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Patch 16.2.1
Reach level 9 without falling behind. Once you have permanent , split push to draw multiple enemies. In teamfights, use -Flash to catch a priority target and use the fear to disrupt the entire enemy backline.
A ranged juggernaut that transitions from a lane bully to an unstoppable mid-game raid boss once his toggle is unlocked.
Shotgun knees. Each leg fires a blast when you auto or use . Positioning is everything; you must rotate around your target to proc all 6 legs. The cooldown per leg drops significantly at levels 6, 9, and 13.
Fires a canister that slows and deals damage. Use this primarily to 'mark' a champion so your focuses them instead of minions. It is a setup tool, not a primary damage source.
Rapid-fire mode. Urgot shoots the nearest 'marked' enemy 3 times per second. It applies on-hits at reduced effectiveness. At Rank 5 (Level 9), the cooldown becomes 0, allowing you to keep it on forever.
A dash that grants a shield. If you hit a champion, you flip them behind you. This is your most important spell for winning trades. You can use it to 'buffer' CC; if you start the dash right before being stunned, the dash will still complete.
Fires a drill that slows based on missing HP. If the target falls below 25% HP while the drill is attached, you can reactivate to execute them. If the execute finishes, it fears all nearby enemies for 1.5 seconds.
Your job is to absorb pressure and find an execution. Stick to your carries and use to flip divers, or use -Flash to engage. Once you reel someone in with , Flash into the middle of the enemy team to proc the AOE fear.
If the enemy has heavy kiting (Ashe, Vayne, Janna), do not chase. Stay back and use and to help your team peel instead.
The standard trade. Flip them to proc from the front legs, then activate and walk around them to proc the back legs. Use at the end to slow them as they try to run away.
Urgot's most important mechanical trick. Press first, then Flash during the short startup animation. This extends the range and makes it nearly impossible for enemies to react to the flip.
Once is permanent, you can optimize damage against turrets or slow targets. Every 3 ticks, turn it off for a split second to land one regular auto-attack, then turn it back on. This increases total DPS.
Use first for the slow to guarantee your and land. Once flipped, your and will melt them into the execution threshold instantly.
| Spike | Why |
|---|---|
| Level 1 | Starting with makes you one of the strongest level 1 duelists. Most opponents can't survive the flip + 3 shotgun procs. |
| Level 2 | Having both and allows for a full trade that can force a Flash or Ignite kill. |
| Level 6 | gives you a massive range of threat. Any enemy at 40% HP is now in 'kill range' if you land the drill. |
| Level 9 | The holy grail. becomes a toggle. You can now clear waves instantly and duel almost anyone without worrying about cooldowns. |
| Level 13 | legs now have a 2.5-second cooldown. You can proc the same leg multiple times in a single extended fight. |