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All Guides Urgot Guides Diamond Topgot (MAIN) Urgot Guide [UNDER CONSTRUCTION]
5 months ago

Urgot Statistics for Chimalpopica

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

Games Played
Win %
KA:D Ratio
Gold Earned
Creep Score
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Ghost and Flash is my go-to combination in most situations. Flash is straightforward, Ghost is a more controversial pick.

Urgot is generally picked into a duo lane because he does not have any escapes. This, however, 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. 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 or burn their flash. 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 for Urgot.
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). 

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.

I prefer not to take Teleport for the following reasons:
  1. It's not Ghost (see reasons to take Ghost above)
  2. Unless with a diamond+ 5's team in voice chat, tp plays in the early-mid game are too inconsistent in comparison to the lane dominance and security Ghost provides
  3. It's easier to win a game by teamfighting than by splitpushing
There are certainly Urgot players who take Teleport and are successful, but I hope that you take some of these arguments into consideration and give Ghost a try. Before I took Ghost I felt like a slow crab whose potential for endless torment was restrained by his low movement speed. Now I am a speedy crab that doesn't afraid of anything.

Runes Back to Top

  • 9x
    +0.95 attack damage Greater Mark of Attack Damage
  • 9x
    +1.60 lethality Greater Mark of Lethality
  • 6x
    -0.83% cooldowns Greater Glyph of Cooldown Reduction
  • 3x
    -0.09% cooldowns per level Greater Glyph of Scaling Cooldown Reduction
  • 9x
    +1 armor Greater Seal of Armor
  • 3x
    +2.25 attack damage Greater Quintessence of Attack Damage
  • 3x
    +3.20 lethality Greater Quintessence of Lethality

Lethality is okay. In the end you get more than old armor penetration runes gave, but in the process leading up to that you're left with some pretty bogus early game runes. For that reason, I now run AD marks/quints instead. These give tons of damage in the early game and help make last hitting minions an easier thing. If, however, you're in a boring lane against a super tank and you're playing safe, get lethality runes instead.

What I said when armor penetration was a thing:
[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 35-45% 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 through runes and masteries, which is a very flexible number that opens up many build paths. 

Masteries Back to Top

I generally run 12/18 masteries, valuing the early-game bonuses of Thunderlord's over the late-game power of Deathfire Touch. If facing a super-tank lane, I'll take 18/12 (below) with DFT and wait to scale.

Ferocity Tree:
Vampirism and Natural Talent are both great and I like to put a little into both of them since there's no bonus for having all five points in one. I like Vampirism a little extra because it gives Urgot's kit a little sustainability, and he doesn't have much use for the ap in Natural Talent.

I prefer Battle Trance to Double Edged Sword/Bounty Hunter because Urgot usually is and can remain "in combat" for a long time. It works by giving you 1% increased damage for every second you are in the fight, up to 5%. Because Urgot generally does consistent rather than burst damage, this mastery is preferable to double-edged sword (which would have you take 2.5% more damage for similar gains).

Cunning Tree 
Take Merciless if: you want more damage
Take Meditation if: you want more mana
Ask yourself: Do I run out of mana at pivotal moments in the early game? Do I run dry in the late due to muramana / no tear item? If this answer is more often "yes" than "no", then take Meditation. Mana is important on Urgot. Merciless is pretty op on urgot though.

Dangerous Game is a very healthy mastery on Urgot at all stages of the game. Greenfather's Gift is a strange mastery that can do the deeps in the early game, but is outscaled by dangerous game later on because of its 9 second cooldown.

Precision/Intelligence is up to you. I prefer Intelligence's 5% additional CDR over Precision's 8.5 lethality for Urgot. 

Thunderlords is Thunderlords.

18/12 DFT page: Take this for more lategame damage. I use it when I want to play safe in lane / in boring supertank matchups.
Urgot 18-12.png

Abilities Back to Top

Most games, I max R>Q>E>W. Maxing Corrosive Charge helps with early teamfights (armor reduction), increases the frequency at which you can throw out those vials of goo, and does tons of damage.

With the Patch 5.5 Urgot changes, Terror Capacitor has become a sort of one-point wonder—kind of. Putting a point into it gives you as much shield as you had before the changes, but hey, what's wrong with getting more shield? It's still good to max second when you want to be more defensive. 

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...

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.

Level 16 R is an instant win/lose button due to its range. I detail more uses for Hyper-Kinetic Position Reverser's in its own section within this guide.

Items Back to Top

Starting Items

    Main start
    Option 2
    OPTION 3

Core Items

    phage first if possible
    first powerspike
    Finish Manamune when tear is nearly charged; main powerspike
    Third item as needed; see notes
    choose as needed (see notes)
    If you need damage, get one of these as a 5th/6th item
    Get some of these

Situational Items

    either alternatives to BC or in addition to (w/o CDR runes)
    Alternative 4/5/6th items for damage
    sleeper op

This section is under construction. Soon, the in-depth item analysis will get its own pages in the guide, and this page will detail the above builds. Notes on current build IN PROGRESS

An ideal Urgot build should follow these guidelines:

      1. Reach 35-45% 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


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.


Mid Lane—



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.
[editor's note: these two peculiar specimen of players remain at the same rank in season seven and build muramuna>tri force w/boots of swiftness

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 + 1 Health Potion + 3 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. You'll have 25 gold before the final potion, so just stay at the edge of base, buy another potion, and walk to lane with the minion wave.
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.


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.


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

Note: this has not yet been updated to reflect the new Black Cleaver :(

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:
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

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

Consumes 31.635 mana
Deals 63.27 damage

15 damage at half mana

1/4 mana:

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)


Why not...? 


Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
  • Akali
  • Alistar
  • Annie
  • Cho'Gath
  • Darius
  • Dr. Mundo
  • Elise
  • Fiora
  • Gangplank
  • Garen
  • Gnar
  • Gragas
  • Irelia
  • Jarvan IV
  • Jax
  • Jayce
  • Kassadin
  • Kennen
  • Lee Sin
  • Lissandra
  • Lulu
  • Malphite
  • Maokai
  • Nasus
  • Nidalee
  • Nunu
  • Olaf
  • Pantheon
  • Quinn
  • Renekton
  • Rengar
  • Riven
  • Rumble
  • Ryze
  • Shen
  • Shyvana
  • Singed
  • Sion
  • Teemo
  • Trundle
  • Tryndamere
  • Udyr
  • Vladimir
  • Warwick
  • Wukong
  • Yasuo
  • Yorick
  • Zac




Aatrox loves to go jump in, deal tons of damage, and heal for an immense amount of health. Urgot can reduce his damage with his passive, and, because Aatrox is a stick figure seemingly squishier than Sona, can often pop his passive with one or two EQQQ combos, then chase him off with Ghost and Flash.

Try to combo him whenever possible. When Aatrox jumps on you, EQQQ, with your auto-attacks in-between. You should be able to kill him every time. 

Press your advantage hard, and try to snowball off of this fellow. Take Ignite if you really want to counter his healing, but you do not need it.




Her poke is annoying and her all-ins can be very effective. However, she is quite squishy. She'll try to save herself in a shroud, and you will combo her even while she's invisible. Keep your range before level 6, poke as much as possible, and you can probably kill her at level 6. 

This lane can snowball either way, but ultimately Urgot has the edge.




Alistar, despite the changes, still seems to be showing up in top lane a little bit. That's good, because he's easy to milk. 

Alistar is very weak against Urgot pre-level 6; everything he does requires getting in close—and his hitbox is enormous, so hitting Noxian Corrosive Charge is a breeze. If he wants to CS, all you have to do is drop some radioactive goo on him and fire a barrage; if he wants to harass, he gets into your range to do so. Even after he Headbutts you, you should still be in range to unleash EQQQ. And, if he uses the Headbutt Pulverize combo, it just allows you to get some auto-attacks off as well.

After level 6, you should avoid fighting with him directly when his ultimate is up. Try to trigger it, and then fight him later. His ultimate is very similar to yours, and both can be used to get away from a fight. Therefore, if he engages and looks for an all-in, pop that Hyper Kinetic Position Reverser and get out of there. 

If both of you use your ultimate abilities, disengage and look for a fight immediately after. If you have yours and his is down, Ghost in and milk him for all he's worth. 




You may have to get into her range to land a Noxian Corrosive Charge. If you do, be sure to make the most out of it. Kite her as much as possible, and take advantage of her lack of sustain and your superior damage. Be careful after level 6, as she can massively chunk you with her ultimate.




Cho'Gath has so much sustain that the only way to get out of the stagnant farm lane is to zone him hard. 

Ask for a gank at level 2 or 3. Pick up Terror Capacity if you need to slow him, or Noxian Corrosive Charge or a second point in Q if you need more damage. Either dedicate yourself to killing him, or don't at all.




Just stay out of his range and you'll win. He might push hard and try to dive you, but you can kite with Ghost and Flash. Once he finally gets in your range, he shouldn't have enough health to kill you.


Dr. Mundo


Mundo throw cleaver. Mundo hit minion. If Mundo hit you, cleaver negated by shield. Mundo has hard time early game. Kill before level 6.

If Mundo runs at you, kill him. He cannot fight you.

If Mundo runs from you, kill him. Nobody is permitted to run from Urgot.




Elise has slightly more upfront damage, but Urgot has more consistent damage. Do not allow her to trade for free. She has to get in your range to damage you. Hit your E and at least 2 Q's, and she will have a hard time. Keep her spiderlings in mind when attacking her whilst not locked on, as they can soak up half of your damage.

Get an early Hexdrinker into Maw of Malmortius.




This highly volatile duelist can be a massive pain. Thankfully however, she jumps at Urgot to trade. This means that she'll either have to dedicate herself to trying to kill you in one trade (and you'll do more damage if you hit your abilities, with auto-attacks in-between), or take the coward's approach and retreat (most common). In that case, you can probably pop Ghost and kill her.

Be very careful at level 6. If you think she will ult you, ult and auto-attack her first to reduce her damage.

The toughest part about this matchup is hitting your Noxian Corrosive Charge, because she is quite flimsy and jumps around often. If she walks towards you, save the charge for if she dashes straight to you.

Here's a video I made detailing the match-up:




Kite his Q and EQQQ away. If he tries to all-in with his E and passive, he won't be able to escape. Remove Scurvy does not remove the lock-on from Noxian Corrosive Charge.




Kite him hard. Get a point in Terror Capacity at level 1, and pop it whenever he goes in to fight you. Exchange auto-attacks, and you'll win the trades. Get Acid Hunter at levels 2 and 3. Be careful of his spin, as it deals a great deal of damage. Try to kite him into your minions and your turret whenever he tries to fight you. 

He will probably push the lane early. Try to freeze it at your turret so that he has to take turret shots to harass, and save most of your mana for a level 4 power spike with all your abilities and level 2 Acid Hunters.

Do not allow yourself to take a full channel of his abilities past level 6; when he silences you, you cannot out-damage him.

Even if you pick up an early kill from a gank, you need to be careful with Garen. 




Gnar is a relatively easy champion to face. His damage is easy to dodge and prevent, and he himself is incredibly squishy. 

However, don't let your guard down. Mega-Gnar is the polar opposite of Gnar, in that he will jump you and thrash you down with incredible damage. You must avoid Mega-Gnar. 
  • When Gnar is nearing full Rage, stand away from the range of his jump. If you are low, be wary of a flash to close the distance on you. 
  • If Mega Gnar gets near you, pop Ghost and consistently damage him while still gaining distance. If this goes on for long enough, you can turn the fight.
  • Be careful of diving him; if he becomes Mega Gnar, then he can cc-lock you under his tower and burst you down.
If you can responsibly deal with Mega Gnar, you are likely to destroy this matchup.




It's very easy to dodge Gragas' barrels as a ranged champion. Avoid them as much as possible.

You far out-damage Gragas at levels 3-4. Be sure that you are not whittled down by that point, and you'll be able to force a battle that will take Gragas very low. With Ghost, and a follow-up Flash in case he Flashes away, you can pick up a very easy kill, as long as you continuously apply Acid Hunters and autoattacks.

Come mid-lategame, you should be able to beat him in most fights. You bring much more damage onto the table in teamfights, allowing you to ultimately contribute more. Just be careful of his ultimate as a repositioning tool.




Irelia's movements are incredibly predictable, because she often jumps to minions to kill them. 

Farm up early, as she can easily regenerate health. Be careful picking fights, but always look for ganking opportunities. Once you've got your Tear and perhaps a Brutalizer or a few Doran's Blades, I recommend pushing her up to the tower so that she is required to jump to minions to cs effectively. Harass outside of the tower, using your shield to tank up one or two shots if necessary, but do not let her stun you under the tower.


Jarvan IV


This is a tough match. A smart Jarvan will EQ straight towards, auto attack, shield, and walk away. He has the advantage in the first couple levels, but once you get a few base items, you should start to take him down.




Jax is able to get a large amount of damage off on you before walking back through the creeps. In an ideal trade, you would need to kite as much as possible and try not to allow him to stun you. However, if he does and then proceeds to walk away, he'll be making a grave mistake. Pop Ghost and constantly auto-attack him, all the while hitting your Q's. Even if they are not locked on, you will surprise him with your consistent damage and either force him out of the lane or kill him. If he, however, goes all-in, you may have a problem. Flash away in necessary.

One particular difficulty in this match-up is the fact that Jax can jump around, possibly baiting and dodging your E. Get into his mind first and tear him inside-out. 

This match requires you to know your mechanics, but will be in your favor until level 11. After that, however, fighting Jax is tough, which is why you'll want to pick up a Randuin's Omen early on for extra survivability against him. 




Before Jayce was nerfed, this was an incredibly even match-up. Now, however, Urgot has the edge.

At level one, Jayce may come ahead with an auto-attack harass combo. If you can predict this, try to cs from afar. Once you reach level 2, you can harass him with one EQQ(Q) combo, but try to save your mana for level 3. If Jayce goes into melee form and bashes at you, simply lock on with a corrosive charge and kill him. I almost always pick up an early kill this way. A smart Jayce will harass you from afar with auto-attacks and his poking blast combo. Be careful of bushes. Position yourself on the side of your minion wave opposite to wherever you think he is.

In the lategame scenario, Urgot will almost always be more powerful.

Video commentary:




I'm just putting this up here because Urgot counters Kassadin so hard. Just poke and zone him, then respond to his roam. With Ghost, Flash, and some cognitive efforts, you shouldn't have any trouble preventing him from getting back into the game.




This speedy little guy will test your mettle. If you can hit him, you should win. Do not be afraid to pop ghost and/or flash if you must evade him.


Lee Sin


He deals a lot of damage and has tons of mobility, making for a brutal lane. Start with Terror Capacity most of the time to win early trades. Dodge his Q and try not to be in range of his E. The laning phase will be very tough, so pick up a little bit of armor unless you get ahead initially. 

However, no matter how far I fall behind against Lee, I can always 1v1 him 20+ minutes into the game. This is a great response to his splitpush. When he tries to rejoin the team or go elsewhere, mirror his movements, but stay away from the route he took in most cases; you may have a rough time if he gets the jump on you.

I made this video commentary to touch on the Lee matchup.




Lissandra's poke is formidable in the early game, so your best bet is to start with either Crystalline Flask or Faerie Charm to sustain throughout. Pick up boots fairly early as well, and do all you can to dodge her. She does similar damage (albeit a little less), so it'll be a skill matchup. 

If you ult her after she sets out her escape, she'll be very easy to gank.

I'd recommend picking up Mercury Treads and either a Hexdrinker or a Giant's Belt to deal with her all-in.




This match-up is quite a toss-up. To win, make sure to:

  • Dodge Glitterlance as much as possible. Remember that it can be latched on to unexpected areas and burst you by surprise.
  • Take account of her speed-up when aiming Noxian Corrosive Charge. If possible, use it after her speed boost expires.
  • Harass past her shield. Lulu herself is rather squishy; once you get past those artificial sweeteners, you can begin to deal a considerable amount of damage to her.
  • Be wary of her ultimate when going all-in. Try to keep a timer on it. 
  • Lulu is a very difficult champion to dive, so the general rule is not to do it.




Kind of a boring farm lane. Get an early gank and turn it into a kill lane. 

It may be wise to get an early point in W to negate his harass. Other than that, try to whittle him down once you have a tear and brutalizer.



Maokai's the kind of noodle that takes teleport and photosynthesizes at wolves before transporting up top lane and leveling up faster than you. Thankfully, he doesn't bring much damage (although you shouldn't underestimate his early-game potential). His main attraction is his ability to set up ganks, so you may need to play safe. If you've got free reign to deal with him, though, keep him away from using autoattacks and use your abilities sparingly, since he heals off of all these things. 

Maokai is very good at setting up ganks, but at the same time bad at escaping them. Therefore, because he often pushes by default, you can catch him. 

Here's a video of the matchup:




At level one, interlace Acid Hunters with auto-attacks to poke him down. You absolutely need to establish early game dominance, as even though you can fairly easily kite Nasus in fights, it isn't fair to your team if you allow a Nasus to accumulate 500 stacks and teleport around spreading death and destruction all the way to your nexus. 

So, at level 2, get your Noxian Corrosive Charge and poke him down more. You will probably have to pop one mana pot at this point, after which you should probably conserve your mana for levels 3+. 

Once you have your second point in Q, you should be chunking him, and once you have Terror Capacity, try to call for a gank from your jungler. 

Again, do not let him farm freely. Every time he goes in for cs, pop your EQQQ combo. Your main objective is to kill him, but if you can get him to recall while a large wave is at his turret, that's okay too. Make sure to be calling for ganks if he's low at his turret with a lot of minions and both of you are low on mana, as it is quite likely you can pull off a successful dive. 

If your worst dreams come true and Nasus gets fed, remember that it's not the end of the world. Deal with his split push. If you find him teleporting, pop your Hyper Kinetic Position Reverser to cancel it. If you cannot get to him in time, rush over to the teamfight and salvage it as best you can; if necessary, do everything in your power to kite Nasus around. Your slow can be devastating.




Nidalee's rework left her in an interesting spot. She can be quite the lane bully now, but she needs an advantage to contribute to the lategame.

Your job is to take that from her.

Her auto-attacks hurt early on. Start with the standard Faerie Charm plus four of each potions, but then pick up a Doran's Shield. This will mitigate an incredible amount of her harass.

Her primary damage combo is a spear into pounce. Try to avoid as many spears as possible. 

She is very fast, so you need to be accurate. Predict her moves—especially whether she'll pounce toward you, which is almost always the case. That will allow you to win trades and establish dominance. 



The key here is to fatally harass Nunu in the early levels. Make sure that he knows that whenever he decides to chomp on a minion, he's going to pay dearly. 

Ice Blast is fairly easy to counteract with Terror Capacitor, and your harass in turn is quite effective, even when Nunu comes back to consume. 

Watch out for his ultimates; often, a Nunu will flash directly on top of you and ult. Weigh the situation, but know that Nunu is likely to chase you down with his slow if he gets a decent channel off. For that reason, I recommend flashing away almost immediately.

In the mid-lategame, Nunu has three functions:
  1. Tank
  2. Buff the ADC
  3. Peel with slows
He can be quite potent at these things, but he isn't very effective against Urgot. Try to focus on the squishier targets—especially those who he blood boils, and take them down around him. 




Stay out of his Reckless Swing's range and harass him. His Undertow can be blocked with your shield, but come 12 minutes, it doesn't really do any damage anyhow. 

When you zone him, he will be forced to push the wave by throwing axes. Just keep it frozen, get him low, ult him, and pick up a kill.




His spear harass is a pain if you don't get an early point in your W. Other than that, you should have no problem killing him if he tries to jump on you and go for a full combo—unless he opens with a well-placed man-drop and bursts you down hard. To prevent this, I recommend heading straight for the tank build, picking up a very early Randuin's Omen. 

Be careful of his roam, and cancel his ultimate with your own if you can catch him.




Quinn is sometimes used up in top lane because of her strong early game harass and split-pushing potential. Well, Urgot is better.

She is very squishy, and therefore easy to kill from range. Survive level 1 without losing much health and you'll be fine.

Just be careful of her Vault, as she can use it to dodge your Noxian Corrosive Charge.

You may be blinded, but your Acid Hunters still hit like bricks.

She will often attempt to all-in you between levels 3 and 6, only to find that Urgot does more damage without a Doran's item or Ignite. Once you've asserted your dominance, make sure to zone her. One EQQQ combo will take her down below half hp, forcing her to leave lane, else she will be eliminated.

Her only consolation is her slightly superior roaming potential. Therefore, keep pressure on her turret whenever she leaves lane.



This guy can be a pain, but when played correctly, is a push-over. Your best hope is to push him hard and get him to harass in your creep wave at level 2, which will then take him down to half health. Pop ghost, auto-attack, Q as long as you are guaranteed not to hit a minion, and kill him.

Another option is to start with your shield, which will allow you to damage him when he gets aggressive, while he's hardly scratching the surface. Put your next two points into Acid Hunter in most cases, before heading into Noxian Corrosive Charge. This will allow you to maintain enough mana to take him down with your major power spike. 

If you give him the edge, you will be in deep trouble. Pick up an early Warden's Mail (or Glacial Shroud if that's your thing) and farm.




Oki doki loki, he wants to jump at you and throw Bola Strikes. For this reason, it may be a good idea to get some early points in your shield and some armor in the form of Chain Vest into Glacial Shroud, or simply Warden's Mail.

Once you can survive his all-in, you can kill him.




She's very slippery and deals a ton of damage. Be mindful of her early all-in capabilities, but do not blind yourself of your own power. Reduce her damage, soak it with your shield, and trade evenly while chomping down on potions. Try to force her to use her shield, then drop a Corrosive Charge straight on top of her. Kite around and she will lose a great deal of health.

This match-up is highly reliant on kiting, so it is smart to pick up boots early on. Do as much damage to her as you can before going all-in for the kill. 

Let's face it: it can be hard predicting whether Riven's going to go forward or backwards, left or right. You have to recognize a suicidal Riven when you see one, and plop down Noxian Corrosive Charge in front of you. If the player is more reserved, use it either on or behind them. The key here is hitting your E. If you do, you are pretty much guaranteed to win the trade. If you don't, you'll come out even, as long as you don't accidentally lock on to minions. That's a real pain.

Other than that, Riven is difficult to skirt around and outmaneuver. It's possible, especially with Ghost, but chances are that you're going to be caught off guard sometimes. That's why it is probably beneficial to use Heal or Barrier in place of Ghost against Riven.

This is a video commentary I've made concerning the match-up:




This rickety yordle deals tons of damage at close range. Therefore, to fight him, never allow him to get in close proximity of you. As he has no form of sustain other than his small Scrap Shield, you should be able to wear him down and finish him at about level 4 or 5—just be careful of his level 6 power spike, and remember that he will try to do the same to you.

When it comes to teamfights, I highly advice ulting him out of the fight to duel him and keep him away from your team.





Ryze has been gutted. Like, seriously, gutted. Riot'll probably scale him up from the changes soon—likely in the next patch—but until then, he's in a bad spot.

So one of the great things is that, though both of you have a spammable Q, yours has 100 more range. Keep in mind that his does a little more damage, but its cooldown is twice as long. Stay between 900-1000 units of him, and Ryze will not even be able to touch you, while you can continue to whittle him down. 

If you intend to get closer, stay within your minions. Ryze can use his E to make an opening for his Q, but there's a delay to that so you have a chance to react.

Ryze is kind of decent at setting up ganks—with a .75 second root, which doesn't even stop you from auto-attacking or using abilities. He's also great at being ganked, since he's a squishy, immobile librarian. 

One of the new things to contend with is Ryze's shield, which procs after 5 spells are used, each within 12 seconds of each other. It scales off of 8% of his maximum mana, which begins to show later on in the game. Your shield gives you a bit more and lasts more than twice as long, so you can use it to trade evenly. You may even want to level Terror Capacitor (W) first, if the Ryze you're facing is particularly offensive. It'll protect you in the early levels, allowing you to all-in at about level 4.

You may want to avoid Glacial Shroud if Ryze becomes a problem. Ionian Boots + Hexdrinker can help you out, or Mercury Treads + Kindlegem/Black Cleaver, or Spirit Visage—get creative with your build, but make sure you pass 32% CDR pretty early.




Start with your shield and farm. Whenever he goes to auto-attack or harass you, simply pop that and do your thing. 

Post level 6, do everything in your power to stop him from teleporting away.

If you end up split-pushing against him, harass as much as you can to get him low before you rush in to finish him off.



Whenever I see Shyvanna picked, I cringe, because it pretty much guarantees a boring, one-dimensional lane in which nothing ever happens.

That said, she feels rather inclined to run at you. Kite with your shield and trade evenly. Don't let her damage surprise you.

I like to pick up two Doran's Blades and a Crystalline Flask to survive the laning phase. Interlace Acid Hunters and Auto-Attacks as much as you can; use your shield to continue to apply damage. You should be able to kill her in an all-in fight fairly easily.




Kite and try not to get flung. He'll run around you, so you will have ample opportunity to harass him.

Late-game, you should be able to shut him down.




The new Sion has some beastly dueling potential early on, and can set up incredible ganks. Harassing is secondary to csing and staying out of his massive Q range. If he knocks you up, you could be in trouble. 

In teamfights, auto-attack him or spit some acid in his face and slow him every now and then to reduce his damage by 15% and keep him kited, but do note that, unless he's pretty much full AD, he isn't your priority target. 




A blind? Hah! Every time he walks up close to Q you, shield and EQQQ him. Just don't let him auto-attack you very much. Keep in mind that the slow from your shield pretty much counter-acts his W (Move Quick).

Be mindful of where he places his mushrooms, and try to avoid them when chasing him.

Other than that, this yordle is a push-over. Once you establish a lead, he should not be able to come back.




Don't buy resistances until later, else he'll just steal them. Once you see him coming at you, pop your shield and kite as much as you can. Early on, this should result in winning some trades, from which you can probably pick up a kill by chasing him down with Ghost and Flash. Take every opportunity to snowball early on, else he may become rather problematic.

If you feel the need to beef up, pick up an early Giant's Belt and one or two Doran's Blades. This should allow you to survive just about anything Trundle does, and give you enough lifesteal to last through a splitpush.



It's pretty much a requirement to take Ghost and Flash in this matchup, as they will greatly empower you to kite him around and pick up easy, unexpected kills.

You'll either completely win this match-up or lose it—and it all depends on the first kill. Don't let him get too close when he has a full bar of fury.

Late-game, he is very squishy compared to you, and you can reduce the effectiveness of his ultimate. Therefore, you shouldn't have much trouble with his endless push.




This uncouth manbearturtlepheonixbearmonkey wants to run up at you and bash your face in. Great! Shield and kite him, and he shouldn't be able to get up in your face until he is half-way through his mana pool and at 3/4ths hp. If this is the case, you've already won.

Just keep in mind that Udyr is a great 1v1 duelist. Whittle him down before going all-in.





Level 1: Stay out of his range. He does quite a lot of damage, but you can heal up with potions.
Level 2: Unleash hell. One EQQQ combo should take him down to half HP. Don't expend all your mana though, unless you can kill him; you get a major damage spike at level 3, which is where you want to all-in this bloodthirsty sparkly vampire. He will probably try to pool away. Pop ghost, alternate between Acid Hunters and auto0attacks, and flash toward him if necessary. He will die.

I consider Urgot to be one of Vladimir's hardest counters. Zone him as much as possible during the laning phase and delay his lategame, because this is where you excel.




Warwick is a heavily mana-intensive champion who is rarely seen in the top lane. However, those who do play him usually run excessively tank-centric runes and masteries, starting out with upwards 40 additional armor. This can be quite problematic because it means that you will have a hard time taking him down. Therefore, without ganks, this is a farm match-up. 

My best advice is to ward up and push hard. Do everything you can to prevent him from picking up cs. Once he runs out of mana from using Q to pick-up creeps, you should be able to zone him off his tower.

Come mid-game, you will need to pick up an early Last Whisper, straight into Black Cleaver, if you want to be able to kill him in a split-pushing scenario. 

In team-fights, he will often try to jump at and scratch your carry. Save your ult for this moment, and cancel his as soon as possible.




Ah, the Monkey King. 

At level 2, he will jump to you. Good. EQQQ, and it's an even trade. 
Around level 3 when you get your damage spike, he will probably be getting his clone, which he will use after EQing you. Drop your Noxian Corrosive Charge on the area he lands in and lock on; you can continue to hit him with Acid Hunters as long as you can predict where he is.

Be careful of his level 6+ all-in, because he does a great deal of damage.




As a lane match-up, Yasuo is quite reasonable. Your problems will stem from his mobility—which you simply need to account for when firing Acid Hunters, and more importantly, Noxian Corrosive Charges—and his wind wall. Thankfully, that has a very large cooldown. Therefore, you must make it your goal to force him to use it before firing your Noxian Corrosive Charge. Once that happens, he's quite powerless to stop your tirade. 

Additionally, try to take down his shield with an auto-attack before using your higher-dps skills on him.

The teamfights, however, can be problematic. He can just plop down a wind wall to protect you from pretty much everybody. You'll have to find a way to get around it, for simply target someone outside of its reach.




You harass, he heals. Walk into bushes to lose ghoul aggro. A good strategy in this matchup is to max Terror Capacity, your shield, first. This is because Yorick sustains very well whilst whittling you down. Using almost nothing but your shield will allow you to survive past his laning phase. 

Come mid-late game, Yorick is a great duelist, with the ability to block your Acid Hunters with his ghouls and his clone. Even so, Urgot is an even better duelist, and should beat Yorick in almost all all-in 1v1 situations.




This man of goo can deal a surprising amount of damage from all the health and sustain he gets. However, in the early game, he is very squishy. At level 2, use your EQQQ combo and establish your superiority. Try to zone him, so that he cannot heal up. Past level 6, us eyour ultimate to cancel his jump or to move him elsewhere when he is ulting. In teamfights, it is wise to ult him away from your team after he uses his jump.

New Developments Back to Top

As of patch 4.21, I intend to begin an overhaul of this guide, in order to discuss the viability of many other styles of play, as well as outline Urgot's core necessities and various ways to fulfill them. 
12/27/14 Re-worked "Runes"
12/28/14 Various revisions
12/30/14 Revised "Pros and Cons"
12/31/14 Wrote "Re-examining Iceborn Gauntlet" at the bottom of "Items". Will revise builds soon, and expand on summoner spells.
12/31/14 Revised "Masteries"
1/13/15 Last Whisper vs. Black Cleaver
1/16/15 Revised Last Whisper vs. Black Cleaver, began item page rework
1/19/15 Added a few pages to "Items"
January through April: TONS OF STUFF.
5/1/15 Updated the items!
5/2/15 Added Ryze matchup and the Suppurtghot build!

Recent videos:




Introduction Back to Top

Hello! I'm a Diamond IV Urgot main. I fell in love with this champion back around my Silver II days, and since then, I've climbed all the way up to where I am now by primarily playing Topgot.

I've been confronted with much hate for my pick (particularly in champion select), so I'd like to raise overall awareness of Urgot's viability in top lane, and perhaps solidify his reputation as the soul-crushing laner he his. 

Once you learn how to properly play as this bloodthirsty butcher, there's no coming back from your opponents' demise. 

My history: 

Ever since I got into League of Legends, I've loved to play unconventional and possible sleeper-op champions and builds—not simply because they're unconventional, but also because their kits and specific play-styles always seem to stand out to me. Pre-rework Karma, Poppy, Heimerdinger, AP Tryndamere, and Urgot are all some of my favorites. 

I reached level 30 near the end of season 2 maining Twisted Fate, and decided to start ranked when I got to season 3. I was placed into Silver IV, playing mostly in the jungle. One day, I checked the forum and saw a peculiar post about AP Tryndamere. This lead me to a reddit thread by pitotrek1997, in which I developed the impression that AP Tryndamere was stupidly fun to play. Deeply intrigued and excited to try his unique play-style, I bought the champion and made a rune page dedicated to him. Within a few days, I was playing him in ranked. I got to Silver II before he was nerfed, and then stopped for a while. However, I later realized that he still is slightly viable, and incredibly fun to play. Then I discovered a new way to play him. Feel free to check out my guide on that.

From Silver II, I learned Urgot, and he basically just took me all the way up to Platinum I. For a very long time, I had over a 70% win rate as Topgot. By the end of Season 3, I had accrued 141 games and a 57.4% win rate at Diamond IV. In season 4, I tended to vary between a 55 and 58% win rate. I began 7/3 in my placement matches, playing with giants like Best Riven NA, hi im gosu, and mancloud, and ended up in Platinum II, from which I rose to Diamond I.

Pros and Cons Back to Top

  • Incredibly strong poke abilities
  • Has a shield that can slow (!!!)
  • Strong ultimate for 1v1s and teamfights that gives incredibly powerful stats
  • An amazing laner
  • Zones well
  • Very strong in the mid-game
  • Can check areas without vision with Acid Hunter and Noxian Corrosive Charge
  • Battlecast Urgot is beautiful
Urgot has a few particular cons that can be fairly easily remedied with strong mechanical play.


  • No sustain (However, Terror Capacity and his Bolt Augmenting passive which reduces opponents' damage allow Urgot to trade and negate damage, often not taking any damage at all)
  • Low mobility and a short level 1 Ultimate range (Taking flash and ghost remedies this, and provides him with many more options than the average Ignite or Barrier would)
  • Falls off late-game (With armor penetration itemization, this is largely untrue. It is true however that he is not as powerful as a full ADC in the late-game, as he does not build for crits in most cases. Urgot survives this trade-off because he becomes a tanky damaging anti-carry menace. 
  • Auto-attack animation is slow, and can make farming frustratingly difficult
  • Hard to use well (constant skill-shots can be hard to land consistently, and Hyper Kinetic Position Reverser requires a firm understanding of trigonometry)

Positions Back to Top

Urgot can actually effectively be utilized in every single role in the game, although I stand by my assertion that top is, in most cases, the best lane for him.


This is where it's at. Here, Urgot has a very large playground, and gains the xp of a solo laner. He can easily bully the squishy targets and take apart the tanky ones. He can deal with ganks, often picking up double kills. He can also set up ganks very well—especially after level 3.


His shield mitigates poke and his EQQQ combo does a whole lot of it. Your opponents are usually fairly squishy, which can lead to heavy snowballing. Most of the time, you'll even get the blue buff. Urgot can also roam very well, and so he fits into this lane rather nicely. My personal gripe with this lane is that, compared with the other lanes, it is short. The more room Urgot has to ghost and continuously apply auto-attacks and Acid Hunters, the more kill potential he has, and there isn't much room for that here. Mid is also often the target of ganks from the other lanes. Because Urgot lacks many escapes, this can make for a tough life. However, if you play very defensively and use Urgot's range, you should be mostly safe against ganks.


[author's note: update for season 7]
Jungle: Surprisingly, this is strong. The amount of Urgots I've seen other than myself in the other roles is directly proportional to the amount I've seen jungling. I myself have played Urgot in the jungle many times, and have usually met with great success. A gold player in EU West actually solely plays Urgot on a smurf in Gold, and jungles with him all the time (He made a lengthy Reddit post here).

Jungle Urgot can operate both when built damage (Lizard Elder, Manamune, Last Whisper...), and tank (Ancient Golem, Frozen Heart/Randuin's Omen, Banshee's Veil, etc). I prefer to start with Noxian Corrosive Charge, as it conserves a great deal of mana that would have otherwise been completely spent by starting with Q. Then, you have two options:
  1. Level Q second. This speeds up your clear, but is very mana hungry. If you started on Red buff, then you'll run out of mana by the time you get to the blue buff. The primary reason to level Q second is to get two levels into Q by level 3, which which is extremely strong for early ganks. I prefer to do this, as I like to exert early pressure.
  2. Level W second. This is a more defensive, farm-based start, that will leave you healthy in the jungle. It's strong for counter-ganks, but you should probably pick up level 4 before you pull off a regular gank.
 Next, max R>Q>W>E. Upgrading E will notably increase your clear speed, but it is much less effective for skirmishes. Urgot is a very gank-heavy jungler, so farming the jungle isn't his number one priority.

Now, why does it work? Think about it: you may not have a gap closer other than flash and your ultimate, but you can deal a tremendous amount of damage from long range whilst applying a slow with your shield. Once you get close enough to auto-attack, you also get the slow from the red buff. In ganks, you can take down half of your opponent's health with one combo, and by the time you're done, you are right next to your opponent. If they flash away, flash towards them and finish them off with a final Acid Hunter. Additionally, because Acid Hunters double your damage output when alternating between basic attacks, you are an incredible duelist. This allows you to invade, or fight an invade, provided that you hit the majority of your spells.

ADC: The primary problem with this lane (other than the fact that the xp you receive is reduced) is that you are more often than not replacing a traditional ADC. This can and does work, but you just have to keep in mind that Urgot doesn't scale as well as a traditional ADC. He still scales well though—better than most bruisers—, and works very well in mid-game compositions.In this position, my favorite supports are Janna, Soraka, and Thresh: Soraka, because she gives you a seemingly endless mana pool and a proper response to an all-in (go ham); Janna, because if she shields you as you go in to harass with an EQQQ combo, she massively increases your damage; and Thresh, because well... I'll let this video do the talking.

Support: Believe it or not, this can work. Urgot deals tons of damage in the early-game, and can zone both opponents by himself. If he begins to snowball, he becomes a massive threat. He is also an incredible duelist, has a potentially game-changing ultimate, and can reduce the enemy team's damage by up to 15% in total if he keeps applying Acid Hunters and auto-attacks to each enemy in a team fight.

1v2 lane: Gambit Gaming once gave Genja as Urgot the first blue buff and sent him to fight an adc and support, while his support roamed with their jungler. Champions are often sent into 1v2 lanes in this meta, but they need to be camped by their jungler to come out remotely even. Genja, as Urgot, won the lane and was harassing them under their turret. 

Urgot later received nerfs, but he is still capable of pulling this off. He just needs to start with the blue buff if he wants to come out even or ahead; no jungler support other than that is necessary. The blue buff allows him to cs from afar with Acid Hunters, and endlessly harass his opponents. It also gives him a level advantage. Without a support to leech xp, Urgot will far out level his opponents.

Fear Factor Back to Top

Urgot is a scary champion. He scares your opponents, he scares your allies, and he should scare you.


Urgot is largely known as a lane bully—a terror to face. There is also the misconception that Urgot has a bad late-game, which may give your allies the idea that they're now operating on a time limit. And then, there's the fact that his kit in the early-game feels slightly rickety until you get used to it (quite like Rumble's), and that one bad ultimate can easily lose you a teamfight. He is high risk, high reward, and if played well, will have your allies rescinding their wanton misgivings and singing your praise as you mechanically deconstruct the fearful opposition.

Guaranteed Destruction Back to Top

Let's face it: Urgot's the closest thing to effective, targeted aerial bombardment that we're going to get in League. His bombardment is akin to a nuclear bomb; once you hit that Noxian Corrosive Charge, you know what's going to happen, and your opponent probably knows as well that there's absolutely no chance for absolution. The only ones who don't get the message are the same cavemen who watch their impending doom via nuclear bomb with awe and bewilderment. 

And that feeling, when you hit it and your opponent is above half health and running away, but you say "that poor thing is not going to make it"—when they pop flash or ghost, anything, just to make a little distance between themselves and their reckoning before they finally come to the realization that no, they aren't going to make it...

That's the best feeling in the world. And that is Urgot.

Hyper-Kinetic Position Reverser Back to Top

In General

When considering whether or not to use your ultimate, take the following into account:
  • Do I want to put myself in that spot?

            Will it be advantageous for me, or my opponent?

            Will I be hit by a turret?

            Will my team be able to follow up?

  • Will the additional cooldown reset time initiated by the ultimate work in my favor?

            If your opponent is bursty, relies on cooldowns, and just used some major damaging abilities, it may not be a good idea to use your ult. Additionally, if you are interrupting an EQQQ(Q) combo, you may want to rethink it and wait to maximize your damage output.

     Do note that the Hyper-Kinetic Position Reverser gives you a notable increase in resistances, so it is often good to use before your opponent uses his or her primary damaging attacks.

In Lane

Are you...
  • dueling?
  • chasing?
  • escaping?
  • setting up a gank?

Pop it. 


Consider where the opposing team has to ward, and catch them separated. Be overly aggressive. You will surprise your opponents, just as you will surprise your team. Let them know that you will be aggressive.

If you are very far behind, it's all the more reason to be aggressive. You have to find some way to come back, else your base will be disassembled.

Team Fights

Wait! Hold it!
You are an anti-carry, but that doesn't mean you run through the enemy team to ult their carry to the front of the fight. Use your ultimate to...
  • Catch someone killable out of position
  • Peel for your carry (and if that's you, peel for yourself)
  • Redirect enemy AOE abilities (for instance, flash and ult Kennen out of your team)
  • Make advantageous changes before you die, at the same time slightly elongating your life (when very low on health, ult an opponent attacking an ally to give them a greater opportunity to get away.

Farming and Harassing Back to Top

Early in the game, you're best off csing with auto-attacks, but you'll need to pick up a few minions with your Acid Hunters here and there. Spend as much mana as you need to cs properly, but be wary that you will need as much as you can to harass come levels 2+. 

Once you get your Tear, you can choose between finishing every creep with an Acid Hunter to charge your tear and extreme harassment. I generally opt for the latter, but I advise that you do not tunnel on the other champion unless you believe you can kill him or her soon. A competent opponent will normally begin to walk out of your range once you lock on with a Noxian Corrosive Charge. Because of this, you will not get three Q's off every time you lock on, and often will be forced to walk through the minion line. You must harass within reason, and last-hit minions in-between firing acid hunters.

Your Role in Teamfights Back to Top

What does Jayce do in team fights? Does he pull off one combo, then switch to hammer form and dive in to do? No; he pulls off multiple rotations of his abilities, and dives in if he can identify a target he can safely eliminate. This is what Gragas does, and this is what you should do. Position as an adc and get as many rotations of your abilities off as possible. You are not the initiator, so do not ult yourself into the enemy team, unless you meet the criterion in the Team Fights section of Hyper Kinetic Position Reverser.

Your tank should be shoving himself between your team and the enemy team, advancing or diving in, and taking the damage so the rest of your team doesn't have to. This is why the team (with a tank) that initiates in a stand-off can come up so far ahead if the damage dealers are able to follow up from behind. 

If you can catch an opponent out with a Hyper Kinetic Position Reverser, it should be an easy pick-up—especially if your team collapses on that person. If it gets you in a bad situation, flash and ghost away if you deem it necessary.

If you opted for a more tanky build, then your play style should be different: you must become the initiator, and unless you have enough damage to take out an opponent, you should apply your passive to as many enemies as possible.

Mind Games/Tactics Back to Top

Conservation: Keeping a Threatening Presence

So there you are, rudely gesticulating at your opponent, huffing and puffing and becoming more threatening with every step you take. That hamster on the other side of the lane is mirroring your movements, backing just out of your range. You lock eyes. Suddenly, you unleash a large deposit of green sludge upon the feet of that uncouth alpaca. But what seemed to be the base of that mongrel is now the grassy ground of the Rift. 

You dun goofed. That cur now walks triumphantly toward your minions and slays them knowing he has at least ten seconds before you can threaten him again. Or perhaps the bastard has the guts to jump towards you and attempt to bust your left nut. If such a thing happens, rejoice, for it was all just as you planned. Bring up your shield and alternate between basic attacks and Acid Hunters. If the knave is fighting to the death, he will surely die; if he cowardly backs out, you will come out even or on top of the trade.

Let's say he went for the minions. This unfortunate occurrence happens very often. To avoid this disaster, you must not miss your Corrosive Charge. Hard, I know, but here's a tip: don't fire it unless you are almost certain you will hit it. For instance, if your opponent is just within its range but skirting around the middle, and you do not have reason to believe he will step forward one or two Teemos, then do not fire it. Keep the mana; keep the cooldown up. Eventually the fool will scream, "You're not the boss of me!" and step forward to collect gold off a minion. This is your chance; now, you strike.

High Elo Zoning/Bluff Zone

See those minions with your corresponding team's color, valiantly walking up your lane to fight for your side? The enemy will try to make a claim for them. But these are your minions, not theirs; protect them, and they will serve you well.

"But Chimmychanga, why should I protect our lowly underlings?" you may ask. Now, this may seem a daunting and entirely new concept, but consider the analogy of two kings: one just—a champion of the people—, the other an unruly independent twat who serves only his own interests. The former is a defender; he will fight for his peoples' lives, and in doing so,his enemies can make no claim to his kingdom. They will fight for it, and so will he, but he will ultimately maintain greater power so long as his skills are sufficient. The latter disregards the lives of the people and, with an unquenchable thirst for power, will attempt to conquer lands without the true backing of the people.

The just king is he who defends and fights with his minions. He who does as such will amass a great fortune; deny cs, and you will surely gain power over your foe. However, the uncouth brat is he who fights, not for or against, but without minions; it is he who has not a care in the world whether his minions live or die: he who will fight only to collect all the gold of his opponents' minions, but has not a care for the gold taken from the coffers of his own troops.

"So then, Chimchim, how can I serve and protect our loyal troops? I haven't a shield to give, as Lee Sin or Janna might, nor the ability to heal, as Soraka would." Brilliant assessment. I suppose you'll simply have to do with sheer willpower. Now drop a Corrosive Charge on your opponent. I don't care if you don't intend to use the mana to spam Acid Hunters. As long as your opponent knows the repercussions that may stem from sitting in range, he, she, or it may retreat out of your range so as to not risk being taken low. Use this bluff whenever you minions get low to deny a good many creeps from your opponent—that is, until he, she, or it grows restless and goes in for them anyway. Then you kill them! Unless you can't. That's kind of the reason you're bluffing.

This is best done against higher level opponents who know your capabilities and play a tad too passively.

An Almost Guaranteed Catch

Is your flash up? Ultimate? Are you in the mid-game? Are you on blue team? Okay, here's what you'll do:

Gather your team and clear Baron of wards. Make sure to ward around—especially over the walls. As the last light goes out, start it off, then quickly back off and let it reset. Now, gather your team and lie in wait in the pit. An opponent will surely arrive eventually to ward or use a sight ability over the wall. This is your chance! Use your Hyper Kinetic Position Reverser and swap him into a group of four to be cc locked and quickly bursted into oblivion. If you're safe on the other side of the wall, bombard that unlucky son of a brisket grill with an EQQQQ combo and triumphantly walk towards your team. Otherwise, flash back over the wall. 

If You're Feeling Cheesy

At level one, get an escort and ward the enemy red or blue buff, depending on whether you're on blue or red side. If their jungler starts on the opposite buff, push your lane hard and get to level 2 or level 3 as soon as possible. Once your ward spots the jungler, immediately leave your lane and wait for him to get the buff a tad above smite range before unleashing your EQQQ combo and hopefully killing him. I highly recommend communicating your plan to your own jungler and mid laner, so you have back-up. Your lane opponent won't be able to leave the lane if it's pushed up to his turret, and if you effectively communicated your desires to your mid laner, theirs shouldn't be able to help the jungler out either. This works best against junglers who get low during their clear.

Attacking Through Stuns

This is just a little tip to increase your damage output against pesky cc-abilities: Use a self-stunning ability (i.e. Acid Hunter, Noxian Corrosive Charge) just as you are stunned, and you can negate all but the movement impairing effects of the stun, thus allowing you to continue to autoattack. This is hard to pull off, but can make a gargantuan difference, and works with all champions.

CDR Back to Top

It is not necessary to reach 40% CDR, but the closer you get to it, the better. Thanks to the analysis done by Periphetes in his guide, E N D G A M E, it is proven that Urgot can fire four Rape Rockets in the duration of one Noxian Corrosive Charge at 20.5% CDR under perfect circumstances—that is, without taking into account lag, human reaction time, or anything else. Given these factors, the lowest practical amount of CDR required to fire four Acid Hunters varies widely from case to case, but in general, the minimum requirement is 25%. Despite that, it can be difficult to consistently reach four Acid Hunters even past 30% CDR. More CDR is beneficial and easy to get. Once within the 35-40% range, it is much simpler. 

As this is a huge spike in damage, it's best to reach these numbers as soon as possible. Unfortunately, that requirement severely gimps many build paths.

Mid-Game Back to Top

You have three primary options when the mid-game arrives.

1) Split-push
As a top-rate duelist, you can fight most anything that comes in your path. Your summoner spells and your ultimate allow you to pick up unlikely kills and make great progress alone. Additionally, you can easily harass an opponent that is under their turret, which will pressure the enemy team to bring multiple people top, allowing your team to accomplish things elsewhere. Just make sure not to be caught out when there is nothing for your team to capitalize on.

2) Join members of your team elsewhere
This can surprise their lane opponents and gather some very easy kills. This, however, only occurs if the laning phase is extended.

3) Group up in mid lane and push
You have the poke and pick-off potential. Go out and use it aggressively to brute force your way to an inhibitor.

Late-Game Back to Top

Urgot is commonly thought of as a champion with a weak late-game. In reality, however, his late-game is slightly worse than that of most AD carries, but better than most bruisers. He is still an incredible duelist great at catching people out, and can still serve his job as an anti-carry in a teamfight. Be very aggressive and ping a lot; if you make a play, it's best if your allies are there to follow up. But keep in mind that in teamfights, your strength comes from the consistent application of damage. Ghost is enormously important in these situations, as it helps you position yourself both safely and aggressively, so that you can continuously deal damage while taking very little. Mastering this is key to making major contributions in this stage. 

Team Compositions and Synergies Back to Top

Urgot works well in just about all team compositions, but he excels the most in poke and catch compositions. Here are some examples of champions that fit into each role with Urgot:

Top: Urgot
Mid: Xerath, AP Kog'Maw, AP Nidalee
Jungle: Elise, Jarvan IV, Karma, Morgana, Mundo
ADC: Varus, Caitlyn
Support: Lulu, Sona, Zilean, Janna

In a poke composition, the general strategy is as follows: players group in mid lane about 18 minutes into the game. This sudden pressure forces the other team to respond. A counter to this would be to have very strong wave clear and push out the other lanes, but this composition can be made to work even in that scenario with Urgot's pick-off potential. Ward up and poke the life out of your opponents. You should have just enough regular crowd control to disengage if the other team goes for a hard engage. Now your team dictates the pace of the game. The opposing team will be forced to engage when low, or to concede their turret. If they engage, you will most likely win and be able to take one or two objectives. If they concede, move on to the next tower.

Top: Urgot
Mid: Morgana, Lux, Syndra, Annie, Diana, Ahri, Lissandra
Jungle: Sejuani, Nautilus, Warwick, Amumu, Fiddlesticks
ADC: Ashe, Varus
Support: Zyra, Nami, Fiddlesticks

This, personally, is my absolute favorite type of team composition. You can fall very far behind and still easily come back with your incredible pick-off potential. With this team composition, if you catch anyone where they shouldn't be (and that's everywhere), you can effortlessly chain-cc them into oblivion.

The strategy behind this composition is to establish vision superiority, and then go as a roaming team to catch and subsequently murder anybody you find, then parade around the enemy team's dilapidated corpses and force an objective. Often, the opposing team will run at you and contest the objective anyway, leading to a giant extension to your lead. 

The composition is also amazing for diving, because if the cc lands, the other team will be unable to fight back. 

Videos Back to Top

I'll be uploading videos almost weekly. You can keep a lookout for that on my YouTube channel, right over here:

Here's my most recent:

This, my grand ol' debut video from many eons ago, is somewhat outdated, and somewhat still relevant.

The night of New Years Eve, I randomly ended up playing with Nightblue3 (rank 3 Challenger) on his smurf, Nightwhite. I face a Jax, and show how Urgot can set up great ganks, as well as what Urgot becomes when fed. Many plays, unfortunately, are not seen and can only be watched via the minimap and my healthbar--but even so, I'm proud of the game. It was an honor to play with Nightblue3. The game can be found here:

After a fairly long lull between videos (other than two shorts), I've released commentary on the Urgot vs. Riven match-up. In this match, I face Best Riven BG and learn a great bit.

Urgot vs. Fiora:

External Elo Supplements:

Renekton Match-up:

Quinn Matchup:

Nidalee Matchup:

Jayce Match-up:

You can find a whole variety of 

Stream Back to Top

Stream is now active!

Feel free to also follow me on Facebook:, where I'll sometimes write things, promote my content, shamelessly advertise my stream, answer questions, and other stuff.

Decking Out Your Urgot Back to Top

Battlecast Urgot
Tired of being an ugly duckling? Look no further! This skin is great for resting your eyes. It, however, comes at a price: the auto-attack animation is wonky and slow. If you can live with that, go for it.

Giant Enemy Crabgot


Butcher Urgot

Featuring a face not even a mother could love, this beast uses a bib and fires chainsaws. What's not to like? It's a legacy skin, so you can only pick it up this December and some other times of the year. If you feel the need to play as Leatherface, spite Urf, and be BFF's with Warwick, buy it now.

Contribute Back to Top

There's only one constant in life:

This guide could always use more content. 

If you'd like to get your strategies, mathematical genius, results, or what-have-you into this guide, feel free to message me at with your work, and I'll see about fitting it in. 

Conclusion Back to Top

Thanks for reading through this guide! I hope it gives you a better grasp of Urgot, including how to play as, with, or against him. If you have any questions or comments, please feel free to comment. I'll gladly respond to the best of my ability Additionally, before you dislike, please post a comment and tell me why. Any and all constructive criticism is welcome.

Special thanks to my friend Kent Mansley for suggesting that I try out Urgot in the top lane back when I bought him. Without your suggestion, I'd probably still be in Gold. 

420 thumbs-up!
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