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Urgot Build Guide by sua1ty

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League of Legends Build Guide Author sua1ty

Urgot: Ranged AD Carry/Anti-Carry Build

sua1ty Last updated on December 2, 2011
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Win 51%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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Sup guys, since there are already so many solid guides out there for Urgot, I'm just going to be posting my own simple build for him. To be honest, I like to explain myself pretty thoroughly, so this could be considered more of a mini-guide. Whatever the case, I had to post something for this champ, because he owns.

So ya, to start off, Urgot is one of my favorite Ranged Anti-Carries in the game. He is a bit skill-intensive, so if you are a newer player it may take you a while to get use to him, but he is defintiely worth learning. I'll never forget when I first started playing him... I couldn't stand him (much less get a kill with him). However, over time I figured him out and it just so happens, he wrecks shop.

Don't be afraid to ask me any questions in a private message or the comments. And of course, feedback is always welcome.

Hope you guys enjoy.

***Just to point this out real quick, this is not a super detailed Guide. It is just my own personal Build that I use in Normal/Ranked play with a little bit of detail behind some of my decisions.

***UPDATE (9/3/2011): Added some more to the Purchase order

***UPDATE (11/22/2011): I know its been a while but I'm in the proccess of updating this build. Due to the large changes to the Mastery system, I am going to be reworking the entire mastery chapter, so give me about a day or two and I'll have everything all new and pretty again ;]!

12/2/2011 archived for revisions

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Greater Mark of Desolation Greater Quintessence of Desolation

The way that I play Urgot is based on landing a Noxian Corrosive Charge and just railing with Acid Hunter. So, I want as much Armor Penetration, Cooldown Reduction, and Mana per 5 as possible to sustain my damage. Acid Hunter does in fact benefit from Armor Pen for those of you who don't already know:

"Armor Penetration is the statistic of a Champion which allows their physical attacks (autoattacks and physical damage from abilities) to ignore some or all of a target's armor."

To answer a question that might come up before its asked, my build is intentionally built around 30% CDR. The people that noticed are probably asking, "Why 30% if 40% is max?" Well, I do this because Elixir of Brilliance gives 10% CDR, only costs 250 gold, and lasts for 4 minutes. Ulimately, I want to get the absolute most out of my items, runes, and masteries. Hopefully that explained my decision enough lol. But on the bright side, there is space for 1 more Glyph of preference. Since I go Manamune, I figure the more Mana the better (so I go a single Greater Glyph of Knowledge), but honestly, Urgots glyphs are completely up to you.

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***Disclaimer: There have been some huge Mastery changes since I last updated this build, give a little bit of time to update it please :]

Offense -

Defense -

Utility -

***Props to Zuthilios and reppinFTC for the help with some of the Mastery choices in the past.

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Summoner Spells

With most of my AD Carries (Ranged or Melee) I go Ghost / Exhaust or Flash / Exhaust. Ignite is typically one of my least used summoner spells (outside Rally and Revive lol). Realistically, Exhaust slowing someone down allows for far more damage to be done than a single Ignite could ever hope to do. Dont get me wrong, Ignite has many purposes, I just like to stick with my Exhaust :D.

Now as far as building Urgot goes:


I take Ghost over Flash out of personal preference. Flash is more than suitable to replace Ghost for this build or be used along with Ghost. Flash after Hyper-Kinetic Position Reverse can yield some pretty sick profit (ganking and what not). However, Ghost is what I use because it takes me a further distance in the long run.


I already talked about it a little bit earlier in this chapter. Just to touch on it again though, I take Exhaust because of the damage potential and I stack Cripple in the Offensive Mastery Tree. Ignite is a solid replacement for Exhaust if it is more suitable to your playstyle.

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Not going to spend much time here, but these are some basics on Urgots Abilities/Skills:

Zaun-Touched Bolt Augmenter
This is Urgots Passive ability, pretty self-explanatory. Your attacks make their attacks weaker.

Acid Hunter
This is Urgots real source of damage. It is a skill shot at first glance but it is a guided missile when you land Noxian Corrosive Charge. Understand that when Urgot lands the charge, he has a range of about 900/1000 and it doesnt miss. The Acid Hunter actually deals Physical Damage, which is why we want all the Armor Penetration that we can get. Also, when your not chasing down other champions, you can use this to clear lanes fairly quickly.

Terror Capacitor
This is a great survivability feature and all for Urgot, but the slow that it offers is where the moneys at. Basically, it ensures that you are going to be able to finish up with your Acid Hunters when you land your Noxian Corrosive Charges. So, obviously, use it when you are trying to escape attacks, but always use it when chasing someone down.

Noxian Corrosive Charge
This is a decent damage over time, but its true purpose is to make your Acid Hunter a guided missile for the charges duration. It also offers a nice amount of percentage armor reduction. Last but not least, when you cast it, it reveals that area for a short amount of time. So in other words, use this in brush and bushes to avoid ganks.

Hyper-Kinetic Position Reverse
Hyper-Kinetic Position Reverse
Last but not least, is Urgots ultimate. I didn't really appreciate it at first, but after understanding it more, I started to love it. You can use it to pull people into your towers/team, it gives you some additional survivability on use, and it is ultimately just a great way of pulling people back into the fight who are trying to get away.

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So, I have five Items to purchase for Urgot that I consider his core build:

Mercury's Treads help you with MRes and some really nice Tenacity. I don't really recommend any of the other Boots. Perhaps if you are skipping out on all the Greater Glyph of Scaling Cooldown Reductions then the Ionian Boots of Lucidity would be a better choice. Or maybe if you are more focused on an early Tri-Force build, then perhaps the Berserker's Greaves could work, but again, I dont recommend it. Ninja Tabi or anything else would probably be considered troll lol.

Manamune and Last Whisper are pretty self-explanatory for any build that relies on spamming abilities that cause Physical Damage.

I have seen quite a few builds with Frozen Heart and I have to agree that it is perfect for Manamune Urgots. However, I usually hold off on completing it until after my Last Whisper.

To be as specific as possible, I build:
Tear of the Goddess -> Mercury's Treads -> Manamune -> Glacial Shroud

From there I work on my Last Whisper and then finally finish my Frozen Heart. If you do things in this order, by the time your Glacial Shroud is done, you should be seeing some sick damage.

Lastly, I consider the Banshee's Veil core. It gives Mana to feed your Manamune/AD and Health + MRes to help survivability (plus one of the most rediculous Passives in the game).

The last spot is pretty optional/situational:

If you want additional damage:

Trinity Force has some much needed speed and a great proc ability. IE and TBC are just solid extra DPS items that will ultiamtely yield close to the same result. Where Infinity Edge has more Attack Damage and allows your crits to be more severe, The Black Cleaver makes your auto-attacks faster and allows you to shred more Armor so you can clean up people running away with your E + Q snipes. The whole story on the Gunblade is pretty much the solid AD and Spell Vamp (which works with your Acid Hunter). It also has a nice activate to do some extra damage and slow someone down, giving you time to land a perfect Noxian Corrosive Charge. So, ya, whatever suits you best.

For additional survivability:

Annie, Brand, Orianna, Karthus, etc.. giving you trouble, just slap one of these on. Not saying it will solve the problem, but it should give you much more sustatin.

If the AD Carry got fed early, or the AP is a joke on the other team, you can settle for one of these.

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Alright, I think that about wraps it up. If you guys have any additional questions or want me to include anything else in the guide, be sure to tell me and I'll have it up for you in no time.

Thanks for reading guys.