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Urgot - Normal/ranked build perfection






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Choose Champion Build:
Spells:
Ghost
Flash
Ability Order
Echoing Flames (PASSIVE)
Urgot Passive Ability
Introduction
The purpose of the first build is to perfectly balance defense, CDR, and damage, so that no particular one is "too much". The damage core, however, is solid.
The purpose of the second build is to make you unbeatable in 1v1, especially against melee.
PLEASE RATE AND COMMENT
Pros:
-Exceptional survivability with little-no damage sacrifice
-Cheap parts
-Easy to farm with
-Good team player in ranked
-Can carry teams on his back
Cons:
-Damage is not maxed
-Feels out of place when your team is all carries, or badly formed or whatever
-Frustrating to play when your opponents are fed tanks or tanky dps
Build2:
Pros:
-Best 1v1 build for Urgot
-Insane dps and surv, nobody will know what hit them
-Works great with bad comps on your team, or against bad enemy players
Cons:
-Terrible if your team is competent
-Terrible if the enemy team is competent
-Weaker to mages
We also take

On build 1, we use

On build 2, we use


My personal preference is to get two points in


Mid-game,

Finally, we max




-

-

-Don't zerg like a

-Don't chase for early kills (-9) unless it's a sure thing.
-Use


-


-If you need to spam dps, and are not in danger, just keep hitting

-You can use hyper-kinetic position reverse to catch runners.
-If nobody else is taking it, get blue buff.
-

-In ranked draft games, if you see a lot of dangerous stuns on the enemy team, replace


-Ward your damn lane! If you are any good at last hitting at all, wards are cheap! (That means stop being a scrub and farm harder so you can afford wards). Ultimately, the main reason good players ward and bad ones don't, is that the good ones have lots of spare cash from last hitting and so feels like less of a sacrifice. IE: If you're killing 2 minions per wave, you only get 30g per wave, whereas a pro hits all six, netting 100g or so. Wards are nothing to good players, and you're good right?
1. Hit as many people as possible with


1a. Once the carries are dead, pick off your opponents like flies.
2. If you did not manage to hit the carry(s) spare a few

2a. Kill the carry you swapped, while trying to move yourself back into a safe spot. Yes this does mean you can't herp derp and auto-attack stationary.



1. USE the timing between


2. Don't neglect auto-attack kills or you will go oom fast! Many times it's better to just use auto-attacks until you pick up more of your mana items.
3. If you get minion aggro at some point, shield up! Saving a little hp is worth it in the long run.
4. It can be harder to last-hit if you use



Standard start. I've experimented with other starts and none really compare. If you are bad at last-hitting, or on a duo lane, you could start with



Simple mana, cheap and ready to scale up. There's no good reason to wait with this, your ability capacity goes up by triple with it.
sight wardx2:
Ward your lane if you want to avoid that dumb xin gank. It's always worth it, many times gankers will prepare too far ahead of time when your lane enemy isn't ready and you can go kill them in the bush.

This is where I disagree with most builds. I find that with 80% of the price, 50% more CDR, and heaps of speed for escaping ganks, moving into



NOW you can get it. :)

A lot of people like to get more CDR before finishing this, I don't. It helps your farm, it gives a huge damage boost on


Finishes off our CDR, builds into a nice defense item, cheap, adds good defense that stacks with your ult. All good.

WTF YOU NOB. Lol but seriously, this item is godly on a core-built Urgot, since







Why is this required? A couple reasons. For one, it gives cheap-ish AD. Secondly, your kill window opens up from just carries to carries AND tanks. Last, there's no particularly superior alternatives.

Finishing the


WTF NAB. But seriously, the amount of surv this adds to a fully built




By this point, you're going to be pushing towers, and the attack speed buff helps. Sprint is nice too. The main reason to finish this is so the item slot doesn't go to waste.


Standard start. I've experimented with other starts and none really compare. If you are bad at last-hitting, or on a duo lane, you could start with



Simple mana, cheap and ready to scale up. There's no good reason to wait with this, your ability capacity goes up by triple with it.

This is where I disagree with most builds. I find that with 80% of the price, 50% more CDR, and heaps of speed for escaping ganks, moving into



NOW you can get it. :)

A lot of people like to get more CDR before finishing this, I don't. It helps your farm, it gives a huge damage boost on


Here is where we begin to deviate from build 1. Instead of moving into surv and utility, we finish CDR cap quickly with glyphs and


Since you assumed your opponents are incompetent, you can also assume they will get into auto-attack range and get annihilated by this.

Problem: We lose some 1v1 noob fights because the enemy does just as much damage!
Solution: Increase surv by more than 50% at the expense of teamfight items :)

Just finishing what we started with


Think you're better than these noobs who don't ward?
Tired of overpushing nabs?
Here is your guide to escape.
Rule number one: It is always your fault when an ally dies. ALWAYS. Did your bottom lane get double killed by jungle




Rule number two: If




Rule number three: Mid is not the 'farming' lane, mid is the 'leave constantly and gank people' lane (while in low elo). You should hardly be killing minions at all when a gank is available post-

Rule number four: Do not troll or rage at your team. This is a one-way ticket to elo-hell, as bad players tend to do worse when they are validated in their failure by you.
For example, instead of saying "Janna you feeding **** get behind the ****ing turret!", you should either ping the turret and say "Janna defend please", or say nothing at all. People tend to rebel against good advice given by good players who they see as their troll enemy.
Giving good advice in an optimistic way will make your team play better.
Basic gameplay strategy which most people don't know about:
-Towers are worth global exp and gold, inhibitors are not. Unless the inhibitor is going to die fast, you should be swapping or trying to push 2 lanes at once for the bonuses.
-Warding




-You can do Baron easily around level 14 as a full team. You SHOULD be doing this immediately if the enemy team either 1. hasn't warded and is farming or 2. is aced with a longer timer. It doesn't matter if you can push to the inhib, unless your current goal is fast easy, drop it and go get Baron.
-If another lane is getting ganked and you can't stop them, push your lane fast and make a possible turret trade for their scallywag gankery.
-You should be buying at least 1 ward per base trip once you have your core items. (In this case, all we need for high dps is



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