Urgot Guide

Champion Mechanics

Kit, power spikes & spell maxing

Urgot is the only ranged juggernaut (good at dealing damage and tanking) in the game. He plays top and is a beast in both early and late game โ€” with huge damage output and a high health pool. On this page we will go through the kit, how to play Urgot, some tricks and more.

If you want more detail about Urgot abilities, visit the Urgot Wiki page โ†—

โœฆ The Kit
Urgot Passive
Passive Echoing Flame

Each Urgot leg has a shotgun which covers a 60ยฐ angle. Urgot basic auto attack will cause the shotgun to shoot in a cone dealing AD damage scaling with Urgot's base level AD and enemy max HP. It has a cooldown from 30s in early to 2.5s in late, per leg.

How to use

Play around your legs and try to save them to poke your opponent. If the enemies are CC'd try to rotate around them to apply the most damage possible. While farming try to proc on a leg that will affect the wave the least and use this same leg to last hit minions.

Urgot Q
Q Corrosive Charge

Urgot launches a missile which explodes after 0.3s and slows the target for 1.5s.

How to use

This spell has multiple functions:

  1. Poke the opponent to lower their HP in order to all in. You can Q and proc PTA then disengage.
  2. Slow the opponent in order to engage / disengage.
  3. Farm from a safe distance.
Urgot W
W Purge

Purge puts Urgot in a state where he can't auto but will fire at the nearest target at 3 attacks per second. His other spells will mark any champion if hit โ€” in which case Purge will focus them instead of the nearest enemy. While in Purge, Urgot ignores minion collision and firing will cause him to be slowed by 125 points. At max rank this spell costs 0 mana and has no CD so you can switch at will.

How to use

Urgot W will be used to either farm due to its huge DPS or after marking a target to deal a huge amount of damage with PTA. Don't grid too much due to the slow after your burst with PTA โ€” some champions will be able to turn you, like Lethal Tempo and Conqueror users.

Urgot E
E Disdain

Urgot shields himself and dashes forward. The first target he hits is bumped and thrown behind Urgot then CC'd for 1s. For the 1.75 next seconds (1.5 total CC he applies + 0.25s) Urgot can do nothing.

How to use

This spell is key to killing your opponent. Try to learn the range of the dash and use your Q to gap close before dashing. You can use it level 1 in range to trade even if you don't hit your E โ€” at level 1 your shield is strong.

If you hit your E you can buffer Q or R (even both sometimes) to assure they hit.

Urgot R
R Fear Beyond Death

Urgot fires a drill (skillshot) which deals Physical damage to the first target it hits. This target is marked for 4 seconds โ€” during this time the target is also revealed (giving true vision) and slowed by 0โ€“75% based on target's missing health. If the target gets under 25% max HP, Urgot will cast chain and drag them for 1.5s and execute them, fearing nearby enemies and slowing them by 75% for 1.5s.

How to use

Urgot R is a key spell in teamfight โ€” the fear has a huge impact. It's a really tricky ability to hit without a CC so try using your E before R. And if your opponent is a bit tanky, the 4s timer to burst might be too fast for you to proc so try to hold it until you can kill them in that window.

cast chain and drag them โ–ผ

โœฆ Power Spikes
1
Level 9
W Toggle + Black Cleaver
At level 9 you unlock the toggle of W and you usually complete Black Cleaver. This is your first and biggest power spike โ€” you become extremely dangerous.
2
After Level 9
Sterak's Gage
Sterak makes you really tanky and allows you to pull more consistently your R in close matchups or teamfights. It's your defensive cornerstone.
3
Level 13 / 16
Late Game Passive
At level 13 your passive reaches its lower cooldown (2.5s per leg) and at level 16 it deals more damage than ever โ€” 100% of your base AD + 6% of the target's max HP.
โœฆ Spell Maxing

Level 1 โ€” depends on who you are facing. If it's a high range opponent like Teemo, Vayne or Jayce you can start Q if they don't face check your bush. In any other case start E.

Level 2 โ€” If you started Q always take E after. Else you can take Q or W depending on your situation. If you need to push or you can kill/dive with E Flash, or even if you want to trade with a stable wave take W. If the target is low due to a hard trade level 1, take Q to apply pressure on him and deny in base.

Your goal is to max W at level 9. If you play Triple Tonic you can put in total: 3 in Q, 5 in W, 1 in E and 1 in R. Else 2 in Q, 5 in W, 1 in E and 1 in R. Max Q after W โ€” your Q slow scales hard and grants more chase pressure and kill options. Max E last โ€” it doesn't change a lot about your E.

Standard max order
E ร— 1 โ†’ Q or W ร— 1 โ†’ Other one ร— 1 โ†’ Q ร— 1 (2 with triple tonic) โ†’ W ร— 4 โ†’ Q ร— max โ†’ E ร— max
Advanced Tech โ†’