{"id":19815,"date":"2026-02-17T22:40:51","date_gmt":"2026-02-17T22:40:51","guid":{"rendered":"https:\/\/magicstark.cz\/wiki\/urgot-the-dreadnought\/"},"modified":"2026-02-17T22:40:51","modified_gmt":"2026-02-17T22:40:51","slug":"urgot-the-dreadnought","status":"publish","type":"wiki","link":"https:\/\/magicstark.cz\/en\/wiki\/urgot-the-dreadnought\/","title":{"rendered":"Urgot: The Dreadnought"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\"><strong>Urgot<\/strong> is a champion in League of Legends played in the <strong>Top lane<\/strong>, classified as a <strong>Juggernaut (Fighter \/ Tank)<\/strong>. Despite being classified as Ranged, his attack range is only <strong>350<\/strong> \u2014 shorter than most melee auto-attack ranges with gap-closing abilities. He uses <strong>Mana<\/strong> (340 \u2013 1224.93 at max level). Urgot was released on <strong>August 24, 2010<\/strong> and was last updated in patch <strong>V25.06<\/strong>. Store price: <strong>1575 Blue Essence \/ 790 RP<\/strong>.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Urgot, The Dreadnought | Gameplay Trailer - League of Legends\" width=\"500\" height=\"281\" src=\"https:\/\/www.youtube.com\/embed\/IIQZUVtfS5I?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udcca Base Statistics<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Statistic<\/strong><\/td><td><strong>Base Value<\/strong><\/td><td><strong>Max Value (lvl 18)<\/strong><\/td><\/tr><tr><td>HP<\/td><td>655<\/td><td>2660.83<\/td><\/tr><tr><td>Mana (MP)<\/td><td>340<\/td><td>1224.93<\/td><\/tr><tr><td>Attack Damage (AD)<\/td><td>63<\/td><td>141.66<\/td><\/tr><tr><td>Armor (AR)<\/td><td>36 (+ 4.5 growth)<\/td><td>134.33<\/td><\/tr><tr><td>Magic Resist (MR)<\/td><td>32<\/td><td>72.31<\/td><\/tr><tr><td>Movement Speed (MS)<\/td><td>330<\/td><td>330 (fixed)<\/td><\/tr><tr><td>Attack Range<\/td><td>350 (Ranged)<\/td><td>350 (fixed)<\/td><\/tr><tr><td>Base AS<\/td><td>0.625<\/td><td>\u2014<\/td><\/tr><tr><td>Bonus AS<\/td><td>0 \u2013 73.74%<\/td><td>\u2014<\/td><\/tr><tr><td>Missile Speed<\/td><td>2500<\/td><td>\u2014<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 350 Range \u2014 The Paradox: <\/strong>Urgot is technically ranged but his 350 attack range is shorter than the effective range of many melee champions with dashes or extended-range abilities. This means <strong>kiting Urgot with basic movement is functionally impossible<\/strong> once he closes to auto range \u2014 the ranged classification just means his autos aren&#8217;t blocked by minions the same way a true melee auto is. Once inside Disdain (E) range, Urgot&#8217;s kit functions like a melee juggernaut with all the DPS sustain that implies.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83e\uddbf Passive: Echoing Flames<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Effect Radius<\/td><td>700<\/td><\/tr><tr><td>Angle per Leg<\/td><td>60\u00b0 (6 legs = full 360\u00b0 circle)<\/td><\/tr><tr><td>Per-Leg Cooldown<\/td><td>30 \/ 20 \/ 10 \/ 5 \/ 2.5 seconds (based on level)<\/td><\/tr><tr><td>AD Scaling (based on level)<\/td><td>40% \u2013 100% AD<\/td><\/tr><tr><td>Max HP Damage (based on level)<\/td><td>2% \u2013 6% of target&#8217;s max health<\/td><\/tr><tr><td>Monster Cap<\/td><td>100 \u2013 390.59 (based on level)<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>INNATE: <\/strong>Urgot&#8217;s six legs each conceal a shotgun covering a <strong>60\u00b0 arc<\/strong>, together forming a <strong>full 360\u00b0 circle<\/strong> of coverage around him. Each shotgun can fire once before incurring a <strong>unique per-leg cooldown<\/strong>. Urgot&#8217;s next basic attack on-hit within the arc of a shotgun causes it to fire in a cone, dealing <strong>40%\u2013100% AD + 2%\u20136% of target&#8217;s max health physical damage<\/strong> to enemies hit.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 Echoing Flames Rotation \u2014 Sustained DPS: <\/strong>At level 18, each leg has a <strong>2.5-second cooldown<\/strong> \u2014 with 6 legs covering the full 360\u00b0, Urgot fires a shotgun blast on virtually every auto attack in all directions. In a sustained fight, <strong>every auto triggers an Echoing Flames blast<\/strong> dealing up to 100% AD + 6% max HP simultaneously. Against a 4000 HP target, that&#8217;s <strong>240 bonus physical damage per auto from max HP scaling alone<\/strong> \u2014 before the AD contribution. This is why Urgot&#8217;s sustained DPS against tanks massively exceeds what his basic auto numbers suggest. The per-leg independent tracking also means facing away from the target to reposition doesn&#8217;t disable any leg \u2014 it just fires the leg covering that arc direction.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udca3 Q: Corrosive Charge<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Cost<\/td><td>70 Mana<\/td><\/tr><tr><td>Cooldown<\/td><td>10 \/ 9.5 \/ 9 \/ 8.5 \/ 8 seconds<\/td><\/tr><tr><td>Cast Time<\/td><td>0.25 seconds<\/td><\/tr><tr><td>Target Range<\/td><td>800<\/td><\/tr><tr><td>Effect Radius<\/td><td>210<\/td><\/tr><tr><td>Explosion Delay<\/td><td>0.3 seconds after landing<\/td><\/tr><tr><td>Physical Damage<\/td><td>25 \/ 70 \/ 115 \/ 160 \/ 205 (+ 70% AD)<\/td><\/tr><tr><td>Slow<\/td><td>45 \/ 50 \/ 55 \/ 60 \/ 65% for 1.25 seconds<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>ACTIVE: <\/strong>Urgot launches a canister at the target location. Upon landing, it explodes after <strong>0.3 seconds<\/strong> to deal physical damage to enemies hit and <strong>slow them by 45\u201365% for 1.25 seconds<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 Q Slow Setup for E Dash: <\/strong>Corrosive Charge&#8217;s primary value is creating the approach window for Disdain. A 65% slow for 1.25 seconds gives Urgot enough time to close from maximum E range (475) to champion contact. The standard <strong>Q \u2192 E \u2192 W<\/strong> sequence: Q lands at 800 range slowing the target 65% \u2192 E fires simultaneously, closing the gap and stunning the slowed target for 1.5 seconds \u2192 W Purge activates during the dash to immediately begin machine gun fire on the stunned champion. The 0.3-second explosion delay on Q requires throwing it <strong>ahead of the target&#8217;s movement path<\/strong>, not at their current position.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2699\ufe0f W: Purge<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Cost<\/td><td>40 \/ 30 \/ 20 \/ 10 \/ 0 Mana<\/td><\/tr><tr><td>Cooldown<\/td><td>12 \/ 9 \/ 6 \/ 3 \/ 0 seconds<\/td><\/tr><tr><td>Cast Time<\/td><td>None<\/td><\/tr><tr><td>Static Cooldown<\/td><td>0.5 \/ 0.25 seconds<\/td><\/tr><tr><td>Effect Radius<\/td><td>490<\/td><\/tr><tr><td>Speed<\/td><td>2500<\/td><\/tr><tr><td>Modified Physical Damage per Attack<\/td><td>12 (+ 20 \/ 23.5 \/ 27 \/ 30.5 \/ 34% AD)<\/td><\/tr><tr><td>Minimum Damage vs Monsters\/Minions<\/td><td>50<\/td><\/tr><tr><td>Fixed Attack Speed<\/td><td>3.0 (constant, regardless of AS items)<\/td><\/tr><tr><td>Duration<\/td><td>4 seconds (indefinite toggle at max rank)<\/td><\/tr><tr><td>Movement Speed Reduction<\/td><td>-125 MS while firing<\/td><\/tr><tr><td>Slow Resist<\/td><td>40%<\/td><\/tr><tr><td>On-Hit Effectiveness<\/td><td>50% reduced<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>PASSIVE: <\/strong>Urgot&#8217;s other abilities <strong>mark enemy champions hit for 5 seconds<\/strong>. Only one enemy can be marked at a time. At maximum rank, <strong>Purge lasts indefinitely and becomes a toggled ability<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>ACTIVE: <\/strong>Urgot equips his machine gun for 4 seconds, becoming <strong>ghosted to minions and non-epic monsters<\/strong>. He autonomously fires at the nearest enemy at a <strong>fixed 3.0 attack speed<\/strong>, prioritizing marked enemy champions and refreshing the mark with every attack. While firing, Urgot gains <strong>40% slow resist<\/strong> but his <strong>movement speed is reduced by 125<\/strong>. Purge cannot be used while affected by disarming CC. Can be recast after 0.5 seconds to end.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 Max Rank Purge \u2014 Permanent Toggle: <\/strong>At rank 5, Purge has <strong>0 mana cost and 0 cooldown<\/strong>, becoming a permanent toggle. This is the most impactful single rank-up in Urgot&#8217;s kit \u2014 from this point, Urgot can fire his machine gun indefinitely without resource limitation. The <strong>3.0 fixed attack speed<\/strong> is extremely high (standard ADC attack speed is 0.7\u20131.0 per second at 2 items) \u2014 the 50% on-hit reduction limits on-hit builds but the raw attack frequency for Echoing Flames activation is unmatched. Combined with the mark prioritization, every Purge attack against the Q\/E-marked champion triggers Echoing Flames on every auto that lands within a leg&#8217;s arc.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u26a1 E: Disdain<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Cost<\/td><td>60 \/ 70 \/ 80 \/ 90 \/ 100 Mana<\/td><\/tr><tr><td>Cooldown<\/td><td>16 \/ 15.5 \/ 15 \/ 14.5 \/ 14 seconds<\/td><\/tr><tr><td>Cast Time<\/td><td>0.45 seconds<\/td><\/tr><tr><td>Target Range<\/td><td>475 \/ 450<\/td><\/tr><tr><td>Speed<\/td><td>1200 + 100% movement speed<\/td><\/tr><tr><td>Shield Strength<\/td><td>55 \/ 75 \/ 95 \/ 115 \/ 135 (+ 135% bonus AD) (+ 13.5% bonus health)<\/td><\/tr><tr><td>Shield Duration<\/td><td>4 seconds<\/td><\/tr><tr><td>Physical Damage (pass-through)<\/td><td>90 \/ 120 \/ 150 \/ 180 \/ 210 (+ 100% bonus AD)<\/td><\/tr><tr><td>Stun Duration (champion contact)<\/td><td>1.5 seconds<\/td><\/tr><tr><td>Fling Distance (behind Urgot)<\/td><td>100 units after 0.25s<\/td><\/tr><tr><td>Note<\/td><td>Purge can be cast during the dash<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>ACTIVE: <\/strong>Urgot grants himself a <strong>shield for 4 seconds<\/strong>, then after the cast time, <strong>dashes in the target direction (not through terrain)<\/strong>, dealing physical damage and knocking aside and stunning for <strong>1 second<\/strong> enemies he passes through. Urgot <strong>stops upon hitting an enemy champion<\/strong>, stunning them for <strong>1.5 seconds<\/strong>, and after 0.25 seconds <strong>flings them 100 units behind him<\/strong>. Purge can be cast during the dash.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 Disdain Fling \u2014 Into or Away: <\/strong>The fling after Disdain&#8217;s stun places the target <strong>100 units behind Urgot<\/strong> \u2014 meaning toward Urgot&#8217;s own team if he dashes from his team&#8217;s direction, or deeper into a dangerous position if he dashes from the side. This mechanic has two distinct uses: <strong>engage from behind the frontline<\/strong> flings the carry further into Urgot&#8217;s team for a guaranteed kill follow-up; <strong>engage from the side<\/strong> flings them out of position toward jungle\/walls. The 135% bonus AD shield scaling makes Disdain both an engage tool <strong>and<\/strong> a damage mitigation tool simultaneously \u2014 the shield activates before the dash, tanking any burst the enemy fires during the 0.45-second cast time window.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udc80 R: Fear Beyond Death<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Cost<\/td><td>100 Mana<\/td><\/tr><tr><td>Cooldown<\/td><td>100 \/ 85 \/ 70 seconds<\/td><\/tr><tr><td>Cast Time<\/td><td>0.5 seconds<\/td><\/tr><tr><td>Target Range<\/td><td>2500<\/td><\/tr><tr><td>Effect Radius<\/td><td>Global \/ 600 (execution fear radius)<\/td><\/tr><tr><td>Width<\/td><td>160<\/td><\/tr><tr><td>Speed<\/td><td>3200<\/td><\/tr><tr><td>Physical Damage (initial)<\/td><td>100 \/ 225 \/ 350 (+ 50% bonus AD)<\/td><\/tr><tr><td>Leash Duration<\/td><td>4 seconds<\/td><\/tr><tr><td>Slow<\/td><td>0% \u2013 75% based on target&#8217;s missing health<\/td><\/tr><tr><td>Recast Threshold<\/td><td>Target below 25% max HP<\/td><\/tr><tr><td>Channel Duration<\/td><td>1.5 seconds<\/td><\/tr><tr><td>Channel Behavior<\/td><td>Suppresses + untargetable + preventing damage from other sources<\/td><\/tr><tr><td>Execution Fear Duration<\/td><td>1.5 seconds<\/td><\/tr><tr><td>Execution Fear Slow<\/td><td>75% for 1.5 seconds on nearby enemies<\/td><\/tr><tr><td>Channel Interruption<\/td><td>Cannot be interrupted by CC<\/td><\/tr><tr><td>Move During Channel<\/td><td>Yes \u2014 Urgot can move while channeling<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>ACTIVE: <\/strong>Urgot fires a chem-drill that impales the <strong>first enemy champion hit<\/strong>, dealing physical damage and <strong>leashing the target for 4 seconds<\/strong>. During the leash, they are revealed and slowed by <strong>0%\u201375% based on their missing health<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>RECAST \u2014 MERCY: <\/strong>Available when the leashed target is below 25% max HP (or automatically if the drill would kill them). Urgot launches chains at the target, then channels for <strong>1.5 seconds<\/strong> once they latch on \u2014 <strong>reeling them toward him, suppressing them, revealing, rendering untargetable, and preventing damage from other sources<\/strong>. If the target is near Urgot when chains connect, they are <strong>pushed up to 1000 units away<\/strong>. The channel <strong>cannot be interrupted by CC<\/strong>. Urgot can <strong>move while channeling the recast<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Upon completing the channel: the target is <strong>executed<\/strong>. If successful, Urgot <strong>fears nearby enemies for 1.5 seconds, slowing them 75%<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 Fear Beyond Death \u2014 The Execution Mechanic in Full: <\/strong>R&#8217;s design creates a <strong>four-phase kill sequence<\/strong>: (1) land the chem-drill at 2500 range to leash and begin the missing-HP slow buildup; (2) fight the target down to 25% HP \u2014 the slow ramps to 75% as they lose HP, making escape progressively slower; (3) recast Mercy once they cross 25% \u2014 the 1.5-second suppression prevents any defensive ability, Flash, or CC; (4) execute. The <strong>untargetable status during the channel<\/strong> means Zhonya&#8217;s, shields, and any damage from Urgot&#8217;s allies cannot prevent the execution once it starts. The post-execution <strong>1.5-second fear + 75% slow on nearby enemies<\/strong> converts a single kill into a full teamfight disrupt \u2014 enemies running away at 75% slow for 1.5 seconds are trivially caught by Urgot&#8217;s team following up.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83c\udfaf Strategies and Gameplay Tips<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Early Game (Levels 1\u20136)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Q Slow \u2192 Passive Proc Abuse: <\/strong>Corrosive Charge at 800 range applied before walking into auto range creates an immediate Echoing Flames proc opportunity. The slowed target cannot step outside Urgot&#8217;s 350 auto range before Echoing Flames fires from the facing leg. This <strong>Q \u2192 walk-up auto<\/strong> combo is the foundation of Urgot&#8217;s early lane harassment \u2014 efficient, safe, and deals max HP damage from the first interaction.<\/li>\n\n\n\n<li><strong>Purge Mark Maintenance: <\/strong>W&#8217;s passive marks the last champion hit by Q, E, or R. Keep the mark active on the primary target during laning by periodically refreshing with Q. A Purge-marked champion in Urgot&#8217;s auto range receives every Purge attack at 3.0 fixed AS targeting them specifically \u2014 the mark prioritization means Purge fires at the champion even if a minion is technically closer.<\/li>\n\n\n\n<li><strong>Disdain Timing Around Harass: <\/strong>The Disdain shield (55\u2013135 + 135% bonus AD + 13.5% bonus health) activates immediately when E begins \u2014 the 0.45-second cast time is protected. Against opponents who try to punish Urgot&#8217;s E cast with burst, the shield absorbs the counterattack. The shield scaling with bonus AD and bonus HP means even early game with only base stats, the shield provides meaningful mitigation. Always have a clear landing target before casting E \u2014 dashing through a minion wave without hitting a champion wastes the stun entirely.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Mid Game (Levels 7\u201313)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>The Full Combo: Q \u2192 E \u2192 W: <\/strong>Q lands at 800 range, explodes after 0.3 seconds applying 65% slow \u2192 E fires targeting the slowed champion (1.5-second stun on contact) \u2192 W Purge activates during E dash, immediately firing machine gun into the stunned champion \u2192 Echoing Flames procs on every Purge auto. This sequence delivers the entire kit in approximately 2 seconds and leaves the target stunned, marked, slowed, machine-gunned, and already below 50% HP at this stage. Begin tracking HP for R threshold.<\/li>\n\n\n\n<li><strong>R Drill Landing: <\/strong>Fear Beyond Death at 2500 range is long enough to reach enemy backlines from Urgot&#8217;s typical position near the frontline. Use R offensively in teamfights to impale a carry, begin the missing-HP slow, and time the 25% threshold for Mercy recast. The Q \u2192 E engage combo reduces HP rapidly \u2014 fire R during the stun window while the target is stationary for guaranteed aim. At 2500 range the drill has width 160, making it hard to dodge even from full HP.<\/li>\n\n\n\n<li><strong>Purge Max Rank Toggle Priority: <\/strong>Max W (Purge) first if the goal is sustained DPS dominance \u2014 0 cost and 0 cooldown permanent toggle fundamentally changes how Urgot operates in extended fights. Max Q first if wave clear and poke are more important for the specific matchup (high-mobility opponents who frequently dodge E). R at 6, 11, 16.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Late Game (Level 14+)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Execution Target Priority: <\/strong>Fear Beyond Death recast threshold is below 25% max HP. In late game, the target with the most max HP has the highest absolute HP threshold for execution \u2014 meaning Urgot can execute someone at 1000 HP (25% of 4000 HP tank) or 500 HP (25% of 2000 HP squishy). Prioritize R on <strong>high-max-HP targets<\/strong> for the most forgiving execution timing window, or on <strong>fleeing carries<\/strong> where the ramping slow makes escape impossible.<\/li>\n\n\n\n<li><strong>Post-Execution Fear Usage: <\/strong>The 1.5-second fear + 75% slow on nearby enemies after a successful execution is a second teamfight disrupt following the first. Engineer execution positions where the fear hits the maximum number of additional enemies \u2014 deep inside the enemy team&#8217;s backline clusters at objectives, or in chokepoints where multiple enemies are adjacent. A well-positioned Urgot execution fears 3\u20134 enemies simultaneously, converting one kill into a full team rout.<\/li>\n\n\n\n<li><strong>Purge Toggle Kiting: <\/strong>At max rank, the permanent Purge toggle reduces MS by 125 but the 40% slow resist partially compensates. In fights where Urgot needs to both advance and fire, toggle Purge ON to unload machine gun damage on approach, toggle OFF when positioning needs to be precise. The ghost-to-minions effect while Purge is active allows walking through minion waves during the machine gun phase for faster repositioning inside fights.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u274c Common Mistakes and How to Avoid Them<\/strong><\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Missing Q Ahead of Target: <\/strong>Corrosive Charge has a 0.3-second explosion delay after landing \u2014 throwing it at the enemy&#8217;s current position means they walk out of the 210-radius before the explosion. Throw Q <strong>ahead of movement direction<\/strong>, leading by approximately 100\u2013150 units depending on how fast they&#8217;re moving. Against stationary enemies, throw directly on their position. Against running enemies, always lead.<\/li>\n\n\n\n<li><strong>Firing E Through Minion Waves at Champions: <\/strong>Disdain only stops on champion contact \u2014 it passes through minions (dealing damage and knocking them aside). Firing E through a dense minion wave at a champion behind it works as intended. However, if a minion wave is between Urgot and the target at max range, the dash may have insufficient length to reach the champion after passing through minions. Check the clear path versus wave density before committing to E.<\/li>\n\n\n\n<li><strong>R Recast When Target Will Escape: <\/strong>Mercy recast suppresses the target for 1.5 seconds during the channel \u2014 but if the target was near Urgot when chains connected, they&#8217;re <strong>pushed up to 1000 units away<\/strong> rather than executed. This push-away interaction happens when the target closes to Urgot while leashed. Track the target&#8217;s position during the leash: if they&#8217;re staying at distance, Mercy kills them; if they&#8217;re near Urgot, they get pushed away. Position Urgot away from the leashed target during the 4-second leash window to ensure the execution fires correctly.<\/li>\n\n\n\n<li><strong>Ignoring Echoing Flames Arc Direction: <\/strong>Echoing Flames fires from the leg covering the arc that the target occupies relative to Urgot \u2014 not the leg facing the attack direction. Urgot&#8217;s auto always uses the facing-arc leg. This means <strong>orbiting around targets during Purge fires different legs<\/strong> allowing cooling legs to recover while firing active ones. Constantly standing still facing one direction fires the same 1\u20132 legs repeatedly on cooldown rather than cycling through all 6. Move slightly during Purge to distribute leg activations across the full rotation.<\/li>\n\n\n\n<li><strong>Wasting Disdain Defensively Without Engage Potential: <\/strong>Disdain&#8217;s 16-second cooldown is valuable enough that using it purely as a defensive dash (away from danger) without stunning a target is a significant waste. The shield alone provides damage mitigation without needing to burn the dash. Save E for aggressive engage \u2192 stun sequences unless the alternative is a guaranteed death. A defensive shield cast that doesn&#8217;t stun wastes the CC component and the positioning advantage.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2699\ufe0f Recommended Build and Itemization<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Core Items<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/trinity-force\/\">Trinity Force<\/a>: <\/strong>AD for Echoing Flames max HP scaling (100% AD at level 18) and Disdain&#8217;s 100% bonus AD shield + damage. Attack speed for Purge&#8217;s Echoing Flames proc frequency. Ability haste for faster Q and E cycles. Spellblade passive activates on Q and E casts \u2014 both firing frequently in fights \u2014 providing consistent bonus damage on every spell-auto sequence.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/steraks-gage\/\">Sterak&#8217;s Gage<\/a>: <\/strong>Bonus HP amplifies Disdain&#8217;s shield (13.5% bonus health scaling) directly. The Lifeline shield provides a second layer of protection during R channel \u2014 the 1.5-second untargetable suppression window is protected from outside damage but Urgot himself can still take damage from sources already active before the channel. Base AD scaling compounds with Echoing Flames AD ratio.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/heartsteel\/\">Heartsteel<\/a>: <\/strong>Max HP stacking synergy with Echoing Flames&#8217; % max HP damage scaling \u2014 more HP on Urgot means Heartsteel procs hit harder, AND Echoing Flames&#8217; 6% max HP damage per blast at level 18 scales with enemy HP (not Urgot&#8217;s). Against tanks, Heartsteel + Echoing Flames creates a fight where both sides&#8217; HP investment works against the tank: the tank&#8217;s HP feeds Echoing Flames damage while Urgot&#8217;s HP feeds Disdain shield value.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Situational Items<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/titanic-hydra\/\">Titanic Hydra<\/a>: <\/strong>HP-to-AD conversion amplifies Disdain&#8217;s 135% bonus AD shield scaling and the 100% bonus AD damage. The Crescent active during E dash or Q slow window adds burst. Provides the wave clear that allows Urgot to maintain split push pressure without Purge macro draining him in waves.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/dead-mans-plate\/\">Dead Man&#8217;s Plate<\/a>: <\/strong>Charge on first hit combos with Q slow \u2192 E dash \u2192 first Purge auto for triple amplification on the engage opening. The movement speed stacking between fights partially compensates Urgot&#8217;s 330 base MS and Purge&#8217;s -125 MS penalty.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/thornmail\/\">Thornmail<\/a>: <\/strong>Against healing-based opponents. The grievous wounds application on Urgot&#8217;s frequent Purge autos (3.0 AS) ensures maximum GW uptime against champions like Fiora, Aatrox, or Soraka. Also provides armor for the sustained melee range fighting that Urgot&#8217;s kit enforces.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2694\ufe0f Counter Picks &amp; Matchups<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>\u2705 Urgot Counters<\/strong><\/h3>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>1. <a href=\"https:\/\/magicstark.cz\/wiki\/malphite-shard-of-the-monolith\/\">Malphite<\/a><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Malphite&#8217;s entire kit is built around AP armor stacking \u2014 Urgot&#8217;s Echoing Flames deals physical damage scaling with <strong>max HP, not armor penetration<\/strong>, meaning Malphite&#8217;s armor doesn&#8217;t reduce the percentage-based component. Disdain&#8217;s guaranteed stun counters Malphite&#8217;s Unstoppable Force engage by reaching him before he can R. Purge&#8217;s 3.0 attack speed against a Malphite who can&#8217;t kite Urgot&#8217;s 350 range applies Echoing Flames every 0.33 seconds for relentless max HP damage through his entire HP pool.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>2. <a href=\"https:\/\/magicstark.cz\/wiki\/nasus-the-curator-of-the-sands\/\">Nasus<\/a><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Nasus Q stacking is disrupted by constant Echoing Flames procs from Urgot&#8217;s autos \u2014 every CS attempt within Urgot&#8217;s 700-radius passive arc triggers a shotgun blast. Corrosive Charge&#8217;s 65% slow prevents Nasus from safely approaching farm. Fear Beyond Death&#8217;s ramping slow makes Wither&#8217;s slow redundant \u2014 once leashed below 75% HP, Nasus is slowed more from missing HP than Wither provides, and the execution eliminates the stack threat permanently.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>3. <a href=\"https:\/\/magicstark.cz\/wiki\/garen-the-might-of-demacia\/\">Garen<\/a><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Garen&#8217;s Decisive Strike silence (1.5 seconds) interrupts Urgot&#8217;s Q and E cast animations \u2014 but Purge toggle at max rank has no cast time, meaning it fires through the silence window. Garen&#8217;s Judgment spin damage requires sustained contact, which Disdain&#8217;s fling disrupts by displacing him 100 units away post-stun. Fear Beyond Death&#8217;s execution removes Villain passive threat permanently, eliminating Demacian Justice&#8217;s execute damage against Urgot.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>\u274c Urgot is Countered By<\/strong><\/h3>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>1. <a href=\"https:\/\/magicstark.cz\/wiki\/vayne-the-night-hunter\/\">Vayne<\/a><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Silver Bolts true damage at 10% max HP per 3rd hit counters Urgot&#8217;s HP investment. Vayne&#8217;s Tumble provides repeated dodges that bypass Urgot&#8217;s 350 auto range despite his width \u2014 the short dash distances mean she can repeatedly micro-dodge E attempts. Condemn knocks Urgot into walls for a stun that interrupts R channel timing (though R recast is CC-immune, the initial drill cast is not). Most critically, Vayne building on-hit items converts Urgot&#8217;s high HP into her primary damage source.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>2. <a href=\"https:\/\/magicstark.cz\/wiki\/quinn-demacias-wings\/\">Quinn<\/a><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Quinn&#8217;s Harrier passive marks Urgot from range, providing bonus true damage every few autos from outside Urgot&#8217;s retaliation range. Vault (E) knocks Urgot back and creates distance \u2014 at 700 units, Vault exit distance nearly fully removes Urgot from Echoing Flames range. Skystrike + Vault repositioning means Quinn can theoretically fight Urgot continuously at a range where only Q hits. Urgot cannot close to Disdain range against a Quinn who uses Vault reactively every 16 seconds.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>3. <a href=\"https:\/\/magicstark.cz\/wiki\/fiora-the-grand-duelist\/\">Fiora<\/a><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Riposte parries Disdain&#8217;s stun, removing Urgot&#8217;s primary engage CC tool. Grand Challenge&#8217;s healing field during duels generates healing that competes with Echoing Flames damage output. Fiora&#8217;s Vitals deal percent max HP true damage \u2014 bypassing Urgot&#8217;s armor investment. Bladework empowered attack crit creates burst windows that bypass Urgot&#8217;s sustained tanking profile. Lunge mobility repeatedly frustrates Disdain aim and the 0.45 cast time.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>FAQ<\/strong><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Q: Does Echoing Flames deal damage to all enemies in the cone or only the primary target?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">A: Echoing Flames fires a cone when triggered, dealing <strong>damage to all enemies within the cone<\/strong> \u2014 not just the target that triggered the shotgun leg. In Purge mode at 3.0 attack speed, every auto-attack that lines up a leg&#8217;s arc fires that cone into everything behind the primary target. This AoE interaction makes grouped enemies extremely dangerous to engage Urgot in \u2014 standing near the marked target means receiving Echoing Flames cone damage from every Purge auto.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Q: Can Fear Beyond Death&#8217;s Mercy channel be interrupted?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">A: No \u2014 once the Mercy channel begins (chains latch on), it <strong>cannot be interrupted by any crowd control<\/strong>. The channel also makes Urgot able to move during the 1.5-second reel. The recast itself can be activated through cast-inhibiting CC. However, the <strong>initial chem-drill cast has a 0.5-second cast time<\/strong> that CAN be interrupted \u2014 only the recast channel is CC-immune. This means the window to prevent the execution is during the initial R throw, not after Mercy has triggered.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Q: What happens when Urgot is near the target when Mercy&#8217;s chains connect?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">A: If the leashed target is near Urgot when the chains latch, they are <strong>pushed up to 1000 units away from Urgot<\/strong> \u2014 pushed based on their proximity to him \u2014 rather than being reeled in and executed. This is the one scenario where Mercy fails to execute. To prevent this: <strong>maintain distance from the leashed target<\/strong> during the 4-second leash window. If the target walks toward Urgot, either use Disdain to reposition or wait until the target retreats before recasting Mercy.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Q: Is Purge&#8217;s 3.0 fixed attack speed affected by attack speed items?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">A: No \u2014 Purge fires at exactly <strong>3.0 attack speed regardless of bonus attack speed items<\/strong>. Attack speed items do not increase Purge&#8217;s firing rate. However, attack speed <strong>does<\/strong> affect regular auto attacks outside of Purge, and items that provide AD or on-hit effects still contribute to Purge&#8217;s damage per hit (the 34% AD ratio at max rank scales with total AD). Build attack speed for Echoing Flames proc frequency on regular autos outside Purge, and AD for per-Purge-hit damage scaling.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Q: Why does Urgot have 350 attack range if he&#8217;s classified as Ranged?<\/strong>A: Urgot&#8217;s ranged classification is a legacy of his original design concept \u2014 he fires projectile attacks rather than melee swings, which technically makes him ranged by classification. However, at 350 range, he operates within melee combat distance for most practical purposes. The ranged classification affects things like <strong>support ability targeting<\/strong> (some abilities only affect ranged allies), <strong>item passives<\/strong> that differentiate between melee and ranged, and <strong>bushes<\/strong> not blocking his attacks. His ranged status provides marginal tactical advantages in edge cases, but his entire kit functions as a melee juggernaut in practice.<\/p>\n","protected":false},"featured_media":0,"comment_status":"open","ping_status":"closed","template":"","class_list":["post-19815","wiki","type-wiki","status-publish","hentry","wiki-category-champions-lol-en"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.6 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Urgot: The Dreadnought - MagicStark<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/magicstark.cz\/en\/wiki\/urgot-the-dreadnought\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Urgot: The Dreadnought - MagicStark\" \/>\n<meta property=\"og:description\" content=\"Urgot is a champion in League of Legends played in the Top lane, classified as a Juggernaut (Fighter \/ Tank). 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