table of contents
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4. runes
what runes should I use? |
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5. summoners
what summoner spells should I take? |
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6. abilities
what kind of utility does Urgot's spells give me? what should I be maxing?
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7. items
what should my item build on Urgot be? |
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8. matchups
how does Urgot fare against other ADCs? |
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9. supports
how well will Urgot do with x support?
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For my first guide of August, it's Hoodstomp. The newly branded role of marksman/AD Carry is the role I enjoy playing. Because I enjoy playing as a marksman/AD Carry so much, I've also gathered a lot of knowledge about the role of a marksman/AD Carry. My main account currently resides in Diamond 1, while I have a few smurfs, all in diamond elo.
Urgot is an underplayed champion, but he's quite strong in lane. He's practically never seen in competitive play, but why should that stop you from playing Urgot? Be sure to follow me on Twitter if you want to know whenever I have a new guide out, or on the rare occasion I might be streaming!
@Hoodstomplol
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Cons
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- Potentially very mana-hungry because of Noxian Corrosive Charge and Acid Hunter combo.
- Not a traditional ADC, can fall off late-game.
- Weak in the first few levels of lane, needs all 3 skills to get going.
- Looks like a fat, overgrown crab.
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While Urgot is strong, he does have a couple problems. As with many poke champs, mana can be an issue. At level 4, Urgot has a small mana pool of 395. Noxian Corrosive Charge is 50 mana, Terror Capacitor is 55 mana, and Acid Hunter is 40 mana. This means that you'll most likely be running out of mana very fast if you use your Acid Hunter sparingly. Once you get a Tear of the Goddess the mana burden will be a little easier to handle, but you will have to watch your mana. Urgot isn't a standard ADC, and doesn't scale incredibly well into late-game. Since he relies on his spells, his early-game is weak until he gets all of his spells. Finally, he's fat. Also, especially in his Crabgot skin, looks like an overgrown crab.
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Summoner's Wrath
is useful for when you pick up Ignite. The extra 5 AD/AP may seem like very little, but can help you win a trade.
Sorcery is good because of the cooldown reduction it gives you. This is useful for Urgot because of his reliance on his abilities.
Butcher
helps you last hit minions with ease.
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Deadliness
is standard. It gives you a little bit of extra damage at all levels.
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Havoc
and
Weapon Expertise
both increase your damage by a lot. All of your damage is amplified by 2% and all physical damage you deal ignores 8% of the target's armor. Standard.
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Brute Force
is self-explanatory, but it gives you 2 more AD.
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Sunder
gives armor penetration which works very well with your runes and Acid Hunter.
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Executioner
gives you more power to deal more damage to low health opponents.
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Summoner's Insight
reduces the cooldown on your flash, which is very important.
Meditation
gives you some extra mana regeneration, usually most useful during laning phase.
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greater mark of armor penetration
greater quintessence of armor penetration
Marks
>>This might seem weird to not be running AD marks. However, on
Urgot, those aren't necessary.
Acid Hunter doesn't scale off of bonus AD. It scales off TOTAL AD, meaning that your base damage should be enough early. The armor penetration just allows
Acid Hunter to deal more damage than you would if you ran AD marks. These marks stay most relevant mid-game.
Seals
>>Armor seals are fairly standard. These are useful when trading with other ADCs in lane, and also if you're taking damage from minions in lane. You may not fully notice the extra armor, but the defense it gives you is certainly there. You would get melted very quickly without armor seals. Also, as your team starts to group, these will reduce a little bit of damage from those pesky AD assassins like
Zed.
Glyphs
>>Magic resist glyphs are pretty standard. It reduces the damage from supports like
Sona and
Lulu. It's more useful during mid-game though. Around the time when you start to group, the power of AP mids start rising. It'll reduce the damage you take from any of their poke. No mana regen runes are taken since you're getting an early tear anyways. You'll be fine after the first few levels.
Quintessences
>>Quintessences are armor penetration as well. They go well with your armor penetration marks, allowing your
Acid Hunters and auto-attacks to be that much stronger mid-game. Lifesteal isn't as important because your
Acid Hunters will be doing more damage than your auto-attacks usually. Last hitting at tower shouldn't be too hard with
Acid Hunter. 19.2 total armor penetration is superior to 11.52 with just armor penetration marks anyways, so why not?
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A Doran's Blade is the very standard start now. It gives you a nice amount of HP and AD, while giving you a nice passive 5 HP lifegain per auto-attack. The passive can help you sustain back up. Just remember to auto-attack the minions lots! The AD benefits your Acid Hunter, increasing the damage by a bit. It makes trading a lot easier. The AD is also useful when last hitting.
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- You'll want to get your
Tear of the Goddess as fast as possible. This way the time you take to stack your
Tear of the Goddess a lot quicker instead of delaying it. This may reduce your damage by a bit, but it'll all come together soon!
- If you're forced to back very early somehow, you'll obviously want to pick up a second
Doran's Blade.
- If you somehow get forced out within the first three minutes, just pick up a
Faerie Charm.
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Once you buy your Manamune (which should as soon as possible), you'll be quickly charging up stacks with auto-attacks and Acid Hunters primarily. Once your Manamune is fully stacked, it'll transform into a Muramana, a very strong item. Not only does it give you lots of mana, but the item active provides you loads of damage. The toggle damage is proc'd by Acid Hunter, so make sure to turn on Muramana to maximize damage. You'll want to ask for blue to be able to keep Muramana on in fights!
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The Brutalizer just adds to the armor penetration marks and quintessences you're running. It'll help your Acid Hunters do more damage. This will help you immensely during mid-game as the first few bits of armor will most likely get picked up by the enemy. It's cheap and very cost efficient. It gives you flat AD (always amazing on ADCs) but most importantly, cooldown reduction and armor penetration! These are two GIGANTIC stats for Urgot. Around the early/mid-game is when you get this item, and it's when your damage starts going through the roof. In Season 2 it was optional to get The Brutalizer, but now that it builds into a late-game item as well, Black Cleaver, you'll always want to make sure you pick this up. You'll probably be able to melt squishies if you hit a Noxian Corrosive Charge on them. Go crazy with Acid Hunters then.
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You get a Last Whisper before Black Cleaver if you're the only AD damage on your team and the enemy is heavily stacking armor. You get both in the end though, and they are your core damage items. Armor penetration is king on Urgot!
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You should get Black Cleaver if you have multiple AD champions on your team so that you can help them do more damage. If not, you could go for a Last Whisper. End up buying both though! The more armor penetration, the better.
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Banshee's Veil was recently buffed, and it's not too shabby. It's, as always, useful against double AP compositions. It can block an Ahri Charm or Nami Aqua Prison. The passive it now gives is also quite nice.
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Urgot's job is to destroy AD champions and be extremely tanky. This item gives you a load of armor, cooldown reduction, and MANA. Some people don't realize it, but the mana Frozen Heart gives you is also important because it applies to your Manamune. So getting the cooldown reduction from it and mana is making your damage go up substantially.
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If you think you're the biggest threat on your team, definitely get a Guardian Angel. If you know you can survive after you respawn, then that's more of a plus. It can also just stall long enough for your teammates to clean up the fight.
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Maw of Malmortius is not necessarily known as a good item, but Hexdrinker definitely is. When you first build Hexdrinker, you should get a decent power-spike from it against double AP compositions. The only reason we turn it into a Maw of Malmortius is because since it has an upgrade, we might as well do it to maximize power.
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Mercurial Scimitar is good because it is, in essence, a Cleanse. If you didn't take Cleanse or it's already on cooldown, this item may prove handy against a heavy CC composition.
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This enchantment is becoming very popular now. Enchantment: Distortion is great for any ADC, simply because of the reduced cooldown on your Flash, giving you back your escape sooner. It can easily change the course of a team fight. Most of the time, you'll get this enchantment.
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The only reason you should have homeguards is if your base is getting pushed in. If not, it doesn't provide you any stats during a fight. You'd be much better off getting Enchantment: Furor or Enchantment: Distortion.
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AD Carries
Difficulty Scale: 5/5
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Ashe Difficulty: 1/5
Urgot has an extremely easily time dealing with Ashe. She simply does not do enough damage to you early to be a threat. If you get an attack and apply your passive, she DEFINITELY isn't doing anything. Pretty much just bully her, zone her, and when she goes for a CS, land a Noxian Corrosive Charge on her and go ham with Acid Hunter. Careful at 6 though, like usual! Even if Ashe is losing a lane very hard, she can combo her crystallized arrow with her jungler for easy ganks.
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Caitlyn Difficulty: 4/5
Caitlyn can be a bit tricky to fight against. She is very strong in the first few levels of the lane, which is when Urgot is probably at his weakest point. You just want to farm passively until around level 3-4 unless she makes a mistake. Just take as little damage as you can, and farm up your Tear of the Goddess. Once you have that, return to lane and you can deal with her easily. Even though she has long range, it's pretty easy to land your Noxian Corrosive Charge when she goes to CS. Land 2-3 Acid Hunters off of that and she'll think twice about trying to auto-attack you. Use Terror Capacitor to minimize the damage from her Piltover Peacemaker or Ace in the Hole.
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Ezreal Difficulty: 2/5
Ezreal doesn't do very good against you as Urgot. He thrives off of landing skillshots, so if you stand behind creeps, he can't do that. His damage will go down substantially. He isn't the longest range champion, so you can easily land a Noxian Corrosive Charge on him when he walks up to CS or attack you. You'll get free Acid Hunters on him from there. Even if he Arcane Shifts away, you should get at least 2 and he's wasting mana. It's an even better trade for you.
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Kog'Maw Difficulty: 2/5
In my opinion, Kog'Maw straight up gets countered by Urgot. There is literally nothing he can do against you in the laning phase. All he can try to do is farm from max range with his Bio-Arcane Barrage and he's not gonna be having fun doing that. If he ever walks up too close, just go on him and you'll probably take out more than half his HP. Since Kog'Maw has no escapes at all and is very fragile, if he gets Hyper-Kinetic Position Reverser landed on him after level 6, he will most likely die instantly.
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Miss Fortune Difficulty: 3/5
Miss Fortune is traditionally a very hard champion to lane against. As Urgot, this is the case, but just not as bad. It can be difficult to land your Noxian Corrosive Charge on her because of her Strut passive, but at the same time if you DO land it, she slows down and you can get a lot of free damage on her. She kind of gets out-scaled by you the longer the laning phase goes. You'll want to bully her hard post 6, and remember to interrupt her Bullet Time with your Hyper-Kinetic Position Reverser.
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Varus Difficulty: 5/5
Varus is definitely the hardest matchup for Urgot. Why? Because he has a lot of magic damage and poke in his kit. You will most likely get zoned/poked so hard early that you can't do anything for a while. Just be careful and try to avoid as much damage as you can. Don't die! Once you are around 6, it gets a little easier, but not by much. Try to work with your jungler to get ganks on him. This is easier because he lacks an escape. If he gets Hyper-Kinetic Position Reverser landed on him into another CC, he is probably dead.
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Soraka
 Spoiler: Click to view
 Although rarely seen now, Soraka is still very good to pair with Urgot. She gives you lots of sustain for (almost) free. The mana she can give you from Infuse really adds up over time, and you'll notice it if you ever lane with a Soraka. You practically won't be to able to get pushed out of lane. Her Astral Blessing also gives you armor, so remember to take advantage of that.
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Taric
 Spoiler: Click to view
 Taric is another old support and not seen as much, but still is very strong. His Dazzle stun allows you to follow up with your Noxian Corrosive Charge and Acid Hunter. You can easily go ham on your enemies at level 6, with a secured kill. If not that, then plenty of summoner spells blown. You can also coordinate a gank easily with this lane.
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Thresh
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Urgot has a pretty good laning phase. It definitely is a hump though, and you need to ramp up.
- He really needs all 3 of his abilities to scrap and trade effectively. It is pretty normal to get owned/have to play passive 1-3. This is okay though, because ideally on
Urgot you want to have an extremely quick back cycle anyways. As soon as you have enough for a
Tear of the Goddess and some pots, you want to back. Then, you can really start to be a bully with more mana for you to harass with.
- As Urgot you never really want to shove you lane, you always want to freeze and deny your opponent, once you are over level 4 with a
Tear of the Goddess, they pretty much cannot trade with you in most situations. This should give you a significant exp/cs lead.
- Once you are 6 you become even stronger. You can easily all in your lane or set up easy ganks for your jungler with your swap.
- Remember the easiest way to land your
Noxian Corrosive Charge in lane is when your opponent walks up to kill a creep! Basically they either sacrifice the creep and dodge the
Noxian Corrosive Charge, or they get the creep and eat the
Noxian Corrosive Charge and
Acid Hunter followup.
I play
Urgot as an initiator in teamfights. You should be built tanky with
Frozen Heart/
Hexdrinker. That, paired with your
Terror Capacitor, means you shouldn't be afraid to go in. You want to use
Hyper-Kinetic Position Reverser or flash and use
Hyper-Kinetic Position Reverser on a priority target to initiate. This usually means the ADC or the AP carry. I generally try to go for the AP carry because if the person who deals magic damage is dead, you probably are taking little to no damage because of your item build/kit.
After you initiate, you can either choose to kite backwards and do damage normally, or to literally body the enemy ADC and zone them/kill them in the teamfight. No ADC will really be able to 1v1 you after you get the bonus stats from
Hyper-Kinetic Position Reverser. If you feel like hard initiating isn't working for you, try poking your enemies a bit before you go in. This is easy because of your
Acid Hunter massive range when paired with
Noxian Corrosive Charge.
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