Build Guide by Nailz
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
With the lack of any escape mechanism the most sensible spells for Urgot are flash and ghost. Especially in teamfights when you steal their carry ashe into your team, its a good idea to flash out of the middle of their team ASAP. Flash gives your ult its full extent of versatility. Ghost is good for times when you want to run from a gank, or just get out of a nasty situation. Sometimes flash isn't enough to distance yourself from the enemy team after ulting. Also great for chasing, this combo gives you the most mobility, so even though you look like a crab, you don't have to move like one.
0/21/9 is great for Urgot. Gives huge survivability, making your lategame functional and early game aggressive. The 9 gives you that extra mana to punish anyone in your lane, making lane control easy.
Offensive mastery tree really doesn't hold that much of value for urgot since his main damage is acid hunter anyway which receives no bonus from anything except raw damage.
Mana runes to make spamability possible. Desolation because the armor pen is nice on him. Pretty self explanatory. I'd be tempted to sub out the desolation for some attack damage runes though.
Start off with a ring for extra regen/hp, or get started on chalice if you don't feel the need. Regen is Urgots bread and butter, spamming his skills over ridiculous range all the time.
When you can afford it go back to base to pick up boots and phage, even get started on brutalizer if you can. Next purchase are merc boots, followed by frozen mallet and guardian angel. From there on you can take it where you will. If you want to counter tanks pick up a madreds bloodrazor. If you want a bit more damage you can pick up atmas. Up to you.
Solo is nice but not essential. Pretty standard, harass with acid hunter and ncc. Squishy heroes will feel the pain.
Now you come into your own as lane control. Pretty much nothing can force you out, like a metaphorical crab shell. Your range can hold a tower pretty much indefinitely. A good spell order for 1v1 is
Ghost,reverse,Ncc, capacitator, acid hunter.
First ghost reverse is going to really dissorient them, hit them like a truck.
These are your high dps lvls so rack up some kills.
This is the lategame, by now you've picked up frozen mallet and guardian angel should be coming soon. You engage from the side, as CC, off tank and damage support. When a few people are running up on your carry its good to swap one out and cause some damage. Just the power of taking someone out of a bunched formation really helps mediate teamfights. with guardian angel youll be somewhat unkillable if you play smart, and can customize to fill the needs of your team.
NCC gives vision. this is big news. Fire into bushes, into jungle. Check everywhere you go. Gives you that much more of an edge.
Urgot is a very cool character, and this is an effective hybrid build I like to play.