Urgot: The Dreadnought

Urgot is a champion in League of Legends played in the Top lane, classified as a Juggernaut (Fighter / Tank). Despite being classified as Ranged, his attack range is only 350 — shorter than most melee auto-attack ranges with gap-closing abilities. He uses Mana (340 – 1224.93 at max level). Urgot was released on August 24, 2010 and was last updated in patch V25.06. Store price: 1575 Blue Essence / 790 RP.

📊 Base Statistics

StatisticBase ValueMax Value (lvl 18)
HP6552660.83
Mana (MP)3401224.93
Attack Damage (AD)63141.66
Armor (AR)36 (+ 4.5 growth)134.33
Magic Resist (MR)3272.31
Movement Speed (MS)330330 (fixed)
Attack Range350 (Ranged)350 (fixed)
Base AS0.625
Bonus AS0 – 73.74%
Missile Speed2500

💡 350 Range — The Paradox: 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 kiting Urgot with basic movement is functionally impossible once he closes to auto range — the ranged classification just means his autos aren’t blocked by minions the same way a true melee auto is. Once inside Disdain (E) range, Urgot’s kit functions like a melee juggernaut with all the DPS sustain that implies.

🦿 Passive: Echoing Flames

ParameterValue
Effect Radius700
Angle per Leg60° (6 legs = full 360° circle)
Per-Leg Cooldown30 / 20 / 10 / 5 / 2.5 seconds (based on level)
AD Scaling (based on level)40% – 100% AD
Max HP Damage (based on level)2% – 6% of target’s max health
Monster Cap100 – 390.59 (based on level)

INNATE: Urgot’s six legs each conceal a shotgun covering a 60° arc, together forming a full 360° circle of coverage around him. Each shotgun can fire once before incurring a unique per-leg cooldown. Urgot’s next basic attack on-hit within the arc of a shotgun causes it to fire in a cone, dealing 40%–100% AD + 2%–6% of target’s max health physical damage to enemies hit.

💡 Echoing Flames Rotation — Sustained DPS: At level 18, each leg has a 2.5-second cooldown — with 6 legs covering the full 360°, Urgot fires a shotgun blast on virtually every auto attack in all directions. In a sustained fight, every auto triggers an Echoing Flames blast dealing up to 100% AD + 6% max HP simultaneously. Against a 4000 HP target, that’s 240 bonus physical damage per auto from max HP scaling alone — before the AD contribution. This is why Urgot’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’t disable any leg — it just fires the leg covering that arc direction.

💣 Q: Corrosive Charge

ParameterValue
Cost70 Mana
Cooldown10 / 9.5 / 9 / 8.5 / 8 seconds
Cast Time0.25 seconds
Target Range800
Effect Radius210
Explosion Delay0.3 seconds after landing
Physical Damage25 / 70 / 115 / 160 / 205 (+ 70% AD)
Slow45 / 50 / 55 / 60 / 65% for 1.25 seconds

ACTIVE: Urgot launches a canister at the target location. Upon landing, it explodes after 0.3 seconds to deal physical damage to enemies hit and slow them by 45–65% for 1.25 seconds

💡 Q Slow Setup for E Dash: Corrosive Charge’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 Q → E → W sequence: Q lands at 800 range slowing the target 65% → E fires simultaneously, closing the gap and stunning the slowed target for 1.5 seconds → 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 ahead of the target’s movement path, not at their current position.

⚙️ W: Purge

ParameterValue
Cost40 / 30 / 20 / 10 / 0 Mana
Cooldown12 / 9 / 6 / 3 / 0 seconds
Cast TimeNone
Static Cooldown0.5 / 0.25 seconds
Effect Radius490
Speed2500
Modified Physical Damage per Attack12 (+ 20 / 23.5 / 27 / 30.5 / 34% AD)
Minimum Damage vs Monsters/Minions50
Fixed Attack Speed3.0 (constant, regardless of AS items)
Duration4 seconds (indefinite toggle at max rank)
Movement Speed Reduction-125 MS while firing
Slow Resist40%
On-Hit Effectiveness50% reduced

PASSIVE: Urgot’s other abilities mark enemy champions hit for 5 seconds. Only one enemy can be marked at a time. At maximum rank, Purge lasts indefinitely and becomes a toggled ability

ACTIVE: Urgot equips his machine gun for 4 seconds, becoming ghosted to minions and non-epic monsters. He autonomously fires at the nearest enemy at a fixed 3.0 attack speed, prioritizing marked enemy champions and refreshing the mark with every attack. While firing, Urgot gains 40% slow resist but his movement speed is reduced by 125. Purge cannot be used while affected by disarming CC. Can be recast after 0.5 seconds to end.

💡 Max Rank Purge — Permanent Toggle: At rank 5, Purge has 0 mana cost and 0 cooldown, becoming a permanent toggle. This is the most impactful single rank-up in Urgot’s kit — from this point, Urgot can fire his machine gun indefinitely without resource limitation. The 3.0 fixed attack speed is extremely high (standard ADC attack speed is 0.7–1.0 per second at 2 items) — 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’s arc.

⚡ E: Disdain

ParameterValue
Cost60 / 70 / 80 / 90 / 100 Mana
Cooldown16 / 15.5 / 15 / 14.5 / 14 seconds
Cast Time0.45 seconds
Target Range475 / 450
Speed1200 + 100% movement speed
Shield Strength55 / 75 / 95 / 115 / 135 (+ 135% bonus AD) (+ 13.5% bonus health)
Shield Duration4 seconds
Physical Damage (pass-through)90 / 120 / 150 / 180 / 210 (+ 100% bonus AD)
Stun Duration (champion contact)1.5 seconds
Fling Distance (behind Urgot)100 units after 0.25s
NotePurge can be cast during the dash

ACTIVE: Urgot grants himself a shield for 4 seconds, then after the cast time, dashes in the target direction (not through terrain), dealing physical damage and knocking aside and stunning for 1 second enemies he passes through. Urgot stops upon hitting an enemy champion, stunning them for 1.5 seconds, and after 0.25 seconds flings them 100 units behind him. Purge can be cast during the dash.

💡 Disdain Fling — Into or Away: The fling after Disdain’s stun places the target 100 units behind Urgot — meaning toward Urgot’s own team if he dashes from his team’s direction, or deeper into a dangerous position if he dashes from the side. This mechanic has two distinct uses: engage from behind the frontline flings the carry further into Urgot’s team for a guaranteed kill follow-up; engage from the side flings them out of position toward jungle/walls. The 135% bonus AD shield scaling makes Disdain both an engage tool and a damage mitigation tool simultaneously — the shield activates before the dash, tanking any burst the enemy fires during the 0.45-second cast time window.

💀 R: Fear Beyond Death

ParameterValue
Cost100 Mana
Cooldown100 / 85 / 70 seconds
Cast Time0.5 seconds
Target Range2500
Effect RadiusGlobal / 600 (execution fear radius)
Width160
Speed3200
Physical Damage (initial)100 / 225 / 350 (+ 50% bonus AD)
Leash Duration4 seconds
Slow0% – 75% based on target’s missing health
Recast ThresholdTarget below 25% max HP
Channel Duration1.5 seconds
Channel BehaviorSuppresses + untargetable + preventing damage from other sources
Execution Fear Duration1.5 seconds
Execution Fear Slow75% for 1.5 seconds on nearby enemies
Channel InterruptionCannot be interrupted by CC
Move During ChannelYes — Urgot can move while channeling

ACTIVE: Urgot fires a chem-drill that impales the first enemy champion hit, dealing physical damage and leashing the target for 4 seconds. During the leash, they are revealed and slowed by 0%–75% based on their missing health

RECAST — MERCY: 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 1.5 seconds once they latch on — reeling them toward him, suppressing them, revealing, rendering untargetable, and preventing damage from other sources. If the target is near Urgot when chains connect, they are pushed up to 1000 units away. The channel cannot be interrupted by CC. Urgot can move while channeling the recast

Upon completing the channel: the target is executed. If successful, Urgot fears nearby enemies for 1.5 seconds, slowing them 75%

💡 Fear Beyond Death — The Execution Mechanic in Full: R’s design creates a four-phase kill sequence: (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 — the slow ramps to 75% as they lose HP, making escape progressively slower; (3) recast Mercy once they cross 25% — the 1.5-second suppression prevents any defensive ability, Flash, or CC; (4) execute. The untargetable status during the channel means Zhonya’s, shields, and any damage from Urgot’s allies cannot prevent the execution once it starts. The post-execution 1.5-second fear + 75% slow on nearby enemies converts a single kill into a full teamfight disrupt — enemies running away at 75% slow for 1.5 seconds are trivially caught by Urgot’s team following up.

🎯 Strategies and Gameplay Tips

Early Game (Levels 1–6)

  • Q Slow → Passive Proc Abuse: 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’s 350 auto range before Echoing Flames fires from the facing leg. This Q → walk-up auto combo is the foundation of Urgot’s early lane harassment — efficient, safe, and deals max HP damage from the first interaction.
  • Purge Mark Maintenance: W’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’s auto range receives every Purge attack at 3.0 fixed AS targeting them specifically — the mark prioritization means Purge fires at the champion even if a minion is technically closer.
  • Disdain Timing Around Harass: The Disdain shield (55–135 + 135% bonus AD + 13.5% bonus health) activates immediately when E begins — the 0.45-second cast time is protected. Against opponents who try to punish Urgot’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 — dashing through a minion wave without hitting a champion wastes the stun entirely.

Mid Game (Levels 7–13)

  • The Full Combo: Q → E → W: Q lands at 800 range, explodes after 0.3 seconds applying 65% slow → E fires targeting the slowed champion (1.5-second stun on contact) → W Purge activates during E dash, immediately firing machine gun into the stunned champion → 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.
  • R Drill Landing: Fear Beyond Death at 2500 range is long enough to reach enemy backlines from Urgot’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 → E engage combo reduces HP rapidly — 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.
  • Purge Max Rank Toggle Priority: Max W (Purge) first if the goal is sustained DPS dominance — 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.

Late Game (Level 14+)

  • Execution Target Priority: 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 — meaning Urgot can execute someone at 1000 HP (25% of 4000 HP tank) or 500 HP (25% of 2000 HP squishy). Prioritize R on high-max-HP targets for the most forgiving execution timing window, or on fleeing carries where the ramping slow makes escape impossible.
  • Post-Execution Fear Usage: 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 — deep inside the enemy team’s backline clusters at objectives, or in chokepoints where multiple enemies are adjacent. A well-positioned Urgot execution fears 3–4 enemies simultaneously, converting one kill into a full team rout.
  • Purge Toggle Kiting: 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.

❌ Common Mistakes and How to Avoid Them

  • Missing Q Ahead of Target: Corrosive Charge has a 0.3-second explosion delay after landing — throwing it at the enemy’s current position means they walk out of the 210-radius before the explosion. Throw Q ahead of movement direction, leading by approximately 100–150 units depending on how fast they’re moving. Against stationary enemies, throw directly on their position. Against running enemies, always lead.
  • Firing E Through Minion Waves at Champions: Disdain only stops on champion contact — 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.
  • R Recast When Target Will Escape: Mercy recast suppresses the target for 1.5 seconds during the channel — but if the target was near Urgot when chains connected, they’re pushed up to 1000 units away rather than executed. This push-away interaction happens when the target closes to Urgot while leashed. Track the target’s position during the leash: if they’re staying at distance, Mercy kills them; if they’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.
  • Ignoring Echoing Flames Arc Direction: Echoing Flames fires from the leg covering the arc that the target occupies relative to Urgot — not the leg facing the attack direction. Urgot’s auto always uses the facing-arc leg. This means orbiting around targets during Purge fires different legs allowing cooling legs to recover while firing active ones. Constantly standing still facing one direction fires the same 1–2 legs repeatedly on cooldown rather than cycling through all 6. Move slightly during Purge to distribute leg activations across the full rotation.
  • Wasting Disdain Defensively Without Engage Potential: Disdain’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 → stun sequences unless the alternative is a guaranteed death. A defensive shield cast that doesn’t stun wastes the CC component and the positioning advantage.

⚙️ Recommended Build and Itemization

Core Items

  • Trinity Force: AD for Echoing Flames max HP scaling (100% AD at level 18) and Disdain’s 100% bonus AD shield + damage. Attack speed for Purge’s Echoing Flames proc frequency. Ability haste for faster Q and E cycles. Spellblade passive activates on Q and E casts — both firing frequently in fights — providing consistent bonus damage on every spell-auto sequence.
  • Sterak’s Gage: Bonus HP amplifies Disdain’s shield (13.5% bonus health scaling) directly. The Lifeline shield provides a second layer of protection during R channel — 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.
  • Heartsteel: Max HP stacking synergy with Echoing Flames‘ % max HP damage scaling — more HP on Urgot means Heartsteel procs hit harder, AND Echoing Flames‘ 6% max HP damage per blast at level 18 scales with enemy HP (not Urgot’s). Against tanks, Heartsteel + Echoing Flames creates a fight where both sides‘ HP investment works against the tank: the tank’s HP feeds Echoing Flames damage while Urgot’s HP feeds Disdain shield value.

Situational Items

  • Titanic Hydra: HP-to-AD conversion amplifies Disdain’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.
  • Dead Man’s Plate: Charge on first hit combos with Q slow → E dash → first Purge auto for triple amplification on the engage opening. The movement speed stacking between fights partially compensates Urgot’s 330 base MS and Purge’s -125 MS penalty.
  • Thornmail: Against healing-based opponents. The grievous wounds application on Urgot’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’s kit enforces.

⚔️ Counter Picks & Matchups

✅ Urgot Counters

1. Malphite

Malphite’s entire kit is built around AP armor stacking — Urgot’s Echoing Flames deals physical damage scaling with max HP, not armor penetration, meaning Malphite’s armor doesn’t reduce the percentage-based component. Disdain’s guaranteed stun counters Malphite’s Unstoppable Force engage by reaching him before he can R. Purge’s 3.0 attack speed against a Malphite who can’t kite Urgot’s 350 range applies Echoing Flames every 0.33 seconds for relentless max HP damage through his entire HP pool.

2. Nasus

Nasus Q stacking is disrupted by constant Echoing Flames procs from Urgot’s autos — every CS attempt within Urgot’s 700-radius passive arc triggers a shotgun blast. Corrosive Charge’s 65% slow prevents Nasus from safely approaching farm. Fear Beyond Death’s ramping slow makes Wither’s slow redundant — once leashed below 75% HP, Nasus is slowed more from missing HP than Wither provides, and the execution eliminates the stack threat permanently.

3. Garen

Garen’s Decisive Strike silence (1.5 seconds) interrupts Urgot’s Q and E cast animations — but Purge toggle at max rank has no cast time, meaning it fires through the silence window. Garen’s Judgment spin damage requires sustained contact, which Disdain’s fling disrupts by displacing him 100 units away post-stun. Fear Beyond Death’s execution removes Villain passive threat permanently, eliminating Demacian Justice’s execute damage against Urgot.

❌ Urgot is Countered By

1. Vayne

Silver Bolts true damage at 10% max HP per 3rd hit counters Urgot’s HP investment. Vayne’s Tumble provides repeated dodges that bypass Urgot’s 350 auto range despite his width — 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’s high HP into her primary damage source.

2. Quinn

Quinn’s Harrier passive marks Urgot from range, providing bonus true damage every few autos from outside Urgot’s retaliation range. Vault (E) knocks Urgot back and creates distance — 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.

3. Fiora

Riposte parries Disdain’s stun, removing Urgot’s primary engage CC tool. Grand Challenge’s healing field during duels generates healing that competes with Echoing Flames damage output. Fiora’s Vitals deal percent max HP true damage — bypassing Urgot’s armor investment. Bladework empowered attack crit creates burst windows that bypass Urgot’s sustained tanking profile. Lunge mobility repeatedly frustrates Disdain aim and the 0.45 cast time.

FAQ

Q: Does Echoing Flames deal damage to all enemies in the cone or only the primary target?

A: Echoing Flames fires a cone when triggered, dealing damage to all enemies within the cone — 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’s arc fires that cone into everything behind the primary target. This AoE interaction makes grouped enemies extremely dangerous to engage Urgot in — standing near the marked target means receiving Echoing Flames cone damage from every Purge auto.

Q: Can Fear Beyond Death’s Mercy channel be interrupted?

A: No — once the Mercy channel begins (chains latch on), it cannot be interrupted by any crowd control. 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 initial chem-drill cast has a 0.5-second cast time that CAN be interrupted — 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.

Q: What happens when Urgot is near the target when Mercy’s chains connect?

A: If the leashed target is near Urgot when the chains latch, they are pushed up to 1000 units away from Urgot — pushed based on their proximity to him — rather than being reeled in and executed. This is the one scenario where Mercy fails to execute. To prevent this: maintain distance from the leashed target 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.

Q: Is Purge’s 3.0 fixed attack speed affected by attack speed items?

A: No — Purge fires at exactly 3.0 attack speed regardless of bonus attack speed items. Attack speed items do not increase Purge’s firing rate. However, attack speed does affect regular auto attacks outside of Purge, and items that provide AD or on-hit effects still contribute to Purge’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.

Q: Why does Urgot have 350 attack range if he’s classified as Ranged?A: Urgot’s ranged classification is a legacy of his original design concept — 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 support ability targeting (some abilities only affect ranged allies), item passives that differentiate between melee and ranged, and bushes 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.

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