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Urgot, the Dreadnought


Urgot is a top contender for "Most Improved" between his original iteration and his VGU, going from a little dumpling man with homing knives to one of the most fearsome champions from Zaun (where menaces and madmen are in no short supply).


With his original kit being such a strange fit both thematically and mechanically, I feel that the few elements that carried over to his VGU (ie. his lock-on acid and positional swap) ended up hurting his coherence and identity. This may seem odd for a project that has identity retention as a core goal, but in order to pursue Urgot's new identity as the Dreadnaught, these weaker elements of his kit must be...purged.  


So what is Urgot, exactly? He's merciless, imposing, and strong-willed - a dread-inspiring juggernaut decked out with gruesome Zaun tech, who revels in the chaos of pain. This redesign is meant to bring all of those elements to the forefront, establishing Urgot's niche as an engine of bodily harm who can leverage disabling effects to cut hardier foes down to size. 

While these changes make Urgot a more directly aggressive force and add a new core mechanic in Mutilate, much of his prior (post-VGU) identity remains intact. He has kept his weaponized knees, a

rapid-fire arm cannon, and his trusty chem-drill, but now he has a newfound appreciation for the finer things - like trampling the weak and dismembering foes during moments of vulnerability.

All values in blue are meant to give a general idea of the ability's properties, and are subject to change.

Class: Juggernaut

Recommended Positions: Solo Sidelane

Complexity: Low

Innate: Disdain

Whenever an enemy champion within 650 units suffers from impaired movement or actions, Urgot gains Disdain for 3 seconds, becoming ghosted and gaining 25% bonus movement speed while moving towards them. 

During this time, moving through enemies deals (40% total AD) + 2% of the target's health to (100% total AD) + 6% of the target's health (based on level) physical damage. 

Disdain can only proc on an enemy once every 15 to 5 (based on level) seconds, and enemies will only be damaged by it once per proc.

Q: Mutilate 

PASSIVE: Enemies near Urgot that suffer 15% of their maximum health as damage within 5 seconds or are damaged by Disdain become marked for Mutilate for 5 seconds.

ACTIVE: After a 1.25 second delay, Urgot lashes out with a whirl of sawblades, dealing 80/120/160/200/240 + (120% bonus AD) physical damage to nearby enemies. Urgot attempts to dismember enemies that are marked for Mutilate, applying a random Dismemberment for 7 seconds.

Arm Dismemberment disarms the enemy for 1/1.25/1.5/1.75/2 seconds. 

Leg Dismemberment roots the enemy for 1/1.25/1.5/1.75/2 seconds.

Chest Dismemberment silences the enemy for 1/1.25/1.5/1.75/2 seconds. 

Damaging a Dismembered enemy with Mutilate refreshes existing Dismemberments and triggers their effects. 

The application of a new Dismemberment is based on which ones have yet to be applied.

Range: 650 (mark range), 425 (effect radius)

Targeting Type: None

Cooldown: 5/4.5/4/3.5/3

Cost: 30/35/40/45/50 mana

W: Purge

For 4 seconds, Urgot begins firing wildly at nearby enemies with 3.0 attack speed,

prioritizing champions that are not yet marked for Mutilate. During this time, Urgot loses 125 movement speed while firing, gains 40% slow resist, and generates a 30/40/50/60/70 +

(75% bonus AD) + (7% bonus HP) shield that refreshes every 2 seconds.

Attacks from Purge don't interrupt Urgot's movement, deal 12 + (20/24/28/32/36% total AD) physical damage, down to a minimum of 50 against minions, with only 50% on-hit damage and cannot critically strike.

At maximum rank, Purge lasts indefinitely and becomes a toggled ability.

Range: 490 (effect radius)

Targeting Type: None

Cooldown: 12/9/6/3/0

Cost: 40/30/20/10/0 mana

E: Corrosive Flames


Urgot fires a chemblast from his 2 legs closest to the target location, chemically cauterizing enemies in the target direction. Enemies struck are slowed by 50% for 1.25 seconds, take 6/6.5/7/7.5/8% + (3.3 per 100 bonus AD)% of their maximum health as physical damage every second for 2 seconds (increased to 4 seconds when hit by both chemblasts), and are afflicted with Grievous Wounds for the duration.

Legs that have fired a chemblast within the last 30/20/10/5/2.5 seconds fire a weaker attack that only deals 6/6.5/7/7.5/8% + (3.3 per 100 bonus AD)% of enemies' maximum health as physical damage and doesn't apply Corrosive Flames's other effects.

Range: 800 (range), 75 (blast width)

Targeting Type: Skill Shot - Double Line

Cooldown: 12/11/10/9/8

Cost: 80 mana

R: Fear Beyond Death

After a 0.5 second delay, Urgot fires a chem-drill in the target direction that impales the first enemy champion struck, dealing 100/225/350 + (50% bonus AD) physical damage, leashing them for 4 seconds and slowing them by 0% to 75% (based on the target's missing health) for the duration.

If the target is below 25% of their maximum health or afflicted with all three Dismemberments, Fear Beyond Death can be re-activated, and automatically does so after 4 seconds if the target is within the threshold.

Upon re-activation, Urgot begins channeling as he launches chains at the target, suppressing them and pushing them up to 1000 units away, after which they're reeled in over 1.5 seconds, during which they are untargetable. 

If the channel is successful, the target is executed and surrounding enemies are feared for 1.5 seconds, slowing them by 75%. 

Range: 2500

Targeting Type: Skill Shot - Line 

Cooldown: 120/95/70

Cost: 100 mana

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