IntroductionThe first thing to know about Urgot is that he is not a carry hero. He isn't going to decimate teams by himself.
As with any hero, you will need to cooperate with your team. Urgot plays like a carry hero but doesn't dish out the damage that one does. So, you still should be behind tanks in team fights but your priority is picking off their carries and support heroes.
The main difference between Urgot and a regular ranged DPS hero is that his auto attack is not that good so you usually shouldn't be auto-attacking. His attack speed is very slow so in team fight situations where you miss your and are forced to auto-attack, you need to be spamming his in between every auto attack to make up for his slow attack speed. If you land his then you should just be locking that squishy hero down with , keeping in mind not to get out of position and put yourself in front of the battle.
Passive: Zaun-Touched Bolt Augmenter
Urgot's attacks reduce the damage that his target deals.
Urgot's passive is good during the laning phase and good during team fights to lock down AD champs DPS.
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
This is Urgot's bread and butter and main source of damage. You need to hit in-between every auto-attack when you are trying to dish out massive DPS. Otherwise, you will do absolutely no damage.
The key thing to remember is how many times you can use this move when you lock on with given the amount of cooldown reduction you currently have.
In the beginning with 4% CDR, you can 3 times max.
When you stack + you should have 29% CDR. When you upgrade to you will have 34% CDR and be able to land 4 per lock-on.
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
This move is used offensively only to slow which procs on auto-attacks and .
It is mainly a defensive move to be used against incoming damage. Use the slow to slow enemy champions to help land if you have a hard time landing it but be cautious when auto-attacking.
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.
Cost 50 / 55 / 60 / 65 / 70mana
This move has a very slow projectile animation which makes it very difficult to land. If the enemy is at the very tip of the radius and they are running away from you, you will not land it.
The key to landing this move is having good foresight. The highest percent chance to land this move is if you can put the center of the landing circle on top of your target.
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.
Urgot's ult is one of the best in the game.
It can be used offensively and defensively by swapping yourself with the enemy to escape or swapping the enemy to secure a kill.
Never use this move to initiate a team fight in which you will land right in the middle of the enemy team. Alternatively, in a team fight, if someone is targeting one of your allies and you need to peel them off then this is the best move to use.
If you have to, use this ult to stop channeling spells as well or to lock an enemy champion down from using flash or escape moves.
Also, you can use to escape ganks as shown in the picture. You want to swap the ganker at the furthest point possible to ensure a safe escape.
Always max first and whenever they are up.
By level 4, you should have 2 1, 1.
When going bot lane as AD + support, if your enemy likes trading hits, you can opt to get as a second skill over . I feel that at the lower levels, you have very low mana to sustain repeated harass without Soraka.
To determine the priority of maxing out or really depends on how the game is going.
When to prioritize :
- The enemy roamer is obnoxious
- You are prone to ganks (i.e. top lane, strong jungler/ganker)
- Can't beat your laning opponent
- You want to trade damage and fight toe to toe
When to prioritize :
- Laning opponent has a very high amount of armor (70 armor or more)
- You are dominating your lane
- You are not getting hurt much
Explanation: Flash is the best summoner spell in game hands down. Use it to escape, chase, initiate, swap enemies. Barrier so you can go all in all day every day.
MasteriesIf going mid, use 21/0/9 masteries with a point in Runic Affinity. If going bot against AD carry go 21/2/7 with 2 in armor. More armor equals more damage when you trade hits with the enemy, making you come up on top.
- Solo Mid Runes Vs. AP
Seals: Flat Mana Regen
Glyphs: Flat MR
Quints: Flat MR or Flat AD
This is a good standard rune set to use as an AD champ laning against an AP champ. Against AP champs that are really aggressive or have huge nukes, make sure you use Flat MR Glyphs and Quints. Against submissive AP champs such as Morgana you can build more offensive.
- Duo Bot Lane Vs. Ranged AD and Support
Seals: Flat Armor
Glyphs: Mana Regen Per Level, CDR(Flat/Per Lvl), Magic Resist(Flat/Per Lvl)
Quints: Flat AD
The reasoning for 6 Armor Pen, 3 Flat AD marks, and 3 Flat AD Quints is because it takes advantage of League of Legends decimal system rounding up giving you 1 more AD (9.6 AD rounding up to 10 AD, and 10 ArP) as opposed to 3 Armor Pen Quints and 9 Flat AD Marks which only nets you 8.5 AD and 10 ArP. This gives you a good balance between both AD and ArP and negates your laning opponents starting armor from runes and helps immensely against supports that provide armor buffs. It is important to always have a good balance between both ArP and AD because they go hand in hand. AD can easily be negated by stacking armor but ArP can do nothing without AD.
Having a good amount of AD early game is crucial in assisting you with last hitting. It can determine whether or not you get or miss CS under your tower.
Item BuildsSolo Mid Starting Items:
Duo Bot Starting Items: or
Typically, I like to start with boots 3 pot when going bot, especially if the enemy team has a very aggressive lane or if I don't have a healer support. This will allow some room for mistakes without forcing you to be gimped for the rest of the laning phase.
- If facing a kill lane on bot, get 1-2 into . can be built after or at any point in the game since it is very easy for Urgot to build the mana pool for it just by spamming . is weak on its own but when stacked with items that give you mana such as you can easily get over 300 AD while being tanky at the same time.
- Farm until level 2. At level 2, you can harass a little bit but be conservative of mana because you will run out quick.
- Harass with . Do not harass solely with auto-attacks because it is a losing battle.
- It is really important to CS in the beginning and dominate the laning phase by denying CS and EXP. Since Urgot is not a carry champion, if he is out-farmed then you will have a very hard time winning.
- You should only use to kill creeps if you are trying to push the lane or you're about to lose a CS. Otherwise, you will push the lane too hard and die to ganks.
The early part of the game, you need to be farming CS like mad. This should precede over everything. Do not ever over extend for a kill, it's not worth it. Unlike some heroes, a 1:1 kill/death is not worth it for Urgot. The reasoning for this is because Urgot does not scale as well as real carries. Forcing the enemies back to heal is good enough. ONLY LAST HIT unless you cannot handle the person you are laning against. If this is the case then just try to kill all the creeps as fast as possible and back off. Don't get arrogant and don't be predictable. If they know you're going to move forward, they will gank you.
Mid GameAround 20-30 minutes is where time is crucial and you need to make plays happen by either pushing with your team or forcing team fights through baron/dragon/buffs.
You cannot sit back and farm or let the enemy farm during this time or you will lose since Urgot doesn't scale well late game.
Late GameIf the game has gone on passed 40 minutes and you still haven't won then it will be a very hard struggle.
When you are fully maxed out on items, stock up on all 3 elixirs. At this point, you have to cooperate with your team. Operating independently will cause you to lose the game. Urgot's power diminishes exponentially as the game goes on very late.
It is very important to still target the enemy DPS/Support/Squishies at this point.
- When you get you should be trying to get the enemy AD carry to focus you and at the same time be applying your passive on them to reduce their damage output.
- Your priority is killing the DPS/Support and any hero that is squishy.
- You need to position yourself well by staying behind your tanks and never over-extending.
- Since Urgot has no escape move, if you get caught in a team fight then you will die.
- Never initiate team fights unless the enemy team is not in position or your team can insta-gib someone.
- Team fights can be hectic, if you are not 80% sure that you can land then proc to slow your target and then shoot .
Tips on How to Land Noxian Grenade
- Wait until the enemies attack or stop moving.
- Wait for enemies to try to get a creep kill.
- Wait for enemies to use their escape abilities.
- Lure enemies into narrow areas.
- Use and hit them with auto-attack to slow them.
- Center the landing circle on top of the enemy.
- Shoot then lock them in place with . If you timed it right, your should hit them before the swap.
Choosing a LaneChoosing a lane really depends on your team.
Urgot is suitable solo mid because it is the safest lane to farm and exploit his strengths without putting himself in too much danger. Urgot can solo top lane as well but be sure to pick up wards. It is much harder for Urgot to lane top because of how prone he is to getting ganked and his low sustainability is a severe setback against most top lane champions.
Urgot can also duo lane on bottom. Any support champ will work with Urgot but the best are going to be Taric, Soraka, Janna, and Alistar.
Harassing at the Enemy Tower
- Typically, when the enemy is trying to CS under their tower, you want to pressure them with to mess them up but at the same time you need to gauge your strength against theirs to be able to predict how likely you are going to get ganked. Make sure you have wards up or your jungler is ready to counter gank. Once the momentum of the creep wave starts heading back to your side, it is a good time to back off of their tower.
During the laning phase, when you land your combo, you will be pushing them back to their tower. As they run back, you need to know how far you can go and where you should go. The red circles in the images below show you the point of where you should be heading as you are shooting (if you are pushing them back). The red circle is the limit of how far you can go to shoot without getting hit by the tower and allows the furthest reach behind the towers.
Passive vs. AggressiveLearning when to play passive or aggressive comes only through experience. But there are certain factors in determining which play-style to choose.
Always play passive when:
- Enemy jungler has red buff
- If they have eve, shaco, roaming twitch
- The enemy harass is hurting you more than you are hurting them
- Enemy champions are missing from lane
- You have low mana or health
- You are trying to bait a gank
Playing passive means that you should just farm and not take damage as much as possible. You can still attempt to safely harass by shooting max range combos but be cautious of a full on enemy assault.
If these factors are not true then play aggressive to plant fear in the enemy's head and keep them from farming. If they are scared you will combo them, it is harder for them to concentrate on last hitting.