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Spells:
Ignite
Flash
Ability Order
Echoing Flames (PASSIVE)
Urgot Passive Ability
Intro
It's not plagiarism if I wrote what I copied.
Pay close attention to the new pubstomping section.
After that there's two setups, which I suggest you have both handy on separate pages.
The goal here is to have more than 10% CDR from runes and masteries while countering your lane opponents in 1v1s. You need 10% from masteries/runes + 15% from ionian boots to be able to shoot 4 acid hunters in one charge with great ping (i've tested it). You won't get another hunter with brutalizer, but you won't have to mash Q as hard either (you gotta really mash it to land 4 with 25% CDR).
BOTTOM/AD ENEMY MID:


greater quintessence of desolationx9
AP MID:


greater quintessence of desolationx1




Much of the community is divided over whether to max





Why is


Why do we ignore

Why do we get two points in

BUT ACIDSHOT, WHAT ABOUT MY DAAAAAAMAGE! I NEED MOAR DEEPS!
If you feel like you need more damage on



How do we know when to get





-

-

-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


- sight 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

1. You need to completely deny mid of exp and gold. You shouldn't have a problem doing that with this build at level 4/5. Hit them with every

2. If you see someone on the other team doing well, go ruin their day. Forget farming, you're pubstomping.
3. With all this flat armor/mr, DONT BE AFRAID OF YOUR OPPONENT. When you see opportunities TAKE them.
4. You will need to counterbuild sometimes. Pick up a





This is how you get your opponent to die at level 4. You need the mana pots to do enough damage without going oom. The health pot is in case they put up a fight before you're ready. You can only run potion setup with boots, so you gotta get this. The key here is to not miss E's.

Two reasons to get this, the main one is so you can barely land 4


This should mostly solve your mana issues while you're working


You should be CDR capped (or close to it) now, which makes landing 4


I know I'm going to get **** for waiting with this, but whatever, it works. Potions are better, this is free potions and enough AD to be worth going for.

At this point you will be having no trouble facerolling their carries, especially if you played right with the pubstomp setup.


Just what you needed, more facerolling. To hell with defense, you're too good to stand in range to get hit anyway. ;)

Cheap upgrade, keeps you at full hp, real strong.

Now it's too late in the game for you to keep slowly chunking down hp from a range, and your opponents will be too scared anyway. You gotta start helping your team push, baron hard, etc.

Sell your



Alrighty, time to become the invincible crit carry everyone dreams of being.

Sell dem boots.




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.
Rule number 5:
When a specific enemy is getting fed, in particular farming, it is YOUR job to shut down their farm and kills. You can try to gather ally support, but ultimately it's up to you to take charge. OH NOES


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 ALWAYS 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



So then, we ask the question, why does CDR work so well? It's a combination of four factors, one for each of his spells.
First premise: with exactly 25% CDR, you can hit four


When I originally wrote the guide, I was convinced that it was 34% for four

Second premise: CDR reduces the time between

This is entirely true. At 25% CDR, the cooldown is 8.25 seconds, and at 40% cdr, it is 6.6 seconds. The difference there is extremely significant, under ideal conditions your dps with just

Third premise: You get more defense/shielding from W when it is on a lower cooldown.
Not worth analyzing much, but certainly true. At 40% cdr, max rank shields have a 7.2 second cooldown. By comparison to AP and ignoring mana costs, that is the equivalent of 4 AP per 1% CDR.
Fourth premise: You can ult more often.
1% CDR=1.2 seconds off your ult timer. Simple as that. It's possibly the weakest and strongest benefit to CDR at the same time, depending on how much time your opponents spend grouped up. At 25% CDR the cooldown is 90 seconds, and at 40% CDR it is 72 seconds. If you're fighting noobs, but they aren't dumb enough to full-out feed you, this is essentially your timer between kills.
So what can we glean from this?


Fun mathz: At max cdr, max spell ranks, max build, perfect skill, and before armor mitigation (which isn't much with LW+E+runes), Urgot will deal about 440 DPS with spells alone. If you factor in his auto-attacks and ignore overlap, that number becomes 800 DPS. By comparison, a 100% crit carry with 1.5 attack speed and 300 AD would deal roughly the same dps.
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