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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
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- note kinda outdated due to e change A very interesting comparison between IE/LW and BC/Starks First TL Urgot Pentakill (that I know of) BruiseLeet's guide to urgot (a 2k+ player)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]](http://img834.imageshack.us/img834/9254/yoimurgot.png)
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
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United States37500 Posts
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.
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alrighty, ill get to work on it
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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.
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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)
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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
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i wanted to put links at the bottom, but mybe they should go at the top?
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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
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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
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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.
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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.
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@ the top, can there be a picture of the character ? just an idea...
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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
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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.
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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.
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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.
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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
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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
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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.
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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
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Oh yeah ooops my mistake. 25 is indeed armour pen. And yeah, armour pen is applied after reduction.
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edit'd
old post, old info, who cares ^^
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in 3s i wouldnt get tele, and on general principle i dont really get rally either, but if it works for you w/e, i wont dispute that.
I dont really recommend trying to go for atmas AND manamune, its really hard to eke out the maximum efficiency of both with only 3 item slots. I'd recommend sticking just to 1 and trying to make that work, i chose manamune, simply because i felt frozen heart is such a strong item on urgot, but in reality its much more of a preference thing, i like it alot for the cdr and aura, but at the same time, randuins fulfills most of the same points except it has better synergy with atmas.If you were to go an atmas build, it would probably be the same as mine, except replace heart with randuins, since bveil and locket are stong picks for both mm and atmas.
Also, i'm considering moving locket up the priority list since its so damn strong on urgot. You actually regain insane amounts of hp with q, its kinda absurd.
I think using urgot on 3s is a really cool idea tho, i havnt really thought about it before, but i do see how he would be pretty strong there.
edit: the only thing i forgot about is that i feel like crit is kinda a useless stat on urgot, which was another reason i went for manamune over atmas.
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I'm not an urgot player, but some of the pantheon discussion and the whole BC/Starks vs 3xdoran's/IE deal had me theorycrafting some numbers up.
This was at level 11. For IE I assumed arpen reds/quints, BC/Starks I assumed flat AD reds/quints and 2 stacks of BC. I also assumed that E had hit the target (using 51 armor as base).
3xdorans/IE Before Armor / After Armor (6 armor) Autoattack DPS: 225 / 212 (includes possible crits) Q Damage: 278 / 262 Total DPS: 364 / 343
Starks/BC (2 stacks) Before Armor / After Armor (-13 armor) Autoattack DPS: 209 / 236 Q Damage: 272 / 307 Total dps: 345 / 389
From what I can tell, then, doran's/IE is less situational and scales a lot better with green pot (an important advantage), and crits can be crazy. BC requires a few auto attacks on the target before it can surpass IE, but if you get them into the heavy negatives your dps goes through the roof (you've still got a potential -36 armor there). The BC opening also could have a much stronger early game since AD performs better early and synergizes with his E a lot more than 25 armor pen, though you'd be short a doran's item.
In general though, since I don't play Urgot, I'm not sure how you'd weigh his auto attacks vs his Q and how you'd play an Urgot this squishy in a mid-game team fight, considering you have absolutely no defensive items whatsover. You might be able to get away with BC before you start getting focused, but right after that I feel like you'd really need to start piling on the defense.
Also, anyone ever thought of using sheen? Sheen has a 2 second cooldown, Q is 2 seconds or less and spammy... I dunno, it sounds like fun.
I might buy Urgot and try stuff out depending on Irelia.
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i honestly cant tell you why i disliked sheen way back when i tried it. i think i'll revisit that sometime later today when patch comes out, esp since last time i tried it was pre triforce buff ^.^
i think the reason i dislike ie/lw build on urgot so much is that A) your q is effectively half of your dmg output and crits dont apply to it and B) urgot's autoattack range is kinda pathetic so that you really cant take full advantage of all that ie/lw has to offer means that it feels so suboptimal.
Also, i know you're not necessarily endorsing it, but i feel like urgot doesnt really benefit too much from dblade stacking, simply due to how much of a heavyweight he is in lane. Of all the ad types that could benefit from dblade stacking, i think urgot comes at the bottom of the pool, just because if you're ever put in the position that you need them to get an edge in lane, you're doing it wrong. urgot is such a bully, i still have yet to lose a 1v1 lane and rarely lose 2v2 lanes, despite playing against players i know are better than me.
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On November 17 2010 00:13 barbsq wrote: i honestly cant tell you why i disliked sheen way back when i tried it. i think i'll revisit that sometime later today when patch comes out, esp since last time i tried it was pre triforce buff ^.^
i think the reason i dislike ie/lw build on urgot so much is that A) your q is effectively half of your dmg output and crits dont apply to it and B) urgot's autoattack range is kinda pathetic so that you really cant take full advantage of all that ie/lw has to offer means that it feels so suboptimal.
Also, i know you're not necessarily endorsing it, but i feel like urgot doesnt really benefit too much from dblade stacking, simply due to how much of a heavyweight he is in lane. Of all the ad types that could benefit from dblade stacking, i think urgot comes at the bottom of the pool, just because if you're ever put in the position that you need them to get an edge in lane, you're doing it wrong. urgot is such a bully, i still have yet to lose a 1v1 lane and rarely lose 2v2 lanes, despite playing against players i know are better than me.
I tend not to build any (primary) AD items, only those that offer it as a secondary or co-stat like bruta/manamune etc. specifically for the reasons outlined earlier. Hell if anything I'd go so far as to say Q should be 75% of damage output if done correctly (unless you have sheen/triforce) Also I LOVE Triforce on Urgot. It is great for knocking down towers if you rush it (which I will admit I have stopped doing in favor of Bruta/Frozen heart after rushing manamune), though maybe getting Sheen after Bruta would work then only upgrading it if the game goes on that long...?
I also tried locket Urgot and yes the regen is insane, but I didn't find it was helping me in teamfights at all, rather it sort of works like lifesteal after a teamfight where everyone goes off to lick their wounds/farm minions to get health back.
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On November 17 2010 04:57 WaveofShadow wrote:Show nested quote +On November 17 2010 00:13 barbsq wrote: i honestly cant tell you why i disliked sheen way back when i tried it. i think i'll revisit that sometime later today when patch comes out, esp since last time i tried it was pre triforce buff ^.^
i think the reason i dislike ie/lw build on urgot so much is that A) your q is effectively half of your dmg output and crits dont apply to it and B) urgot's autoattack range is kinda pathetic so that you really cant take full advantage of all that ie/lw has to offer means that it feels so suboptimal.
Also, i know you're not necessarily endorsing it, but i feel like urgot doesnt really benefit too much from dblade stacking, simply due to how much of a heavyweight he is in lane. Of all the ad types that could benefit from dblade stacking, i think urgot comes at the bottom of the pool, just because if you're ever put in the position that you need them to get an edge in lane, you're doing it wrong. urgot is such a bully, i still have yet to lose a 1v1 lane and rarely lose 2v2 lanes, despite playing against players i know are better than me. I tend not to build any (primary) AD items, only those that offer it as a secondary or co-stat like bruta/manamune etc. specifically for the reasons outlined earlier. Hell if anything I'd go so far as to say Q should be 75% of damage output if done correctly (unless you have sheen/triforce) Also I LOVE Triforce on Urgot. It is great for knocking down towers if you rush it (which I will admit I have stopped doing in favor of Bruta/Frozen heart after rushing manamune), though maybe getting Sheen after Bruta would work then only upgrading it if the game goes on that long...? I also tried locket Urgot and yes the regen is insane, but I didn't find it was helping me in teamfights at all, rather it sort of works like lifesteal after a teamfight where everyone goes off to lick their wounds/farm minions to get health back.
I run locket over banshee's when I'm picking up armor and mr on other items and looking specifically to cut corners on gold, as it gives you much more hp/mana for gold than banshee's.
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Locket Randuin's Atma's (7400) versus Manamune Banshee Frozbrain (7500): + Show Spoiler +note: obviously there's no reason not to mix and match from the two groups but this setup is nicely even in gold value, both groups are highly selfsynergistic, and I can't see a build incorporating Locket AND Manamune. The strong points of locket are that it gives you amazing staying power, builds from catalyst (also amazing staying power), actually gives you a source of hp regen and allows for much spamminess. The strong points of Manamune are the large manapool, allowing for spamminess, the big early damage boost that keeps growing all game, and that Tear builds from a great opening item on Urgot. I dunno. Urgot charges a tear fast enough that maybe he could pick one up after Locket, but I feel like Tear alone isn't helpful after locket and 4k gold with only 450 hp of survivability is kinda crappy on someone so naturally squishy as Urgot.
The BEAR build gives an early tear for a large mana pool, building nicely out of a strong opening item on Urgot (Meki), then +20 Attack Damage +2% of max mana for 1k gold - that's a lot of damage when Urgot needs it.
Opening Locket prevents Urgot from starting Meki, though he CAN rush a Catalyst which is stronger in lane than Tear. This trades the +1k manapool for +290 Health and a crazy heal on each levelup. The upgrade to locket leaves urgot with ~500 less mana and ~50 less damage (depending on how charged the Tear is) than manamune, but 430 health more, a heal/mregen aura, and a passive that amounts to in practice around 100 hp5 and 40 mp5. Also 10% CDR, which is pretty nice - that's 3 Qs per E instead of 2.
Randuin versus Banshee: Randuin's gives 150 less hp, no mana, and no MR, but 90 armor, 25 hp5, a mediocre passive and a sweet active. The active synergizes fantastically with urgot's ult (+130 armor and mr, so if you swap into the middle of their team you slow them all for 4 seconds) and you pick up another 15% CDR here. Banshee's passive is useful, though not critical, on Urgot. It'll block the occasional spell, make it a little harder to interrupt your ult, and generally make you harder to take down. The mana also gives an additional 8 damage, putting this build ~70 damage ahead but 25% cdr behind. I think Randuin's builds out of the better item here, Locket having lost some of its value at this point and HoG being imba as ever.
Atma's gives the first build some sorely needed damage - around 60 depending on your level, masteries, and fort pot. It's also 45 more armor. Frozen Heart finally gets this build some CDR (disclaimer this order of build isn't necessary or anything either this is just a generalization for simplicity you can get neg cloak then glacial shroud or whatever you want) and the 500 mana is 10 more damage. The passive is another pain for any DPS you might face.
I dunno, I like my CDR on Urgot. I think the only real "choice" is Manamune vs Locket opening, and the rest is up to gameflow. Also I've played maybe 10 games with Urgot all on a smurf so don't take me 100% seriously.
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update on me with urgot ^^
i now fully realize i do not use "o shiiiii" summoner spells well, so i now go Teleport/Clairvoyance
clairvoyance helps me not die to stupid shit, and if people hide in the brush, i can clairvoyance and make sure i land the first e with w active, and do some damage (or just general "hey teammate, i bet your gonna die to whats hiding right HERE, so ill warn you the obvious way lol")
new item build
meki + 2 hp pots tear of the goddess level 1 boots manamune phage level 2 boots (based on opponents) frozen mallet MR or Armor item (based on opponents) atma's impaler
basically the item theme is eliminate mana issues -> add some damage -> go tank/utility mode as you become less relevant damage wise -> atma's because you have enough hp to make it make sense
spell build: eqqeqrqw then priority r>q>w>e
big thing i noticed going e first instead of q
its 100 damage out the gate, its cheap on mana, and it doesnt obstruct with creeps (so you can play safer)
100 is notable damage, and you can just keep your mana in pocket for level 3 and beyond, or go hard at level 2 if you notice his hp like... under 200 (q is 60 a pop, youll get two of those off, plus the 100)
add in teammate harass and you can overpower a lane quite fast (and safely) as long as you stay patient until at least level 2
(side note im sure im lowish elo, i dont play a ton and aint level 30 yet, so grain of salt yada yada)
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On November 23 2010 23:37 SaetZero wrote: update on me with urgot ^^
i now fully realize i do not use "o shiiiii" summoner spells well, so i now go Teleport/Clairvoyance
clairvoyance helps me not die to stupid shit, and if people hide in the brush, i can clairvoyance and make sure i land the first e with w active, and do some damage (or just general "hey teammate, i bet your gonna die to whats hiding right HERE, so ill warn you the obvious way lol")
new item build
meki + 2 hp pots tear of the goddess level 1 boots manamune phage level 2 boots (based on opponents) frozen mallet MR or Armor item (based on opponents) atma's impaler
basically the item theme is eliminate mana issues -> add some damage -> go tank/utility mode as you become less relevant damage wise -> atma's because you have enough hp to make it make sense
spell build: eqqeqrqw then priority r>q>w>e
big thing i noticed going e first instead of q
its 100 damage out the gate, its cheap on mana, and it doesnt obstruct with creeps (so you can play safer)
100 is notable damage, and you can just keep your mana in pocket for level 3 and beyond, or go hard at level 2 if you notice his hp like... under 200 (q is 60 a pop, youll get two of those off, plus the 100)
add in teammate harass and you can overpower a lane quite fast (and safely) as long as you stay patient until at least level 2
(side note im sure im lowish elo, i dont play a ton and aint level 30 yet, so grain of salt yada yada)
A couple things I feel I should mention. Frozen Mallet is redundant as with enough CDR (hell, even without) you can have his shield constantly up by midgame and always be slowing people with ANY damage, as opposed to just autoattack damage (Q doesn't apply on-hit effects.) The health is sorta nice but the damage is meh.
As for your skill order, I use qe for lvls 1 and 2, then r>q>w>e. The shield is amazing for preventing counter harassment in lane, and the damage on e is pretty mediocre unless you have AP, which to be honest is something I never bothered to try. Urgot is all about spammable Q as early as you can get it because it hits REALLY hard and really fast with armor Pen.
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frozen mallet was mainly for the hp and damage, the slow is a bonus, and i dont like stealing golem buff from people who use it better, so my cdr isn't high enough to always garuntee a slow, but i see your point that... the monster hp helps atma's that little extra, i was using other hp items but i wanted a little more damage too, and phage early is a big help... might as well finish it imo
as far as first q or first e
maybe it changes at 30, but my q hits for 68, my e hits for 100
e is easier to land with creeps around q is easier to land in open ground e hits the side brush (since i generally dual lane) safely q has more potential dps at the cost of more potential mana used e can hit guys tower hugging way easier than q
i just like being able to constantly chip some hp here, some hp there, and just keep up a reasonable, mana efficient harass with e until level 3
then i have mana and i can bring the thunder ^^
do the numbers shift that hard towards making q better damage per mana than e with a good runebook at 30?
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Frozen Mallet is 3k gold for 700 hp. Giant's Belt is 1k gold for 500 hp.
Frozen MAllet is 3k gold for 20 damage. Pickaxe is 975 gold for 25 damage.
Mallet is horribly inefficient in terms of base stats. MOST of what you pay for is the slow. Try Belt/Atmas for almost the same price.
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I'll look into it, but like i said I do like the slow it adds, since I tend to skimp on CDR.
But when you put it that way, ill look around ^^
Guess i got a little more of the "need to complete all items all the time!"
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do the numbers shift that hard towards making q better damage per mana than e with a good runebook at 30? In short, yes, but not exactly how you mean. When you buy mp5/lvl seals, your early skills become much more spammable, especially with a meki start. Mana is not even an issue, rather it becomse 'how much damage can I do in a specific amount of time.' Don't fall into the trap of E being 'easier to hit,' because that becomes a crutch for you not to perfect the Q skillshot. Ask Ezreal players how they do it.
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nah, i can hit with q fairly well, i just dont have the mp5 seals i guess, and mana becomes an issue... usually right as i hit 3 ~_~
ill hafta switch the method when i get the seals to support it
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btw, holy fuck locket is boss
comes highly recommended, ive started getting it first after manamune
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Bump 'cause Da 'Got hasn't been talked about in a while. I keep trying to go back to locket, I really do, I just find I have no use for it at all with my build. I also wonder why there is no talk of buffing Urgot at all even though Riot KNOWS he is bottom tier. (Honestly I think I'll be sad if they do buff him because then other people will actually use him and I won't be unique anymore.) I would recommend people give him a try though. It is honestly a LOT of fun wrecking people during the laning phase, and on a personal note it's really helping me learn how to transfer my early-game advantage into late game teamfights/barons/whatnot.
In other news, I think I'm going to try the insane-o ArPen build tonight for fun. I'll just have to be a lot less aggressive than usual since I won't have Frozen Heart/Banshees/GA/Tri to beef me up.
UPDATE: Ok, tried the ArPen build with Locket to round me out. I can't say I noticed myself doing much more damage than with Bruta/Triforce/MM, and if anything I was much squishier. To be fair there were a lot of squishies in the game, and 130 ArPen won't matter too much when you've only got 40 to begin with. I may have to give it another go another time.
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Hmm Mananume and locket? Interesting. I think Glacial Shroud is imba for the whole 20% cdr it gives for just armor and mana. I've been getting level 1 E and then R>Q>E>W. His E is too good for harrassing when you begin to level it.
I also tried stacking D-ring for his E but I wasn't too successful with that and reverted back to the standard build mid-game. Wasn't enough mana I guess.
After standard mananume frozen heart veil and maybe locket, would archangels be good for him? His E has a decent AP ratio and his shield scales off AP also. Anyone want to test it out before I do? I'm not gonna play anymore today.
I know his early game is crucial and delaying mananume for early game damage is bad, but is opening dorans ring worth it? His E gets a really early boost with it, and the mana regen isn't too bad if you're running mana regen yellows blues and masteries.
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I dunno I still don't have much to say for E being a harassment tool when you have a spammable physical ranged HOMING attack. The shield scaling off AP is nice but as far as its viability ingame...I dunno. In related news I have another build to try sometime soon which is somewhat related to this: It seems a popular build with free Urgot week has been Locket --> Spirit Visage. I've seen all sorts of stuff too from Atma's to LW to even Rylai's. Apparently the slow on his shield isn't good enough for people so they want a mix of AP health and AD. (And apparently even though Q is physical damage the Rylai's slow DOES work with it.) I don't none of this really makes sense to me aside from Locket, which I've never liked over Manamune in the first place, and building MM + Locket seems extremely redundant. Any thoughts?
It HAS been fun stomping other new Urgot players all day though. Bad at skillshots + no idea how to use R = win.
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Progot is totally underrated.
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Locket, sheen, frozen mallet. #1 urgot build. Discuss
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Da 'Got needs no Frozen Mallet. RYLAIS
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why rylai or mallet with W up you have both passives ult already slows q doesn't apply mallet e will be a crappy slow the stats given by both are pretty mediocre
Locket -> Randuins or Frozen Heart or BVeil.
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Sarcasm goes undetected on the internets. I haven't tried this personally because I haven't been able to play all week, but apparently the Rylai's slow DOES apply from q? For the record, no, I don't advocate a Rylai's or Frozen Mallet. But I still hate Locket.
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Q will apply Rylai slow, yes. Locket is good because: 1) It builds from Catalyst. 2) It gives you 10% CDR. 3) Every time you launch a Q you heal 50 health. 4) It gives you enough mana/regen by itself that you should rarely run out of mana (with mp5 b/ys). 5) It's only 2200 gold!
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On December 10 2010 02:14 Tooplark wrote: Q will apply Rylai slow, yes. Locket is good because: 1) It builds from Catalyst. 2) It gives you 10% CDR. 3) Every time you launch a Q you heal 50 health. 4) It gives you enough mana/regen by itself that you should rarely run out of mana (with mp5 b/ys). 5) It's only 2200 gold! I know why locket is SUPPOSED to be good. 1)While catalyst is an excellent laning item and helps you stay in lane longer, Urgot's insane range and harassing ability means I'm usually fine with only 1 potion and Meki until I go back for Manamune/boots/whatever. 2) Bruta/Frozen heart. I usually get one, then the other. 3) This is the only point that I feel applies here, however when it comes to mid/endgame I found the little health it gave me barely mattered anyway. If you get caught as Urgot or focused, you're pretty much done anyway if Flash is down. 4) Manamune > Locket here because it boosts your attack, carrying you further into mid/endgame than you would get otherwise. 5) True, it is a cheap item that offers decent survivability/mana/CDR but I just can't seem to make room for it in my build. I prefer dealing heavy damage upfront and Locket destroys that for me at the price of some CDR I'd be getting anyway and a little extra survivability. I guess I'm just a noob but I don't like locket on Urgot.
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Tried a damage build, it wasn't terrible!
Ummm.... something like...
Meki + 2 HP pots boots hexdrinker heart of gold BF sword upgrade boots BF sword chalice upgrade a BF sword into Black Cleaver randuins omen sell chalice for banshees veil
It was fun doing damage was wasn't totally ignorable. ^^
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Okay, here is rambo's build after asking him.
Manamune + Locket
That's it. Everything else is situational. When I asked him why not build more damage at first he just went "wtf dude you're bad why wouldn't you get locket."
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seems i've been doing something right then :3
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or rambo's just ripping off the #1 Urgot
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new patch stuff + Show Spoiler +Urgot Fixed a bug that was causing Urgot's auto-attack to have a slight delay when clicking a unit for the first time Range increased to 425 from 400 Attack damage reduced to 51.6 from 54.1 Attack damage per level increased to 3.6 from 3.1 Acid Hunter Base damage reduced to 15/45/75/105/135 from 30/60/90/120/150 Attack damage ratio increased to 0.85 from 0.7 Terror Capacitor base shield changed to 80/140/200/260/320 from 80/120/160/200/240 Noxian Corrosive Charge Now deals physical damage instead of magic damage Damage changed to 75/130/185/240/295 (+0.6 bonus attack damage) from 100/155/210/265/320 Now reduces 12/14/16/18/20% of the target's armor instead of 10/15/20/25/30 flat armor Updated recommended items
okay so i take this as...
*AD is more important now? it buffs both damage spells, and the ratio on Q was increased.... wonder if straight AD runes are worth getting now? *E reduces armor by percentage. So we are better at killing tanks but worse at average heroes? not sure how i like that one... but probably answers my first point in that flat armorpen is probably great *LOCKET REMOVED - MANAMUNE 1, LOCKET 0 (lol j/k j/k) *reverie slightly buffed, i like it ^^
Not sure what to make of it, but it makes me wanna value AD items a bit more, so ill have some fun getting AD stuffs and doing damage and things... i think urgots damage after your first big purchase (after a manamune or whatever) will be stronger, with both spells getting +from AD
I am thinking maybe if you get bilgewater cutlass, you can get agressive as hell in the 'post-1-purchase' timeframe. with mp5 runes your mana isnt a big issue, so maybe...
meki bilgewater cutlass boots manamune long sword upgrade boots (greaves or merc) something for health (reverie got buffed, maybe that?) black cleaver
gets you to +181 AD (not including manamune's +from mana), and the cutlass's on use, and more armor reduce at just barely above 10k gold
then get something for +aspeed, and become a half potent sniper? or get madreds and become seriously anti-tank?
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I think he's actually good now, so you probably shouldn't mess around with trash like bilgewater cutlass.
Brutalizer BF Swords and Last Whisper
should be all you need for damage output
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only reason im thinking about the cutlass is if you get it early... like 6-7-8 range, the on use for 150 is kinda a deal for damage, and is another slow if your slow-shield isnt up all the time since you lack the CDR for it... plus in the early bits, lifesteal is nice for laning around
im the kind of player that likes deathfires on every caster though, so maybe its just me and my love of the 5th ability lol
but it costs the same as a BF sword just about... with some differences...
BF sword: 15 more damage cutlass: 15% lifesteal, 150 damage on use with a slow
gotta see the new last whisper though, it sounds good on paper ^^ real good ^^
side note: phantom dancer is 500 cheaper now? thats awesome? useful to get if you go black cleaver meebee?
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On December 15 2010 03:57 UniversalSnip wrote: I think he's actually good now, so you probably shouldn't mess around with trash like bilgewater cutlass.
Brutalizer BF Swords and Last Whisper
should be all you need for damage output Yeah assuming the 40% from LW and the new 20% from E stack, that's 60% AR, so Urgot can still hurt squishies, though just later than he could before.
I'm not a big fan of the nerf to his early game, but with the 0.7-->0.85 AD ratio to Q, it equalizes once you hit 100dmg, making it a BUFF once you go over that amount. PLUS now E becomes a slighty better harassment/damage tool lategame due to the AD ratio addition.
I haven't had a chance to try him out since the change yet, but I think this could be a good thing for Urgot. I'm going to miss destroying the lane ezpz early game, but with proper play there's no reason you shouldn't be able to do the same with slightly lowered base AD and base damage on Q. (Increase in base AD/lvl means overall buff to Urgot dmg!)
As for items, with Q and CDR Urgot has no need for Aspd, so I'm going to grab him damage items to see what he can do and compare it to my old build.
So now I'll try MM, Boots, Bruta, LW, BF--> whatever, frozen heart/Hexdrinker maybe? Urgot needs the CDR and since Omen's was nerfed the only good place to get it is Frozen Heart. From MM, Boots, Bruta, Trif/Frozen heart/Banshees.
Edit: Cutlass seems like a big waste on Urgot as does Phantom dancer. He doesn't need attack speed and gains little benefit from Lifesteal. Most of his damage should still be coming from Q imoimo
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Urgot still has a great early game. People underestimate his damage when trading early so I don't mind the slight nerf this patch. Also, I'm pretty sure Pantheon can't block urgot's Q which is great for harassing that jerk.
I have arpen marks/quints, mp5/lvl seals, and mres/lvl glyphs. I'm wondering if I should get cdr/lvl glyphs though.. Thoughts?
As for items, black cleaver seems overkill. I'm thinking IE/starks or manamaune/bruta/starks. Its going to take a lot of testing though.
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Bump 4 graet justice, just updated the op with some stuff. Sorry i've been neglecting it recently >.<
new lw seems godly on paper, no idea how it feels ingame, i'll get on it asap, havnt been playing much urgot recently D:
i'm pissed as hell that i have no more locket tho, that item was so good on urgot :[
edit: if lw is as good as advertised, however, i'll probably end up dropping bruta for good. Never upraded it and only used it kus it worked wonders with q, but if lw works even better, than it just seems kinda silly and a 1337 gold sink.
edit2: @saetzero, problem with cutlass, is that A) a massive amount of of your dmg comes from q, and lifesteal does not work with q, so you are getting a stat that only works with about half of your dmg output. B) you are not going to build a gunblade, and all that cutlass offers is ad, lifesteal, and a VERY short range slow, but you already have a really fucking strong slow. Inevitably, cutlass technically does work on urgot because he is, after all, an ad champ, not to mention his base stats are really strong just from leveling, which means you can technically do whatever the hell you want and he will still feel very similar during several parts of the game (notably early game, and some parts of the midgame). I just feel like that 1850 gold could be better spent elsewhere.
edit3: just had a fucking hilarious idea after a night of no sleep. Totally want to see a garen x urgot fanfic, i challenge any aspiring urgot players/tl storywriters to make this happen XD
edit4 (so many edits): @ghen, afaik, panth's shield does not block q, and the way that the two interact with each other makes it so that urgot is reaaally fuckin good against panth, which makes mogwai cry every once in awhile
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He totally shits all over morgana now that black shield can't block corrosive charge. I hit him with poolbind and got hit by charge with my shield up (i thought it would get blocked and wasnt afraid)
I proceeded to give up first blood after like 94523452345234 acid hunters + remembeing the hard way that flash doesn't pop projectiles - that last acid hunter flew like 2 screens. Then continued to feed. It was bad.
Oh, shield also doesn't block the ult, only blocks the supress effect... which means you just drop him somewhere else when he swaps you.
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On December 15 2010 04:26 WaveofShadow wrote:Show nested quote +On December 15 2010 03:57 UniversalSnip wrote: I think he's actually good now, so you probably shouldn't mess around with trash like bilgewater cutlass.
Brutalizer BF Swords and Last Whisper
should be all you need for damage output Yeah assuming the 40% from LW and the new 20% from E stack, that's 60% AR, so Urgot can still hurt squishies, though just later than he could before. ...
Wouldn't it stack multiplicatively ala Void Staff and Archaic Knowledge, resulting in 52%?
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hooooly shit, lw is insane on urgot now. HURTS SOO GOOOD!!!!!
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Yeah, I went manamune->last whisper in one game. It was fun, but I'm not sure if the passive was helping me at all. Maybe against the Rammus in that game.. he was dying awful fast, but I just think that's because he was bad.
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Lot to catch up on, let's see:
Yeah, I went manamune->last whisper in one game. It was fun, but I'm not sure if the passive was helping me at all. Maybe against the Rammus in that game.. he was dying awful fast, but I just think that's because he was bad. Yeah this is what I do now. LW is FANTASTIC on Urgot since the change. I've still been rolling Bruta since it allows me to by Longswords in pieces if I need to and +CDR is godly for Urgot. The problem is, it does seem like I could be spending that 1337g on 2/3 of a BF... I still like Frozen heart on him for the CDR as well, but the problem now becomes that there is less room for it now that AD items work even better on him... I have also scrapped Triforce from my build because he no longer needs it to push towers. Maybe as a 6th item if the game goes that long... My build now goes something like: MM---> Boots---> Bruta/LW ---> LW/Bruta (though I may remove this) BF item/FH (BT or BC... have trouble deciding though BT wins out usually)--> FH/BT
Wouldn't it stack multiplicatively ala Void Staff and Archaic Knowledge, resulting in 52%?
Mebbe? I've never been much for theorycrafting in either this game or WoW but you could be right. I've never bothered to check.
edit3: just had a fucking hilarious idea after a night of no sleep. Totally want to see a garen x urgot fanfic, i challenge any aspiring urgot players/tl storywriters to make this happen XD
Sick, just sick.
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My current UrGod build is manamune->zerkers->bruta->thirster->thirster
He last hits like a boss even while doing mad damage to the enemy. I can always afford brutalizer before getting into BF sword territory (basically midgame small teamfights)
If I'm in 2v2 lane, I go manamune->mercs->starks->tanky for more team based play. I might try to squeeze an aegis in there, but I don't think that's worthwhile on the 'got.
Thoughts?
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Lol I saw a post on the forums saying Garen's status atm is poetic justice for Urgot hahaha.
I would definitely prefer an Urgot on my team rather than Garen.
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On December 19 2010 04:52 ghen wrote: My current UrGod build is manamune->zerkers->bruta->thirster->thirster
He last hits like a boss even while doing mad damage to the enemy. I can always afford brutalizer before getting into BF sword territory (basically midgame small teamfights)
If I'm in 2v2 lane, I go manamune->mercs->starks->tanky for more team based play. I might try to squeeze an aegis in there, but I don't think that's worthwhile on the 'got.
Thoughts?
nothing inherently wrong with going for an ad build, its just that every time i do i always feel conscious of urgots terrible range on his autoattack. As far as your build, i just recommend lw > bruta imoimoimo, i've really been loving lw on urgot, it feels sooo good atm.
i dont really get starks too much, but you seem to be going for a more aurawhore/support'ish build there, so no problem there. Probably something i should do in 2v2's, im kinda bullheaded tho.
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NUOOOO
IT HAS BEGUN, MY URGOT IS GETTING BANNEEDDDD
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Don't worry barbs, you and Mogwai can have a chat, cofound a support group, weep together, and get you and all others with omg imba mains through these difficult times.
Btw I've tried to get better at urgot but I just suck to much. Some champions I can't play for crap and urggy is one of them.
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On December 20 2010 02:44 barbsq wrote: NUOOOO
IT HAS BEGUN, MY URGOT IS GETTING BANNEEDDDD Are you kidding me?? I was afraid this day might come. Next come the nerfs....sigh.
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On December 20 2010 02:59 phyvo wrote: Don't worry barbs, you and Mogwai can have a chat, cofound a support group, weep together, and get you and all others with omg imba mains through these difficult times.
After playing almost nothing but Kennen for weeks, I was just waiting to join this group. He hasn't been nerfed, his energy runes were buffed, and champs he had trouble with got nerfed. Yet he still is never banned and rarely picked.
Do people just not take him seriously because he's short?
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On December 20 2010 04:50 oberon wrote:Show nested quote +On December 20 2010 02:59 phyvo wrote: Don't worry barbs, you and Mogwai can have a chat, cofound a support group, weep together, and get you and all others with omg imba mains through these difficult times. After playing almost nothing but Kennen for weeks, I was just waiting to join this group. He hasn't been nerfed, his energy runes were buffed, and champs he had trouble with got nerfed. Yet he still is never banned and rarely picked. Do people just not take him seriously because he's short? 
I would ban ken almsot always. Such a pain in lane and even worse once teamfights break out.
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On December 20 2010 04:50 oberon wrote:Show nested quote +On December 20 2010 02:59 phyvo wrote: Don't worry barbs, you and Mogwai can have a chat, cofound a support group, weep together, and get you and all others with omg imba mains through these difficult times. After playing almost nothing but Kennen for weeks, I was just waiting to join this group. He hasn't been nerfed, his energy runes were buffed, and champs he had trouble with got nerfed. Yet he still is never banned and rarely picked. Do people just not take him seriously because he's short?  Poppy syndrome imo
Kennen was banned for a while after his initial buff, but after that he got off the ban list.
I'd still ban rammus / ashe / malph over him
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Urgot is actually a really scary champ nowadays. I see him carrying a lot of games even in high level play.
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On December 21 2010 00:52 ZERG_RUSSIAN wrote: Urgot is actually a really scary champ nowadays. I see him carrying a lot of games even in high level play.
Yeah he hits pretty hard but I don't like his playstyle so i dont play him.
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PENTAKILLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL
![[image loading]](http://home.comcast.net/~ghen/random/urgotpenta1.jpg)
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oh shit son, i have officially been humbled
damn, gotta grind more urgot games
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How come everyone isn't playing urgot yet?
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upppdaaattteeeeeeee:
added some extra sections, some solutions to common laning problems (that i've had) and a section on 'oh fuck, its urgot, how do i deal with this asshole'
altho, im tempted to remove the second to prevent people from beating me 
tell me if it's simply unnecessary or anything like that
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nope, no on hit effects at all
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There is no better way to learn how to counter Urgot in a solo or dual lane than playing him yourself imoimoimo. Haven't lost to an Urgot yet this week. I feel like a huge scrub lately though when much of my latest build is done and I look at the recommended items list and they're mostly gone. I CAME UP WITH THE BUILD FIRST RIOT
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I have decided to play Urgot guys. I will bring Urgot some fame in the whatever range I'm in.
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I'm proud to say that in my second ranked game of urgot, I beat Reginald's singed in lane. Urgot top tier inc.
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It's been entirely too long since this fat piece of shit was on the front page. So with the advent of the CDR boots I find them to be much more useful than Mercs, which I used to get. 40% CDR on Urgot is imba as shit: - shield on cooldown = 320 EHP every 7 second plus a slow? Insane. Not to mention if Urgot is built with a little tankiness (ie Frozen heart for Armor/mana/more CDR and/or BV or Randuin's) the shield will absorb more attacks through damage reduction.
-4 Acid hunters per Corrosive charge instead of 3: I can't emphasize how much of a difference in poking wars this makes, not to mention chasing down fleeing champions.
My question though is where should Urgot's necessary CDR come from? 15% boots, 25% Frozen heart? Boots/runes/masteries/Bruta or GB? Boots/Bruta/Randuins/runes? Kindlegem? (Is this even viable on Urgot?)
I'm leaning towards boots/frozen heart with Mres glyphs instead of CDR.
Now as far as damage is concerned, I've noticed I'm starving for mana less early game...I still feel like Manamune is still necessary but are mana regen yellows? Also before the buffs a while ago I was building Triforce: now that Corrosive charge scales from AD there is much less need to build anything but AD items for damage. Which items should be built however? LW is good and all but you quickly run out of room for damaging items if you're building boots/manamune/frozen heart and maybe brutalizer. I'm thinking of cutting outt he bruta in favor of more damage later. Bloodthirster seems like the best choice even though Urgot barely benefits from the lifesteal...I just don't see any other AD items being nearly as useful...
Just incoherent ramblings above but please continue to contribute to the discussion about everyone's favourite paraplegic, diabetic, mechanical spiderman!
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if you want to rush max cdr on Durgot, I'd run CDR Glyphs, 9/0/21, brutalizer, and CDR boots. Otherwise, I'd pass on the bruta and just hog blue buff or blue pot to max it.
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Marshall Islands3404 Posts
One of the better urgots, bruiseleet, gets the CDR from frozenheart/brutalizer and I tend to agree with this. Merc treads are just essential in every game unless your playing glass cannon, and you tend to get greaves then. urgot's CDs arent long enough to make use of the CDR boots, the CC reduction more important imo
Manamune/treads/brutalizer/veil/frozenheart. makes you a monster tank with good poke and good initation, cant ask for much more then that when it comes to solo q.
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have to say, after reading thru, i heartily approve of his guide. thats also a really good case for bruta, i've recently turned my nose up at it in favor of lw, but may come back to it, it was my first 'favorite' item on urgot after all. The only issue i have with it is how lackluster ghostblade is on urgot, otherwise i would be 100% for it (that and the new lw is pretty sick)
edit: i think, if i went cdr boots, i wouldnt go bruta, but if i feel forced to go merc treads, i would certainly get it
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He lists BR as a situational item on Urgot, while at the same time crying about his low ASpd once every two sentences. Q doesn't apply on-hits.
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lack of aspeed is easily made up for by q's, both locked on and not. as far as BR goes, i dont really agree with getting it (ever) but there are significantly worse guides out there, and i agree with like 95% (if not more) of the content given. Im also pretty sure he runs the same runepage as i do (apen marks/quints, mp5pl yellows and blues)
edit: to give you perspective, i've been told several times to get rageblade on urgot, to which i laugh heartily, seeing a guide where i agree with the choices he makes is refreshing to say the least.
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Wow this build is pretty much how I was originally playing him. Lately I've been building more AD but maybe that's why I haven't been doing as well. I think it all stems from the frustration of not being able to carry games so I've been building AD to carry harder, forgetting that Urgot isn't a hard carry.
An excellent guide, this will really bring me back to my roots.
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the thing with stacking ad on urgot, is that with my core of manamune + frozen heart + bveil (he doesnt think heart is core, but i think its a terrific item that he undervalues), you already have like 270 AD, you shouldnt be desperately needing more. Not to mention the fact that you are reeeally hard to kill, and you can then make the decision to either get harder to kill or kill things easier depending on how the game is going.
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270 AD wut?
like, let's say 110 base AD, you're saying you'll get 160 from manamune? that would take 7K mana... you don't have 7K mana. Bears aren't very good at math IMOIMOIMO
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idk, thats about what i always seem to end up on after building that.
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Red Elix + Baron + Aegis + Janna E?
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I disagree. you're straight up trippin' balls, or you're not revealing your secret 1900 elo secrets.
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oh, add lw and subtract ~ 20 ad
#1
its a little bit over 200 with just those 3 items
edit: i have no idea where i got 270 from, i feel kinda silly now
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ok, sure, 202 at level 18 with those 3
http://leaguecraft.com/builder/Urgot/?items=112,76,29,70&runes=36,36,36,36,36,36,36,36,36,375,375,375,375,375,375,375,375,375,40,40,40,40,40,40,40,40,40,62,62,62&masteries=0000000000000003023010000000030140131031301&level=18
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i've decided
i really like bruta again. big suprise.....
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Marshall Islands3404 Posts
you need brutalizer on urgot. the whole point of urgot is to shit on whoever is mid, similar to panth. the earlier you get brutalizer, the earlier you send them back to base every 2 minutes. Then after that whole early game thing is over you start building up your tear in preparation for manamune. You dont need early manamune on urgot because he maxes it so quickly.
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On February 04 2011 06:39 Mogwai wrote:ok, sure, 202 at level 18 with those 3 http://leaguecraft.com/builder/Urgot/?items=112,76,29,70&runes=36,36,36,36,36,36,36,36,36,375,375,375,375,375,375,375,375,375,40,40,40,40,40,40,40,40,40,62,62,62&masteries=0000000000000003023010000000030140131031301&level=18
Inb4 veigar gets old ulti back.
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update!
added bruseleets guide as a good reference. mostly just confirms what i've been doing. it made me change my early items to tear->bruta tho, before finishing manamune and continuing on to the core. i really like bruta again (herp de derp, since a 2k player tells me too ;>), i still think that depending on how things are going, you can afford to NOT have bruta and go cdr boots instead, tho im not sure how this fits in with things and when i would want to do this.
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Hmm, that's interesting. I've always gotten a brutalizer in every game as urgot, only ever upgrading to ghostblade if I've maxed everything, red pot, and still have money (I think it's happened twice ever, maybe once).
Never once though did I make it before finishing manamune. It makes tons of sense, but I just get single minded about it.
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ghostblade is kinda shitty on urgot, like, bruta is a great item on urgot, but you get nothing for upgrading it. crit kinda sux, ms isnt terribly helpful, aspeed isnt very helpful either. its a shame such a great item is so useless when upgraded. its the primary reason i didnt get it for such a long time.
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Marshall Islands3404 Posts
if it gets that lategame, just sell brutalizer and buy last whisper
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I haven't been getting brutalizer on Urgot, though I've definitely been considering including it. Urgot does 100% physical damage, he has no abilities that do magic damage, so it's going to be a lot more useful on him than most others. I agree with not getting ghostblade though.
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I definitely see the idea behind Bruta before MM, I tend to get tunnel vision rushing MM first as well. Sometimes I find that MM and Bruta are not enough damage however, especially if I was unable to rack up many early kills/assists. In those cases I sometimes pick up LW as well. I mean it's great building him tanky after you get a bit of CDR/Arpen/dmg, but it translates to you just getting focused last in a teamfight because you barely do anything midgame. It's definitely a delicate balance as to what point in the game Urgot is useful for laning power versus poking/survivability.
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So I feel like I have to bump this and bring it up: The bug fix to Urgot's Q does it fact make it so that you can't make those 1-in-10 crazy long shots anymore, however with it comes a very welcome undocumented change.
I noticed that previous to this patch, much like Nidalee's spear, Urgot's missile doesn't hit at the end of its animation and just disappears after going into a champion. Now, it looks like it has actually GAINED a bit of range, and if the missile even touches a champion at ANY point during the animation, even right at the end, it will hit.
Obviously this is how it should have been from the beginning, but any bug fix is welcome news.
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On March 02 2011 08:27 WaveofShadow wrote: So I feel like I have to bump this and bring it up: The bug fix to Urgot's Q does it fact make it so that you can't make those 1-in-10 crazy long shots anymore, however with it comes a very welcome undocumented change.
I noticed that previous to this patch, much like Nidalee's spear, Urgot's missile doesn't hit at the end of its animation and just disappears after going into a champion. Now, it looks like it has actually GAINED a bit of range, and if the missile even touches a champion at ANY point during the animation, even right at the end, it will hit.
Obviously this is how it should have been from the beginning, but any bug fix is welcome news. Is it a range increase or was the range of the animation shortened?
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I can't be 100% sure, but it appears as though the animation has stayed the same, and they have fixed it so that it now hits right at the end. I have been hitting a lot of poking Qs I hadn't been before. It's obviously not a huge difference but I play Urgot enough that I noticed something odd.
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Jiji plays urgot a lot on his smurf. He runs 15/0/15 masteries with Arm-pen marks, Arm-pen Quints, health/level seals, magic resist/level glyphs. Here's what he usually builds:
Meki Pendant + 2 health pots Tear of Goddess -> Manamune boots -> Boots of Lucidity Brutalizer Last Whisper Banshee Veil BloodThirster Super late game: he opts to sell brutalizer for cleaver
(The opening and first few items are pretty consistent. The latter items might be more situational but i just copied and pasted what he did in one game)
The way he explained it was that he wanted to get his CDR down to the point where he can get off 3 Qs off on one E. Q has a 2 second cooldown and E has a 5 second duration so the breakpoints for getting additional Qs are at 17% CDR for 3Qs and 37% CDR for 4Qs.
His opening actually makes a whole lot of sense. He pretty much gets the CDR boots asap after tear/manamune to hit the 17% CDR sweet spot . Boots of lucidity gives 15% cdr + 3% cdr from mastery = 18% cdr, which puts him right above the mark for squeezing in 3Qs per bomb.
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updated op with link to jiji's build
my thoughts: tear -> bruta has been working out for me a lot better than manamune -> bruta, i def feel like its pretty far superior. in terms of openings, meki works for him because he doesnt get mana regen from runes, so he desperately needs the mana regen from meki, but atm i prefer getting my mana regen from runes and going boots first, i may go back and try meki opening again.
imo, the key thing thats different between my build and jiji's is frozen heart, with the recent nerf, im not sure its as core on urgot anymore as it used to be, but if you get fr heart, you better get merc treads, because you wont need cdr boots to hit the 4 Q mark.
edit: another note, it seems to me that a lot of the items that jiji got in that game were based on the idea that he was the only source of AD dmg, there are alternate builds for a more support/tank urgot build that gets a decent amount of dmg, then starts building other things, but you need some1 on your team who is actually doing a lot of AD dmg
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On March 06 2011 22:52 barbsq wrote: updated op with link to jiji's build
my thoughts: tear -> bruta has been working out for me a lot better than manamune -> bruta, i def feel like its pretty far superior. in terms of openings, meki works for him because he doesnt get mana regen from runes, so he desperately needs the mana regen from meki, but atm i prefer getting my mana regen from runes and going boots first, i may go back and try meki opening again.
imo, the key thing thats different between my build and jiji's is frozen heart, with the recent nerf, im not sure its as core on urgot anymore as it used to be, but if you get fr heart, you better get merc treads, because you wont need cdr boots to hit the 4 Q mark.
edit: another note, it seems to me that a lot of the items that jiji got in that game were based on the idea that he was the only source of AD dmg, there are alternate builds for a more support/tank urgot build that gets a decent amount of dmg, then starts building other things, but you need some1 on your team who is actually doing a lot of AD dmg
He seems perfectly content to stay on 3Qs per E for the majority of the games. Maybe it's because he doesn't want to waste occasional Blue buff he gets from kills (he doesn't hog blue buff, usually opting to give it to AP carries) or the fact that there isn't really any other "pure" AD-CDR items besides for brutalizer.
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Played 3 games today (my 2nd-4th Urgot games). Wow this guy's a beast. Hit E at level 3/5 and half my enemy's hp goes down. Bam bam. Hopefully I'll get better as I play vs better people.
Boots/3pot -> tears -> brut -> mana (or just a bfsword if I can afford it) -> BT/Manamune/Bveil/GA/FH/QSS/etc has been working really really well. Running 9/0/21 with flash ghost.
EDIT: Apparently "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)."
Is this a toggle or do I have to keep it pressed?
Also as long as E hits even in FoW your q hits right if mouseover'd?
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Russian Federation4235 Posts
Went 25-4 with him yesterday. This guy can carry at times, but overall, if you don't fuck up someone's laning like grossly, you're dead weight. The next game I got matched with really good people, went 6-1 and couldn't do shit after the laning phase was over.
Yes, it hits it fog of war, that's what makes it so cash.
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such a bullshit champion, seriously fuck this asshole.
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United States37500 Posts
On March 09 2011 02:18 Mogwai wrote: such a bullshit champion, seriously fuck this asshole.
l2dodgebombs
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w/e, you can dodge 50 bombs, but that 51st one is still going to instantly take 75% of your HP.
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On March 06 2011 18:59 crazeman wrote:The way he explained it was that he wanted to get his CDR down to the point where he can get off 3 Qs off on one E. Q has a 2 second cooldown and E has a 5 second duration so the breakpoints for getting additional Qs are at 17% CDR for 3Qs and 37% CDR for 4Qs.
His opening actually makes a whole lot of sense. He pretty much gets the CDR boots asap after tear/manamune to hit the 17% CDR sweet spot . Boots of lucidity gives 15% cdr + 3% cdr from mastery = 18% cdr, which puts him right above the mark for squeezing in 3Qs per bomb.
How does that even make sense? E doesn't put Q on cooldown, so even without cdr getting 3 Qs should only be 4 seconds + animations. You really can't count the breakpoints like that.
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On March 09 2011 02:15 BluzMan wrote: Went 25-4 with him yesterday. This guy can carry at times, but overall, if you don't fuck up someone's laning like grossly, you're dead weight. The next game I got matched with really good people, went 6-1 and couldn't do shit after the laning phase was over.
Yes, it hits it fog of war, that's what makes it so cash.
Seriously though, as Urgot you have more potential to fuck up someone's lane than even pantheon. He's such an awesome early game champ that turns into a late game carry with a gimmick.
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I consider Urgot to be Ashe-like kind of carry. No steroids skills, but huge utility (they both have slows and their ulti is a hard CC). Of course Ashe has higher range (and probably better dps stat growth), but Urgot has other powerful tools to win his lane - passive and e+q combo.
Urgot's laning seems to sum up in the rule of "lategame i may be only 90% as powerful as normal carry but at the same time i will make your carry only 60% as powerful as normal carry". I don't even know why i feel like Urgot is not 100% as powerful as standard carries lategame (in terms of pure dps), he seems to me to have kind of low attack speed. It may be just a feeling though...
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Russian Federation4235 Posts
Still don't think Urgot can carry. He doesn't do the ranged DPS's job of smacking down turrets in between waves because of his shitty range and zero attack speed.
But at the same time he has so much hidden utility that he can orchestrate a lot of stuff for his team. Brush checking, CC, suppression, displacement, shield, slow, 15% damage reduction, armor reduction, vision (with grenade), you name it.
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On March 09 2011 06:32 Kaniol wrote: I consider Urgot to be Ashe-like kind of carry. No steroids skills, but huge utility (they both have slows and their ulti is a hard CC). Of course Ashe has higher range (and probably better dps stat growth), but Urgot has other powerful tools to win his lane - passive and e+q combo.
Urgot's laning seems to sum up in the rule of "lategame i may be only 90% as powerful as normal carry but at the same time i will make your carry only 60% as powerful as normal carry". I don't even know why i feel like Urgot is not 100% as powerful as standard carries lategame (in terms of pure dps), he seems to me to have kind of low attack speed. It may be just a feeling though... Ashe is very weak in lane though, completely different from Urgot there. So it should not be surprising that his lategame is not as strong or otherwise he'd be really broken. I'd say it's his short range and low attack speed as well as the lack of both decently scaling AoE and stereoids which makes him weaker than other carries lategame.
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people ban shen urgot zilean irelia now -is happy- fuck you urgotttt
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On March 09 2011 07:36 HeavOnEarth wrote: people ban shen urgot zilean irelia now -is happy- fuck you urgotttt Damn it....just when I was about to get back into ranked games.
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On March 09 2011 06:32 Kaniol wrote: I don't even know why i feel like Urgot is not 100% as powerful as standard carries lategame (in terms of pure dps), he seems to me to have kind of low attack speed. It may be just a feeling though... lvl 18 urgot 0.962 aspd 113 dmg lvl 18 ashe 1.031 aspd 98 dmg
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Before his E scaled with AD I used to get Triforce for tower pushing. That was the only reason I ever really considered his autoattack. I still rarely consider it. Most of his damage comes from Q and his lategame is mostly utility anyway.
Urgot is by no means a standard ranged carry and he should not be treated as such.
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Triforce would make sense, I mean... he has a slow so he can keep the Q autoattack spam up for the duration of E pretty well etc. But I guess that in actual 5v5 battles he couldn't really do much autoattacking... And Q doesn't proc it like Ezreal's does, right?
EDIT: After buying urgot I tested it in a custom "lvl 30 champion test"-game... 17-0 and 20min surrender. =P They didn't believe it was my first game -.- But seems hilariously fun, E is a bit tricky though.
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Look up "Bruiseleet" for runes and masteries. he is hurrgot abuser
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On March 10 2011 05:26 HeavOnEarth wrote: Look up "Bruiseleet" for runes and masteries. he is hurrgot abuser 21/7/2 for imba 2/3 Perseverance and Mana/lvl glyphs for +4.6 AD on Manamune? I guess he doesnt use Ghost, or would he get 2/3 Perseverance over Ghost?
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Yeah I know how Bruiseleet plays...I'm personally not comfortable enough not to run 0/21/9, and even then I have trouble seeing how extra crit dmg and % are worth a damn on Hurrgot. Can't argue with the guy's elo though...
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updated to reflect my new love of GA, its now my go-to armor item over frozen heart, as well as updating masteries, runes and summoner changes that have occurred recently
also threw in some spoilers since it was getting a bit tldr
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Marshall Islands3404 Posts
21-7-2 works on urgot, I used the same thing then noticed that bruiseleet uses it too
He goes teleport/flash though, I prefer improved ghost/teleport
and if your not autoattacking as urgot you doin it wrong :3
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not autoattacking was a bit of an exaggeration on my part, its less that your not autoattacking and more that you are so focused on q dmg, that your autoattacks feel almost secondary
edit: i think for masteries, ill just put 21-x-x, that accounts for 21-0-9, 21-7-2, and 21-8-1
edit2: i also very much agree with ghost over flash, urgot is a kiting champ which makes sustained movement much more valuable than burst imo
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United States47024 Posts
On April 03 2011 11:57 barbsq wrote: not autoattacking was a bit of an exaggeration on my part, its less that your not autoattacking and more that you are so focused on q dmg, that your autoattacks feel almost secondary
edit: i think for masteries, ill just put 21-x-x, that accounts for 21-0-9, 21-7-2, and 21-8-1
edit2: i also very much agree with ghost over flash, urgot is a kiting champ which makes sustained movement much more valuable than burst imo Thoughts on 15-0-15?
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Bruiseleet Urgot guide with vids up. http://www.solomid.net/guides.php?g=578
Anyone else find his video extremely useless? Like....nowhere does he show what makes him the best Urgot in the game....
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Russian Federation4235 Posts
On March 09 2011 10:49 Shikyo wrote:Show nested quote +On March 09 2011 06:32 Kaniol wrote: I don't even know why i feel like Urgot is not 100% as powerful as standard carries lategame (in terms of pure dps), he seems to me to have kind of low attack speed. It may be just a feeling though... lvl 18 urgot 0.962 aspd 113 dmg lvl 18 ashe 1.031 aspd 98 dmg It's not the DPS, it's the range. Urgot can't play ranged DPS because his autoattack range is really bad. But if the enemy comp somehow allows you to play ranged DPS-alike with that range, Urgot carries well.
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On April 03 2011 12:10 TheYango wrote:Show nested quote +On April 03 2011 11:57 barbsq wrote: not autoattacking was a bit of an exaggeration on my part, its less that your not autoattacking and more that you are so focused on q dmg, that your autoattacks feel almost secondary
edit: i think for masteries, ill just put 21-x-x, that accounts for 21-0-9, 21-7-2, and 21-8-1
edit2: i also very much agree with ghost over flash, urgot is a kiting champ which makes sustained movement much more valuable than burst imo Thoughts on 15-0-15?
i already put in 15/0/15 in the op, as well as what i think it accomplishes
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Your resident Urgot expert says that 0/9/21 is best masteries on Urgot. You're gonna get tear asap, so strength of spirit gives you mad hp regen and excellent lane staying power. Utility tree for improved summoners, movespeed (which is pretty huge on Urgot), mp/hp regen, and cdr.
CDR is one of the most important stats on Urgot, lets you hit 4 (possibly 5 at max CDR? not sure about this) seekers in one grenade instead of 3 and puts your shield on a 7 sec cooldown. Early/mid game blue buff on Urgot is nigh-unstoppable, mostly from the CDR bonus, you are unlikely to be running out of mana with tear.
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u get cdr in the offensive mastery too ~.~
silly treebeard
also the # is 4 on max cdr
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Trying out Urgot and looking for some clarification.
You only need to mouse over the enemy champion once when they're marked and you'll hit them with your Q as long as your in range and marked right? The Range is also longer than the 1k range without lock on too. Since it seems like you can kite with him in the videos but I've been holding my mouse over the enemy champion thinking you need to do that to maintain lock.
Also it says on the wiki you can destroy wards with his lockon and Q. Is that a viable tactic?
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Just imagine that Q is smartcasted or like cassiopeia Q. The instant it launches you can do whatever the else you want until you want to Q the opponent again. You only need to mouse over for initial targetting.
The wiki is probably out of date, wards aren't affected by spells anymore so it would be impossible to destroy a ward with Q+lock-on.
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e never affected wards, it was only that u could q wards much like ez could, way back when it actually worked
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Hey guys this thread hasn't been touched since all the changes in season 2, so i thought I'd share a build I've been using to great success for the past week or so.
Fist off Masteries, I am running 23/0/7 and it seems to work quite (offense op IMO) + Show Spoiler +![[image loading]](http://img856.imageshack.us/img856/3867/69038143.png) I'm pretty sure all the choices here are self explanatory.
Summoners are flexible but i like tele/flash
Runes on Urgot are basically what has always been good Reds = Armor Pen Quints = Armor pen Yellows = Mana regen / Level Blues = Cdr
Skill order: QEQW, R > Q > W = E (level W and E evenly) Occasionally viable to open E instead of Q if you need a better bush checking tool then Q and there is no CV on your team
For items not a whole lot has changed. I find it optimal to open maki and 2xh-pot ->Tear -> boots1 -> brutalizer -> cdr boots. This is your core, with runes and masteries your cdr is close to capped with this so yo don't need any more past this point. After I finish cdr boots i like to (optimally) BF Sword-> Last Wisper -> bloodthirster -> GA However if you don't get a couple good kills early game then just go Manamue -> Banshees Veil -> Last Wisper instead
You can leave Blue and Red to your teammates as you have CDR/Mana Regen/Slow already under control. Your armor Pen will be at a point that really any time you land a corrosive charge on an enemy your acid hunters will have them at half health from full if they are not a dedicated tank.
A note about Urgots Ultimate. There are two main things you want to do with this ult. 1) Pull escaping enemies into your team (just make sure you are not putting yourself into the middle of the enemy team) 2) Pulling overly aggressive laning opponents into your tower for an easy kill (not many people are stupid enough to get in ulti-tower range of urgot, so this is best used in conjunction with singed or volibears fling, alistars headbut, etc.)
You really don't want to ult during a team fight except in rare circumstances, your damage output is far more valuable to your team then a short suppress.
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So how does one lane against an Urgot solo top ? What's the counter ? :D
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On March 24 2012 02:58 Erasme wrote: So how does one lane against an Urgot solo top ? What's the counter ? :D I haven't laned against urgot top but I can tell you that urgot is made to crush lane. Remember the days of solo mid urgot? In fact, I can't think of any champion that can beat urgot in lane. I'm sure there must be some, but I can' think of any right now.
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On March 24 2012 02:58 Erasme wrote: So how does one lane against an Urgot solo top ? What's the counter ? :D
nidalee is a pain, just kus it's hard to force engages on her and her stupid heal, pretty much determined by jungle, malph and cho prob still win (same logic by which they beat panth, tho it's not quite as bad kus urgot can still cs).
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Cait kicks his ass in my experience. His ass is so wide that cait never misses it. I don't like how aaa lost as cait vs urgot, I think you have to be more aggressive and be fast to dodge grenades.
Especially if it's a 2v1 lane, you don't want to be trading health for mana against someone with blue buff.
As a top. I don't know.
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Riven should do well vs urgot I think.Also strong junglers.Maybe gp?
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On March 24 2012 02:58 Erasme wrote: So how does one lane against an Urgot solo top ? What's the counter ? :D Its all about dodging E. Ahri, Ryze, Shen (haven't played vs him post patch though) are all really hard to top against. Riven is easy as fuck she can't pressure pre glacial and post glacial its completely ez for Urgot. GP is really good after wriggles (prepatch at least) you are fucked top lane.
I dunno but tear first feels so overrated my current build (this is for classic bot lane where I spend most of my Urgot time) bots/blue crystal, glacial/CDR boots(never mercs, if they have a lot of cc get cleanse.) If I am snowballing manamune, otherwise FH then situational shit sometimes banshees before FH.
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got a question about urgot. Do i need to get blue buff or will i be fine without it (i.e. is it a must for urgot to have blue buff) ?
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On July 23 2012 09:30 Cubu wrote: got a question about urgot. Do i need to get blue buff or will i be fine without it (i.e. is it a must for urgot to have blue buff) ? Well I thought all urgots built mana items(manamune/frozen heart blah blah) so it wouldnt seem like you'd need it?(if your mid doesnt need it though take it) obviously
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On July 23 2012 09:30 Cubu wrote: got a question about urgot. Do i need to get blue buff or will i be fine without it (i.e. is it a must for urgot to have blue buff) ? Urgot doesn't need blue. Just be smart about using your Q in lane. Most urgots build bruta/glacial->frozen heart. So your mana pool should be good enough for Q spam. Bonus points if you're laning with Soraka.
Don't really think Manamune is good on Urgot tho. It helps his mana management, which can translate to more harass and damage, but it's a pretty sub-par item in general. Prolly better off getting bigger items.
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This thread is pretty old but I was wondering what people's thoughts on urgot are, with s3 coming up. what's his viability as adc and/or bot? tear is getting cheaper and manamune is supposedly getting a rework, so will he see more play?
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Kinda hard to say without more specific details. They did say they were making new AD caster items though so there's still hope.
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What are people thinking about Urgot in S3? New muramane and cleaver are perfect for him, but do they solves his old lategame uselessness issue?
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On December 13 2012 01:06 Imperium11 wrote: What are people thinking about Urgot in S3? New muramane and cleaver are perfect for him, but do they solves his old lategame uselessness issue? I think barring him auto attacking with like PD/BT or something he cant really be that good lategame, he still has good initiation with his swap but his range is far too low to be a decent ADC, like people were saying earlier maybe throw him in toplane or something
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On December 13 2012 03:59 arb wrote:Show nested quote +On December 13 2012 01:06 Imperium11 wrote: What are people thinking about Urgot in S3? New muramane and cleaver are perfect for him, but do they solves his old lategame uselessness issue? I think barring him auto attacking with like PD/BT or something he cant really be that good lategame, he still has good initiation with his swap but his range is far too low to be a decent ADC, like people were saying earlier maybe throw him in toplane or something
I've played him solo top. He can 3-4 shot a carry with GA lategame with a BC/muramana assuming he has a FH as well. Muramana ooms him in a hurry, but it gives more damage than a BT. Also does pretty good damage to tanks with muramana up, not anything to write home about, but good.
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So, Blue build Urgot was mentionned a couple times in GD. Has anyone given it a serious try? I've tried tweeking the old tanky mana (manamune + FH) into muraman + BC + IBG in ARAM and wasn't realy convinced. Late game acid hunters do hurt a fair bit more with the toggle but the range differential between those and basic attacks makes teamfights a game of constant target switching between squishies w/ acid hunters and closest targets for passive/IBG application.
Anyone with input on SR ? Can't get Sotel in ARAM and I also feel the farm 'distribution' doesn't favor early lane bullies such as Urgot as well on HA.
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Acid Hunter applies your passive now though (maybe you already knew it, but your wording suggests you didn't).
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I'm aware of it yes , my concern was more about wether IBG is realy worth it in the timing to get it + muramana on SR since afaik acid hunter doesn't apply IBG proc unlike ez's Q. Going for IBG also makes urgot way squishier then FH (more so with the heavy AD burst common these days). I could see Sotel being a decent alternative to brutalizer tho.
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