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Urgot Build Guide by Urglord

Top Urgot NEW Meta: Urglord's Top Guide **With Videos!**

Top Urgot NEW Meta: Urglord's Top Guide **With Videos!**

Updated on August 6, 2017
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League of Legends Build Guide Author Urglord Build Guide By Urglord 74,639 Views 20 Comments
74,639 Views 20 Comments League of Legends Build Guide Author Urglord Urgot Build Guide By Urglord Updated on August 6, 2017
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1
awazali | August 7, 2017 3:30am
Thanks
1
Zoopadoop | December 22, 2016 7:46pm
You sir, are an inspiration. Never would I think someone would main Urgod, but now that I see a really good one it gives me hope. Anyway, I just had a question. What do you think about the inevitable Urgot rework probably happening late season 7?
1
Urglord (1) | December 22, 2016 10:27pm
I'm a little bit worried. I don't think that they could do anything to my precious Urgot that would make me stop playing him though.
1
Asothin (3) | December 7, 2016 3:57pm
Hey, I had a brief read over some of the things you wrote in your guide and made a quick assessment of your build. I really like the inclusion of video footage explaining more complex micro skills with Urgot's kit, which I personally didn't include in my own guide (primarily due to time). Whilst I am aware of all the things mentioned by you I did not deliver it my self and took a more of a general approach a player should have when playing this champion leaving it up to the player to discover and refine their micro throughout their play whilst keeping the fundamentals in mind. However, I find it a nice addition to Urgot's currently available guides to include such information (of which there are very few).

Whilst I find that majority of the information that is written is correct there are a few things I find a little misleading or sub optimal in the items you recommend building in the "late game choices" section. Primarily the last whisper items, since they do not stack very well with % armor reduction that is present in The Black Cleaver and Urgot's E.

Continuing on the inclusion of Dead Man's Plate is somewhat out of place as well since it has a melee only passive. Without said passive this makes Randuin's a much better alternative to it although lacking in the bonus movement speed and kiting strength.

Finally, the only last small gripe I have is that you have mixed damage oriented items with bruiser/tank items. Whilst you have disclosed that it is recommended to have at least 2 tanks items in the final build, the wide variety of items listed doesn't provide any sort of concrete direction either. There is no section in the guide explaining item choice either, which can create larger room for error rather than assistance for people trying to learn the champion. It might seem obvious for experienced players such as your self and I, which items to build and when, however overloading a beginner to the champion with choice and little direction can be quite counter intuitive. As a result this may cause more mistakes than with a single strict build.

Other than those minor gripes, your guide is a great source of knowledge for learning this champion, especially for the macro and micro. With a few tweaks and clarification here and there I think it could be even better. Keep it up man. Also I think you may be able to embed videos into the post but I am not sure.
1
Urglord (1) | December 7, 2016 8:11pm
Yea, a few others have recommended I add some possible build paths to help new players. I do plan on doing that in the future at some point, I'm just very busy at the moment. I decided to leave item choices unexplained due to my comment that it's "highly dependent upon a lot of different factors" in the items footnote. At the time I had so much other parts of the guide to write, and spending a big chunk of time on basic item theory seemed kind of redundant. I do think that at some point I will add sections that address new players specifically however.

And I only really like Deadman's because it's fun as hell to play with when your fed ;)
1
Asothin (3) | December 15, 2016 7:18am
What about the Last Whisper items? What is your reasoning for including it along side the Black Cleaver and Urgot's E when the % armor reduction and % penetration do not stack very well with each other, as oppose to getting Lethality for example, to be more potent against squishies and tanks at the same time.
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1
zZK3rriganZz | December 7, 2016 9:31am
1
Urglord (1) | December 7, 2016 10:23am
Starting with Doran's Ring, doesn't make too much sense to me, other than the mana regeneration. However, we can still conserve our mana enough without it. Taking lifesteal Quint doesn't really make sense, neither does attack speed. You will lose out on a lot of early damage if you do this. In your masteries, taking meditation significantly reduces your kill potential when ignoring the 5% bonus damage when enemies are below 40% health.
1
zZK3rriganZz | December 7, 2016 8:54pm
Well, I find doran ring is quite helpful vs champ that are tanky and good sustain since you can spam more skill and help you stay in lane longer. The masteries is just my personal preference since I am more comfortable with it.
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1
Kim il sung (1) | December 7, 2016 1:03am
So here is an interesting thing i used to do on toplane taric which also works for urgot

I build muramana + a catalyst item rod usually on taric alongside spiritvisage for heals on ability spams and muramana procs

but on urgot i think hextechglp-800 would be better

since the catalyst items let you heal per mana consumption up to 25hp and with visage and runic armor this increases to 33

with muramana procs consuming mana you would heal for 33 per muramana proc ^^

hextech glp also gives a nice slow for peel or chase too

the ap isnt too awesome on urgot but it does make your shield bigger which never hurts, but the main things are the increased healing or pseudo lifesteal
you can run deathdance next to it as well for greater healing

this way you can heal for tons with muramana procs & spellcasts and on physical damage too giving urgot a lot of in combat sustain

Another awesome part about Hextech glp or other catalyst items in general is that you regain mana if you get attacked which synergizes very well with the healing part
It helps keep your mana up for strong muramana procs

it's a very cheesy build but fun to play, draintank cheesegot ^^

My final build always looked like this, scaling armor/mr runes, the rest is personal preference
I would go for the meditate mastery, urgot is kinda mana hungry, and then go thunderlords for stronger poke in lane
Resolve now also offers some nice armor/mr steroids to pick up to make you more beefy and you will want runic armor

And then its ninja tabi, Muramana, Cleaver, Death Dance, hextech glp & spiritvisage

I thought i would dump this little gem of a build here for other urgot players to try out
1
WhatsLeft4Dead2 (6) | December 2, 2016 3:12am
Mind Posting an Example Build that I can work around?
2
Urglord (1) | December 2, 2016 1:43pm
Sure!

Starter Items: Long Sword + Refillable Potion
1st Back: Tear + Control Ward (Early Recall) OR Tear + Caulfield's Warhammer + Control Ward (Slightly Later Recall)
2nd Back: Phage + Boots 1 + Control Ward
3rd Back: Black Cleaver + CDR Boots 2 + Sweeper Trinket (+ Pickaxe/Manamune if enough gold)

At this point the rest of your build is highly dependent upon enemy team composition, who is fed, and the role you are trying to fill in your own team's composition. Just do your best to strategically think about the advantages of each purchase and how that will put you ahead.

For example, if the enemy team is full AD, having Frozen Heart will have great cohesion with your Ultimate when you dive into the enemy team. Deadman's Plate is very good for chasing indefinitely after landing your E, it also makes dodging enemy abilities easier. So if the enemy team has mixed AD/AP damage, Deadman's Plate is good to negate the physical damage slightly and help to dodge any AP damage. If your team is already very high damage with no tanky front liners, you may want to consider building more tanky items as opposed to damage.
1
WhatsLeft4Dead2 (6) | December 3, 2016 1:31am
Urglord wrote:
Sure!

Starter Items: Long Sword + Refillable Potion
1st Back: Tear + Control Ward (Early Recall) OR Tear + Caulfield's Warhammer + Control Ward (Slightly Later Recall)
2nd Back: Phage + Boots 1 + Control Ward
3rd Back: Black Cleaver + CDR Boots 2 + Sweeper Trinket (+ Pickaxe/Manamune if enough gold)

At this point the rest of your build is highly dependent upon enemy team composition, who is fed, and the role you are trying to fill in your own team's composition. Just do your best to strategically think about the advantages of each purchase and how that will put you ahead.

For example, if the enemy team is full AD, having Frozen Heart will have great cohesion with your Ultimate when you dive into the enemy team. Deadman's Plate is very good for chasing indefinitely after landing your E, it also makes dodging enemy abilities easier. So if the enemy team has mixed AD/AP damage, Deadman's Plate is good to negate the physical damage slightly and help to dodge any AP damage. If your team is already very high damage with no tanky front liners, you may want to consider building more tanky items as opposed to damage.


Thanks! This is a mighty fine example! Did you add this to your Guide?
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1
TryPrado | December 1, 2016 2:37pm
Trinity vs Black? Help ;-; pls
1
Urglord (1) | December 1, 2016 6:03pm
I tend to shy away from the two sheen items. It's definitely good to have the bonus damage proc on almost every q from trinity force or iceborn gauntlet, however I like to maximize the damage in my 4Q combo. Taking triforce/iceborn wastes gold on stats that don't increase the damage of the 4Q combo. It wouldn't be bad to have iceborn as one of your two tank items in the lategame, assuming you haven't already reached near the CDR cap.

If anything, you should never replace black cleaver in place of another item. It's just too good with urgot's kit because of the movement speed, CDR, health, and AD.
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