The usual summoner spells for Support
Urgot should be:
Exhaust and Flash
Exhaust is taken because Support
Urgot needs the extra crowd control to secure kills. Coupled with the slows from
Terror Capacitor, it is almost impossible to escape Support
Urgot.
Flash is taken because Support
Urgot has no escapes and is rather slow, so
Flash gives him a reliable escape from any nasty duels or ganks. Additionally, it can be used to chase an enemy to slow him or use
Hyper-Kinetic Position Reverser.
Viable Alternatives
Ignite
Ignite can be used to reduce healing effects on a champion, which could be used to secure a kill if against a champion such as
Soraka or
Taric. Additionally, it can be used as easy damage or to secure a kill your carry was unable to secure.
Heal
Heal can be useful to save your carry of yourself in clutch situations since
Urgot has no innate heals. However, since
Urgot is more of an aggressive carry, I would advise not taking this over
Exhaust.
Clairvoyance
Clairvoyance can be useful to reveal an area in the fog of war and alert you of incoming ganks. However, this is highly situational. You probably shouldn't take this because other spells like
Exhaust and
Heal will more likely be better.
Teleport
Teleport can be useful to get back to lane nearly instantly to not miss out on any experience or gold. It can also be used to reach your teammates when they're in a sticky situation or to escape a sticky situation yourself.
Ghost
Ghost can be useful to catch up to a fleeing enemy or to run away yourself. It can better than
Flash unless you're afflicted by crowd control. A decent spell, but lacks the potential to make plays that
Flash has.
Don't Take These
Clarity
Clarity should not be taken because
Urgot should not have any problems with mana. While it is true he wastes mana quickly early game,
Mana Potions along with
Tear of the Goddess make this spell obsolete fast into the game.
Revive
Revive should not be taken because it is greatly overshadowed by most summoner spells in its usefulness. There should never be any reason to take this, really.
Barrier
Barrier should not be taken because you're already tanky enough to absorb damage. It could save you in a clutch moment, but wastes a space that could be taken by something like
Exhaust or
Heal.
Smite
Smite should not be taken because you have realistic use for it. You could attempt to counter-jungle, but as a support that is incredibly risky. Just don't even take it.
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