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Ahri Statistics for Ahri

Author's performance with Ahri compared to the ranked average.

Author
Chimalpopica
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Summoner Spells

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Ghost and Flash is your go-to combination in most situations. Flash is straightforward, but I feel I'll have to explain the Ghost pick a bit.


Urgot is generally picked into a duo lane because he does not have any escapes. This, however, is can easily be remedied.

Ghost is an incredibly powerful spell on Urgot because of both its aggressive and passive uses. Let's get the run-down:
  • Because of Urgot's incredible range, kills often occur outside of Ignite's applicable range. Sometimes, you may even uselessly forsake your life to simply get in range to use Ignite. Therefore, I generally feel that Ignite works negatively for Urgot. The only circumstances I would use it in are against Aatrox (because he just loves go all-in and has high healing potential), and Mundo (for obvious reasons).
  • Ghost can be used offensively, to follow a retreating or kiting opponent and get more auto-attacks or Acid Hunters in. In the early game, it often allows Urgot to unexpectedly 100-0 an opponent. With the slow from Urgot's shield, plus Ghost and Flash, he can chase indefinitely. 
  • Because of the additional mobility Ghost provides, you can escape from most—if not all—ganks. With its surprisingly low cool-down, you will not be caught out often.
  • Finally, Ghost allows you to position and kite better in team-fights. This is a must, whether you're an off-tank initiating Tankgot, or a full damage Rapegot.
I've made a video analysis of the Ghost and Flash summoner spell combination, which can be found through this link. Beware of poor audio balancing (but my accidental pretentious voice is clear enough). 

Barrier is a decent spell in mid and bot lane, but Ghost compliments Urgot's positioning so well that it is my go-to choice. 

Exhaust is a powerful choice against champions who force an all-in trade, such as Jarvan IV, Pantheon, Xin Zhao, and in many cases, Riven.
Read Author Notes

Runes

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Most abilities scale off of bonus AD. Urgot's Acid Hunter is quite unique in this aspect, as it scales off of total AD. This means that its damage will increase both when leveling up and when leveling Q. It also means that, at a .85% AD ratio, you're better off building straight for armor penetration, because it'll make a whole lot more difference than some flimsy AD. And it goes without saying that armor penetration runes will fare better as the game progresses.

Seals should either be flat or scaling armor. Lots of top laners take scaling these days, so it's reasonably safe to splurge. By level 6, you'll have almost as much armor with scaling seals as with flat, and it only gets better from there. If you're going bot lane, you'll probably want flat armor to mitigate the innumerable auto-attacks you'll be assailed with, and if you're mid, either works—it's mostly up to personal preference and your lane opponent. Personally, I prefer flat armor, as the bonus it provides in the early game is invaluable.

As Urgot, the goal is generally to reach 35-40% CDR, fast (see "CDR"). I prefer to take 3 scaling glyphs, for an eventual 5% CDR at level 18, and 6 flat glyphs, for 5% CDR immediately. It's important to have at least 10% CDR (that's counting 5% from masteries) in the early laning phase, because otherwise it will be very difficult to reach more than two locked on Acid Hunters. This comes out to an eventual innate 15% CDR by level 18, which is a very flexible number that opens up many build paths. 

Read Author Notes

Masteries

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0/1
0/4
4/4
1/1
0/1
3/3
0/3
1/1
1/1
1/1
0/1
3/3
1/1
1/3
0/3
1/1
0/1
3/3
0/1
1/1
Offense: 21
2/2
0/2
2/2
0/2
1/1
0/3
0/1
0/1
0/1
0/3
0/3
0/3
0/1
0/1
0/1
0/1
0/4
0/1
0/1
Defense: 5
1/1
0/3
3/3
0/1
0/3
0/1
0/1
0/3
0/1
0/3
0/1
0/1
0/1
0/3
0/2
0/1
0/3
0/1
Utility: 4
This mastery page gives Urgot a great deal of damage and bulk, and follows much of the math and reasoning done here. I've opted to take Butcher and Feast in lieu of Double-Edged Sword and Expose Weakness, as Double-Edged Sword is far too double-edged on raged carries (especially He-Who-Must-Not-Be-Named—the one with 450 auto-attack range), and Expose Weakness has little impact in lane. Feast, on the other hand, should come out to about a 175 gold value by the end of the game, and can be quite helpful in the laning phase. Butcher is a bit of an ugly duckling, sitting at a gold value of about 72—and at that only against minions and monsters—but it seals the deal on this dilemma. 

The defensive the value of the stats gained from Veteran's Scars and Juggernaut varies primarily between 37.46 and about 210 gold. Quite notably, if these four points are instead put into Phasewalker and Meditation in the Utility tree, the mana regeneration gained is worth a constant 180 gold. As the 21/9 advantage in gold value only exists around the lategame (that is, without attributing value to Phasewalker, which is largely unquantifiable), these four points in Utility are statistically more efficient. However, it must be rationalized that this debate is over whether to value a small amount of health, or a small amount of mana regeneration. Take whichever one you think you need the most.

I've taken Enchanted Armor rather than Recovery, as Urgot's ultimate provides massive defensive stats which this mastery can amplify considerably. Additionally, since Urgot's builds almost always incorporate a number of defensive items, Enchanted Armor can prove very beneficial.

Read Author Notes

Abilities

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Slot 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
 
Passive
Q
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
W
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
E
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
R
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18

R>Q>W>E is the order I normally use; it combines both damage and tankiness, and allows Urgot to make trades in lane without losing HP. 


If you're in a tough lane, feel free to take your first point in Terror Capacity. Against a Lee Sin or Garen, this will allow you to mitigate all early harass while biting back hard. 

Max E first when you're against a highly skilled opponent who knows not to fight you head-on and walks far out of range whenever you hit a Noxian Corrosive Charge. This will allow you to still bully the lane in the form of BurnGot. First item Lizard Elder's on me, boys. Rest in pepperonis...
(actually, uh, don't do this.)

If you feel as if you can constantly be on the attack without being traded with, max R>Q>E>W. You'll be really squishy for a hell of a long time with your flimsy 80 HP shield, so beware of poke and play on the edge of the battlefield.

Always put a point in your ultimate at level 6; although its level 1 range is atrocious, you can make ganks happen by flashing, perhaps ghosting, and ulting your opponent. This basically negates your opponent's flash or ghost, and allows you to secure a kill. Even if there is no chance of a gank any time soon, your Hyper-Kinetic Position Reverser gives so much armor and magic resistance, and can be used during a lull in your cooldowns if your opponent decides to go all-in.
Read Author Notes

Items

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Start With
Core
Situational

This section is under construction. Soon, the in-depth item analysis will get its own pages in the guide, and this page will detail all the above builds.

An ideal Urgot build should follow these guidelines:

      1. Reach 35-40% CDR (usually by about level 11)

When Urgot reaches this CDR threshold, most players will be able to consistently fire four Acid Hunters in the duration of one Noxian Corrosive Charge, thus increasing Urgot's damage by an enormous amount. Since Urgot's a spellcaster, he gains far too many benefits from CDR to pass it up. 

      2. Prioritize mana, armor penetration, and mobility

      3. Contain tank items later on

Builds

The Ranged DPS—After much extensive testing, I've determined that this is the best way to build Urgot. This build:
  • Allows you to 1v1 anybody, often taking them out in one combo of EQQQQ. 
  • Greatly favors positioning; allows you, in the mid-game, to be a 1,200 range adc which can three or four shot almost anybody. This works both for and against you, as you can assassinate anyone from an incredible range, but may overstep your bounds to secure a kill, getting you caught and killed, unless you can speed and kite away with your incredibly mobility-based summoner spells. Be knowledgable of your abilities, and smart in your positioning. 
  • Is the most fun, most difficult, and perhaps the most effective way to build Urgot.
If you have or develop the mechanics to back it up, damage-based Urgot is an absolute terror.

The Tank—This is advocated by some of the few who play Urgot in top lane, and opens up an interesting play style, in which you peel for your carry, initiate, and act as a brick wall, while dealing reasonable—but ultimately fairly negligible—damage to their ad and ap carry. It usually involves purchasing a Tear, followed by an immediate Frozen Heart and other tank items.

MR-Heavy—

Mid Lane—

Jungle—

Support—

The Roaming Destructo-bot—This is an incredibly peculiar build primarily for mid lane that I found when researching Urgot players. I will preface this by saying that two season 3 Platinum 1 Urgot mains use this build 99% of the time, viewable here and here. The idea behind this build is to pick up an early lead and capitalize on it by playing a game of blitzkrieg. The build order is usually Phage, Boots of Mobility, Infinity Edge, Tri-Force, Giant's Belt... then either Randuin's Omen or Guardian Angel. The Phage and Mobi boots boost your mobility, allowing you to be very roam-heavy. This build, interestingly enough, uses Urgot's Acid Hunters to simply complement his auto-attacks, rather than the other way around. I imagine that the Infinity Edge is for additional damage close-up, after Urgot uses Hyper Kinetic Position Reverser.

By starting with Phage, you can constantly harass your opponent using the positional advantage its passive grants. On your next back, choose between pieces of the Infinity Edge—if you think you can continue to bully your lane—and straight-out purchasing Mobi Boots. Once you have your Mobis, look to roam and affect other lanes. If you don't have flash (or won't for a while), you're probably best off staying in your lane until at least level 11, when your ultimate becomes enormously more useful.

Later on in the game, the Mobi boots get you into ult range. From there, with your shield and ultimate slows, you can easily stick to an enemy and continuously auto-attack—and that's where the crits come in. 

Do note that this build doesn't scale as well as others on Urgot, because it lacks in armor penetration and needs considerable tank stats to remain useful in the mid-lategame. But despite that, it's incredible for snowballing yourself and your entire team. Although the playstyle may take a few games to get used to.

Starting Items:

OPTION 1: Long Sword + 3 Potions (suggested: 2 HP, 1 MP)—Because Urgot is less mana intensive in lane now, Long Sword is a very viable start which will really boost your lane pressure. 
OPTION 2: Crystalline Flask + 2 Health Potions + 1 Mana Potion—Because you're likely to use a lot of potions over the course of the game anyhow, Crystalline Flask is a strong start which will pay dividends for quite some time. Take this against more difficult lane opponents whom you'll need to sustain against for an elongated period of time.
OPTION 3: Doran's Blade + 1 Health Potion—This is your all-in at level 2-3 start. Take it against an opponent like Riven. 
OPTION 4: Faerie Charm + 4 Health Potions + 4 Mana Potions—there is no denying that Urgot is mana-hungry; one EQQQ combo alone will cost 170 mana, a devastating amount in the early game. This, however, is comparable with the extreme damage it deals. Therefore, in order to maximize your damage throughout the early laning phase, mana regeneration key. This has been greatly remedied with the 4.15 change, with which Urgot now receives half his mana back on Acid Hunters when they are used to last hit, but may still be problematic when in a longer lane. 
The four health potions are insurance; keep them popped in fights versus opponents with Doran's items, and you are likely to come out ahead.

1055_64.png

Doran's Blades are optional, but highly advisable; they are a strong source of sustain, best used to catch up, better establish lane dominance, or to combat an opponent with strong sustain. Pick up one or two in most cases.

3070_64.png Urgot's Blood (Why mana?)

Why not just manage your mana? Because the more mana Urgot has, the more he can harass. No mana, no harass, no sustain—no lane dominance. Of course, you can pull these off in scant amounts. It is possible to get through the laning phase without building any mana items. But Urgot gains so much more from actually being able to use his abilities often. And once you take it to the mid-game, there's no such thing as "managing your mana." A teamfight or a sieging situation comes up, and Urgot's firing off abilities constantly, and here, none of them should go to waste. Without a sufficient mana pool, Urgot will just run dry and suddenly become practically useless halfway into a teamfight. I have nightmares about that. 

Tear of the Goddess is essential. It provides Urgot with all the mana he needs, and a gigantic damage spike once built into Muramana. When first bought, it provides a gold value of 860g. When fully stacked, it is worth 2360g. It only takes 15-23 minutes to stack a tear. 

Once you buy Tear, your mana pool will still be quite small. Sparingly spam your abilities to charge it up. After the second-third backs, it'll be safer to spam abilities to charge it. Do note that using Q or E temporarily suspends Urgot's movement, so by using abilities on your way to lane you may unintentionally miss a few creeps. Because of that, it's best mostly to use Terror Capacitor (Urgot's shield) on the way back to lane, and using the rest of Urgot's abilities sparingly. 

3134_64.pngEarly CDR3024_64.png

Against most opponents, purchase a Brutalizer early on to maximize your offensive capabilities. However, when against threatening AD champions who hit a huge spike at level 6 (like Wukong, Talon, and sometimes Riven), you may want to build a Glacial Shroud early on to survive their all-ins. 

The beauty of Glacial Shroud is that, while it is essentially a defensive item, it still augments Urgot's capabilities through CDR. Therefore, even though you lose a considerable amount of damage by rushing it before Brutalizer, you still have kill potential in extended fights.

But Glacial Shroud doesn't necessarily do very much against AP compositions. You'll have to opt for a more MR-heavy build against compositions with 2-3 critical AP threats.

3047_64.png3111_64.png3158_64.png

The debate between Ionian Boots and Mercury Treads is also a debate between Scaling CDR glyphs and Scaling MR Glyphs. Here's the tradeoff:

Scaling CDR:
15% CDR at level 18—do you hit the 35%-40% soon enough? Yes, and it improves as you progress through the game and have less time to chase opponents.
+25 MR 
+35% tenacity

Scaling MR:
27 MR at level 18
15% CDR early (Ionian Boots)
200g cheaper

Since Urgot's more immobile that most other champions, he benefits quite a lot from Mercury Tread's tenacity. At a cost of 2 MR (by the end of the game) and 200 more gold, he can make off with 15% more CDR and 35% tenacity. Therefore, I recommend the Mercury Tread +15% scaling CDR combination in most situations.

That said, Ninja Tabi do have a place in Urgot's build. When against a primarily AD team composition (especially one that prioritizes autoattacks), such as one with 2-3 AD carries, Ninja Tabi are a great choice.

Ionian Boots also have a very specific niche in different builds, such as those which aim to reach 35-40% CDR as fast as humanly possible for a very early spike.

3035_64.png Versus 3071_64.png

If you don't want to read a ton of math and reasoning, scroll down to the end—but I highly recommend reading through the whole thing, as it's very enlightening.

Armor penetration and reduction is calculated in this way, as provided on lolwiki:

1) Reductions and % Reductions (multiplicative scaling & depending on the order they are applied in real time)
2) Percent Penetration (multiplicative scaling)
3) Flat Penetration.

When buying percentage armor reduction or penetration, you must take into account that percentage values in League do not scale additively. That means you can't just take 20% armor reduction from Urgot's Noxian Corrosive Charge and 25% armor reduction from Black Cleaver, and get 45% armor reduction. No; instead, they're calculated following this equation:
1-(1-A)*(1-B)*...(1-Z)
Using this, and considering Noxian Corrosive Charge to be A and Black Cleaver to be B, I've calculated the following:
1-(1-.12)*(1-.25)=34%—This means that at level one of Noxian Corrosive Charge and with Black Cleaver, Urgot will reduce 34% of a target's armor. This means that we miss out on 3% armor reduction.
1-(1-.20)*(1-.25)=40%—At maximum rank of Noxian Corrosive Charge, Urgot reduces 40% of a target's armor. Thus we miss out on 5% armor reduction. 

Similarly, we'll have to apply multiplicative scaling to Last Whisper and the 6% armor penetration we get from the Devastating Strikes mastery.
1-(1-.35)*(1-.06)=39%——and so 6% becomes 4%.

When comparing a fully stacked Black Cleaver with a Last Whisper and Brutalizer (somewhat similar gold values), we get the following against an opponent with 100 armor:

BC+NCC(level 1)+6% armor pen (masteries)+29 armor pen (runes+BC): 33.04 armor
BC+NCC(level 5)+6% armor pen (masteries)+29 armor pen (runes+BC): 27.4 armor
LW+B+NCC(level 1)+6% armor pen (masteries)+29 armor pen (runes+BC): 24.68 armor
LW+B+NCC(level 5)+6% armor pen (masteries)+29 armor pen (runes+BC): 19.8 armor

So Last Whisper shreds 8.36 more armor at level 1 of Noxian Corrosive Charge, and 7.6 more armor at level 5 of Noxian Corrosive Charge. 

We need two more sets of data: damage dealt to a target that doesn't build armor, and damage dealt to a target that does build armor. From all this, we can extrapolate when to get a Black Cleaver or a Last Whisper.

At level 11, targets that build no armor will have on average approximately 60 armor from base values, armor seals, and potentially a little bit from masteries. Do note however, that all champions come close to 100 armor through various means by level 18.

60 Armor Target:
BC+NCC(level 1)+6% armor pen (masteries)+29 armor pen (runes+BC)= 8.22 armor
LW+B+NCC(level 1)+6% armor pen (masteries)+29 armor pen (runes+BC): 3.21 armor

Here, Last Whisper + Brutalizer shreds five more armor.

If you somehow face an opponent with 50 armor when you have Last Whisper and Brutalizer, they'll mathematically be in the negative. However, armor penetration doesn't penetrate armor past 0; only flat armor reduction does that.

Now, tanks that build armor can hit 200 armor pretty fast, and surpass 300 in the lategame. Let's start with 200 armor.

200 Armor Target:
BC+NCC(level 1)+6% armor pen (masteries)+29 armor pen (runes+BC): 95.08 armor
BC+NCC(level 5)+6% armor pen (masteries)+29 armor pen (runes+BC): 83.8 armor
LW+B+NCC(level 1)+6% armor pen (masteries)+29 armor pen (runes+BC): 78.36 armor
LW+B+NCC(level 5)+6% armor pen (masteries)+29 armor pen (runes+BC): 68.6 armor

At level 1 of NCC, Last Whisper + Brutalizer shreds 16.72 more armor. At level 5 of NCC, it shreds 15.2 more armor.

300 Armor Target:
BC+NCC(level 1)+6% armor pen (masteries)+29 armor pen (runes+BC): 157.12 armor
BC+NCC(level 5)+6% armor pen (masteries)+29 armor pen (runes+BC): 140.12 armor
LW+B+NCC(level 1)+6% armor pen (masteries)+29 armor pen (runes+BC): 132.04 armor
LW+B+NCC(level 5)+6% armor pen (masteries)+29 armor pen (runes+BC): 117.4 armor

At level 1 of NCC, Last Whisper + Brutalizer shreds 25.08 more armor. At level 5 of NCC, it shreds 22.72 more armor.

Clearly, Last Whisper + Brutalizer shreds through more armor in all stages of the game, against all targets. Of course, we also have to take into account that Black Cleaver doesn't completely stack immediately. That percentage armor shred takes time to build up. It is applied in its entirety by Noxian Corrosive Charge, but the first and second locked on Acid Hunters will likely shred through only half of it, thus majorly reducing the damage of a full combo.

So just how much should we value each unit of armor penetration?

Well, Lolking has armor penetration valued at 12g per unit. But that honestly doesn't make one lick of sense. But compare it with AD, which is valued at 36 gold. Is AD really worth 3x armor penetration? No. In fact, armor penetration will provide just about the same ability damage as AD in the early game, and far more damage in the lategame. Therefore I'd value armor penetration at least 36 gold, and up to about 54 gold, per point.

And now, finally, for the main analysis.

This entire time we've been comparing a Black Cleaver with a Last Whisper and Brutalizer. It's a battle between 3,000 gold and 3,637 gold. Let's stack them up against each other.

Black Cleaver (3,000g):
200 HP
50 AD
25% Armor Shred (takes time to stack)
10 Flat Armor Penetration
10% CDR

Brutalizer + Last Whisper (3,637g):
65 AD
35% Armor Penetration
10 Flat Armor Penetration
10% CDR

Brutalizer + Last Whisper provides 15 more AD, a value of 540 gold. Black Cleaver, however, provides 200 health, a value of 533 gold. Therefore, until we consider their percentage armor shred/penetration values, the LW + B combo is at a 630 gold deficit.

Valuing armor penetration between 36 and 54 gold, let's consider gold values of the additional penetration from LW and Brutalizer at the armor levels we've calculated. We'll assume that Noxian Corrosive Charge is at level 1, as in most cases it only receives its second point at level 14.

At 60 armor, LW + Brut shreds through 5 more armor. Value: 180g-270g
At 100 armor, LW + Brut shreds through 8.36 more armor. Value: 300.96g-451.44g
At 200 armor, LW + Brut shreds through 16.72 more armor. Value: 601.92g-902.88g 
At 300 armor, LW + Brut shreds through 25.08 more armor. Value: 902.88g-1354.32g

As lategame approaches and you put more points into E, the efficiency reduces slightly, but the effect on value is negligible. 

And now for the grand conclusion:

When to purchase 3035_32.png:

  • The enemy team has or will soon have 2+ champions with 200+ armor
  • If your intention is to eliminate squishies in one combo (as total damage is considerably higher than BC, and the effect is immediate, rather than increasing over time)
Isn't that a strange double-standard? Last Whisper is better both against tanks, and against carries. So what gives?

When to purchase 3071_32.png:

  • When choosing a defensive focus rather than a damage focus against a team of mostly squishy champions, as the damage gained through Last Whisper is less efficient against squishier opponents
  • To apply the reduction (a total 34-40% armor reduction, depending on level of Noxian Corrosive Charge) in the interests of utility for your team
Well? It's a tough choice. Both are worthy items in their own rights. But because Last Whisper is better against both squishies and tanks, I side with purchasing Last Whisper before Black Cleaver. 


But all this time, we've been discussing the use of one in the absence of the other. So what about both? Here we go again. Here, I'll compare the values with our Last Whisper + Brutalizer + NCC (level 5) calculations.

BC+ LW+ NCC (level 5) + 6% armor pen (masteries) + 29 armor pen (runes + BC): 
100 armor —> 7.6 armor (compare: 19.8 armor)
200 armor —> 44.2 armor (compare: 68.6 armor)
300 armor —> 80.8 armor (compare: 117.4)

Thus 12.2, 24.4, and 36.6 armor penetration is gained for each respective armor value. Do note that, if we got Black Cleaver first, we would benefit a hell of a lot more from picking up a Last Whisper than the other way around. But even so, these values indicate that it can be very worthwhile to upgrade into Black Cleaver, although at some points it may be unnecessary. For instance, against squishier opponents, you may benefit more from upgrading Brutalizer into a Youmuu's Ghostblade.

3025_64.png Iceborn Gauntlet Re-examined 3025_64.png


Do note: these calculations do not take into account that Iceborn Gauntlet, without its passive, is 9.3% more efficient than its cost. This lowers the accuracy of the base efficiency rating calculations. However, do consider that its alternative, Frozen Heart, is 40.1% more efficient than its cost, and general efficiency rates greatly differ between legendary items (and therefore are not the best indicators of an item's value). The end total, however, will still account for this discrepancy.
  • 30 Ability Power—That's 24 extra health on your shield. I'd rather get a health potion than Ability Power. This is worth 64.08 gold, but because it's kind of spammable, let's double that value, to 128.16. Since you're paying about 653 gold for it, that's 19.63% efficient.

  • 60 Armor—Pretty good. You get just as much from your ultimate, but this is decent nonetheless. The problem is, this item costs more than Frozen Heart, and yet still doesn't help deal with any other damage type. You could pour 2,900 gold into this, and still die to the support Zyra. So I'll give that 1,200-gold-value armor a 90% efficiency rating (1080 total gold value), because we have better defensive alternatives on the table. 

  • 10% CDR—Well, can't hate that. 100% efficiency, 317 gold value.

  • 500 Mana—When you've already got huge reserves of mana, the biggest reason to buy more is to contribute to Muramana's active, which consumes 3% of current mana to deal damage equivalent to twice the amount of mana consumed. Therefore, I've done the math with level 16 mana values (from which not much differs between that and its adjacent levels). TL;DR: I conclude that the mana is worth about 1,635 gold on Urgot.

Gauntlet: 500 mana
Muramana: 1,000 mana
Level 16: 1109 mana
Total: 2609

Max mana:
W/ Gauntlet:
Consumes 78.27 mana
Deals 156.54 damage

Without:
Consumes 63.27 mana
Deals 126.54 damage

30 damage at max mana

Half mana:

W/ Gauntlet:
Consumes 39.135 mana
Deals 78.27 damage

Without:
Consumes 31.635 mana
Deals 63.27 damage

15 damage at half mana

1/4 mana:

W/Gauntlet:
Consumes 19.5675 mana
Deals 39.135 damage

Without Gauntlet:
Consumes 15.8175 mana
Deals 31.635 damage

7.5 damage at 1/4 mana

Therefore, the mana on Iceborn Gauntlet will add between 7.5 (270 gold) and 30 (1080 gold) physical damage through Muramana active, and 10 (360 gold) damage through its passive. 

Because you're liable to go through mana quickly with Muramana toggled, let's take the average between 1/4 mana and full mana, 18.75 damage, which has a value of 675 gold. Add 10 damage (360 gold) from the passive, and the mana Iceborn Gauntlet provides is worth about 1035 gold in damage alone. 

However, as Muramana's toggle consumes 3% total mana, much of the 500 additional mana will be consumed just as fast as if you were to go without it. Even so, three of Urgot's abilities don't apply Muramana's active, so a reasonable amount of the additional mana may go to good use. What I'm getting at here is that we can't take the base value of the mana at face value. It gets an efficiency rating of about 60%, meaning that it'll meet the equivalent value of 600 gold in most situations.

Therefore, Iceborn Gauntlet's mana is worth about 1635 gold on Urgot.
  • Let's face it, though. You're buying it for the passive. So let's analyze it. After using an ability (oooooh ahhhh) your next basic attack (boooo) deals 125% of your base AD. Urgot's base AD varies between a maximum of 116.4 and a minimum of 91.2, depending on the level (levels 18 and 12 are used in this calculation). That means your basic attacks will deal from 114 to 145.5 bonus physical damage to surrounding enemies and slow them by 30%. That is really good. It's a value of between 4104 and 5238 gold, without taking the slow into account. While the efficiency of these gold values isn't so great since it is often dangerous for Urgot to auto-attack at a range of 450, these values simply cannot be ignored.

In total: 

Iceborn Gauntlet, without its passive, is worth about 3,160.16 gold on Urgot. That's frighteningly close to its general gold value, 3,170 gold. Urgot can make strong use of its passive (if used to the fullest extent, perhaps even doubling the item's gold value), and could certainly use the waveclear. For 2900g, this is a very efficient pick-up. 

Youmuu's Ghostblade (in progress)

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Why not...? 

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Read Author Notes

Matchups

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0
1 year ago
Why not go 9 in the utility tree? It seems to me that getting the lower cdr (26 seconds) on summoner spells (flash especially) is so much more important that getting 6 health a level and 2 armor.
0
1 year ago
Hmm, perhaps you are right. I often advocate going 14/9/7 for additional tankiness and lower summoner spell CDR, but I had not considered that. Upon further consideration, it may be better to go 21/9/0 or 21/0/9 depending on preference and match-ups. I'll edit the mastery pages.
0
1 year ago
how about trinity force? seems to suit him well with all the stats he benefits from and the sheen procs in the q-aa-q-aa process
0
1 year ago
It is highly situational, just as is Iceborn Gauntlet; Urgot does not benefit much from the attack speed, crit chance, AP, or Sheen, as his Acid Hunters do not proc on-hit effects, and only his shield scales with AP.
0
1 year ago
You're very welcome, however i'm not sure Urgot was as viable s2 (when I did it) as it is now.
1
1 year ago
Fantastic guide. I bought him a year ago and got the battle cast skin cause it was on sale but never really learned to play him well as an adc. Now i'm climbing ladder super fast on top. Great guide.
1
1 year ago
always liked Urgot but stopped playing him as ADC after the nerf in s2, I saw your thread on reddit and decided to try some practice in normals.
I did phenomenal and in 8 games i only lost 2 of them even tho i did very well.
went in to ranked and stomped on the Garen top (he's hard to face as Urgot) with my topGut went 12-3-7
and got a quadra and this is PLATINUM 1 Rating.
Love your guide and Read everything. I definitely made the other team jealous of the power of unrevealed Urgot!
0
1 year ago
matchup information on Warwick and Trundle?
0
1 year ago
I've added a Warwick match-up, but I'm going to hold off on Trundle until I face him, as I feel that that one will be a rather nuanced.
0
1 year ago
Alright, done. Please note that all match-ups will be expanded upon over time as I gain more experience in facing them.
0
1 year ago
I really want to pull out some unexpected top champs, and been looking into Urgot, but from what i've read, it's very hard to get the hang of him. Is it even worth investing the IP and time to get semi-decent with him?
0
1 year ago
Absolutely. Within my first 7 or so games with him, I was ready to take him to ranked, and from there I climbed substantially in elo. Not only is he the most effective champion I have ever played, but he's also the funnest, so I believe it's well worth whatever time is spent learning him.
0
1 year ago
I was wondering if would zephyr work with urgot? I realize it could be a situational item, but was just wondering. Btw, love the guides they have helped me out a lot. I love playing Urgot now and thinking about using him in rank. Im B2 atm and have been trying to find the champ that fits me well.
0
1 year ago
Great to know!

See, Zephyr gives 1,667 gold-worth of attack-speed which Urgot doesn't really use, unless you're building as a roaming destructo-bot. However, even in that scenario, it's outclassed by items that fit Urgot more.

I'll admit, the tenacity passive, extra cdr, and movement speed are nice, but they're not worth replacing core items—until the very late-game rolls around. Selling your boots for a Zephyr is the best way to fit it in to your build, but that lowers your movement speed by 11.5 in the regular build. So, in a situation in which you already have 6 items, and you can cut on mobility, Zephyr is a good replacement for boots.
0
1 year ago
u're only considering the case in which rengar goes full dmg, if he goes tank he'll just wreck u and get like no dmg :D with his sick sustain armor buff
0
1 year ago
The tank Rengar build was incredibly unpopular until its recent resurgence in EU and Korea. As of yet, I have not fought a tank Rengar as Urgot. When I do, I will definitely update the match-up.
0
1 year ago
I am a person that plays urgot a bit, I want to know if there is any item for his build to have some sustain while still being tanky and damaging. What would it be?
0
1 year ago
Doran's Blades will give you all the sustain you need for the laning phase. Late game, however, if you feel that you absolutely need the sustain (and can use it), then you have two options, depending on your opponents: Bloodthirster will give you a good chunk of damage for your Acid Hunters, while Blade of the Ruined King will give you heavy chasing potential. Buy the BotRK against teams with highly mobile champions.
0
10 months ago
How about changing the AD quints for Lifesteal?
0
1 year ago
urgot op