under 1500 gold. You can't find even find that price in Walmart.


- If you want tons of damage and a lot of lifesteal. Mostly for games, where you dominate like a boss, and you don't have troubles staying alive. It will give you an incredible damage boost, if you manage to stay alive, so you don't lose the extra damage. This item will not give you that big a damage boost against armor stacking teams - Then you will need Last Whisper. The lifesteal however, is nice and it can help you in 1v1 battles, and make you able to stay in battle for longer period of time.


- If you feel a need to boost your team - boost your team with this item if you have other AD-champions. A nice way to support your team in teamfights. If you are the only AD-champion you might as well get Bloodthirster if you want lifesteal.


- If you want massive damage and a lot of critical chance. This will also be an item, you could get, if you don't have a problem with your survivability. Can be bought instead of Phage or one of your defensive items.


- If you won't need the CC-reduction nor the magic resistance, you can buy these to get some CD-reduction.


- If you face a heavy caster team, and you struggle with only Banshee's, you can buy this. This + your own shield can save you in ****ty situations. The damage is quite alright, but it's not the most important about this item. That would have to be the passive ability of the item.


- More survivability and an extra chance of life. Can be a waste, if the enemies simply have the time to wait by your respawn point and then kill you again. Can be good to get, if the enemies has burst ultimates, like Annie. Then you can try to soak their bursts in the teamfight. However, that requires skill and some luck, to do that well. So think about it, before you buy this item.


- This item is only one you should get against champions with heal over time. If your team has enough ignites, it wont be necessary to get this item. But if you don't, you should grab this and remember to use it's active. It can help you kill champions as Dr. Mundo & Swain.


- For a better damage output, however this item does not scale well with Last Whisper, so don't get both. Personally I prefer Last Whisper, but some players don't, so I've put this item in the optional section.

If you have other suggestions for items, that benefits Urgot please tell me. I'd like to make this guide as good as possible.
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Laning Phase

Remember to use your E-ability for scouting - It reveals areas, also bushes. Also buy wards - really important if they have an enemy jungler. It is also a good idea to buy wards - especially if you face a jungler. If they have stealth champions as Twitch & Evelynn, buying oracle's elixir will also come in handy. Vision wards might do the trick, but not in tricky situations, where you are forced away from the vision ward.

Laning Mid
I honestly don't like playing Urgot in side-lanes. He is capable of doing it well, but I think he really shines when laning mid. In mid there is only one, who can damage you. In side-lanes you can still be attacked, even when you have an enemy targeted. You can't protect yourself and still be aggressive in the same way as you can in mid. That is why Urgot can be dominating like a boss in mid. He is really hard to kill, because he can throw poison at you, everytime you try to attack him, and then he can spam missiles at you from far away. That means he can go back and spam missiles, if the enemy chases him, or go forward and spam them, if his opponent retreats. He is really sick at getting first blood, when he lanes mid and you are good at hitting with his E-ability. The enemy will most likely try to stay in lane, even with low HP. Then you can stand next to enemy ranged minions and deny your opponent. Just make sure, that your teammates call miss, so you won't get ganked.
Last hit creeps with your Q-ability and harras your opponent. You should get at least 1 kill while laning mid. You should also go gank in side-lanes to support your teammates. Urgot is a great ganker, due to his slow & his ultimate.
- Simply grab your starting items and go to mid. Try to last hit at least 3 creeps from the first minion wave with your Q-ability. When you hit level 2, you can start to harras your opponent with poison and then missiles afterwards. Remember not to use your mana pool too fast. It might take some time to learn to hit the enemy with poison, but when you learn it, there are not many champions who can beat you in mid. I have not met a champion, who gave me that many problems yet, after I started playing Urgot again. Urgot is so hard to play against, if the player knows how to master him. Try to see a pattern of the way your enemy runs, though they often want you to think it's random. Try to keep an eye on the HP on your own minions to see when the enemy champion is able to las-hit a creep. Then you are ready with your E-ability on the area, where the enemy have range to last-hit minions with low HP. This way you can deny & harras your opponent really well.

Laning top/bot
- To be honest I haven't played Urgot in side-lanes since I started playing him again. But it is kinda the same as in mid, except the fact, that you have to be more careful, since 2 enemy champions can target you, instead of one. I know you have a lane-mate as well, but if they focus you and they have Exhaust or Ignite you might have a hard time surviving, if you don't play safe. Your job will be to try and deny the squishy one and harras him/her. Then at some point, when you are able to get a killing blow, try to do so. You should be able to outpush them, if your lane-mate is a good player. Your insane range will help you push, since you can poison them near their own tower, step out of tower's range and still get 1-2 missiles thrown at them. Simply deny and outfarm them, and try to get kills. You can go gank mid if necessary, but you have to make sure, that your tower is safe.
- Ventrilo/Skype is recommended.
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Urgot In The Middle

This chapter will deal with champions you might face in mid - I've used colors to show how hard they are to face:
NOTE: This can't be trusted 100%. There can be players, who are really good with one the easy champions, so they will be really hard, in the same way as hard champions can be easy, if the player isn't that good. It is just from my gaming experience.

Easy
- You will most likely be able to deny them, push them & kill them.

Easy-Medium
- You will not have a hard time, but you may not kill them that fast. They might be able to farm almost as well as you, but you should be able to push them, due to your amazing range.

Medium
- A fair match, where it kinda depends on the player's skill-level. Your farm will probably be quite similar and it will be relatively hard to push your opponent's tower.

Medium-Hard
- You can both get a kill on the other and you have to play a bit safer than usual. Urgot is really hard to play against, if he is mastered, so it depends on your skill-level as Urgot. A guide can only guide you, not make you a God at LoL in a minute.

Hard
- I don't know if it is me, but I can't really find a champion, who can own Urgot completely. His escape mechanisms are too good with your chosen summoner spells. And when you become good with your E-ability, none will be able to do that much harm to you.

Mirrorlane


Akali
She is not that hard to play against. Her Twilight Shroud can be countered, because of your poison. If she is hit, when in her mist, you can spam missiles at her, by holding your mouse-cursor over the mist. If she charges at you, simply use your shield, poison her and start spamming. If this doesn't get her of your back, try to see if you have a chance or not. If you don't use one of your summoner spells to escape. (If you can, run to your tower, so you don't have to use a summoner spell). Akali should be relatively easy to beat.


Anivia
- Urgot vs. Anivia is a fun clash. Your advantage is your great range and your slow. If you are able to hit her with poison then her HP will decrease fast. If she is able to hit you, you will also lose a lot of HP. However, you don't have to go up close, when you've hit your target with your E-ability. She has to with her skillshot. Another advantage is your E-ability, if yo get her in egg-form. Make sure to use poison right before she revives, if you haven't managed to kill her in egg-form. Then, when she resurrects, you can spam missiles at her and kill her. Her wall can stop that, if she blocks for your two last steps to get a kill. It is ****ing annoying to be honest. She is a great farmer, so try to deny her as much as possible, before she hits level 6.


Annie
- She might have tons of damage, but she is really squishy. And your range will keep you relatively safe against her spells. If you manage to poison her (Which you should be able to manage), you can take 40-50% of her HP with your missiles. Try to remember how many spells, she's used, so you know when her next spell stuns. Then you can't be that aggressive and remember to have your shield ready. Care for ganks, her stun can be the killing blow, that denies you, your escaping mechanisms.


Ashe
- Ashe can be a pain in the ***, if she gets to hit you simultaneously and you miss with poison. However, in time you will learn to do that, and then Ashe will be relatively easy. Just watch out for her ultimate, especially if you face junglers. Then it'll be a bad day for Urgot. But you should be able to kill her, due to her low HP pool and your great range. She can't get that close to you, so chasing is really not a good option for her vs. Urgot. That is why Urgot is so good in mid. Not many champions can kill, if he plays in changing mood from safe to aggressive. At some point you should find the balance and then you will be dominating mid in most games.


Caitlyn
- Just as Urgot, Caitlyn has a really long range on her spells. She also does a lot of damage early game and she is good at pushing towers, due to her range. However, you should be able to do well, if you are good at useing Urgot's poison. Caitlyn is squisher than Urgot, so it will be a tough match, but a wellplayed Urgot is just a pain in the ***, which Caitlyn's range can't match.


Ezreal
- A good Ezreal is almost impossible to hit with your E-ability, which make you more or less useless against Ezreal, if he knows how to play Ez well. You might be lucky that your opponent is bad, but if you are equally good, Ezreal will be really hard to deal with. Urgot has low base AS and his MS is kinda slow, so Ezreal's small teleports will make it tough for you. Play safe, try to farm, but do not be aggressive. It will only hit you in the balls at some point. With the right rune/mastery build, Ez can do massive damage early game, so be careful, stay behind creeps and try not to be denied too much. However, I have faced some bad Ezreals whilst playing Urgot, and that was not that hard, so you might be lucky.


Heimerdinger
- He can be hard, but he can also be kinda easy. If he places hit turrets right, it can be hard to chase him, when you have poison on him. However, if they are badly placed, they might not be that big a threat. Fortunately you have your shield. When you hit Heimer with our E-ability and get aggro from his turrets, use your shield. You are not as squishy as Heimerdinger, so you should have a small advantage.


Karthus
- I would say that his skillshot is easier to avoid than your poison - And you only have to hit him once to be able do to massive damage. He has to hit you simultaneously. His wall will help him alot, because it will reduce your amount of missiles, you can hit him with, each time you have him poisoned. When he hits level 6, have your shield ready, when you are on low HP. Watch out for gankers, his wall can ruin your escape.


Kassadin
- Kassadin's silence is a *****, especially because you rely a lot on your ability, if you want to harras enemy champions. But if you hit him, you can do a lot of damage on him. In level 1-6 he is medium hard, but when he can use his Rift Walk, he will be way harder to play against. It will be really hard to hit him with poison, and if you do, he can easily escape without getting taking that much damage. An annoying champion to play against imo.


Katarina
- I am not sure, if Katarina should be placed as harder, but since you have flash, her ultimate will not be that big a problem. And since you're not a healer, her HP regeneration reduction won't harm you that much. She can be a bit hard to hit with poison, but certainly not impossible. And when you do, her squishiness will be a problem for her. When she tries to get up close to attack you, see if you can flash back and use your ultimate, to get her behind your turret. Only do this, if there's a chance that she will draw aggro from the turret. If not it will probably be a waste of a summoner spell and an ultimate.


Kennen
- Kennen can be such a pain in the ***, but the damn ninja is really squishy, so if you get him poisoned, you will make a lot of damage on him. When he has ultimate, have flash ready. You can't really use your turret as an advantage, when you use you ultimate, since he can ninja out of there. In teamfights, you can try to get him away from your team, with your ultimate. It can be hard, but it can definately save your teammates and win you the teamfight. Let's just hope you survive xD


LeBlanc
- Why isn't LeBlanc hard, when she can silence and blink/teleport near you? Because she can only go back, to where she was before, so you can simply throw poison there and start spamming missiles at her grill. When she attacks you, use your shield. When she copies into 2 LeBlancs, she will naturally have the right on in the back, so aim for that one, when you spam missiles. She isn't really that hard to play against as you would think, at least if you ask me.


Lux
- Try to avoid her stun while still denying her as much as possible. Her shield will stop your first missile or so, but after that, you should be able to do quite some damage every time. Care for ganks, if she gets you stunned and there is a ganker in the bush, you are probably gonna end up dead.


Malzahar
- Normally Malzahar is a really annoying champion to face. I've only met him once with Urgot, since I started playing him again. And he got his *** kicked. His ultimate is his only savior, but he can't really get that close to you. And you should be able to own him until level 6. When he uses his dot, use your shield. It will probably eat up the most of it. You will do massive damage at him when you've reached level 3-5. Players hate to recall early in the game - They want XP. Use that for your advantage and try to get a kill.


Miss Fortune
- I find MF to be an easy opponent in mid. Sure she is fast, but she is squishy, so if you hit her with poison and get some missiles in she will soon have a near-death experience. And probably die a bit sooner. She doesn't have spells that work well against you. When she uses her ultimate against you, you can either switch place with her og flash out of the
bullet-rain.


Mordekaiser
- Mordekaiser in mid is just **** to face, but not when you are Urgot. Due to your high amount of armor penetration from runes, you missiles should do quite some damage. And you don't have to be close to him, which makes him way less dangerous. Try to keep harrasing him, so his shield is down as often as possible. Also try to time it, so you poison him when shield is low - then you will be able to remove the shield and start shooting missiles straight for his HP. Care for his ultimate, when you are on low HP - have your shield ready to eat some of the damage.


Morgana
- Morgana has a lot of things to counter Urgot - A shield, a stun she can use, when she is chased and she is sick a pushing. However, her shield only blocks 1-2 missiles, so you can get 1-2 missiles directly on her HP. And if she pushes, you have an advantage in level 6. She can be really hard to play against, but you should do fine against her. Try to avoid her stun, when you chase her - It can be kinda hard, since Urgot is slow.


Nidalee
- Nidalee is really annoying to play against. She has a massive heal and when you chase her she has spears, which deals great amounts of damage. Besides that she is a good chaser/escaper in cat-form and she is good at farming. Try to keep harrasing her, so she feels threatened and plays more safe. That might reduce her farm. Also avoid her spears the best you can. Obviously standing behind creeps helps you do that.


Sivir
- The problem with Sivir is her mana shield. People with shields are annoying. It reduces the damage output of your missiles. She can block your poison, so you can't target her with missiles. However, Sivir also has haste to escape with and her boomerang hurts like hell, if she hits you. Therefore, she is hard to chase, when targeted by your poison. She is also an insane! farmer & and a great pusher - Protect your turret with all your might. She may not be that hard, but she can also be really hard.


Swain
- When he hits level 6, Swain is really hard to kill as long as he has mana. He can also root you, when you are chasing him, because you have him targeted. Then he can slow you and he does a lot of damage. Not many players can master Swain, so he might not be that hard in many cases. But if Swain is mastered he can be really hard to play against. Try to harras him a lot and maybe get a kill, before he hits level 6. Executioner's Calling can help stop his ultimate from healing him too much.


Teemo
- Teemo is not that big a problem, because his blinding dart doesn't affect your missiles. You can still do massive damage on him, despite the little guy, blinding you. When he has mushrooms, be careful, when chasing him. He will probably kite you through his mushrooms, which will deal massive damage on you. You should be able to kill him early in the game, if he doesn't play really safe. If he does, he will probably have some of his farm denied.


Twisted Fate
- Twisted Fate can be really annoying, because of his slowing & stunning cards. When you have him poisoned and chase him, he can stun you or slow you. And he can deal massive damage, due to his E-ability. He can be quite easy, but also really hard. A tricky champion to face in mid lane. His ultimate can ruin ganks for you and kill you in situations, where you normally would have escaped.


Twitch
- If your opponent stealths a lot, you will have a really hard time hitting him with your E-ability. Therefore, he can be really hard to face. Just have your poison ready to throw at him, everytime he becomes visible. He is really squishy, so if you actually target him, you can do quite some damage. However, you can't continue to attack him when he stealths, unless you are lucky to have the mouse cursor at the right place.
Using your ultimate on him in teamfights can decide the outcome, if you stop him from tearing your team apart.


Urgot
- May the ugliest and best crabdude win! Let's hope your runetree and masterytree is better than your opponents. That will give you an advantage.


Veigar
- Fortunately Urgot doesn't scale that well with ability power, so Veigar won't do that much damage. The problem with Veigar is his stun, which can stop you from chasing him. Veigar is also a great farmer imo. However, he is squishy and his stun has a quite long cooldown, so you should be able to harras him well and maybe get an early kill or two.


Vladimir
- I hate Vladimir from the bottom of my heart, because of his pool. However, when playing Urgot he is not that hard. Your range helps you, because it doesn't let Vlad get near you. That means he can drain your HP. His Sanguine Pool has a long cooldown, so harrasing him is not that hard. However, it can help him survive that last missile, so you won't get fed early. I'm glad that Vladimir was nerfed some patches ago, it made it a lot easier to face him imo. (I do not play Vlad myself xD)

You might face other champions in mid, but these are the ones I face the most. Urgot is weak in close combat, so watch out for champions, who can charge at you like Xin Zhao & Renekton. Also watch out for champions with stun, it can disable your ultimate & stop your escape mechanisms.
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Teamfights

I think Urgot is kinda hard to learn to master in teamfights. He really needs protection, so he won't get killed too fast. If he is able to spam missiles on a squishy champion, he/she will most likely end up dead. Urgot can rotate the wave of a battle with his ulti. He can isolate the enemy carry or isolate AoE champions as Kennen & Fiddlesticks so they don't kill the half of your team. Try to predict how the teamfight will work out and react to that. If you have the opportunity to isolate a carry or maybe even a tank (If you are able to kill the tank relatively fast), then do it. Just don't let it be wasted, because your team aren't ready for your ultimate. Try to stay out of the heat and let someone else initiate, so you can get to poison enemies and spam missiles at them.
You can also pre-harras them, by poisoning them before a teamfight, and them use your missiles to damage them. It will either force them to retreat or attack, if you do enough damage.
- I find it a bit hard to explain how you master Urgot in teamfights. It is kinda something you simply learn automatically by playing him. If I knew how to make videoes and edit them, I could do that to show you how I play him in teamfights, but I have no idea how to do that.
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Summary

Thank you for reading, I hope it was helpful.

I know Urgot is really ugly, but don't let that scare you. He is really fun to play and he can carry his team, if he gets fed in early game. Don't expect to get 20-0-20 results from the beginning, it takes time to master him. Here are some results I've had with him, some of them are good and some are just decent, I still haven't played him that much in level 30 (There are also some different item builds, I've used in different matches):



If you want another and tankier Urgot build check this out, it's great!

http://www.mobafire.com/league-of-legends/build/crabgot-the-crabpeoples-pride-17359
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Finally: YOU DECIDE!



VS





I think we all know, which one of them is the ugliest..
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