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URGOT BUILD GUIDE: Urgot Mid is Forever by OblivionGD

by OblivionGD (last updated over a year ago)

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9
Greater Mark of Armor Penetration(+11.52 armor penetration)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Attack Damage( +6.75 attack damage)
View Rune Details
Summoner Spells
View Summoner Details
21
0
9
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
0 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Zaun-Touched Bolt Augmenter
QAcid Hunter
WTerror Capacitor
ENoxian Corrosive Charge
RHyper-Kinetic Position Reverser
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
0 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Zaun-Touched Bolt Augmenter
QAcid Hunter
WTerror Capacitor
ENoxian Corrosive Charge
RHyper-Kinetic Position Reverser

Champion Matchups

Introduction

[http://img638.imageshack.us/img638/4629/urgotinformation.png]

[http://img819.imageshack.us/img819/7569/urgotrunes.png]

[http://img580.imageshack.us/img580/35/urgotrankedstatspng.png]

[http://img651.imageshack.us/img651/2625/urgotmatchhistory.png]




About Me:


I am OblivionGD with 2.1k elo and this is my first guide ever! I main AP mid hitting Platinum status in Season 2. As a player from Season 1 (when AD Mid was the Meta) Urgot was an exceptional mid lane. Once the new meta was introduced, everyone abandoned Urgot. I have been waiting for a new Urgot skin for a long time and finally with the new release of BattleCast Urgot, I've been all over Urgot. With this lust for Urgot mid, I have decided to make a guide for Midgot as Urgot is Forever. In this guide, you will learn how to play/build/carry with Urgot in mid-lane. This guide offers an in-depth analysis on match-ups and items for Midgot.



Now that Season 3 has arrived, it has literally become League of Bruisers. I have actually used this strategy of Urgot Mid since Season 1 since when AD mid was the Meta. Now that new changes to Manamune as well as new items have appeared, thus promoting more bruisers to take the stage, Urgot Mid is even more fearsome then ever before!

Pros:

  • Pubstomper in Low elo games (no one knows how to deal with you)
  • Shut down the enemies AP carries
  • Really early lane dominance and presence
  • Insane range when Noxian Corrosive Charge is on an enemy.
  • A lot of utility as Mid rather than an AD carry.
  • Counters certain AP carries that really hard counter other AP's (Such as Galio and LeBlanc)

Cons:


  • Falls off/Can't really carry fights end-end game
  • Counter-building with a lot of armor hinders Urgots effectiveness and damage severely
  • If you lose lane, you will most likely lose the game.



(Note: When playing Urgot mid in Ranked or Normals, I strongly advise you to have an AP Top lane instead of a tanky melee bruiser so you don't lack AP and get counter-built)




Masteries

[http://img820.imageshack.us/img820/2613/urgotmasteriess3.png]

21/0/9:

I will almost always use this set-up mainly because everything it offers is in Urgots best interest. 21/0/9 prioritizes in Armor pen/Damage/Cooldown. As the role of a carry in mid, the team relies on you to do damage. They expect you to carry and chunk people. I grab 9 points in utility aiming mainly for Mana Regeneration, Runic Affinity, and the Summoners Insight for my Summoner Spells. As Urgot mid, it's hard not to run anything other than 21/0/9.


[http://img404.imageshack.us/img404/3797/urgotmasteriesv2s3.png]

21/9/0:

21/9/0 is nice for that extra armor/magic resist/health per level it provides, but a spec into 21/0/9 for Runic Affinity, Mana Regeneration, and Summoners Insight is overall better on someone who is Cool-down/Mana dependent. I usually would never run this set-up for Urgot mid unless I'm top lane.

Runes

My Runes are:

9 Arm Pen. Marks
9 Flat Armor Seals
9 Flat Magic Resist Glyphs
3 Flat Attack Damage Quints


9 Arm Pen. Marks - I take 9 Arm Pen. to shred their armor even more in laning phase. If their mid starts to build some armor to counter-build you, your already set against it. With the 9 Arm Pen Marks, you will have enough penetration to penetrate most of the teams armor from other lanes as well; mainly the jungler and top lanes armor. These runes ensure you a safe mid-game where (game changing) team fights will occur. One of the hardest counters against and Urgot mid is to stack hella armor; these runes help you against people who rush straight up armor. No one will be safe from your damage.

9 Flat Armor Seals -
I take these to ensure my survivability in lane phase against auto attacks from their AP caster and jungler ganks.

9 Flat Magic Resist Glyphs -
These are the key to Urgot mid's success. With really early MR, there is no way any AP caster, even leblanc, can deal loads of damage early. These runes orient a safe early-early game in order for Urgot to get to his mid-game phase without being zoned or shut-out.

3 Flat Attack Damage Quints - I was a big fan of Arm Pen Quints at first, but with the change in Masteries, I now use these for:

  • Better trades with right clicks
  • Better CS-ing early game
  • With Runes, masteries, and , you can afford to remove a few Armor Penetration Quints for the Flat Attack Damage Quints.

Summoner Spells



Explanation:



I take ignite mainly to:

  • Get First Blood's
  • Reduce healing effects on certain AP mid champions such as or
  • If my team lacks Ignites
  • To ensure kills on early coordinated ganks by powerful early-game junglers such or



I use Flash to truly optimize on on the opportunity of First Bloods, as well as survivability from ganks. Mid lane is really easy to gank because of its exposure to both sides of the jungle. So having Flash can increase your chances of survival in lane as well as team fights. I can't tell you how many times Flash has saved me or saved an enemy. Flash all around is a summoner spell that no one who is a carry should not have unless they have a built-in Flash of some kind.



Exhaust is a good summoner spell to have, but it is only really works against several AP/AD Champions mid. It's great on reducing their damage and mobility, but the Exhaust range is relatively short and only really useful against a comp with either many melee gap closers or champions that need to get really close to engage such as ,,,,, etc.

*See In-Depth Match-Ups on which champions Exhaust can be useful against*

Skills

Passive: Zaun-Touched Bolt Augmenter
Urgot's attacks reduce the damage that his target deals.

Explanation:

Your passive is amazing. It's like a mini-exhaust...so use it! When trading, about to trade, or are in the process of trading, get at least 1 auto attack in there to reduce their damage.



Q: Acid Hunter
Urgot fires a missile towards the cursor that deals 10 / 40 / 70 / 100 / 130 (+0.85 per attack damage) physical damage. Missile-lock can be achieved by holding the cursor over a target afflicted by Noxian Corrosive Charge. It won't lock on invisible minions or wards.

Cooldown 2 seconds

Cost 40 mana

Range 1000


Explanation:



His main source of damage, max this first and don't forget to get your passive working in between auto attacks when possible.



W: Terror Capacitor
Urgot charges up his terror capacitor to gain a shield that absorbs 80 / 140 / 200 / 260 / 320 (+80% of ability power) damage for 7 seconds. While the shield is active, Urgot's attacks and missiles slow targets by 20 / 25 / 30 / 35 / 40%.

Cooldown 16 / 15 / 14 / 13 / 12seconds
Cost 55 / 60 / 65 / 70 / 75mana


Explanation:

This shield is what you max second. As it gives a shield, it also slows down any enemy champion with his auto attacks or his . It's the bread and butter when junglers gank for you.


E: Noxian Corrosive Charge
Urgot launches a corrosive charge at a target location. Enemies afflicted by the charge have 12 / 14 / 16 / 18 / 20% reduced armor and take 75 / 130 / 185 / 240 / 295 physical damage, plus 60% of your bonus attack damage over 5 seconds. Acid Hunter is able to missile-lock onto targets affected by Noxian Corrosive Charge. It won't lock on to invisible units or wards.

Cooldown 11seconds
Cost 50 / 55 / 60 / 65 / 70mana
Range 950


Explanation:

This skill is what makes Urgot, Urgot. Once infected by this skill, hold your mouse over whoever is infected and press Q. This skill also reduces the armor of whoever is infected. Once you play Urgot a bit, you will understand just how much range you actually have when one is infected. You can get up to a total of 3 's with the full duration of infection; Four with blue buff or 30%+ Cool-down Reduction.

Watch my video in the "How to play Urgot" section to see how far the range is, can be, and how to position while trading in laning phase.




R: Hyper-Kinetic Position Reverse
Urgot charges up his Hyper-Kinetic Position Reverser, gaining 80 / 105 / 130 armor and magic resistance for 5 seconds. The target is stunned for 1 second before swapping positions with Urgot. After the swap, the target is slowed by 40% for 3 seconds.

Explanation:


Your ult gives you armor and magic resistance for 5 sec. When fighting to the death with their AP mid, use it. It is not a waste. It can also be useful for ganks from your jungler and as an escape method from theirs. Use it when catching someone before team fights are about to start or whenever you see someone out of position. It is also a great skill to simply stop someone really strong or fed from doing anything and bringing them directly to your team at the cost of putting yourself in there (This is where flash can be handy).

Item Builds

Early Game Items:




With the new changes to Season 3, With a faerie charm and pots + wards start, you ensure not only a safe laning phase with wards, but the faerie charm builds into Urgot Mid's core item, the . This setup also gives you the absolute most sustain you will ever need for early game. Even if you make a bad play and end up losing more than half your health, you'll be fine with the amount of sustain you'll have.



If your up against an AD heavy team with relatively low CC or an AD mid such as , don't be afraid to buy these as for they have a new passive now that gives you 10% damage reduction.




Probably the best and most effective boots for Urgot Mid. Gives you CC reduction, tenacity and Magic Resist. Since you are going mid vs an AP Carry usually, these boots are exactly what Urgot needs. The CC reduction for a carry is also crucial. If a team has loads of CC, this is the item to get.



This new tier 3 upgrade from tier 2 boots is by far the best thing for Urgot Mid. Not only can you kite better, but you can do it while giving chase or falling back. Try to remember that you can use this boost of speed for escape purposes or chasing purposes.

or

Probably one of the most important items for Urgot Mid to have. This item gives you Mana and bonus attack damage for 2% of your maximum mana. As you use skills, your mana pool increases. In short, the more you use abilities, the more your maximum mana will increase and the more attack damage you'll get. With , you can build tanky items with mana such asthat offer mana with armor and become a bit tanky and stronger at the same time. Any item that can offer stats + mana = Stats + Damage with a . With the new upgrade, you can do even more damage. This can only be fully put to use if the user remembers to turn the toggle on and off during team fights. As you play Urgot Mid more and more, you will learn to turn the toggle on before you enter a fight.




One of Urgot's core items early game. This item allows Urgot to become unstoppable Early/Mid game. This is what makes Urgot truly dangerous mid lane. Even if their mid had purchased a early, the brutalizer will completely make it seem useless. This item is also nice for those mid game dragon fights vs their jungler who will have extra armor than the people in lane do. With Armor penetration, Attack Damage, and Cool-down Reduction included into one item; it's an item that Urgot cannot pass up on. Not only does it give CDR and Damage, but now it builds into which is perfect since in Season 2 I usually had to end up selling it end game for either a or

Mid-Game/End-Game Items:





This item is probably the second most important item to Urgot Mid. After re-evaluating it, it's exactly what you need to chase down people. Not only can it let absolutely no one escape, but its area of effect slow is extremely useful in team fights for kiting purposes. This item gives Armor + Mana + Cooldown + some AP. For what this item can do, it's ok to have some AP on Urgot. Other than the AP, this item was made for Urgot Mid.




This is exactly what Urgot needed. The new Season 3 change to this item made actually fit into the Urgot Mid build. It gives you Attack Damage/CDR/HP; everything Urgot could ever ask for! *Haven't tested yet, but I think Urgot's applies the shred effect onto your opponent.* If this actually does apply, then all the more reason to get this item. If it does not, it is still a solid core item into Urgot's build.




A strong item that gives you life steal and massive damage. When fully stacked, it gives you the most AD (100 AD) an item can offer in the game. An item like this should be built to either capitalize more on your lead against an AD Heavy team or if your just really fed and want to do monstrous amounts of damage. This item can also be effective after a nice exchange of pokes between your team and the enemy team; With full stacks, you can life steal about half your HP off of a creep wave. With the new buff on it, you only lose half of your stacks when you die. This significantly makes this item worth getting if given the appropriate opportunity.



This is a relatively new item that I foresee to be very effective against an AP Heavy team as Urgot Mid. With this item, you get Magic Resist, Damage, and a nice shield that absorbs magic damage for a short amount of time after reaching less than 30% of your maximum health. You should only build this item unless they have a very AP Heavy team.



This item is crucial for any AD oriented champion. This item should only be purchased end game when mostly everyone on their team has armor built. The Damage and Armor Pen. is crucial for end-game fights. Otherwise, you will not be able to do any damage at all. Urgot already falls off end game, but this item helps him stay in the game.



This item is really nice for Urgot to have against an AD Heavy team or a mix of AP/AD damage. It offers Magic Resist, Armor and the ability to get back up in-case you take too much damage and go down fast. This item mainly keeps you in the game for those Mid/End-Game team fights. Can't go wrong with more armor and magic resistance and a free resurrection.




Very, very situational item. I would only get this item if I'm up against either: ,,. It's a pretty nice item now. Since it builds from a +, it is a really nice item for urgot. I would swap this item for if you need to build it.




Yes,. When end-game is reached and your is built into . The only Cool-down reduction items you'll have is a and the ;Which gives 10% CDR each. 10% + 10% gives you a total of 20%; which is 10% short of the 30% sweet spot CDR for the ability to shoot 4 Q's instead of 3 when your is on them. This elixir gives you the 10% CDR you need to be able to get 4 shots off instead of 3. With it, you can maintain 30% Cool-down Reduction a short period of time. Other than getting the elixir, you can just take blues as well. You will still have above 30%.

How To Play Urgot Mid

In this Chapter, I will show you all the tricks to playing Urgot properly and effectively in mid.

Early Game:

Once you get to lane, focus on last hitting as best as you can, but don't completely ignore their mid. At level 2, you can auto-attack for exchanges and maybe shoot 1-2 's for exchanges if there is a clear shot. You can choose to exchange pre-3 for the sole purpose of getting an early gank by your jungler. Once you reach level 3 and have 2 points into , shoot your and get your 3 's. You should do this combo no more than 2 times at early levels. Once you hit 4-5, you can do the combo twice again. Always keep mana up. You never know when you might need some mana for a to slow their jungler down or the enemy down when getting a gank from your jungler. Try to shop with about at least 995 gold. You should only back when you have at least enough for . If you can, try to back at around 1,200ish gold (This is usually after First Blood or a kill in lane). With that money, you should be able to come back to the lane with some 's and 's.

Early/Mid-Game:

Once you get back to lane, try to use your skills more often now. Remember that the more you use your skills and abilities, the greater your mana pool will increase. Stay in lane until you reach around 1200 gold again; so you have just enough for . Once you get back to lane with this item, your blue buff should be up around this time. Get that buff from your jungler and spam away and be as aggressive as you want keeping in mind their jungler. From here on out, its pretty situational. Once you get manamune by the 10/11 minute mark, your good to go.

End-Game:

If the game as reached end game, it means one of two things. Either your fed and they won't surrender, or that you are not fed and they still have a winning shot at it. In any case, your major objective in end-game team fights is to position as best as you can. As a carry, your most important objective is to not get caught and die without doing anything. Land 's, poke and kite with your as best as you can. If at all possible, + their AD carry or whoever is really carrying them. If you can eliminate their carry before he can do anything, its gg. Even at the cost of your life for his death; the trade would be heavily in your favor. If your fed and carrying your team however, don't be so hasty to your death. Kite and poke as long as you can making sure to use your auto-attack as much as you can as they try to focus you.

Skill Order to go all in (Include auto attacks for your passive!):

,,,,,,,,

Video:

The video below will show you a match-up vs Leblanc. This is a video of the laning phase with Urgot. In this video, watch how I position myself when trying to land my 's while is on them. Notice how the moment I hit 3, I went in for the exchange. Everything you need to know about how to play Urgot is in this video, watch carefully and enjoy! :)


If you want to watch the full video with good quality, you can download the video via LoL Replay here:



http://www.leaguereplays.com/replays/match/282157/

***VIDEO***



Note: More Video's Coming Soon!

In-Depth Match--Ups

Who Urgot really counters mid:



Who Urgot has an easy time against:





Who Urgot has a slightly difficult time against:




Who Urgot can have a difficult time against:




*Not all champions listed are included in the In-Depth Match-ups yet; Won't add until I lane against it first*


_________________________________________________________________________________________________________



Easy Match-Ups:





The bird is an easy match-up for Urgot.

Pros:

  • Is squish/fragile early
  • Short auto attack range
  • Has to focus on farming for
  • Easily zone-able
  • Can make her lane very difficult to survive
  • Easy to predict her Ice Ball

Cons:

  • Post-6, she can do damage with even a catalyst; keep your distance
  • Has a really nice follow-up with ganks from their jungler
  • If she gets fed, she can become a problem to deal with
  • Has an Egg; Don't dive unless it's down

Tips:

Try your best to anticipate her Ice Ball stuns, keep wards up on both sides and try your best zone her as effectively as possible without getting caught by their jungler's gank. Do not dive her unless her egg is down; keep that in mind.








Annie is an easy match-up for Urgot as well.

Pros:

  • Really squish/fragile early
  • Easy to tell when she wants to go all-in
  • Out-ranged by Urgot
  • Easily zone-able


Cons:

  • With only 2-3 's, she can blow you up
  • Post-6, can catch you easily with a flash+tibbers
  • can work vs this match-up

Tips:

Keep an eye on her stacks and zone safely when possible. Keep all sides warded before playing aggressive and know where their jungler is before going all-in. Keep in mind the Flash + Tibbers combo. With just 1 , you can survive blow-ups. Get if she really is starting to become a problem.





An easy match-up for Urgot too.

Pros:

  • Is squish/fragile early
  • Easily zone-able
  • Quite vulnerable once skills on Cool-Down's
  • Relatively easy to dodge his skills

Cons:

  • Has long auto-attack range and damage
  • Takes a lot of skill to be effective
  • Can follow up great on ganks from their junglers

Tips:

Wait for cool-downs on his Pillarbefore going all-in or for exchanges. He will be using Pillar for farming once your zoning him. If he gets you with his passive, hide behind your creeps to avoid the Q for the stun. Mainly try to zone and dodge his skills to the best of your abilities and you should have an easy lane.






One of the easiest match-ups ever for Urgot

Pros:

  • Extremely squish/fragile early
  • Terrible wave clear
  • Short auto attack range
  • Gets out-ranged by Urgot heavily
  • Extremely easy to zone
  • Lacks damage without items or Ult
  • Ult is interrupt-able easily
  • Flash + Ult = GG
  • works well vs him
  • works well vs him


Cons:

  • Good follow-up on ganks
  • His Ult (If can get if off)

Tips:

This lane is pretty much no challenge for an Urgot mid. He's is totally rendered useless vs an Urgot.






Against Galio, you match up extremely well vs him. You pretty much counter him.

Pros:

  • Although it doesn't look like it, one combo(,,) at level 3 can bring him lower than half.
  • He will optimize building Magic Resist instead of Armor because of his passive.
  • Is Melee
  • Has to use skills to last hit post-6 (Which pushes waves to zone him even more effectively)
  • Easily Zoneable early
  • Skills are easy to dodge
  • Your ult can interrupt-able his if he uses it on your teammates instead of you
  • If he is running , Keep your eye on him at all times; + it totally worth the cancelation

Cons:


  • His ult is what makes him deadly (One good ult can change the game)
  • Post-6/Mid Game, he can do fast wave clears from a distance

Tips:

When against Galio, keep in mind that early game his is melee and won't have fast wave clear till mid game. If (Early in the game) he starts to use his skills to last hit without being able to effectively clear waves yet, he will ultimately end up pushing his lane and missing CS. When exchanging with him, be next to your creeps so he pushes the lane even more. Once he can creeps effectively, do not be near your creeps when exchanging. With early pushed lanes against an Urgot, it becomes quite easy to zone early game. As the game drags on, you will need to be careful of his in team-fights. When at the End-End game phase, never ever him. You will literally end uping him into your team (I've seen it before, It was painful).






A really, really easy match-up for Urgot. With one combo at level 3, you can put him to lower than half very easily. If anything, I'd say you counter him.

Pros:

  • Extremely weak/fragile early/mid/end game
  • Easily zone-able
  • He will focus on trying to farm his instead of kill you in lane
  • works well vs him
  • If he can't land his wall, he has terrible follow-up on ganks from enemy jungler
  • Easily gank-able/dive-able
  • Lay Wastes are easy to anticipate (Zig-Zag to play mind games with him)

Cons:


  • Ult can affect other lanes
  • Can do work even when dead

Tips:

He is extremely fragile early/mid/end, but his single target lay wastes do good damage. You can avoid this by standing next to your creeps. If his Lay Wastes hit more than 1 target, the damage will be split; So zig-zag near your creeps to reduce his damage. His Lay Wastes are easily dodge-able with Zig-Zags. Dodge his Q's and stand next to your creeps to reduce the damage.






Really easy match-up and weak early.

Pros:


  • Weak/fragile early
  • Easily zone-able
  • Will focus on trying to farm his instead of killing you in lane
  • Is Melee
  • Slow wave-clear early/mid game

Cons:


  • Decent follow up on ganks, post-6
  • Hard to Gank post-6
  • Mobility
  • Can become a problem if fed


Tips:


Kassadin is one of those assassin AP Mid champions. He offers excellent mobility and the ability to capitalize on ganks...if he is having a good laning phase. Against an Urgot however, that will not happen. Focus on zoning and make the lane extremely hard for him. Go for First Blood Pre-6 if you can. You should be able to hit 6 before him, so when that happens, go for the kill with your . Post-6, its a different problem. He becomes hard to gank and starts to clear waves semi-well. What makes Kassadin so annoying is his ability to spiral, but he can only spiral if he roams. If you zone and keep creeps at his tower, he should not be able to roam at all. With powerful counter-jungling from your team, you should be able to snag every blue. A Kassadin with no blue becomes unnoticeable until he gets some kills. If attempting to engage him post-6, wait for his Rift Walk to be on CDR and then ,. The reason I use my before is to ensure that even after a Flash or another Rift, he will still be slowed when my is activated.







An Easy match-up and no problem for an Urgot.

Pros:

  • Squish/weak early
  • Is Melee
  • Has to be in the middle of fights to be effective; really to get your on her
  • Your cancels her ult
  • works really well vs her
  • Easily zone-able
  • No CC to follow up on ganks
  • Slow wave clear early

Cons:

  • Blinks all over da place!
  • If fed, can do lots of damage really fast


Tips:

Katarina's are fun to go up against. They have no CC, and have to be on top of you to ult. When she ults, you have 2 options you can take. Either use your or . Either way, she will have zero damage when engaging vs you. If you have up, you can use your to engage if her Shumpo is on CDR. Even if you have to +, if her flash and/or Shumpo are on CDR, it's a kill; especially with a jungler gank along with you. Just zone and you'll win vs her.






A Great match-up for Urgot; you counter her.

Pros:

  • Short ranged
  • Weak auto attacks
  • Slow/difficult to wave clear
  • Really squish/fragile early/mid/end game
  • Scales off of your AP for her blow-up(Which you have none of)
  • Easily zone-able
  • Falls off late game


Cons:

  • Somewhat difficult to gank
  • Can follow-up well on ganks from her jungler
  • Can still do decent damage even with 2-3 's
  • Can make early/mid game difficult if fed early


Tips:


Try to focus on early game zoning once you hit level 3. One combo () brings her down low enough to activate her passive. Anyone that truly counters Leblanc is a champion was really great wave clear. Urgot can clear waves pretty quickly upon reaching . If you ever see her use blink to clear waves, that's when you'd want to go all in. Her blink has a long CDR (guesstimating 10-12 seconds; Don't hold me up to the actual seconds!) Leblanc's are also really easy to bait for a jungler gank. Download my FULL video on the game vs Leblanc above to see exactly how to play vs a Leblanc.






Mordekaiser is a champ that you might need to actually try a bit to succeed against. His main objective is to push, push, and push.

Pros:

  • Squish/fragile early
  • is Melee
  • Easily zone-able/gank-able
  • No CC to follow up on enemy ganks
  • Will ALWAYS be pushed up/over-extended (Huehuehue)
  • Ult is cleanse-able with /(assuming he always ult's you instead of your AD carry)
  • works well vs him (Since he will rush and spell-vamps off of his skill+ult)


Cons:


  • If fed, can do a lot of damage
  • His soul is OP if he can get it off on your AD carry or you


Tips:


Be smart when up against mord. Always try to keep his shield down with auto-attacks. Never allow it to be up to max if possible; it can absorb a lot of your damage. Always try to keep your passive () him when he goes for exchanges. With no shield, you take him down lower than half with 1 combo() at level 3. He will try to use his Siphon to hit you + creeps to gain a bigger shield so stay away from your creeps when you exchange. If you cannot zone, just don't let him hit you + your creeps together. Keep in mind that all of his skills take health to cast. As for early jungler ganks, he will ALWAYS be pushed up. If he plays passive due to your jungler ganks, just zone. Never push your wave up unless you are going to roam or counter-jungle with your jungler.







Veigar gets completely countered by you in lane. Urgot dominates a lane vs a Veigar.

Pros:

  • Extremely squish/fragile early/mid/end game
  • Wants to farm; you want to kill
  • Easily zone-able/gank-able
  • Ult does damage based on your AP, which you don't have
  • Really easy to catch with a +


Cons:

  • Heavy CC; Great follow up with ganks from his jungler
  • Can blow anyone up (including you) once he gets
  • If fed, can become an difficult to deal with


Tips:


Pre-6 and without , he isn't scarey at all. Focus on zoning and killing as best as you can. 1 combo at level 3 can bring him to lower than 50% hp. Really easy to deal with overall. Land 2 combo's mid-game and he's literally dead. You completely counter him, play aggressive and don't let him farm and your lane is GG. Build a if he gets too big.







Vladamir is a very strong sustaining champion mid or top lane, but cannot compete with Urgot Mid.

Pros:

  • Squish/weak early
  • Big cool-downs early game
  • Easily zone-able/gank-able
  • Cannot sustain vs an Urgot Mid
  • No CC other than Pool to follow up on ganks from his jungler
  • is a must vs him.


Cons:

  • Sanguine Pool can minimize your combo damage. (Instead of 3 's, 1-2 )
  • If he gets fed, he can become annoying and hard to deal with in lane.
  • Fast wave clear at 6 and post-6


Tips:

Good Vladamir's that go mid will know that they need to try to get first blood with an early gank from their jungler against an Urgot. Once Urgot reaches level 3, laning for vlad becomes really difficult. Your trade is so much better than his and your damage is far to high for him to sustain. Focus on zoning once you are level 3 and try to zone as much as you can. Whenever you see an advantage or have him over-extended, get your jungle to come and gank. Don't be afraid to right click a lot as well, remember that your passive (0 is like a mini-exhaust, so use it as much as you can.







Zilean is one of those utility AP champions that can go mid, but falls off end game.

Pros:

  • Extremely fragile/weak early
  • Very mana/blue dependent
  • Easily zone/gank-able
  • You have more range than him
  • Has no minor CC to follow up with ganks from his jungler
  • Short auto-attack range
  • Cannot compete with Urgot mid

Cons:

  • Can do decent amounts of damage with only 2-3 's
  • Has fast wave clear post-6
  • Can be a pain to dive due to his Ult


Tips:

Against a Zilean, focus your efforts on zoning once you hit level 3. Keep in mind that he cannot spam time bombs. Zilean heavily relies on blue buff to be effective in lane. With one combo at level 3, he pretty much needs to go back to heal as for his HP will be lower than 50%. Mainly focus on zoning and warding your lane to avoid ganks. Even though he has no actual CC, he still has an annoying slow that can get kills if used correctly.






Twisted Fate is a really easy match-up for Urgot, but his Ult is what makes him difficult for your team to deal with.

Pros:

  • Extemely squish/fragile early/mid/end game
  • As a huge skill cap
  • Easily gank-able/semi-medium to zone
  • Easy to dodge his cards



Cons:

  • His ult changes game; Can lose lane, but he still impact other lanes
  • Has good poking abilities
  • Fast wave clear


Tips:

Against an Urgot, his goal is to get away from mid lane as much as possible. He will always try to clear waves and use his ult to go gank other lanes. He will try to have an impact on your other lanes and force them to play passive. Against an Urgot, TF won't usually get that luxury. Focus on killing him in lane once you hit 3 as much as you can. Keep his lane pushed and try to have him at least lower than half HP. He will most likely not leave his lane if he is lower than half. TF should not be a threat to you in lane at all, his biggest threat is his poke, wave clear, and ability to appear in other lanes whenever he wants. Focus on depriving him from his blue with aggresive counter-jungling and let your team know if they are over extended and TF is missing as soon as possible. Try to also always just go to the other lanes if he's missing; Even if he didn't actually go, he might be waiting for an opportunity to jump bot or top lane. If he does, you'll be there to counter-gank; If not, then just head back to you lane and continue putting pressure against him.






Malzahar is a pretty easy champion to deal wih as Urgot, but can be deadly if not paying attention.

Pros:

  • Fragile/weak early
  • Easily zone-able/gank-able
  • Has slow wave clear pre-6, decent wave clear post-9
  • No CC to follow up on ganks from jungler besides his Ult
  • Will usually be pushed up in lane
  • Build early to truly gain the lane dominance

Cons:

  • Can push lanes decently from a safe distance
  • If not paying attention, can blow you up with his full combo
Tips:

Malzahar is a slow pusher kinda of champion. He's not that strong, but with his dot, pool, silence and ult all on you at once, he can become a deadly opponent. When he uses his E, he will most likely be trying to push the lane and come to cs. Use this opportunity to exchange with him with your combo, Ult if your post-6, or auto attacks. Focus on zoning and his lane will fall apart. It's hard for a Malazhar to do well vs an Urgot mid unless his jungler camps you lane. Always try to keep wards up when being aggressive.



_________________________________________________________________________________________________________



Medium Match-Ups:





Ahri is a decent match-up. She has great mobility and can be a problem if fed. When going against an Ahri keep in mind several things vs this match-up:

Pros:

  • Pre-6, you can easily beat her
  • Very skill dependent and easy to evade her Q's
  • Her charm can be evaded by hiding behind your creeps
  • can work vs her quite well

Cons:

  • Post-6, she can be annoying to deal with and burst you down
  • Ult + Charm can almost always get you
  • Has a great follow-up on enemy ganks
  • Can spiral out of control if fed


Tips:

When against Ahri, try to always hide behind creeps when CSing and go for your first blood before she hits 6. Always be careful about the charm and expect a lot of damage from her. When 'd and following up, try to move side-to-side while using your 's. Don't forget your gives you Armor and Magic Resist for a short duration; use it when she wants to go all-in with you.







This is also a decent match-up on paper, but an easy match-up in reality.

Pros:

  • Is squish/fragile early
  • Easily zone-able
  • Has a bad follow-up on ganks from her jungler
  • can be effective vs her

Cons:

  • Can be slightly difficult avoiding Q's (depends on your skill)
  • Can become a problem to lane against if fed; Spiral out of control
  • Even if underleveled/farmed, one good Ult can change a game
  • Can still blow you up with only 2-3 's

Tips:

As long as you dodge her Q's and land your 's, it's an easy lane in which you can zone quite effectively. Try your best dodge her skills. She has a high skill cap, but if you can dodge her Q's; she doesn't even become a threat. She is one of those champions that even behind, can still be very effective and dangerous. Her Ult can be a game changer. If you can Flash + , its over.






Fizz is one of those gap-closing AP's that CAN do damage with items. For this, I place him into the Medium Match-Ups category.

Pros:


  • Really squish/fragile early
  • Is melee
  • Easily zone-able
  • Need's to have farm to be effective
  • Has to go to the front lines to do damage
  • No real follow-up on ganks other than his Ult
  • Bad wave clearing
  • can be effective vs him

Cons:


  • Good gap-closing
  • Can become a problem if fed
  • Can do damage with only 2-3's


Tips:

When playing vs Fizz, you need to keep several things in mind. When he wants to go in for exchange, he will most likely activate his Seastone Trident. If you see it activate, wait until it's on cooldown before you go for an exchange. If you ever see his Playful/Trickster on CDR, Land your first, then . This way, he has to blow flash if he even wants to think of getting out alive. Keep in mind that since he is melee, he brings himself right up to your auto attack range for your (passive). If he's playing way to passive, don't sweat it. Instead of trying really hard to kill him and becoming extremely over-extended, just push your wave and go gank other lanes. a Roaming Urgot Mid is deadly. With a built in slow and your , it's hard to escape. He has a slow wave clear with no real AOE skills for clearing besides his Playful/Trickster.






Gragas is a champion to deal with. He can do lots of damage with very little items.

Pros:

  • Quite squish/fragile
  • Is Melee
  • Easily zone-able early game
  • Easily dodge-able skills


Cons:

  • Hard to zone mid-game
  • Can blow you up with as little as 2-3's
  • Great displacement with his Ult
  • Slightly difficult to Gank
  • Can roam effectively
  • Has a great follow-up on ganks from his jungler

Tips:

Gragas is a champion that can fair off pretty well against you. He can do damage with only 2-3 's and has a built in escape. What makes you better than him though is your early game and his squishiness. Laning phase for him is extremely difficult vs you. If a Gragas has had a bad laning phase, he will most likely be useless for a while(until he gets kills). He won't be able to beat you in lane. When aiming for exchanges ever, do not stand near your creeps. Force him to decide on what he wants to do; Farm CS or attempt to kill you. You should be able to out-CS and level him.






Morgana is an annoying champion to deal with mid. It's extremely hard to zone and beat her due to her built-in passiveness.

Pros:

  • Squish/fragile early
  • Can't clear full waves until level 5 (3 points into Tormented Soil)
  • Snares are easy to dodge, but deadly if hit from a blow-up built Morgana
  • Although you can't fully zone, you can still make it difficult to get exp. early for her


Cons:

  • Long range, hard to zone
  • Spell Shield makes it difficult to use your ult or gank offensively
  • Can blow you up with only 2-3 's
  • If she lands one snare with 2-3 , she will go all in.
  • Really, really good follow-ups on ganks from their jungler
  • Can lose you the game (Mid-End game) if your team is bad at dodging snares


Tips:

Try to zone the moment you hit 3 and ask for early ganks to really keep her passive. Keep wards up on both sides as best as you can. She may have long range with her Tormented Soil, but you have even more range than her with on. Zig-Zag as best as you can to avoid snares. If you can dodge snares and get a couple of kills in lane, you should be able to carry and put her significantly behind. When Mid-End game arrives, try to melt her as fast as you can pre-. Once she gets that item, your best bet is to either catch her off-guard in the jungle somewhere or simply not be near her when she ults. Be in the back of team-fights letting your team take the damage while you send a barrage of missiles from the back.






Ryze is also an annoying match-up for Urgot.

Pros:


  • Weak until he gets items; namely
  • Short auto attack range
  • Easily zone-able/gank-able
  • Cannot 1 v 1 an Urgot unless fed
  • Slow wave clear only till pre-6



Cons:

  • Follows up greatly on enemy jungler ganks
  • Has consistent CC
  • Becomes tanky and stronger as the game drags on
  • Building Magic Resist + Health and Mana () and Armor () are part of his build
  • Can spiral if fed

Tips:

Mainly try to zone the moment you hit 3. Keep in mind he won't really do any damage until he gets his items(). He has short auto attack range and will most likely play extremely passive. Attempt 1st blood with either an early gank from your jungler pre-6 or at level 6 with your . You should be able to hit 6 before him if you can zone effectively. Try to be a little bit more aggressive than normal. Keep in mind that Ryze with kills can spiral and becomes stronger as the game goes on and gets more items. Although that may be true, Urgot still is the more dominant in lane. You out-range him with your skills. If possible, try your best to kite when doing your combo's.




_________________________________________________________________________________________________________



Difficult Match-Ups:







Sion is a blow-up type of champion with immense mobility. He becomes a bit difficult to beat in lane alone.

Pros:

  • Is Melee
  • If the shield is broken, he does no damage
  • Has to be close to creeps to even use skills
  • Easily zone-able/gank-able early
  • Slow wave clear pre-6
  • Easy to see when he wants to engage
  • If caught with + Mid/End game, it's GG
  • works well vs him

Cons:

  • Fast wave-clear post-6 with items
  • Very mobile
  • Roams a lot
  • Can become annoying to deal with if fed
  • Has great CC to follow up on enemy jungler ganks


Tips:

This champion is quite annoying to deal with. Some tips for playing against a Sion is to keep your eyes on him. If his shield is charging, there are about 2-3 seconds of channeling before he can activate it. When you see it charging, you have 2 options. You can either try to break it or back-off. For Sion to be effective, he needs to get in Melee range of you to do damage. This brings him into either or range. Remember that if you can successfully break the shield before activation, he does no damage. Focus on zoning from level 3+ as best as you can. If you cannot kill him, at least keep his lane shoved so he doesn't roam. He has a nice, decently ranged stun, so you need to keep that in mind and always have wards up and know where their jungler is before engaging. An optimal time to engage with your is right after you break his shield or his shield is down from clearing a wave. His shield (unless he's fed) cannot tank all of your damage from a combo. Poke at him with many auto attacks early game to truly make his laning phase difficult and break shields.is a nice buy vs him too.






A strong AP mid that becomes tanky pretty quickly. This champion requires excellent early game play to be successful.

Pros:

  • Before he shops, he's squish/fragile; Afterwards, he starts to become tanky
  • Has slow wave clear pre-11, ok wave clear post-11
  • Easily zone-able/gank-able
  • is VERY crucial vs him
  • His snare is easy to dodge and anticipate


Cons:


  • If fed, can become a problem
  • Has CC to follow-up with a jungler gank
  • Becomes tanky as the game progresses

Tips:


Swain is a really annoying champion to go up against, but that doesn't mean you won't beat him. If you play correctly, you can win. You need to be able to avoid all the snares as best as you can. His snare has the longest range of his skills. His slow and dot have really short range. You can actually kite him to the point where you can hit him with you abilities and be out of his range for his slow and dot. At level 3, be aggressive and zone; your trades of damage will always favor you. You have heavy damage early. Ask for ganks from your jungler. One good gank will pretty much win you the lane. Post-6, poke at him until he reaches below 50% hp. Once you land an when he is at 50% or lower HP, use your and go all-in; you will kill him.





Viktor is a really hard champion to fair off against with anybody mid, not just Urgot

Pros:

  • He is squish/fragile
  • Easily gank-able if over-extended; Somewhat easily zone-able
  • If you can get close to him before he uses his ult, is good vs him.
  • Long cool-downs on skills early/mid game
  • Very skill dependent
  • Easy to catch with a +


Cons:

  • Lasers are semi-difficult to dodge (So much utility with his laser)
  • With only 2-3 's, he does mad damage.
  • Has an AOE CC and a silence to follow-up with a gank from a jungler.
  • If fed, can become a major problem to your lane and team as well.
  • Has decent pokes with his Laser and Q.


Tips:

Just for the record, I hate Viktors. He can do so much damage so fast with as little as 1-2-3 's. Once you hit 3, you need to get at least 1 kill pre-6 to sucessfully win your lane. If he can survive to mid game without dieing once to you in lane, he will be able to out damage and out carry you. He is probably the best counter-pick to you mid. Although you do mad damage as well, he does the same too. is an excellent buy vs him.







Xerath is a difficult match-up for Urgot; for the same reasons as Viktor is.

Pros:

  • Squish early
  • Skills are slightly difficult to dodge, but not impossible
  • Semi-easy to zone/gank
  • Zig-Zags can really throw Xerath's off
  • could prove to be useful pre-6 for First Blood


Cons:

  • Out-ranges you
  • Has CC to follow up on ganks really well
  • Can blow you up with only 2-3's
  • Can push lanes post-6 fast
  • Can become a problem if fed
  • Insane poking abilities



Tips:

Against a Xerath, I'd try your luck for 1st blood at level 3 with or without a jungler. If the lane becomes a stalemate, he will come out on top as for he can become a problem when team fights start to erupt. I'd like to take exhaust against him, but if he decides to blow you up with his W on from a distance, wouldn't be that helpful; I do however see it being useful if going for pre-6 fights against him. Try to get that lane dominance feeling and zone as best as you can only when your Exhaust is up and you know their jungler isn't around. Zig-Zag a lot to make him miss Q's and play mind games with him. With only 1 kill up on him, you can easily beat him 1 v 1. He will only become a problem to you in lane if he has 3+ 's. Be extremely careful, but don't let that carefulness keep you from zoning when you can. If you ever see his ult down, go all-in for the kill. Even if you need to + for it. Always find opportunities on when to engage if they have summoners/skills on CDR.







An extremely annoying AP mid to go up against that requires a lot of micro-managing.

Pros:

  • Really squish
  • Has some CC, but not really anything deadly when being ganked by their jungler.
  • Bombs are easy to dodge, but with a short CDR on them and/or with a blue buff, it's impossible to dodge them all.
  • Easily zone-able/gank-able
  • + combo's really screw over a Ziggs Mid-End game.

Cons:


  • Quite strong early
  • About same range as Urgot has with abilities
  • Passive is OP
  • Ult is semi-global and can affect other lanes
  • Can become a pain to your team if fed and can spiral
  • has insane poking abilities
  • Can chunk you with only 2-3 's

Tips:

When going against a Ziggs, keep an eye on his passive at all times. His goal is to trade right-click's when his passive is on. When its down, go for mini-exchanges of right clicks. The moment you hit 3, go for an exchange. If you can land one combo at level 3, Zigg's will pretty much have to go back to base to heal from the amount of damage you can do. Zig-zag to the best of your abilities, its not hard to evade his bombs, but its almost impossible to dodge them all. Just focus and predict where he might be throwing them while you zone post-3 and you should be fine.


Team Fights

Your role in the team is to destroy the mid lane and carry early/mid. When team fights break out you are supposed to snipe their carries by using your combo's or using your ult to catch people/buff yourself with a big MR/Armor steroid to sustain damage longer. Your positioning in team fights is significantly crucial. If you get caught, your team loses TONS of damage (). On the flip side, if you stay safe during the duration of the fight, you should be able to snipe them all and clean-up easily. Always keep an eye for ANY one out of position for an +. This combo can change the tides of games dramatically. Even if its the support clearing wards with/without an oracle; It's better to have a 4 v 5 than a 5 v 5 right?

Final Comments


Criticism


As an Urgot player, I get a lot of criticism for Mamamune build and statements that he's better as an AD carry. To be completely honest, I'm not sure whether or not he is better as an AD carry or worse, but I can assure you that Urgot Mid is no laughing matter either. It's fun, pub-stompage gameplay that makes Urgot fun to play as Mid (especially with his new OP skin!). Manamune is an essential item as Urgot Mid. Many people who critizise Manamune do so on the assumption that I'm going Bot as AD and that "Genja" didn't build it, therefore it's bad. Genja is an exceptionally good Urgot player for sure, but my goal isn't AD carry when I play Urgot; It's to destroy mid lane and have fun playing League of Legends, competitively or not.


Synopsis


Overall, Urgot is one of those fun assassin/insane damage type of champions who excels early/mid game. With Manamune early, your impossible to 1 v 1 straight up. If fed and played properly, you can even do 3 v 1's against their team. Your damage is retardedly OP (OverPowered), you can kite really well, and make laning phase hell for whoever goes mid, and above all; he's really fun to play (especially with the new Urgot Skin!) Throughout this guide, I covered the key concepts about team-fights, items, skills, and game-play. With this guide, you will be able to feel how awesome it is to annihilate a lane. If you've ever been in one of those one-sided, surrender at 20 games; This is the guide to that feeling. I recommend you at least try it out and see for yourself; you won't be disappointed!

If you have any comments and/or complaints about this guide, my build or reasoning; don't keep it to yourself. Throughout consistent feedback, my guide would not have made it this far. Please share them with me so we can discuss them and even modify the guide a bit if needed.



New Season 3 Input


Now that League of Legends has turned into League of Bruisers, Urgot mid has become really become viable. People are starting to experiment with AD bruisers mid again. It won't be long before people re-discover Urgot Mid again >:). I am extremely excited to see this revive of Urgot Mid with the new changes to items such as and the new item . After doing some more experimenting, it is so worth getting some useless AP with the fist than a frozen heart. The Frozen heart is not a bad item by any means, but what the fist can offer is just so much more effective for urgot. Other than your shield slow, you have nothing to slow them down. The fist is the second most important item for this monster mid 100%. So go ahead and abuse this guy in solo queue or normals :) It won't be fair, I guarantee it.





Comments

April 17, 2013 - 02:51 AM #1

When bob said shield lasts longer. It does. Since it's stronger it will last longer, maybe up to full duration, because it can take more damage. =)

March 17, 2013 - 10:35 PM #2

Yea that's why I said not 100% sure. I know pantheons Heart Seeker strike applies it and Garens spin too, but I wasn't sure about his E. It just doesn't seem like a skill that would apply it. It makes sense that it does since it does do physical damage though. I'll have to check that out later.

March 14, 2013 - 06:47 PM #3

Black Cleaver applies on Physical Damage, not on hit like Red Buff. Black Cleaver applies on Garens spin and Pantheons Heart Seeker Strike. No reason why it shouldn't proc on Urgot's e.

March 9, 2013 - 08:38 PM #4

Yes I tested this a while ago actually. I simply forgot to update it. Thank you for mentioning it too. The AP actually increases the shields strength, not duration. The guide is fully updated now, since my last update was about 1 week after Season 3 officially came out.



I am not 100% sure about the black cleaver applying on his E, but I am pretty confident it does not. There are no on hit effects that E applies to anyone. The same can be said when comparing it to the red buff too. Your red doesn't proc when you land E either.

March 3, 2013 - 05:32 AM #5

Iceborn Gauntlet is far better than buying Frozen /heart now, since you follow up every q with an auto attack it's essentially free slow, and when you stack that with the slow from your shield too there's a nunu-like effect that happens. The ap isn't completely wasted, it does make the shield last a bit longer, especially when you consider that Urgot's item choices are usually defence with damage, so his resistances are high, meaning more shield health is always good.

February 22, 2013 - 02:33 AM #6

I don't think you mentioned that his E procs Black Cleaver.

December 17, 2012 - 07:47 AM #7

wait i just tried urgot mid and carried 4/4 games (only won two of them...w/e)

so much better than urgot bot

urgot bot is dumb anyways unless you have a kayle top or some other form of hard-scaling lategame AD

December 11, 2012 - 04:54 AM #8

He defiantly takes time to adjust to. I hadn't played him in like over 4 month and tried to play him again and it was like re-learning him all over again :D You'll get used to it ;)

December 10, 2012 - 08:25 AM #9

Got him! He's pretty solid, although tricky to use and I haven't been doing all that well.

In other news, I saw Doublelift build Iceborn Gauntlet on him as well...so strange to basically waste 800 gold worth of stats (AP)

December 7, 2012 - 11:20 PM #10

He is 3150, so he's not THAT expensive. I think even after nerfs he will do fine. Remember how I said it has turned to League of Bruisers now, so Urgot can handle these bruisers better than most AP mids actually. Your build revolves around Armor and mana. It will be to your advantage. I would still buy him IMO!

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