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Ahri Statistics for Ahri

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

Author
Chimalpopica
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  • Author Champion Statistics
  • Guide Details

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.

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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One option that I like is to accumulate more armor penetration than my opponent has armor. Unfortunately, that is often hard to achieve until you get your Brutalizer, unless your opponent has gone far in the Defensive tree and does not have Armor seals. However, after extensive testing, I have determined taking 6 AD and 3 Armor Penetration Marks is more beneficial, as it provides much more early game power, while simplifying csing a tad, and without sacrificing much—if any—lategame power. The AD Quintessences can be replaced with Armor Penetration, but I've found it beneficial to at least have some starting AD—and ultimately, they scale a bit better.


I've also begun to run flat health seals, because their potential in early trades is astounding. If anything, take these against AP opponents, and any who deal mixed or true damage.

The rest of the Runes are straightforward, except for the 6 CDR Glyphs. With masteries, this will bring you to 10% CDR. With a Frozen Heart and Brutalizer, you will reach 40% CDR, which is amazing on Urgot. However, if you go for the Brutalizer + Ionian Boots route and replace Frozen Heart with Randuin's Omen, it will take you to 35%, which is good enough on Urgot. I feel that it's the sweet point for me. Additionally, starting with 10% CDR will immensely help you pressure your opponent in the laning phase.

However, there is an alternative: six scaling CDR Glyphs will bring you to 4.86% by level 9, allowing you to reach your Acid-Hunter spike at the same time you generally would due to item purchases, and then scale beyond that. Take whichever you're comfortable with.

I also take take three mana regeneration Glyphs in place of magic resistance when the opposing team is lacking entirely in AP damage. These have a combined value of 56.4 gold, which are outclassed by MR/level Glyphs after level 6. Therefore, only take this against full AD teams.

Increasingly, I have begun to use four Mana Regeneration seals, providing 1.6 mana per five seconds. This adds quite considerably to the pool.

Read Author Notes

Masteries

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1/1
0/4
4/4
0/1
1/1
3/3
0/3
0/1
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
2/2
0/2
0/2
1/1
3/3
0/1
0/1
1/1
0/3
0/3
0/3
0/1
0/1
0/1
0/1
0/4
0/1
0/1
Defense: 9
0/1
0/3
0/3
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: 0
This mastery page gives Urgot a great deal of damage and bulk, and follows the math and reasoning done here (with the exception that Expose Weakness actually does work with both allies and yourself). It is mathematically efficient to skip Butcher and Feast, in exchange for other more powerful Masteries. Additionally, do note the deficiency in Dangerous Game. I'd like to thank Microwawe for explaining that 5% of bonus AD contributes only about as much as a long sword, and only after reaching the full offensive portion of a build. Before that point, Dangerous Game hardly has an effect.

21/5/4:

21-5-4.png

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 advantage in gold value only exists around the lategame (that is, without adding 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.


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.

If you feel as if you can constantly be on the attack without being traded with, max R>Q>E>W. Although, because Urgot does not have sustain, you may have a tough time against a Shen, Zac, or in a gank, because they can suddenly go hard on the attack and back off, then out-sustain you over time.

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

I like to build Urgot like you would Jayce, with mana, CDR, and tons of armor penetration. 


There are four primary ways that people build Urgot:

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.

The Off-Tank—This is the most common build path, in which one builds generally the core, then goes straight for a tank item, like Randuin's Omen or Frozen Heart. This is good if your team does not have a tank, but it greatly diminishes your assassination potential. This allows you to ult straight into fights and apply your damage debuff to many opponents, but may also allow potential catches to run off. This build is good for beginner Urgot players because of its low risk of positioning. I recommend building it against massive tanks, such as Shyvanna and Mundo. 

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.

Builds

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.


Core


Damage Route:
3070_32.png—This item 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. With the changes, it only takes about 15-18 minutes to fully stack a Tear.
1055_32.png—Doran's Blades are optional, but highly advisable; they are a strong source of sustain, to be purchased to catch up, better establish lane dominance, or to combat an opponent with strong sustain. Pick up one to two.
3134_32.png—The Brutalizer gives 25 AD, 10% CDR, and 10 armor penetration. Urgot synergizes very well with all of these stats, thus making the Brutalizer a must-buy in this build.
3024_32.png—Up to this point, you're kind of squishy; you use Flash and Ghost often to re-position yourself throughout fights, and mostly avoid taking critical damage. You especially do not pop your Hyper Kinetic Position Reverser and hop straight into the enemy team, unless you have a hell of an escape plan. A defensive item rectifies your squishiness. Glacial Shroud is a much cheaper source of CDR now. You can now fit it into your early build without much trouble. Pick it up against a team with two or more AD-heavy champions.
3067_32.png—Against an AP champion in lane, or a very AP-heavy team, take Kindlegem.
3047_32.png—build against AD and auto-attack centric-teams
3111_32.png—use against CC- and AP-heavy teams
3035_32.png—O wondrous Last Whisper, thou art the finest item I have ever laid my eyes on! That is, certainly, your base statistics seem fairly unfavorable—1440g in damage for 2300g can initially be confounding—but the passive 35% armor penetration is the purpose of this item. Now, champions get a lot of armor as the game goes along, even those who don't build it. Urgot scales incredibly well with armor penetration given his high base damage, and thus Last Whisper maximizes his damage output. The bottom line is, armor penetration keeps Urgot relevant throughout the game. Buy it.
3042_32.png—By this point, your Tear should be fully stacked. Upgrading it into Muramana will give you a ginormous power spike.
3110_32.png—With the new changes, Frozen Heart is a superior choice to Randuin's Omen. However, one problem remains: it does not give health. If you find yourself needing health or MR stats, such as when facing a Darius, or when an AP champion on the enemy team has become a notable force of reckoning, feel free to begin and/or finish one of the final defensive items before completing this.
3065_32.png—Health, an incredible amount of HP regeneration, CDR, and MR. While you can't make the greatest use of the passive, this item is still 132.7% efficient without it. 
1011_32.png—If the enemy team has a very mixed composition and you need immediate strength against both damage types, build this, and later upgrade it into either a Warmog's Armor or Randuin's Omen.
3071_32.png—It's about time to upgrade your Brutalizer. Youmuu's Ghostblade is a reasonable alternative, but it just doesn't give the armor penetration that Urgot is looking for. 
Top it all off with one of these:
3026_32.png—A perfect item for stepping into the fray and coming back to deal an additional load of hurt
3102_32.png—Ideal against spell-based/magic 
3156_32.png—Hexdrinker is on the rage these days. Pick this up for a deceptively strong shield against critical spell damage, i.e. against a bursty team.
3083_32.png—Your ultimate already gives you up to 120 Armor and Magic Resistance, so why not just beef your HP pool? This is your go-to item against mixed team compositions.
3139_32.png—Oh, how you've changed! Pick up Scimitar if you really need to counteract CC and can't just tank it like a man, and when you need more damages.
3143_32.png—This is still a great item, but it's better as a late purchase because of its passive's scaling. Try to use it after using your ultimate for maximum slows.

Overview: You hit like a truck throughout the entire game. You're basically unstoppable.

Tank Build (versus a mixed team):
3070_32.png—This is a must on just about any Urgot build; the statistics that this supplies are just incredible.
1055_32.png1055_32.png—Health, damage, sustain... they're perfect.
1011_32.png—Take this opportunity to tank up while your Tear charges. 
3004_32.png—Most top laners rush at least one tank item. Well, this is yours. Its passive allows you to deal tons of damage to squishy targets, while dealing respectable amounts against tanks.
3158_32.png—Cooldown Reduction is quintessential to Urgot's flow. The opportunity cost of picking up a Frozen Heart is far too high, and thus, Urgot loves these boots.
3143_32.png—Your ideal utility tank item; it allows you to stick like semtex to your unwitting victims.
3401_32.png—Face of the Mountain is a very interesting item with a lot of potential. It gives health, CDR, and a lot of health regeneration—all of which are highly welcome on Urgot: +500 health scales well with the defensive values which his ultimate gives, while +20 health regeneration makes up for a lack of lifesteal. All this is available at a cheap price, with 107.7% gold efficiency—and that's without even considering its passives. Spoils of War helps sieging teams to stay healthy, while providing additional gold income. Meanwhile, Deadly Phalanx is a 60-second cooldown Barrier which can be used on your teammates and yourself, and which can explode, dealing a considerable amount of magic damage.
3035_32.png—Now that you're tanky, why don't you splurge on a gigantic damage spike?
Finish with one:
3156_32.png—The shield blends nicely with the rest, playing well into your innate armor and magic resistance, as well as your passive's damage debuff.
3026_32.png—Once you get a GA, it's unlikely that your opponents will even try to hit you for quite some time. That allows you to deal damage non-stop throughout a teamfight, and then get back up and do it again.
3102_32.png—If the other team has any hard crowd control, burst, or two or more AP champions, this is your go-to finisher.

Overview: With this build, you are a high-damage, high-utility tank with the ability to negate large amounts of damage via Terror Capacity, lock down opponents with your slow and Hyper Kinetic Position Reverser, shred armor, and yet still function effectively as an anti-carry.

Situational Items:

3158_32.png—Sometimes, you just want to binge on damage. Ionian Boots help you achieve this by eliminating other required sources of CDR, so you can just focus on the deeps. But don't do this often; the lack of tank stats can very easily come back to bite you.
3072_32.png—If your opponents don't seem to be getting much armor (if any at all), this may be better than your standard penetration items. My qualms with using this item on Urgot stem from the fact that he does not autoattack often, and when he does, he may be too close for comfort if he built for full damage. I normally buy this in a stomp when I don't want to get a Guardian Angel.
3083_32.png—If most of your opponents are AP, get this instead of a Randuin's Omen. Pair it with a Maw of Malmortius, and you probably won't die. This can be a good item to rush to capitalize on a lead and go for a speedy mid-game push.
3110_32.png—Personally, I don't like this item very much. It doesn't help much against AP champions, and although it gives Urgot some nice stats (mana, CDR), I feel that this are not necessary in most cases, as you usually get enough CDR from other items, for cheaper. The mana, although convenient, isn't really necessary; the damage it adds to Murumana is negligible. Randuin's just does the job better, giving more health, a similar passive, and an active which has amazing synergy with his ultimate. I do, however, suggest building this item against teams without much AP. 
3156_32.png—This is a great item against AP champions. If you have trouble in lane, pick up a Hexdrinker, and upgrade it as your third or fourth item.
3209_32.png—This item... if you find yourself holding a pool of 1820 gold on your first back, it's a decent pick up. It gives great stats for its price, plus some early cooldown reduction. If you're on the purple side you can pick up the Golems often. In general, buy it against squishy champions who don't build armor. If against someone tanky, I prefer to pick up the Tear/Brutalizer/Doran's Blades/Last Whisper; armor penetration just gives you so much more damage.
3068_32.png—Take a trip into the middle of the enemy team, and let them feel the burn. This is an optional replacement for Randuin's Omen which is a tad lacking on the defensive side, but provides a new avenue for damage, and can actually be quite formidable when paired with the active of Face of the Mountain.



Read Author Notes

Matchups

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0
11 months 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
11 months 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
11 months 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
11 months 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
11 months ago
You're very welcome, however i'm not sure Urgot was as viable s2 (when I did it) as it is now.
1
11 months 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
11 months 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
11 months ago
matchup information on Warwick and Trundle?
0
11 months 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
11 months ago
Alright, done. Please note that all match-ups will be expanded upon over time as I gain more experience in facing them.
0
11 months 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
11 months 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
11 months 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
10 months 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
10 months 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
10 months 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
10 months 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
10 months 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
7 months ago
How about changing the AD quints for Lifesteal?
0
10 months ago
urgot op