78%
votes
9
Dislike

URGOT BUILD GUIDE: Topgot [S3] by Plutoburns

by Plutoburns (last updated over a year ago)

173,160 Views 11 Comments
9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Movement Speed( +4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details
19
0
11
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 1/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 1/1
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 0/1
19 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 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 3/3
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
11 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 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 1/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 1/1
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 0/1
19 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 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 3/3
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
11 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

So yeah. Top lane Urgot. Urgot got hit really hard by the nerf hammer in the last season because SOME PEOPLE were wrecking bot lane with him. Since then, Urgot has seen less play time than Karma.

BUT NOW ITS SEASON 3!!!! Urgots greatest weakness was always his fall of in damage late game. But with the rework of bruiser items, Urgot will find new life. He is now fully capable of dealing scary amounts of damage late game and still has all his old utility.

Urgot is first and foremost a lane bully. Send him in when you positively don't want someones laning experience to go well. His ranged harass is second to none in the bruiser class. His ultimate is still one of the best ways to royally screw over a key target. Simply give him a try. The top lane will never be the same again.

Pros/Cons

Pros:
  • He's Ugly
  • Super long ranged harass
  • Deceptively tanky
  • Pretty reliable slow
  • Damage reduction on enemies
  • Can totally grab high value targets and screw them over with his ult
  • Can win almost any lane matchup
  • Built in Armor Shred

Cons:
  • He's ugly
  • Slow fatso who can get ganked fairly easily
  • Prone to pushing lane
  • Ult can also screw you over with your target
  • Expensive build

Masteries

My mastery page looks a bit weird, but I have a reason. I go into the utility tree until I get three points in life steal/spell vamp for sustain. Urgot, along with other AD casters, suffers from a lack of sustain. The majority of his damage is in his skills, which don't benefit from lifesteal. But you can't get any spell vamp cause all those items suck for you. So I get the stats from masteries. Its not a lot, but it does add up over time, allowing you to stay in lane even if you run out of potions.

Runes

I run AD reds, defensive blues and yellows and Movement speed quints. I run these because they are what I have. If you have AD quints, those are better.

You can also run different Defensive runes than I do. Scaling MR are somewhat better for top lane, but I lack those. Armor Pen reds are OK, but I prefer the damage.

Summoner Spells



Explanation:
Urgot has a fairly slow move speed and little roaming potential. He also wants to get a tear of the goddess as early as possible. So I take teleport to go back, get the tear and come back to lane. Also, if there is ever a big fight going on in bot lane, you can warp in for support.

Do I really need to explain Flash?


Alternatives:

exhaust is the only other summoner worth taking. You will never be in range for ignite when using your combo. But exhaust can save you from ganks and goes well with your late game anti-carry status.

Skills

Passive: Zaun-Touched Bolt Augmenter

Urgot's autoattacks and Acid Hunter reduce all damage that his target deals by 15% for 2.5 seconds.


Explanation:
A very handy passive. Reducing damage on hit and with your spear is deceptively good. Early on, you can apply this to people with your auto attacks and mess up their last hits. Its just a valuable passive over all.




Q: Acid Hunter
ACTIVE: Urgot fires a missile in a line towards the cursor, dealing physical damage to the first enemy it hits. His passive is also applied to the target.
Missile-lock can be achieved by holding the cursor over a unit afflicted by Noxian Corrosive Charge when casting, causing Acid Hunter to fly directly to the target ignoring other units. It will lock onto invisible units afflicted by Noxian Corrosive Charge including mushrooms, but it will not reveal targets hit.

RANGE: 1000
COOLDOWN: 2
COST: 40 mana
PHYSICAL DAMAGE: 10 / 40 / 70 / 100 / 130 (+ 85% AD)
LOCK-ON RANGE: 1200


Explanation:
Oh yeah, this is it. This is your main damage skill. Long range skill shot that travels fast and hits hard. Its falls of a bit later, but we build for that. Of course the real magic is in the lock on. When you hit someone with your E spell, this will target them if you hold your mouse over them. The lock on range is even greater and can totally target people in the fog of war. Also, you can target people in bushes as long as you hover your cursor over their general location. Get the hang of this skill, its important.




W: Terror Capacitor
ACTIVE: Urgot charges up his capacitor to gain a shield that absorbs damage for 7 seconds. While the shield is active, Urgot's autoattacks and Acid Hunter missiles will slow targets for 1.5 seconds.

COOLDOWN: 16 / 15 / 14 / 13 / 12
COST: 55 / 60 / 65 / 70 / 75 mana
SHIELD STRENGTH: 80 / 130 / 180 / 230 / 280 (+ 80% AP)
SLOW: 20% / 25% / 30% / 35% / 40%


Explanation:
Its a shield. Not that strong, but its something. Also, makes your auto attacks and acid hunter slow people, which is invaluable if you are chasing. Also good for getting people to stop chasing you. This is why we stack resistance on urgot instead of health. Your shield has all your bonus resistance stats, giving you much more effective health.

DO NOT buy AP to make this stronger. Absolutely not worth it.


E: Noxian Corrosive Charge
ACTIVE: Urgot launches a corrosive charge at a target location, afflicting all targets hit. Enemies afflicted by the charge have their armor reduced by a percentage for 5 seconds and take physical damage over the duration.

RANGE: 900
COOLDOWN: 15 / 14 / 13 / 12 / 11
COST: 50 / 55 / 60 / 65 / 70 mana
TOTAL PHYSICAL DAMAGE: 75 / 130 / 185 / 240 / 295 (+ 60% Bonus AD)
ARMOR REDUCTION: 12% / 14% / 16% / 18% / 20%
DIAMETER: 300


Explanation:
A little can of acid, that enables your lock on ability. Good for wave clearing and checking bushes. Also, has a nifty little armor shred. Interestingly, one of the few physical damage dots in the game. Works well with black cleaver.




R: Hyper-Kinetic Position Reverser
ACTIVE: Urgot targets an enemy champion and channels for 1 second, suppressing the target for the duration. If the channel completes, Urgot and the target will swap positions and the target will be slowed by 40% for 3 seconds. Urgot also gains bonus armor and magic resistance for 5 seconds, starting from the beginning of the channel time.

RANGE: 550 / 700 / 850
COOLDOWN: 120
COST: 120 mana
BONUS ARMOR & MAGIC RESIST: 60 / 90 / 120


Explanation:
Hell yeah, I wanna swap the enemy Carry into the middle of my teammates. Hell no I don't mind dying for a good cause.

In all seriousness, this is really powerful. You can drag enemies into really dangerous situations with this. The bonus defense for you will help keep you alive, and the enemy is slowed. The range gets longer with more levels, so you mostly use it late game. But its also good if the enemy laner decides to jump in your face and fight you; swap places for the extra defense or bring them under your tower.

Skill Order

>>>

Of course you max out your Ult when possible, and max Q by level 9 since it is your primary form of damage. Your shield you max second for the slow and strength. Corrosive charge is mostly for the lock on, which you get at level 1.

The first 3 levels are variable. You can go for early game poke monster with Q-E-Q for the level three zoning. Or you can go Q-W-E for less damage, but more defense with the shield and slowing ability. Either way, its best to wait until you have two levels into your Q before using the E-Q poke combo. Level 1 Q just doesn't have the OOMPH to make it mana efficient.

Item Builds

Starting Items

After some testing, I have decided that 1 sight ward and 1 extra health and mana pot is more valuable than the crystal flask. I was just getting level 2 ganked way too often for my tastes and decided to more wisely invest my starting capitol. The ability to see any early ganks coming is really valuable for making sure the lane goes well.


Another decent start, but with Urgot's range and slow you don't absolutely need the bonus 25 movespeed that early. It can be good for some champs with big moves like Cho'gath, or non-ganking junglers like Warwick.


So, you are facing Riven. There aren't a lot of champions threatening enough to force this start on you, but it happens every now and then.

CORE ITEMS
That becomes



Manamune has always been core on Urgot. Urgot deals damage with AD AND his skills, so he needs the mana to keep firing spears but attack damage to make them hurt. Its a very niche item, but Urgot happens to have a summer home in that niche. And ever since Season 3, the manamune evolves into the murmana once its bonus mana is maxed out. And this new evolution is FANTASTICAL!

The manamune is good damage by itself, but then turning that same huge mana pool you have into even MORE bonus damage is crazy. I often find myself with about 2500 mana after stacking this thing, and I deal 5% of that as damage ON TOP of my base damage. They only catch is you must remember to toggle it on and off. The bonus damage applies to all skills and auto attacks, but consumes 3% of your mana. You will run out if you forget to turn it off while farming minions. As an added benefit, it makes it difficult to defend against urgot. The spear deals physical damage, but the bonus damage is magic, a difficult thing to itemize for unless a tank.


Merc Treads are simply the best boots for Urgot. You always get a Frozen Heart, which is a crap ton of armor, so these boots help to balance your defense as well as giving you the all important tenacity stat. You already don't have many escape options, so not being slowed for as long certainly helps. If your lane opponent is giving you trouble and you feel you need instead, get those and switch later.


Frozen Heart is a crap ton of Armor paired with a big chunk of mana. And we like mana, it makes our Manamune happy. You get this for the same reason Ryze gets this: You get damage while still being tanky. As a bonus, it gives a you a good chunk of Cooldown, which is important so Urgot can fast fire his spears. This also will really quickly ruin the day of most top laners, as the majority of them are AD based. The fact that you can be AD proof essentially and still deal damage is nigh OP.

OFFENSIVE OPTIONS


The Black Cleaver is just the ideal offensive option for you. Well, every AD character right now, but you especially. Your Acid Canister has a unique synergy with this item. Black Cleaver applies its debuff for each tick of your canisters damage, since your canister deals physical damage. On top of that, your canister melts armor already, giving you a lot of easy Armor pen. Then it throws in some bonus health and the all important Cooldown Reduction stat, and we have a winner. I usually buy it after my frozen heart, but sometimes I will invest in the early brutalizer while building the frozen heart.


I don't suggest you ever get this. Yes its a lot of AD, but its expensive and you don't fully utilize the Lifesteal stat. Most of your damage is from your spears, which don't lifesteal. I never build. I only mention it so you don't try building it.


If the enemy is getting A LOT of armor, this is superior to the Black Cleaver. But for the most part, most carries won't have the kind of armor to make this necessary. Mostly for when the enemy has a really good tank line that you have to punch through rather than ignore.

DEFENSIVE OPTIONS


This is hella expensive, but its good MR and a great activated effect. If it looks like the game will go long, get this. Also good against other suppression champs or teams with a lot of CC.


Cheaper, and somewhat more effective for urgot in the MR department. This is still good MR while being much more affordable in terms of building. Also, bonus damage while low on health is nice and the shield is great for an AP carry who instantly nukes people fast. A great counter to


This gives you more damage by giving you more mana. It also has a really nice shield built into it that is great at stopping initiators. A good choice, but a bit of an awkward build path.


Not the best on urgot, but a second life is always handy. The only other armor Item I would suggest buying. Why are all the defensive items MR? Because Frozen heart should be all the Armor a bruiser needs. You have to balance your damage with your defense, and no other Armor items do it effectively.


WARDS
Wards are important for Urgot's early game. You will mostly likely end up pushing lane, so you need to keep an eye out for jungle ganks. Make sure you put them deep in the river to give you ample warning. I usually buy two each time I go back.

BOOT UPGRADE:

Since you take flash AND teleport, you get even more use out of this. Not bad, but not really worth an early upgrade either. Pretty much a spare cash upgrade.


Hey, spears are single target. Very handy. These are worth getting early, but not before your frozen heart.

Thats it. None of the other upgrades provide anything worth their value to urgot. Especially the alacrity ones. Urgot does NOT need more move speed.

Early Game

If the jungler is starting near your lane, help them. Urgot is probably one of the best jungle leashers with the new jungle. His range lets him help without getting hurt and his passive means the jungler takes a lot less damage getting started on their route. Keep shooting the big monster until its health is about 600-700. Then go to your lane. You can take the river and put down your ward on the way, but I find that coming in from the river is kinda dangerous, position wise.

At level 1, farm and poke. If the enemy is melee, poke them with auto attacks. If they play it back, send a missle or two their way, but not too many. You need that mana for later. Just be sure the river is warded and farm to about 1000 gold. Once you have that, go back for boots (if you didn't start them) and the tear of the goddess. Also get another ward and maybe some more pots. Then teleport back to lane and start farming and harassing again. Don't shoot of your canisters willy-nilly, try to make sure you will land them. Keep that river warded, else you is gonna get ganked and die; urgot cant really run all that effectively.

Just keep up your farm and zone strategy. When you get to level 6, you can use your ultimate to help out with ganks. At this point, you have to decide whether you are gonna finish building the or invest in a . The glacial shroud will make you much more resilient in lane. But you can stack the manamune much faster than the Tear since the manamune also stacks on auto attacks. This is your call and its different in each game. If you are really far ahead, you might even be able to get away with building for even more damage. Whatever you chose, make sure the manamune is the first BIG ticket item you buy.

Mid Game

Once you have your manamune, you have one goal: FULL STACKS! Im not kidding, getting that thing turned it a takes priority over everything. While walking back to lane, fire missles all the time. When farming minions, use your skills as well as your auto attacks. There is a combo of AA-Q-AA that has a neat little rhythm to it and will pretty much kill all the basic minions.

The reason you want the muramana so fast is the huge damage spike the toggle effect gives you. Most people who have encountered you so far in the game will think they have a good feel for the amount of damage you do. You do big damage, but rather slowly and people with damage steroids will believe they can kill you before you kill them. The muramana fools them big time. Your damage literally sky rockets with the active and makes you a very scary combination of hard to kill and big damage. You will now outdamage most AD carries at this point in the game.

So once your is stacked, get out of top lane. You aren't helping your team by farming top lane all day. Your goal was to minion starve the enemy bruiser while getting fed. Once thats done (about level 10), kill that turret and move on. Get dragon (maybe baron) with your team. You cant really take on more than 2 people at the most by yourself, so always travel with friends. Your are a big, hard to kill crab thing that deals scary damage.

Late Game

You absolutely must be with your team at this point. Any teamfight that happens without you is probably not going to go well. Stay at the front and absorb any poke attempts. You also are really scary for the enemy carries so be aggressive and zone them. Your ultimate is now way more useful. The early range is deceptively short, but the level 3 range is deceptively long. A flash ult combo is going to be scary for squishies.

Towers and Baron: thats what you should concern yourself with. Push the minions towards the enemy base. Travel as a team. You do decent damage to baron, but don't bother with your Acid canister, baron can't be de-buffed.

If the enemy starts knocking on your nexus, don't rush in like a hero. You can't really do much by yourself late game. Your team and you have a symbiotic relationship. Your team needs you to distract the carry so they can kill the rest of the enemy and you need your team distracting the majority of the enemies team so you don't get exploded. Its a tough balance to achieve, but you can do it.

Team Fights

Your job in teamfights is two fold. Your are the dangerous front line that discourages the Carries from venturing forward. Your poke range with your spears and acid is powerful and your slow is very dangerous if you manage to tag a high value target. You absorb the attempted poke from the enemy team and help to drive the minion wave forward (dont take too much poke, your a bruiser not a tank).

Your second job is the carry killer. Of course, if you manage to tag them you can just acid hunter kill them, but your ult is your main weapon against the carries. You absolutely want to grab an enemy carry and snap them into your team. As an alternative, you can grab some other enemy and swap positions, putting you closer to your target. Regardless, your Ult is usually the signal to start a teamfight.

Two last points. Don't swap tanks into your team. That should go without saying. Second, it is sometimes worth it to save your ult for stopping some crazy move, like Katarina ult.

Match Ups

I will update Match ups as I experience them. As yet, I haven't played most of them. Lots of people freak out when I try to take top lane urgot. The only person who I can think of who would give you trouble is Riven.


Prediction: Easy
Akali may be deadly, but her early laning is too weak to deal with urgot. You should zone her so hard she may even be two levels behind you. As an added bonus, she cant even hide in her veil from you. You can still tag her with acid and target her in the veil, just hover your mouse over where you think she roughly is. Once she hits level 6 she gets way more deadly, but just stand your ground and fight back. You have a shield and damage reduction.


Predicition: Medium-Hard
Chogath is melee, but he has long range skills, a silence and freakish sustain. If he is good at leading his rupture, he could be a real problem for you. Maybe start boots to dodge even better. Also, his ult is a lot of damage suddenly. Mostly he is a pain because he can sustain through your poke if he plays right. Still, he is massively vulnerable to your poke, so play smart.


Predicition: Easy
Yeah, no. Nothing he has can match your range. You should never be in range for a single one of his moves to hit you. You should deny this guy hard. Even if he wants to run in for a fight, you can just slow him. IN lane you trounce him, but later make sure you don't switch him into your team. Your teammates may be more vulnerable to him than you are.


Predicition: Easy
His cleaver works a lot like your spear in range and speed. It even slows. But you just outrange anything else he may try to do. Don't expect to kill him though. With his ult, he will get away and come back with some more health. Just deny him farm.


Prediction: Medium
Human elise can farm decently and has OK skills. Her spider form is just waiting to eat a spear since it is melee. You can out farm and zone elise, but she does have some effective tools in her kit. Her stun is good and her spider form can hide from your spears in the ceiling. But both of these skills are on long cooldowns. If she plays her cards right, she can do some damage and support ganks. But she is in for a tough fight and you just do what you do normally.


Prediction: Easy
She most likely will parry your auto attacks. Other than that, murdahlize this chick. She has absolutely no defense from your harassment and lacks the sustain to stay in lane. The only thing she can try is use her ult to stay untargetable while she is tagged. But thats her ult to block your basic skills. Whoop her butt back to france.


Prediction: Easy
He stacks magic resist, not armor. Even though he looks like a tank, you still walk all over him. He absolutely cannot deal with you. Once he gets his chalice, he will try to push out the lane, but you can push back. If he ults a teammate, use your ult to stop him.


Prediction: Easy
He eats oranges, but its not 'K. You won't be able to totally stop his farm, but he is a melee character and you dominate them. If he tries to escape your ult with his citrus, it instead triggers early and you swap regardless. He can actually do some serious damage if built right, so make sure to interfere with his farm as much as possible.


Difficulty: EASY
Have fun. Seriously, no chance. He's melee and has no option but to run directly at you. Take your shield second just to slow him down even more. Plus, garren is mostly useful early-mid game, but you shut that right down. The only slightly annoying thing is his passive, which can keep him in lane for quite a while through your assault.


Prediction: Easy-Medium
She is melee and you can deny her just like all the others. She has some sustain, but not enough to really last through you. The only slightly bothersome thing is that she can stun you when she is at lower health, which leads into the rest of her damage combo. Try to not give her the opportunity to jump and stun you.


Prediction: Easy
Hes just like garren. He cant do a thing against you. Hes fairly tough, but doesn't have the range to beat you. He will, however make your day very uncomfortable if someone comes to ganks. Just ward properly.


Prediction: Medium
You want to deny him early, since Jax late game is a terrifying prospect. He can't sustain or really avoid your poke, so you can deny him hard. But he can engage hard with his stun and try to fight you out of lane. Once he gets his ult, he may be able to take you toe-to-toe. Just do everything in your power to deny him creep score.


Difficulty: MEDIUM
He's the other ranged bruiser. His wide array of skills give him lots of burst damage and his shock orb hits hard when he accelerates it. His range is enough to keep him away from your canister, sometimes. But he lacks the sustain to survive your poke and doesn't really have an answer to it either. If he commits to a fight and jumps you, he can do some damage. You can still zone him, but he will try to fight back and probably still get decent farm.


Prediction: Medium
Kayle has ok sustain and the range to actually engage you. Her Q-E combo will hurt. But, she has to farm minions in melee mode if she wants to have mana. Thats your opportunity to poke her. Your slow is also very effective. Her ult will save her from you, since your damage is so predictable. This lane could go either way, and you have to play safe and smart until you feel confident enough to out poke her.


Prediction: Medium-Hard
Kha'zix comes online about the same time you do: Level 3. Unfortunately, he comes online with quite a bit more damage potential. His Q plus passive is frighteningly painful and his ability to jump right on top of you is a problem. You may actually want to hug the minion wave so his Q doesn't get bonus damage. Do not let him have control of the bushes. You can still effectively poke this guy, but at any moment he may decide he has tired of your shit and jump your face. Be very mindful of your health levels.


Prediction: Easy-Medium
You deny him just like all the others. Uniquely, Lee sin can very easily jump away from your acid canister. But, he is melee and will eventually miss. Also, he can't really sustain if you poke him well. Also, at no point is he really a big threat to you unless somehow you screw up and let him get fed. His mobility is annoying, but not enough to stop you.


Prediction: Medium
Malphite stacks armor, which does some what counter you. But other than that, you do make his day painful. His bonus shield isn't enough to protect him from your poke. He doesn't have the range to deal with your attacks. But his ult is unstoppable, and will ruin your day if someone is coming to gank. Later, he still is a big problem in teamfights, regardless of how he farmed.


Difficulty: MEDIUM
Much like Jayce, even if you poke her out her spear range is enough to keep her dangerous at a distance (about the same distance as Jayce actually). She also has a decent heal, though it drains her mana pretty heavily. Her human form has ranged auto attacks, so don't think you can poke her with your auto attacks. Do not let her get control of the bushes, use your acid to get her out of them. Her tiger form is also surprisingly dangerous and hard to hold down, even with your slow. But, you still out poke her and can zone her. And she really doesn't like having a bad laning phase.


Prediction: Easy
His damage is pretty good, and his axes can hit you. But, he is still melee. You just waltz over him and don't let him farm. His ult will make it hard to keep him off you.


Prediction: Easy
His stun has good range, but other than that he's nothing special. He can't absorb your spears and he can't effectively harass you. Once he jumps you, he does his bit and then you can shoot him. He also doesn't scale as well as you.


Prediction: Easy
She has an amazing passive, but its best for absorbing burst, not your sustained poke. She is all melee, all the time and has trouble farming against pretty much everyone. You steamroll her early, but later when she has her ult she can be quite dangerous. Not to you, but you will be hard pressed to stop her from hurting your friends.


Difficulty: Medium
He's a lane bully like you, but he has better CC, sustain and speed. Your only advantage is your range. You can push him away, but he will be able to heal of minions, or jump your face. Use your spears with your shield to keep him as far away as possible. His ult is dangerous since it gives him more health than you were expecting. Be very wary of jungle support. Just a little interference is all he needs to kill you.


Prediction: Medium
Somewhat similar to Kha'zix. He has some sustain, melee damage and CC. But, he doesn't use mana so Rengar can opt to farm with his skills for safety. He can't jump you easily without his ult or if he goes into the bushes. Don't let him in those bushes. His ult is fairly dangerous, but you can still shoot him. Play smart and you can handle him.


Prediction: Hard
Riven is dangerous. She can do a lot of damage at level 1 and 2, way before you are ready to start fighting. But the real threat is in her dashes. Your slow is not going to be enough to keep her away from you if she wants to fight you. Her combo is just too brutal and she doesn't use mana. Play it safe until you hit about level 4. DO NOT FEED HER!!! She snowballs really hard.


Prediction: Medium
His lack of a resource means that he can pretty effectively push with skills. Also, his shield is a speed buff, which very effectively gets him out your poke attack. His ult is dangerous as well. But, he is still melee and with decent mana management you can poke him out. Until he gets a hextech revolver; then the lane is a stalemate.


Difficulty: EASY
Shen cannot deal with you. His range is way too short and he has to go right into your zone if he wants to farm. He is pretty hardy and has OK sustain, but you will still poke him out of lane. Its really a fight way in your favor. You can even stop his ult with your ult. The only thing to be careful of is ganks, his taunt really compliments a gank.


Difficulty: EASY
Just like shen, he is hopeless. Even more than shen, this guy is weak early in the lane and you can totally poke him out. His only option for attack is to run right at you; slow him down. Get some merc treads early, and his poison will barely tickle. Another champ who gets really hurt by a bad laning phase.


Prediction: Medium
Swain does have ranged auto attacks and some range on his snare. But, he has zero sustain until he gets his ultimate. Bully him until then. After he gets his ult, try not to push. If he snares you with the jungler coming, you are screwed. Also, the lane is probably just gonna stalemate. His sustain is a little too good until you upgrade your manamune.


Prediction: Easy-Medium
In lane, probably not a problem for you. His Rake ability is decent harass, but you still out range him. Even if he jumps you, you can acid canister him as he walks away. I would suggest investing in some early armor, just so he doesn't start snowballing with his ult combo.


Prediction: Easy-Medium
The fact that most of your damage is not auto attacks gives you an advantage. His blind is mostly not effective on you. Still, stock up on those potions. He is a really good poker. His damage can get ridiculous and he is hard to gank. But he doesn't deal well with people who can damage him at range. Just make sure never to chase him. As long as you acid canister them, you can target his mushrooms while they are invisible.


Prediction: Easy-Medium
Trundle isn't seen top much, and he isn't really equipped to deal with you. With his ult on you and his Q reducing your damage, he can potentially duel you. But he has zero approach and can only hope to catch you by using his pillar. His passive gives him easy sustain even is he doesn't kill the minions. He will be harder to poke out of lane than normal, but he is so melee range that you shouldn't have trouble.


Prediction: Easy
Make sure you poke him with your auto attacks to keep him away from the minions. As long as he doesn't get built, he cannot deal with you. His heal isn't available often enough and you zone him from building up his passive. His ult could be a problem, but you can at least make him waste a second of it with your ultimate. If he starts snowballing, you suck.


Prediction: ?
REALLY!? Someone else picked Topgot? Cool!
Hows it gonna go? Tough match up. At best, farm passively and try not to pick a fight. Your range advantage isn't secure here. This will probably come down to who has better jungler support.


Prediction: Medium
Though similar to Riven, she has three key differences that make this much easier. One: she uses mana and cant fight forever. Two: She only has one big dash, instead of 4 small ones. Three: no good early CC. This makes a big difference. She can't sustain herself in lane without items. She can't really handle your poke. She can go all in very effectively and her ultimate really makes ganks hurt. Make sure you play smart and ward the river.


Prediction: Easy-Medium
Vlad is easier to handle than Swain. He has early sustain, but its very slow. As long as you don't let him Q you, he won't be able to hold his health advantage. He will walk into your canister range. ONce you tag him, you either spear him down or he blood pools to dodge and takes a chunk of damage anyway. He never really gets the power to nuke you down from full health and you out range him. Just watch for ganks. He does push like a beast if you let him.


Prediction: Easy-Medium
Volibear may be all melee, but he has some potential options versus you. Even with your slow, he can run you down with his dash. His damage isn't enough to finish you, but his CC can set up ganks. Also, his passive will make killing him somewhat difficult. But, he cant really do anything to farm through your poke our sustain himself. Just ward carefully.


Prediction: Easy-Medium
Like voli, he isn't really dangerous to you. Being all melee makes him easy prey, but he actually has the sustain to outlast your poke. When he has his ultimate, he can compliment ganks. Mana management will be paramount here, but he won't threaten you.


Prediction: Easy-Medium
The only real threat here is his ult. His jump and smack combo is powerful harass, but you have one big advantage. As long as you tagged him with your canister, you can target him while he is invisible. Simply aim along his mostly likely escape route and you can get him. Also, he can't farm around you. Just make sure you ward once he has his ult.


Prediction: Medium
His dash-attack combo is powerful. You don't really have the disengage to completely negate his combo. But, he will run out of mana and you poke him just like all the other melee champs. As long as you keep a health advantage and don't fight him before getting some items, this lane is winnable. Be extra sure to watch for ganks, he has a surprising amount of CC for a bruiser.


Prediction: Medium-Hard
I am not sure about this. He is another ranged lane bully who build Manamune. But unlike you, he has some sustain. When he goes all in, he is surprisingly tough to kill. He is technically a melee character, which gives you a chance to poke him. I haven't tested how he works with the new build options. I'll have to get back to you. Probably a tough match up. He is much more mana reliant than you.


Prediction: Easy-Medium
He may have some ranged harass and no mana, but he is mostly incapable of dealing with you early. He needs at least level 6 to be a threat, and probably later. His farm is rough before he gets built and you painfully out range him. Also, you build armor which counters him. His ult combo is reasonably dangerous, but he just isn't going to really give you a fight.

Conclusion

I like underused champs. Urgot got nerfed hard, but with the new season I think he can experience a new life. I will continue to update this guide as I am still testing urgot vs. the best top lane has to offer.

Comments

May 14, 2013 - 03:44 PM #1

Very good guide overall, however there are several matchups which I feel need some updating. The first of which is Jarvan. Jarvan has a gap closer and his base damage is fairly high, making him a threat at level 2, before Urgot takes full control of the lane.



The second matchup which I feel needs to be updated is the pantheon matchup. His stun->E->Q has a ton of damage, and late game he is more influential than an urgot.



Other than that, thanks for the guide!

January 15, 2013 - 07:25 PM #2

Good guide, lot of details and effort put into it. I just tried Urgot in Dominion, won all 3 games, carried hard in tight third game already (19/11). I managed to make comeback from 3-54 and win a game. This champion is crazy gooood:)

January 15, 2013 - 01:17 AM #3

I'm telling you they need work. Your malz guide was approved quite some time ago, under the old standards, in other words, that guide was grandfathered into to the new standards. So what you other work looks like doesn't matter, everything must conform to current standards, or it's not considerable. We're not letting approved guides slip by with little detail anymore.



Work on the chapters I listed.

[url="http://slaterwheeler.deviantart.com/"]My Deviant art[/url] [url="https://twitter.com/SlaterVonJager"]My gaming Twitter Page[/url]





[size=4][color=#008080]If you plan to write a guide, I suggest you first click the link below and read the Information contained within:[/color][/size]
[url="http://www.solomid.net/guide/view/35596"]http://www.solomid.net/guide/view/35596[/url]

January 11, 2013 - 11:53 PM #4

I removed the offending section, but I must ask about the runes and masteries. I explain my somewhat odd masteries fairly well and make suggestions about alternative runes. These sections I feel are plenty detailed. I look at my approved malzahar guide and the runes and mastery section are about this long.

January 7, 2013 - 03:19 AM #5

You still need to spend more time working on your chapters for runes, masteries, summoners spells and skills.



I don't understand what you chapter, "What about the other Urgot guides?" is supposed to be doing. you describe other roles briefly, but that's about it. Are you attempting to say yours is better? Because if you are, then you need to remove it as it can create issues(has happened before, and still does happen).

[url="http://slaterwheeler.deviantart.com/"]My Deviant art[/url] [url="https://twitter.com/SlaterVonJager"]My gaming Twitter Page[/url]





[size=4][color=#008080]If you plan to write a guide, I suggest you first click the link below and read the Information contained within:[/color][/size]
[url="http://www.solomid.net/guide/view/35596"]http://www.solomid.net/guide/view/35596[/url]

December 17, 2012 - 03:02 AM #6

Early, mid and late game are separate chapters, not one chapter. You also don't even provide anywhere near enough information in that single compound chapter. Break it into 3 chapters, and spend some time on it.



On that note, you're lacking information through out the entirety of the guide. please go back and spend a lot more time on this.

[url="http://slaterwheeler.deviantart.com/"]My Deviant art[/url] [url="https://twitter.com/SlaterVonJager"]My gaming Twitter Page[/url]





[size=4][color=#008080]If you plan to write a guide, I suggest you first click the link below and read the Information contained within:[/color][/size]
[url="http://www.solomid.net/guide/view/35596"]http://www.solomid.net/guide/view/35596[/url]

December 13, 2012 - 07:18 PM #7

I must approve this guide because I always want to start playing Urgot but since nerfhammer hits him too hard I never started but since S3 is focused more on AD casters and this guide quite utilize his useful side +1



P.S. I recommend start Faerie Charm, 4 hp pots, 4 mana pots because I think Crystaline Flask only provide usefulness till' your first recall and pots can bring you more effectiveness in first minutes of game for same cost

December 12, 2012 - 01:07 AM #8

i kinda disagree with u there. i think champs who go top lane certainly have more ways to dodge ur poke (dashes), since most top champs have those kind of skills to survive ganks, etc. i think urgot mid is almost impossible to deal with as an usual ap carry.

December 11, 2012 - 11:47 PM #9

wow, good point about that one mastery point. Didn't even think about that, just so common to take that point.



Urgot mid is certainly good, in fact possibly better since its less prone to ganks. But here's the thing: urgot at least somewhat counters every one who is regularly sent top lane. Messing up the enemy teams bruiser can really cripple a team comp later. So for me, top lane is where urgot is the sort of universal counter to top lane, kinda how leblanc is the universal counter to mid lane. You can send him mid lane, but the people mid lane tend to have more ways of dealing with his range.

December 11, 2012 - 11:24 PM #10

also, since u dont use ignite (or assuming u dont use exhaust), why a point in wrath? maybe its better put that on butcher?