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[Champion] Urgot

Forum Index > LoL Strategy
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barbsq
Profile Joined November 2009
United States5348 Posts
Last Edited: 2011-04-03 03:08:29
November 03 2010 21:24 GMT
#1
Since i fancy myself as the premiere urgot player, i will start this one off.

Updated items somewhat, its a bit less 'zomg u have to do this to win'

Urgot, The Headsman's Pride

[image loading]


Cool links (alternative builds or interesting things to note)

I dont know who urgot is!
A new fun build i created, APEN URGOT! <- note kinda outdated due to e change
A very interesting comparison between IE/LW and BC/Starks
First TL Urgot Pentakill (that I know of)
BruiseLeet's guide to urgot (a 2k+ player) <- i agree with the majority of the info in this guide
This is how jiji builds urgot

Guide

Urgot is an enjoyable hero, i really enjoy playing him and would totally recommend him to other ppl. Just note however that his AD scaling is awful, in fact its worse than panth's spearshot and the AP scaling on his grenade is pretty lackluster as well (altho ap scaling is pretty decent on his shield, but i didnt notice it thaat much). Between these two, i decided that the strongest way to play him revolves around some early game AD/APEN items, transitioning into tank items, such that you can reasonably maintain presence in the late game.

Runes
Ideally i've had most success with:

Reds: Armor Pen
Yellows: Mp5pl
Blues: Mres/lvl (experimenting with cdr as well), Mp5s work here too
Quints: Armor Pen

Optionally, you can run:
Reds: Armor Pen
Yellows: Armor (or dodge, if you REALLY like dodge)
Blues: Mres/lvl
Quints: Armor Pen

If you do this, however, you pretty much have to open meki pendant to be able to sustain your harass

Masteries

21/x/x Typical solo lane setup, cdr, apen and flat ad are the most important points, everything else is superficial, adjust your masteries in def and util according to how u want to do it, most variations are just fine, i typically use 9 in util kus i really like the xp mastery as well as greed

15/0/15 Optional solo setup, dont sink points into aspeed until you need to (i think its only 1 point), make sure u hit on the 3 mentioned above, this setup is more stable and better if you expect to have some trouble in the lane

0/9/21 I would really only use this for duo lane off-supportgot, i favor sos over dodge, but w/e

Summoner Spells

ghost, flash, cleanse, ignite, exhaust, tele are all solid options, I typically run tele/ghost, but you may prefer ignite and sometimes may need cleanse (I almost always run cleanse vs eve)

Skill Build

tldr, qeqw r>q>w>e

+ Show Spoiler +
Optimum skill build for me has been q,e,w then r>q>w>e. Honestly, the e is just for aiming q, its dmg is pathetic and your shield (w) is waaay too awesome not to pick up right after q. If they are stacking armor, slip some extra e's in be4 the end, since the reduction increases with level, but 10 armor reduction should be plenty until the later stages of the game, when they have enough armor for you to actually reduce. Once you hit 6, coordinate with your teammate to use your ult+shield combo to spank someone. Due to the fact that urgot has monstrous earlygame (your e+q can easily wreck most ppl @ lvl 2) and it just gets better until about lvl 9 or so, an r+w (even under tower) into e+q should be quite feasible @ 6.

With some various experimenting, I've found the priority of w over e is very flexible, feel free to wing it based on the game. Against certain champs 1 will be better than the other, so just roll with it.


What items are good

-I now do tear + bruta opening, starting boots now for extra mobility in lane and triple hp pots for better attrition.

-So current item build is boots1 -> tear -> brutalizer -> manamune/mercs (in whatever order) -> banshee's veil or GA -> which ever one you didnt get -> ???. This is my core, with just these 4 items you do shittons of dmg and are really hard to kill.

-New LW is quite sexy on urgot, lack of locket, however sucks ass, i really liked that item, oh well. still no idea if lvl 5 grenade + lw = 60% apen, certainly would be cool. Give me some numbers as to what dmg it should do vs a certain armored target and i'll be happy to test it out. If it does, lw rush might be pretty sweet.

-Bloodthirster is very strong on urgot, but only get it if you are expected to do the majority of AD dmg on the team and you can keep the stacks, i usually end up selling bruta for this at the end

-Atmas is ok, i dont like the crit, since urgot is not really an autoattack hero. If you get it tho, dont bother getting an early frozen heart, the two items don't have much synergy. Probably go for Omen instead, veil + omen + atmas seems pretty solid imo.

-Triforce is pretty good as well. Sheen (and as a result triforce), however, has always kinda turned me off, just because q doesn't proc on-hit effects, which means your sheen proc has to come from your autoattack, whose range is pretty shitty in comparison to a locked-on missile. This has a bit more synergy with an atmas build simply because triforce has crit built into it, and the nature of the triforce means you are gonna be focusing a good bit on autoattack, making crit a bit more valuable stat overall.

-Frozen heart is kinda axed since the nerf, pretty much my sole motivation for the item before was all that nifty cdr that it gave, but now that it gives considerably less, I'm less warm towards it. Still a situational buy tho.

Cleaver-starks build is probably axed now due to the e change, somehow i doubt they synergize now, but oh well, it was mostly a troll build anyways.

What do i do during the game?

+ Show Spoiler +
Urgot has 1 special job in this game: to royally fuck over someone in lane. He is the quintessential (up there with malphite) FUCK YOU to your lane opponent, with his insanely strong early game. You pick him because you want to deny the ever-loving pants off of the enemy ashe/mf/panth/whoever or give tasty nom nom feeds to your lane partner in bot. Honestly, the only person who stands any chance against you in lane is malphite, and even then if you play it properly you can easily force a draw, or potentially win there as well. And since malph essentially plays the same role, theres nothing wrong with forcing a draw there.

New opening i've really liked is boots first. Having 3 pots is really good for trading hits, and the extra ms pretty much ensures that i can reliably harass. Your godly harass should easily let you transition into your early items really easily. Then it kinda depends on whether or not you are solo or not. I like urgot in a solo lane most of the time, but if you have to duo, he works really well with physical dmg dealers, since you can really take advantage of the armor reduction on your grenade. Keep in mind, however, that as a bot-laner, you are kinda expected to be in more of a utility role, its similar to the difference between solo mid ie/lw/pdancer ashe and bot lane, cdr-utility ashe.

Standard combo is pop w (for slow) and autoattack them, making e wicked easy to hit, then hover your mouse over the target and q them every 2 secs its up, once you get ult, use as appropriate. Note: with max cdr, you can hit 4 q's instead of 3, this may change your priority of frozen heart vs banshee's veil.

note: pressing ~ makes it so that you can only target champs with mouseover, which makes q even easier to hit, now there is no way you can mess up q lockons by targeting creeps instead (tho this never really happeneed much to begin with).

A final note about his ult. Be very cautious about using it to initiate post ganking phase and once teamfight phase starts, since a poorly timed ult can really fuck you/your team over. In general, i prefer to either save it for when chasing starts or to use it to secure a necessary kill (typically blinkers like ez, corki and kass)


Info about certain matchups

I am very confident in saying that given equal player skill, urgot will win in a 1v1 situation vs nearly all of the heroes in League of Legends levels 1-9 (or so), however, naturally there are certain issues with certain match-ups that make things a bit more complicated than your standard 5hitcombo (slow, grenade, q, q, q, lolol, pun totally intended).

CC

+ Show Spoiler +
The first issue is crowd control. Good players will wait for your grenade, then boom, silence or stun you effectively halving (or more, depending on what stage of the game you're at) your damage output, since you can get about 1 q in either before or after most hard cc. In the laning phase, this can be particularly pesky since the vast majority of your damage output and effective lane threat comes from your locked-on q's. Luckily, this is limited almost exclusively to silences and stuns, since I think binds allow you to cast q's while bound, and I cant think of any binds that have longer range than a locked-on q.

Naturally, there are various ways around these cc problems, and all depend on the skills of the players involved. The most obvious solution is to bait the cc and follow up with a combo while you're in the clear, but this requires quite a bit of mindgames, meaning you have to be good enough to last-hit, have the mechanics to last hit, and try to screw around with your enemy at the same time, which makes this kinda hard, and you can really only pick it up by playing lots and lots of games against these kinds of heroes. Also, it means that the opponent has to be dumb enough to fall for your bait. Another method is to simply abuse the massive range that you have. Most cc that interrupts q'ing is relatively short ranged, which means that a combination of a well-placed grenade and a lock-on q slow can kite them and keep them from cc'ing you. This method is not reliant on the opponent at all, but requires VERY good distance gauging and a very precise knowledge of both the opponents effective range and how far your lock-on q's go. Dealing with cc is simply something you learn from experiencing these lanes, you just have to practice them alot.


Healing

+ Show Spoiler +
The other somewhat problematic aspect of laning is healing. Luckily for us though, this is limited more to duo lanes than it is to solo lanes. The problem with healing and why its more or less restricted to duo lanes is that by the very nature of the lane, you will remain at lower levels for a longer time. Urgot's q damage in the early game scales very strongly with levels, which is why i recommend maxing it first, however the duo lane forces you to play a game of attrition and start at early levels,with poking and lane posturing at levels 2-3 instead of 5-6, where you really start to peak. Furthermore, you ideally want to be focusing on a more shield-centric skill build instead of a grenade-centric one, simply because being in a duo lane forces you more into a role of tank/support instead of an AD damage dealer, and this reduces your damage output as you level (relative to what a solo lane urgot does).

Really the only way to deal with healing is to get mp5 in some fashion and simply bludgeon the enemy in the face relentlessly. If you run cdr blues, i recommend switching to double mp5 to facilitate this (naturally this is assuming ranked and you can prepare for a heal lane ahead of time). Ideally, the blues should probably be flat mp5s such that they are particularly strong in the early game (again this is a solution specific to being in a duo lane, so we are more concerned with levels too early for mp5pl). Another option is to simply go back early for a tear and come back with assloads of mana and mana regen.


Omfg, they picked urgot and I have trouble against him, what do I do

+ Show Spoiler +
Tactic #1: Pre-game, you see an enemy urgot picked and chances are you're laning against him, go for defensive masteries and runes, the more you can bulk up on the early game, the better. X-ranged-carry-with-5-hp-bars is a fucking happy meal for urgot.

Tactic #2: Don't be afraid to just fucking pill early and grab tons of hp pots and dshields or potentially other d-items (depending on how hard you're getting your ass kicked). For most typical solo lanes, laning against urgot means you will simply lose at some point, just suck it up early and try to do damage control and prepare for the late game. I can't tell you how many times I've killed morons who have like 1/4 hp and think they can just chill just barely in xp range to eke out some extra levels. Its not fucking worth it.

Tactic #3: This was kinda addressed in the previous section, but if you have a cc skill that interrupts urgot's q, wait for a grenade, and then use it asap, don't just blindly run away from him, you're not gonna escape on just your 2 feet, he has imba slow after all.

Tactic #4: Works best in conjunction with #1, but if you can supplement with bulky runes/masteries, try to open boots first, a lot of my strategy involves opening boots on urgot and abusing the fact that you simply cannot position better than me. Not to mention that i rarely see boots-first openings on urgot, so starting out with that early ms boost means that A) you can actually run out of range of the lock-on, and B) you start with 3 hp pots! This opens up more situations where you can actually trade hits with him and come out ahead.


Now discuss my favorite blob of flesh!

Feel free to copy my formatting for the other champions, I also will post links to any thought provoking posts or alternative guides.

[image loading]


Edits:
-I'll try lvling e at lvl 1, but i suspect i will feel better about q, simply because e is on a 8 (i think?) second cooldown, while q is on a 2 sec, so e is faaar more dependent on me being a genius shot with it than q is, which makes me more comfortable in lvl 1 fights

-Some updates above, notably about items and a quick note about the skillbuild.

-updated to reflect change in itembuild to incorporate early brutalizer, with the cdr from bruta, you dont need cdr boots, so pretty much always go mercs imo. 2/7/11

-updated to reflect my new love of GA, its now my go-to armor item over frozen heart, as well as updating masteries and summoner changed that have occurred recently. 4/2/11
Look at this guy, constantly diluting himself! (╮°-°)╮┳━┳ ( ╯°□°)╯ ┻━┻
NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
November 03 2010 21:32 GMT
#2
Holy wall of text.

Background and Skills probably aren't needed. Background for sure since it's just lore? Skills fine, perhaps.

Hmm, bold your recommended Masteries, Summoner Skills, Runes, and Item build. For the most part, those are the 4 things most newbs are looking for. Then talk about how you play Urgot from early lane phase to end game 5v5 team fights.
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
barbsq
Profile Joined November 2009
United States5348 Posts
November 03 2010 21:38 GMT
#3
alrighty, ill get to work on it
Look at this guy, constantly diluting himself! (╮°-°)╮┳━┳ ( ╯°□°)╯ ┻━┻
STS17
Profile Joined April 2010
United States1817 Posts
November 03 2010 21:43 GMT
#4
barbsq, don't bother having story or skills just link it to the lol.com page for Urgot which describes that already. Then if your saying something about his Q and someone doesnt know what that is they can click the link and learn all about it but if someone already knows about his abilities they don't have to waste time scrolling past it.
Platinum Level Terran - Take my advice from that perspective
Kaniol
Profile Blog Joined March 2009
Poland5551 Posts
Last Edited: 2010-11-03 21:51:22
November 03 2010 21:49 GMT
#5
Well if you really like to post lore/story of hero why not? Would be probably better to spoiler it though

Also i think the 1. post in each champ's page should be like in our previous lol thread - it should contain links to thread's content (so if like someone invents new build for a champ you can link to it instead of hoping anyone will remember that it was on like page 40)
Phrost
Profile Blog Joined May 2010
United States4008 Posts
November 03 2010 21:51 GMT
#6
I wouldnt start the OP with strategy, reserve if for linking to useful parts of the thread at a later date, use the 2nd post to make your wall of text imo
iamphrost.tumblr.com // http://howtobebettermagicplayer.tumblr.com // twitter @phrost_
barbsq
Profile Joined November 2009
United States5348 Posts
November 03 2010 21:54 GMT
#7
i wanted to put links at the bottom, but mybe they should go at the top?
Look at this guy, constantly diluting himself! (╮°-°)╮┳━┳ ( ╯°□°)╯ ┻━┻
Phrost
Profile Blog Joined May 2010
United States4008 Posts
November 03 2010 21:55 GMT
#8
On November 04 2010 06:54 barbsq wrote:
i wanted to put links at the bottom, but mybe they should go at the top?


I've never read this thread before. I want to get a basic idea of your champion.

I'm not scrolling to the bottom of your wall of text to find a link to "how to urgot"


Not trying to be mean, but i'm trying to keep this fool proof
iamphrost.tumblr.com // http://howtobebettermagicplayer.tumblr.com // twitter @phrost_
barbsq
Profile Joined November 2009
United States5348 Posts
November 03 2010 21:58 GMT
#9
On November 04 2010 06:55 Phrost wrote:
Show nested quote +
On November 04 2010 06:54 barbsq wrote:
i wanted to put links at the bottom, but mybe they should go at the top?


I've never read this thread before. I want to get a basic idea of your champion.

I'm not scrolling to the bottom of your wall of text to find a link to "how to urgot"


Not trying to be mean, but i'm trying to keep this fool proof


the top it is then
Look at this guy, constantly diluting himself! (╮°-°)╮┳━┳ ( ╯°□°)╯ ┻━┻
STS17
Profile Joined April 2010
United States1817 Posts
November 03 2010 22:12 GMT
#10
Phrost if you make something foolproof someone will just make a better fool.

On Topic: I wouldn't call you a noob at all. The Meki Pendant opening is extremely powerful on Urgot because it lets you spam your Q all day just like you say which is really important. I know you mention you are experimenting with CDR runes and I really recommend doing it, especially with your build which delays CDR against caster heavy teams.

I would also suggest you level E first (i.e. at level 1, not maxing it first) because it gives you more reliable harass / farm and the armor reduction really helps your auto attacks at those low levels when there is often a minion in the way of your Q hitting them pre-lock on.
Platinum Level Terran - Take my advice from that perspective
Tooplark
Profile Joined October 2008
United States3977 Posts
November 03 2010 22:35 GMT
#11
yeah, but E does really sucky damage, especially for its cost
you're better off taking Q for the occasional lucky hit or possible last hitting if zoned

Bear, what are your thoughts on Brutalizer? It seems pretty much tailor-made for Urgot - AD, Apen, CDR. Also, IMO the reason to take points in E is for the increased Armpen. I don't remember how much it increases at all, so I don't know if it's worth it, but that's something to keep in mind.
WHAT POW'R ART THOU WHO FROM BELOW HAST MADE ME RISE UNWILLINGLY AND SLOW
MrShank
Profile Joined May 2010
Canada144 Posts
November 03 2010 22:38 GMT
#12
@ the top, can there be a picture of the character ? just an idea...
Relax - its just a game
barbsq
Profile Joined November 2009
United States5348 Posts
November 03 2010 22:59 GMT
#13
On November 04 2010 07:35 Tooplark wrote:
yeah, but E does really sucky damage, especially for its cost
you're better off taking Q for the occasional lucky hit or possible last hitting if zoned

Bear, what are your thoughts on Brutalizer? It seems pretty much tailor-made for Urgot - AD, Apen, CDR. Also, IMO the reason to take points in E is for the increased Armpen. I don't remember how much it increases at all, so I don't know if it's worth it, but that's something to keep in mind.


its reaaally game dependent for me whether or not i get brutalizer. Do i have sick farm/i have 3 kills, if yes, for sure. Am i the primary ad dmg dealer on the team, if yes, you have to balance whether your farm can allow it. If i have reasonable farm AND im expected to deal lots of ad dmg, then yes bruta is great. On the other hand, catalyst is a 1300 item and glacial is 1500, so you have to balance these costs. More often than not, i need that bveil and frz heart more than i need bruta, and you're already 2100 gold behind (cost of manamune) in terms of bulking up

@ MrShank, sure ill find a picture
Look at this guy, constantly diluting himself! (╮°-°)╮┳━┳ ( ╯°□°)╯ ┻━┻
Celestial
Profile Blog Joined July 2007
United States652 Posts
November 03 2010 23:48 GMT
#14
I've been digging the Urgot build you have barbsq, had some of my most hilariously fun games with it. No one expects Urgot to show up and then devastate them.
WaveofShadow
Profile Blog Joined April 2010
Canada31494 Posts
November 04 2010 01:13 GMT
#15
I find Urgot to be seriously underrated in most games. He picks off carries like nobody's business. Lately though these is talk of a complete rework when I feel all he needs is a slight buff in one form or another. I just don't think he'd be so fun to play if they somehow made him more teamfight viable at the cost of his ranged 1v1 destroying ability.
twitch.tv/waveofshadow ||| Winner of AHGL's So You Think You Can Cast! ||| Juicy Dad for lyfe ||| 'idk i get a kick out of stupid things' - Jarms Yarng
STS17
Profile Joined April 2010
United States1817 Posts
Last Edited: 2010-11-04 05:29:57
November 04 2010 05:27 GMT
#16
I will be very disappointed if they rework him, he already decimates pretty much everyone in lane and can really mess with an opposing carry in teamfights. All he needs is a buff to his mid-late game abilities so he isn't tickling anyone who owns a chainmail. Hell even if they just buffed his auto-attack range it would really help him out later in the game where I feel he spends more time walking then doing something useful.
Platinum Level Terran - Take my advice from that perspective
barbsq
Profile Joined November 2009
United States5348 Posts
Last Edited: 2010-11-11 10:15:40
November 11 2010 05:44 GMT
#17
i kinda hate to bump this thread, since no1 really cares about urgot, but i have a new fun item build for those games where you're solo mid/top and get 5 kills and want to just destroy your opponents with no regard for your own safety. I still recommend my original guide for most games, but this one is kinda fun.

Masteries/summoners/runes all the same, for for optimal awesomeness, make sure you have apen marks/quints

skill build: max q first then e, having 1 point in w at 4, naturally get ur ult at 6/11/16

items: this is the fun part, i started meki first in the game i tried this, but ended up going
cleaver
zerkers
starks
ghostblade
bruta

what results is holy mother of apen, srsly, armor means nothing to this build. Your e shreds like 30 armor, gb/b takes it down by 35, cleaver blasts away a massive 60, and finally starks has 20 armor reduction aura. Especially awesome, is that since e is armor reduction (like cleaver) it can take opponents into negative armor, making for some insanely high dps.

edit: oh yeah, and that doesnt even take into account the 25 apen that comes from runes. A person has to get 130 armor for them not to have 0, or negative... let that be food for thought
Look at this guy, constantly diluting himself! (╮°-°)╮┳━┳ ( ╯°□°)╯ ┻━┻
byFd
Profile Joined May 2006
Germany620 Posts
November 11 2010 08:40 GMT
#18
sounds awesome lol^^
gonna try that out some game, i find urgot very very fun to play, but i haven't played him that often yet
(>°_°)>
nyxnyxnyx
Profile Joined April 2010
Indonesia2978 Posts
November 11 2010 09:16 GMT
#19
On November 11 2010 14:44 barbsq wrote:
i kinda hate to bump this thread, since no1 really cares about urgot, but i have a new fun item build for those games where you're solo mid/top and get 5 kills and want to just destroy your opponents with no regard for your own safety. I still recommend my original guide for most games, but this one is kinda fun.

Masteries/summoners/runes all the same, for for optimal awesomeness, make sure you have apen marks/quints

skill build: max q first then e, having 1 point in w at 4, naturally get ur ult at 6/11/16

items: this is the fun part, i started meki first in the game i tried this, but ended up going
cleaver
zerkers
starks
ghostblade
bruta

what results is holy mother of apen, srsly, armor means nothing to this build. Your e shreds like 40 armor, gb/b takes it down by 35, cleaver blasts away a massive 60, and finally starks has 20 armor reduction aura. Especially awesome, is that since e is armor reduction (like cleaver) it can take opponents into negative armor, making for some insanely high dps.

edit: oh yeah, and that doesnt even take into account the 25 apen that comes from runes. A person has to get 130 armor for them not to have 0, or negative... let that be food for thought


You can't penetrate beyond zero. Say target has 50 armour, you have -70 armour reduction and 25 armour reduction. Target ends up at -20, not -45.
cool beans
barbsq
Profile Joined November 2009
United States5348 Posts
November 11 2010 10:15 GMT
#20
On November 11 2010 18:16 nyxnyxnyx wrote:
Show nested quote +
On November 11 2010 14:44 barbsq wrote:
i kinda hate to bump this thread, since no1 really cares about urgot, but i have a new fun item build for those games where you're solo mid/top and get 5 kills and want to just destroy your opponents with no regard for your own safety. I still recommend my original guide for most games, but this one is kinda fun.

Masteries/summoners/runes all the same, for for optimal awesomeness, make sure you have apen marks/quints

skill build: max q first then e, having 1 point in w at 4, naturally get ur ult at 6/11/16

items: this is the fun part, i started meki first in the game i tried this, but ended up going
cleaver
zerkers
starks
ghostblade
bruta

what results is holy mother of apen, srsly, armor means nothing to this build. Your e shreds like 40 armor, gb/b takes it down by 35, cleaver blasts away a massive 60, and finally starks has 20 armor reduction aura. Especially awesome, is that since e is armor reduction (like cleaver) it can take opponents into negative armor, making for some insanely high dps.

edit: oh yeah, and that doesnt even take into account the 25 apen that comes from runes. A person has to get 130 armor for them not to have 0, or negative... let that be food for thought


You can't penetrate beyond zero. Say target has 50 armour, you have -70 armour reduction and 25 armour reduction. Target ends up at -20, not -45.


im going to go ahead and assume that the 25 is armor pen, and this doesnt really change what i said

i was under the impression that armor reduction was applied after apen, though i may be wrong, for which i apologize. Needless to say, however, cleaver, starks and noxian corrosive charge (e, the grenade) are all reduction, which accounts for 60+30+20=110 armor reduction (i was wrong about e, its not 40 but 30), all potentially going into negative range, especially if you only rely on the champion's natural armor (lots of ranged carries opt for just banshee's in terms of defense).

also my initial math was wrong to begin with, i was writing this while half-asleep, so pardon my mildly retarded theorycrafting. Regardless, the build felt very strong (in terms of dps), even against high-armored targets, how much the gb/b and rune's apen was affecting it is a different story, if it turns out that it doesnt help much, i'll probably opt for a build that uses those slots either for survivability or for additional +ad to take advantage of the insane amounts of reduction
Look at this guy, constantly diluting himself! (╮°-°)╮┳━┳ ( ╯°□°)╯ ┻━┻
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