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Low health and mobility. Harass hard. You can have some trouble once they have the ult as it can slow you very hard especially at it's biggest size.
Aatrox
Difficult match-up he can sustain well. Play safe early, once you get Frozen Heart it will be better.
Ahri
Terrible match-up she has mobility poke and sustain. Use your W and AA combo before you E>Q>Q>Q. Good luck.
Akali
Shut her down early before she gets her sustain. You can E>Q>Q>Q even when she is invisible but landing your E may be hard.
Alistar
Not a hard match-up. He has some sustain but you can still poke him down. Play very offensively early before he gets his ultimate. Build Last Whisper early if needed.
Amumu
Not a great threat. He only has one gap closer which is his Bandage Toss. You will rarely see him at top but he is a fairly easy match-up.
Annie
She has low health and mobility. You can easily harass her but avoid using your ultimate on her once unless you want to have Tibbers on your face.
Azir
He has a gap closer where he dashes to his minion but if you can land your E after he uses it you should be fine.
Brand
He doesn't really have mobility and his health is very low as well. Shut him down early and you won't have a problem.
Cassiopeia
Same as Brand and Anivia low health and mobility farm her.
Cho'Gath
He has sustain but not a huge ton. Try to stop him from farming early. His ult does true damage though so consider building health and avoid going all in with your ult. He doesn't have any mobility though and gets bigger making him an easier target.
Darius
He is a strong early game champion however if you can kite and poke him well without getting grabbed you will be able to beat him. Frozen Heart is very useful on him. Since his recent change he is quite a particular threat and avoiding getting into melee range with him is quite crucial.
Diana
Lots of mobility but if you can dodge her abilities you will be quite safe. Get swiftness boots for dodging skill shots and use W>AA then E>Q>Q>Q combo after you dodge her Q. If she hits, wait till she jumps to you and then W>E>Q>Q>Q whilst kiting.
Ezreal
Your E CD will be shorter than his [[Arcane Shift]] after you get your CD items. Harass him occasionally with W>AA>Q>Q>Q... this might force him to use his Arcane Shift after which you can E>Q>Q>Q. Dodge skill shots and you will have this match-up.
Fiora
Try to force her Lunge by playing aggressively. Then proceed to E>Q>Q>Q. After she hits 6 she will have a very easy time attacking you from all sides due to your clear lack of mobility. Avoid fighting her at that time and freeze lane. If she ults you and tries to turret dive you can counter it with your own ult but it will still be dangerous. She can also block your E which is why you will have to use it when she is very close to make the window for her to react smaller.
Fizz
He is very slipper and can dodge your E majority of the time. You may require your junglers help to lock him down though he is likely to escape. Attempt to deny him as much creeps as you can by landing E just before he attempts to last hit. Farming this lane out might be the only option you have. If he roams try to match him as he is likely to cause havoc in other lanes. He is unlikely to kill you though if you maintain distance, if he does indeed attempt to all in, you can cast your ultimate before he casts he ultimate. If you are already caught by it channel your ult right after the knock up as it will cancel the channel (alternatively you can flash to the side just before it connects). If he uses both his mobility spells try to land your E at all costs. This could allow you to trade back. Make sure to build magic resist and health early on.
Garen
You will most likely not be able to kill him as he has his passive that gives him lane sustain. You can however deny his farm especially early game when he isn't as tanky. Poke and kite. Once he starts getting tanky he will also raise in damage so always stay at maximum distance from him avoiding getting hit by the silence since Urgot relies on abilities.
Gnar
Some gap closers and gets very tanky occasionally however he is very squishy in his small form so if you manage to W>AA and E>Q>Q>Q he will most likely be forced out of lane. Even W>AA>AA>AA will be good against him.
Gragas
He has everything to counter you which primarily includes sustain from his Happy Hour and mobility from his Body Slam. You will most likely need help with this guy as poking this guy down will prove to be difficult.
Heimerdinger
Low health very little mobility when around his turrets, you can easily kill his turrets with your Q's though and deny him the buff. Dodging his grenade is vital though. If you think it will hit at least hit W as if there are any turrets nearby they will instantly charge and get free heavy hits on to you. Similarly if he hits majority of his W (at least 5 of his rockets) he will instantly charge his turrets (20% per rocket). Getting boots early on is advisable along with magic resist if unable to destroy turrets in time. Flashing away from his ultimates may be necessary to prevent majority of the damage. In case of the turret ultimate move away until it despawns or poke it down from range. Before engaging with R attempt to deplete his turrets. If he is not placing them down know that he can stack up to 3 of them and place them all down at the same time. Avoid engaging (just poke), if he has not placed a turret for a long time. Due to his lack of mobility however you can fairly easily harass him with your E and Q combo though slowing him with the W first may be necessary.
Irelia
Same as Fiora, poke and kite play safe until you get some armor. She has some mobility but if you time your ability after she jumps on you then you'll be able to out harass her.
Jarvan IV
He has a bit of a gap closing ability but it is very predictable if you can kite and poke as well as out sustain him you will win.
Jax
He has a very limited jump radius and will most often ready his Counter Strike before jumping on you so wait for him to use it and then E>Q>Q>Q, if he still jumps then W>AA>Q
Jayce
Some mobility, if you can out harass him early you will dominate.
Karthus
Very easy match up. Low health and mobility. Farm him.
Kassadin
Some mobility but you can harass him hard before 6. After 6 E just after he teleports.
Katarina
She has a lot of mobility but if you time your E's correctly you can win this lane. You also counter her ult with your own due to the suppression. As soon as you see her spinning press R and poke her to death for an easy kill. She won't be able to damage you at all even after the ult due to the bonus resistance stats you'll get.
Kayle
She has mobility sustain and she can also poke you back. However she has no instant gap closer so landing your E>Q>Q>Q combo is still possible and your ult still works when she has her so when she uses Intervention you can simply R and stop her from doing majority of the damage. None the less still a tough match-up
Kennen
He has mobility but he is rather squishy. This will be the battle of who is a better harasser.
LeBlanc
Simply avoid fighting her. She will dodge most of your Q's and E's and will burst you down. If you can land a few E's off early game when she teleports back then you might be able to win this lane but you will need help.
Lee Sin
Fairly easy. Has a single gap closer which involves him hitting his Q. Avoid ulting when close to his turret as he will kick you into it. Other than that easy match-up.
Lissandra
Has one gap closer which is very slow. Very low health. You can use her E to her disadvantage by ulting her when she engages on you.
Lux
Very easy. Low health and mobility. Farm her.
Malphite
One gap closer being his ult. Has a shield but you will be able to poke through it with the E>Q>Q>Q combo easily.
Malzahar
Suppression Oppression, the one that suppresses first wins but in early you can wreck him.
Master Yi
Use W>AA when he uses his Q and then proceed to E>Q>Q>Q. Could be a pain due to his heal. Make sure to ult him as soon as possible in a 1v1 scenario.
Mordekaiser
With the recent Mordekaiser changes if he gets to you he will destroy you. On top of that he has some sustain and his shield can block your poke. Be careful when playing against him.
Morgana
E>Q>Q>Q and win.
Nasus
Shut him down as fast as you can. Deny his farm and you will have an easy lane.
Nidalee
Mobility and sustain very hard match-up. E>Q>Q>Q when she is in her normal form. Wait till you get tear as she will heal back a lot.
Nunu & Willump
No mobility however massive sustain. You can easily cancel his ult with your R though. So it is a fairly balanced match-up. If you can harass him faster than he can heal back then you will win.
Olaf
Kite and poke. He will be quite hard early due to his sustain from abilities. Do not ult when he is in his Rangarok as it won't take effect.
Orianna
Fairly easy E>Q>Q>Q. She has some mobility but you can easily counter that with your W>AA and E>Q>Q>Q combo.
Pantheon
Two very gap closers. One short and one very slow. You shouldn't have problem with this guy as long as you shut him down early.
Poppy
Poppy does not have a lot of kill potential against you so long as you slow her whenever she moves in to attack. The main issue with her though is that she makes you not have a lot of kill potential on her either. Your ultimate is essentially useless on her as she can just ult you back and send you flying rendering you unable to attack. On top of that she gains a lot of bonus armor and magic resist the lower she is. So whenever you are about to kill her she can easily ult you and prevent her own death. The only thing you can do is zone her out really and make her loose out on cs by lane freezing. If she is ganked there is however a fair chance of killing her if you execute it correctly.
Rammus
He has mobility but only during his powerball channel that lasts for 6 seconds. During that time avoid using your E as he is likely to dodge. He will eventually get tanky but you'll have enough armor shred to beat him. When his defense curl is active avoid auto attacking him. Your abilities are unaffected however so poke all you want. Watch out for sudden aggressive engages as this could indicate the approach of an enemy jungler. He will aim to chain his Q, powerball into his taunt at which point setting up for an easy follow up from junglers help. If you know another enemy is approaching consider flashing away. If he activates his ultimate use yours to reduce some of the damage. It is unlikely you'll be able to kite away as he slows during the duration of it, which stack up 64/80/96%. Flashing away early may be necessary especially if enemy jungler approaches. In most cases you can out damage him though. He does mixed damage as a result getting health is advisable (more magic than ad though).
Rek'Sai
Mobility, sustain and high damage. E>Q>Q>Q when she is unborrowed but you will most likely need help due to her sustain. You can win this match-up by kiting, however it will be hard. She will mainly be in jungle, however so it is rare to face her. A key thing to watch out for, is her burrowed Q (long range projectile), if it hits you she will the be able to proceed to ult you from any range. Do not ult her during that time as it will not be effective (neither is flashing). As soon as her ult lands though use yours right after and attempt to kite away or flash if you are low. Note that it isn't just her Q that allows her to ult. Any damage can do it, which makes maintaining distance vital especially when she burrows as it will most likely either be follow be her Q or tunnel in your direction.
Renekton
Yet again another champion with sustain and mobility. Once again a hard match-up. Open up with W>AA and E>Q>Q>Q. You will most likely need help.
Riven
Some easily predictable gap closer of small size. You shouldn't have much problem with her. Ult her when she starts her ult as it will negate most of the damage. Use W>AA when she does her Q>Q>Q combo and then proceed with your betterer E>Q>Q>Q combo.
Rumble
Easy match up. E>Q>Q>Q and ult when he ults.
Ryze
He has very little mobility which makes it easy for you to land your E. The only thing he can do is root and poke. Be wary of ganks however.
Shen
He has 2 gap closers like pantheon that work in a similar way play aggressively early.
Shyvana
She has one gap closer and it is her ult so you can easily harass her with your E>Q>Q>Q early game and ult her when she goes into dragon form after which you should carry your standard E>W>Q>Q>Q combo.
Singed
Gains some mobility at 6 but you will be able to harass him well prior to that with your E>Q>Q>Q. When he ults just ult him and E>W>Q>Q>Q. This should slow him enough and put him in a position where him flipping you will be pointless.
Sion
Low mobility and no sustain. Perfect. You can easily use his ult against him and being able to slow his passive stops him from killing you after.
Swain
No sustain and mobility. When he ults kit him with E>W>Q>Q>Q and void getting hit by his abilities to negate his sustain potential.
Syndra
No mobility or health. Try to ult her before she ults you to negate most of the damage. E>Q>Q>Q and happy days.
Talon
Can be tough but once he engages on you you can combo him. As long as you have your E on him you can also Q him when he goes invis.
Teemo
He has some mobility but damn isn't he squishy. His blind will do nothing to your E or Q's so you can easily beat him.
Trundle
He has quite strong sustain and quite good mobility you can E>Q>Q>Q when his [[Frozen Kingdom]] isn't up and make sure to ult him !after! he ults you because he steals 40% of your magic resist and armor. Try to kite him with W>Q and W>AA when he ults. It lasts around 8 seconds but you can ult him at around 5. After that he will have a hard time.
Tryndamere
High mobility and sustain as well as fair amount of damage. This is a rather difficult pick. You can counter most of his ult however with your own. Kite and poke.
Twisted Fate
Quite squishy and no mobility (other than his ult which doesn't really help him with much other than escaping your lane). E>Q>Q>Q combo as normal and win. You can even cancel his ult with your own.
Udyr
High mobility. W>AA and E>Q>Q>Q. Kite and poke not much else to say.
Urgot
Lul, this can be either hell or heaven for you. May the better one win. Whoever pokes harder wins really. Urgot doesn't counter him self but if one gets ahead the other will be screwed.
Veigar
E>Q>Q>Q and win.
Vel'Koz
Very squishy and he may out range you but E>Q>Q>Q and win. You might need a Hexdrinker. Despite that do not underestimate the amount of damage he can dish out in a short amount of time. If you are able to make sure you activate your ult when his starts although it may be difficult due to its large range.
Vi
She might cause you some trouble with her gap closers but it is a rather equal fight. Use W when she ults and ult her after she finishes. You won't be able to stop her ult but you can still trade some serious damage.
Viktor
You will dominate early but be careful when when he upgrades his hex core as if he upgrades his Q he will gain a lot of mobility. Watch out especially at when his power spikes.
Vladimir
Now this guy can cause you some trouble. He can poodle and completely avoid your E as well as take life away from you. Hard match-up. Have your shield read for when he comes out of the puddle to harass you and E>Q>Q>Q as soon as he emerges.
Volibear
He has some mobility but you can W>AA E>Q>Q>Q him if he uses his Q. His ult will last much longer than yours so you can't hope to negate its damage but you can use your ult to slow him if he gets to close and kite. His passive makes his health rapidly restore but he only has it once ever so often. You'll just need to poke him a little more. Quite an even match-up.
Wukong
High mobility as well as clone however, you can still attack him when he is invis as long as you landed your E. Throw in a Q to see if it will follow him.
Xerath
Very squishy and He may out range you but E>Q>Q>Q and win. You might need a Hexdrinker. (Same as Vel'Koz really).
Xin Zhao
He has one real gap closer if you don't manage to kite him he will be a major problem. W>AA and occasionally Q. Save your E for when he engages as you will need it.
Yasuo
Quite even. He has some mobility and he can block some of your Q's but if you land your E your Q's will pass right through his shield. So yeah W>AA and E>Q>Q>Q
Zac
Some sustain and slow mobility but you can easily combo him with E>Q>Q>Q. His ultimate can not be cc'ed so you can not rely on your ultimate to stop it. Maintain distance at all cost, as he can flash ult you or alternatively E and ult. If you see the enemy jungler approaching prepare to flash out of range of his E. If it is a 1v1 scenario, you can cancel his E channel with your ult and kite away to prevent him from ulting.
Zed
He has a twin shadow which comes up faster than your E so you will have to wait for him to use it. You do however completely counter his ultimate by simple using your own. You might not be able to kill him but at the least you can force him out of the lane. None the less pretty even fight.
Ziggs
Almost no mobility (and the one he has very predictable), E>Q>Q>Q and win.
Zilean
You are on similar ground but your Q's will be able to strike much more often than his. He has a little bit of mobility though and his ult could be fatal for you. If he ults him self you do have time to align however and ult him to where you want him to be (your turret?).
Ekko
This is a very skilled match up for you not so much for Ekko. Thanks to his insane mobility he can dodge your E if he uses it properly. However you can try to kite and poke using auto attacks and E him when he uses his dash/blink on to you. Make sure to do it as soon as possible because he will gain movement speed on 3rd aa or ability hit. It is possible for you to win if you can win trades and zone him away from the farm a little however he will still be able to farm a little from the distance. You should focus on maintaining distance away from him because his ultimate is very dangerous and does lots of damage. Slowing him down using W as you are moving away is ideal that way you are maintaining the trade. Do not attempt to all in him unless you are a large health advantage.
Lulu
Play safe early game, make sure to get maw of malmortius, once you have it as well as shoes and a phage you should be able to out trade. So try to farm from the distance and use your shield defensively rather than offensively. Ask for ganks if required. Her shields and mobility might make it difficulty to open up with your E so use your shield to slow them down first if you are planning to harass.
Tahm Kench
Tahm Kench doesn't really have a lot of move speed by him self so in solo lanes you shouldn't have any trouble. A little sustain but you should be able to force his shield. You can kite him quite well too. Avoid getting close to him though because he will do % health damage to you in magic damage if he gets 3 stacks.
Gangplank
Will attempt to zone you out and if you don't return harass you can be easily poked down with his Parrrley (Q). Avoid fighting him when his sword is on fire as it will work as an on hit ignite when he melees you. Shoot down the kegs when they are at 1 tick to stop him from pushing the wave and harassing you. If you are zoned out use your Q from a distance to get farm, and wait for him to push the wave. At 6 never over extend as his ultimate will allow him to secure an easy kill on you due to the AOE slow and a potential speed boost depending on which upgrade he chooses.
Skarner
He is a bit of a weird one. He can be very strong in specific situations and has a good ultimate to stop yours. Best time to ult for you would probably be right after him but beware of being ganked right after also since that could be a reason for him using it.
Kindred
He has a lot of mobility and sustain. Going against this guy would be very hard. There is no real counter play against him.
Ashe
She can be a bit of a pain with her slows but as long as you land you E you will most likely be able to win trades. Watch out at level 6 as it might be hard to dodge it.
Caitlyn
She might be a bit of a pain as she has one gap closer and generally out ranges you. But if you are matched with a good support that can stun you shouldn't have problems.
Draven
You should be able to take care of him easily as you can use your E where his axes land and easily win trades. He still has lots of damage so if he snowballs you will be in trouble.
Graves
This match up might be quite tough as he does a lot of damage with his shotgun and you don't really have any mobility to escape it. You best bet is to shield the first hit and try to move out of range as soon as possible. Do your best to space him in lane.
Jinx
She shouldn't be a problem. In fact if she uses her rockets she will push the wave really fast. So you will be able to freeze it quite easily. She doesn't have any immediate gap closers but watch out for her in the late game as she will gain movement speed when she kills someone. Preferably use your ult on her and poke her down.
Kalista
Very bad matchup, Kalista will jump around a lot and you can't do anything about it. If you don't have a support that can hold her still landing your abilities will be very difficult. Your best bet is to throw your E as she is jumping in to the place you think she'll land. It is easier said than done though.
Kog'Maw
Whilst Kog'Maw doesn't really have much mobility either he does do quite a lot of damage. On top of that after he hits 6 he is going to poke you down from a far beyond your ability distance. Freezing lane against can be quite hard too. It is a skilled match up in favour of Urgot but just slightly.
Lucian
Lucian has some mobility but after he uses it his cooldown is fairly long. You can stop his ult by using yours. Fairly simple matchup
Miss Fortune
Fairly easy matchup. She has some poke and move speed when out of combat, but if you auto her once it falls dramatically. You can also stop her ult with yours.
Quinn
Quin a little bit tougher as she can blind you so you would need to be more reliant on abilities.
Sivir
This match up can cause you quite a few problems. First of all she has a spell shield which can stop your E and second of all she has her ult which gives her a lot of mobility along with her support. This can really catch you off guard as you lack mobility. A few things to keep in mind is that it is a lot easier to freeze lane with her as she has a lot of pushing abilities.
Tristana
Tristana has a passive which does AoE damage when she kills a minion. This makes it impossible to freeze the lane with her meaning that you can do so very easily. Whilst she has a jump it has a fair amount of delay and even if she dodges your E you can easily punish her by ulting her under your turret if she jumps offensively. Another viable time to ult is when she has stacked a lot of bombs on you.
Twitch
He should cause you too many issues as long as you are prepared for his stealth attacks. He has a lot of DoT damage so take care when trading with him. The longer you stay close to him the less beneficial the trade will be for you. It is best to poke from far with your E>Q combo.
Varus
Whilst Varus doesn't really have that much ability he does however have a lot of poke. Dodging may prove difficult so take use of your shield as his pokes do a lot of damage even early game. Lastly his ultimate. There is a good chance that he will win the trade or battle if he lands his ultimate on you as you will probably not be able to recover.
Vayne
Very tough opponent that has a dash like ability quite often. Landing your E can be very difficult nit if you do land it you will always win trades. Watch out for her when she hits level 6. The moment she ults start to space away from her. If she is in range of you use your ult to waste time on her ultimate and reduce the damage you will take.
Bard
One of the worst supports that can really shut you down. He can stop your ult, provide heals and render your poke useless. And also provides movement speed for your enemy.
Braum
Braum is quite a difficult match up. He has a gap closer that can stop your harass from targeting their adc and make it focus on him. His ultimate can stop yours if done soon enough and he applies slows and stuns.
Janna
Whilst Janna has shield to protect from your poke, she can only shield so much. Although it will take quite a while for you to poke down your enemy it will eventually happen. After level 6 she gets a heal but that too has a long cooldown. Watch out for her tornado and her ult as it can cancel yours.
Lulu
Whilst she might have a lot of poke and a bit of a shield she isn't much more than Janna. Her silence can stop your ult though so be careful.
Nami
Nami has quite a few heals, but they are not super strong. You can probably poke more damage than she heals. But be careful of her bubble and ult as it can also stop your ult. None the less she is still quite a huge threat since she forces you to use a lot of mana and maintain poke. As otherwise she will just heal her adc up.
Sona
Sona has a lot of heals and movement speed bonuses. She has strong poke and an instant cast ultimate. Be careful around her as she can really make your day bad.
Soraka
If you get matched against this champion you are screwed I am not going to lie. Soraka's heals are OP making all of your poke completely useless. She has a silence that she can zone you out with even if you do land your E. On top of that she can easily hit her Q on to you to get her own life back. There is very little you can do against Soraka but the main thing you should do is no matter what focus her over the ADC. Get executioners calling as soon as possible and use your ult to bring her closer to your tower whenever possible. You might need ganks.
Taric
With the new Taric changes it can be pretty challenging to go against him especially in bottom lane, although you may also encounter him in top. He is able to output a good amount of healing especially if you are unable to poke consistently (he stores charges over time, the longer he manages to do it the greater the heal). Do not allow him to get near you and stay out of range at all times as if he lands his stun on you he will be able to proc his passive on you (melee, 2 autos that do magic damage and lower his cooldowns). He also has a passive that provides bonus armor on top of an ult that gives him an ally and everyone around them invulnerability. This will make it very difficult to kill him or his laning partner.
Thresh
This is a bit of a weird one. Thresh is quite strong but countering Urgot with him is quite hard. But if you are up against a skilled Thresh you should be careful. He has a shield that can make his ADC dodge your E or get them outside of your range. On top of that he can use his flail (E) to cancel your ult. On top of that if you get caught by him it will be very difficult to escape.
Zilean
A strong Zilean player could prove quite challenging due to his movement speed buff and his zone possibility. His ultimate can counter your poke and make it a lot harder for you to take out high priority targets. The biggest problem with him is his speed boost.
Blitzcrank
Getting caught by Blitzcrank can be very devastating. Especially when you have so little mobility. Freezing lane against him is a must and whatever you do never over extend when your minions are due to die. If he lands a hook this will probably mean your death. He can probably cancel your ult quite easily so be careful when you do it and make sure you are covered by minions.
Nautilus
Similarly to Thresh and Blitzcrank. Don't let him hook you otherwise you will have a terrible time escaping him. He also can easily cancel your ult if he is nearby.
Leona
Leona engages on to you but there is one small disadvantage in doing so for her. When she jumps on you, you can easily throw your E on to her and poke her down. And if you are 6 and near a turret you can easily ult her to bring her to your turret range as she is trying to escape.
Karma
Karma is a very tough counter pick as she can shield her ally, give them move speed, she can also get life back from you by rooting you. On top of that her early poke is quite strong
Zyra
She can root you by that is about it. She can do a lot of damage but she can not directly stop your poke.
Illaoi
A fairly easy matchup. Her lack of mobility allows for easy kiting. If she pull your soul use your e to force her out of range of it.
Jhin
Although Jhin doesn't have a lot of sustain to start off, the reason he is such a great threat to you is because he can poke you from great range and stop you from retaliating. However, if you can poke him down in the laning phase you might be able to get the edge over him as he still needs to be fairly close to cs. His invisible traps are quite a problem for you as well as it significantly reduces the chance of you to chase him down and on top of that, puts you in a dangerous position for loosing the trade/fight. Jhin counters Urgot but only at far range, and especially in team fights. He isn't your main target however, as it would be too risky to push through the enemy team when you have so little mobility.
Hecarim
Can be challenging due to his mobility. Although it would be rare for you to encounter him. As long as you freeze lane you should be able to avoid him from engaging on you.
Aurelion Sol
He may prove you some difficulty however you have the edge on him as you can naturally zone him away using your E so long as you land it. The only ability you have to have your eye out for is his AoE stun Starsurge that can be chained with his flying ability Comet of Legend. You should punish him with your E when he is doing that as he won't be able to change direction in which he is going. As a final note refrain from staying around him when you are low as he can go for an easy execute with his ult. If you are stunned it may be beneficial to ult him (as long as your lane is warded).
Taliyah
She can be a bit of a challenge as she can dish out a lot of damage when you have low mobility. If she is in a different lane to yours do you best to save your flash as if she uses her ult your escape route will be cut off and you will most likely die (unless you are able to 1v2 or 1v3 of course), or you have a support like Thresh or Tahm Kench in case you are an adc.
Kled
This champion has a lot of mobility and one of the highest movement speeds in the game. If you are against him aim to use your Q to farm or freeze lane. Due to his mobility it will be challenging to land you E therefore always use your slow from your W first. Once he hits 6 always freeze lane unless really ahead. There is one exception however. If you manage to get Kled off of his mount by reducing his health past a threshold ensure that he is unable to auto attack you or minions by zoning with your E. In this state he has the lowest movement speed in the game and effectively becomes an easy target. So long as you zone him out he won't be able to get back on to his mount to regain hp. Watch his 2nd bar and when it is about to fill up return to a safe distance. Also when he is in a mount form you could bait him by letting him jump on to you. At that point proceed to W>E>Q combo. This is especially effective right before a gank. If he uses his ult to turret dive use your own ult to mitigate majority of the damage. Since he lacks any sort of escape after he uses his ult he becomes very easy to kill. Getting Iceborn Gauntlet or Randuin's Omen maybe beneficial if loosing lane. Frozen Heart is also a viable choice especially against his W passive.
Yorick
The Yorick rework has made him a challenging opponent for Urgot. Despite his lack of mobility he makes up for it with sustain and movement obstruction. Especially before you acquire tear trading with him will be very difficult since he can out sustain through your limited mana. Avoid engaging or trading with him when 3 or more of his graves are up and keep watch when he has 2 since the next time he uses his Q on a minion he will be able to proceed to sending those minions on to you. When trading try to avoid getting within your AA distance as that will allow him to use his W and trap you. Try to CS from the distance using your Q if he is attempting to zone you off cs. Yorick tends to shove lane quite hard so you will be able to freeze lane a lot easier and make him vulnerable to ganks. Also keep in mind that his all in is stronger than yours so avoid fighting him and try to poke when possible. Another thing to keep in mind is that his minions and his Q do physical damage where as his E and R do magic damage. Yorick will most likely max his Q however and will primarily use minion to trade and harass therefore armor will be a good early option transitioning into a maw later for the magic resist. Avoid using your ult on to him as it has a high chance of re positioning you into his minions. The only times you should do this is: during a gank, when he is under your turret or you know you can kill him. Finally keep in mind that Yorick's purpose is to split push and take turrets with the power of his minions and he will be able to do so fairly quickly if you are missing from lane. Try to match the lanes that he goes to in order to prevent that and save your teleport for defending said turrets. If you have a different summoner spell then avoid leaving lane unless you are low at which point you should ask your jungler to defend your turret whilst you are away.
Ivern
He lack any sort of mobility to avoid your E and is melee range as long as he is not within a bush. This makes him fairly predictable. If he is trying to trade or cs from within the bush it is as simple as throwing your E on him. The only dangerous spell he has is his Q that roots you for a couple seconds. His slow from his shield exploding is easy to kite. As far as his ultimate goes you can poke it down from far range using your E and Q to avoid its CC. If his ultimate is deployed avoid ulting when the sentinel is about to attack you for the third time as it can cancel the channel.
Camille
This is a very hard match up as the enemy has a lot of mobility as well as sustain. She can easily lock you down and burst you pretty fast. It is best to freeze lane and request ganks. Use your shield when she is about to jump off a wall as that way you will help mitigate some of her burst whilst you are stunned. As soon as your stun ends throw down your E and Q whilst kiting backwards. Avoid over extending at all as her stun and ult can set up very strong ganks even prior you noticing the enemy jungler through the use of wards (unless they are deep wards). You can try to bait her dash ability by throwing down your E when she is about to CS. If she dodges remain at safe distance otherwise exploit your E landing and harass her. It is possible to win this match up however, if the enemy knows what to do it will be very hard without help of a jungler.
Galio
His only real strong threat is his dmg resistance that can mitigate your poke to an extent and his dash. His dash has a delay so landing your E shouldn't be too much of a problem. Hi ultimate can also be cancelled with yours so long as you cc him before he takes off in to the air.
Rakan
He has a lot of mobility, which could make it very difficult to land your E on him. Aside from that he has a shield and a bit of sustain ever so often. Although he might not pose a threat to you by himself, his cc can setup his allies to burst you down. Focusing the adc instead of him would be far more beneficial however if you need to land your E on him make sure you try to bait his 2 dashes out first. Maintain distance at all times as his ultimate can charm you when he runs up to you.
Xayah
It isn't too hard of a match up all in all. The only threat she poses is her ultimate, as she can not only use it to do damage but also to dodge your E. In order to stop her from dealing damage to you after she ults (by recalling her feathers) you can ult her right after she lands. That way you'll switch positions with her. Naturally this will cause you to no longer be in between her and the feathers. However, this may prove difficult if her support has CC that can cancel your channel.
Maokai
With the recent changes to Maokai he has a lot more sustain than he used to have making it a lot harder to poke. Additionally he can still use his W to dodge your E. However it does have a smaller range than your E, which could cause him to use his E to jump to a minion instead. Continuing on ensure that you stay away from bushes especially when your minion wave is dead or soon to be as the potatoes he throws get empowered in bushes. You can negate most of the damage with your shield however. His most dangerous ability by far is his ultimate though and the hardest to dodge especially given your lack of mobility. You have 3 choices. Either flash over it, take it head on or attempt to use your ultimate to dodge it. Using your ult would be really hard to time however, especially at lower ranks. His ult is especially deadly during ganks in which case switching positions might not be the best option, use your best judgement. Building magic resist early on could help a lot especially since his Sapling Toss does % health magic damage of max hp.
Just a plea from a furgotten one. Guide is for the true Urgot only. In other words outdated. Feel free to ignore.
RIP - The Final 'True' Urgot Guide Update - A Farewell From the Creator
RIP - The Final 'True' Urgot Guide Update - A Farewell From the Creator
Due to the Urgot rework hitting the PBE this guide will no longer be maintained. I've been updating this guide for over 2 years now, which I originally created at 24th of February 2015. However, with the new change, what made Urgot the most enjoyable character for me to play will be gone as they are radically changing his playstyle. I almost feel betrayed in a sense. I couldn't care less about what Urgot is thematically, which is the route Riot has chosen to pursue rather than his gameplay, of which nothing remains. Maybe except his new Q, but even that only resembles his E with its name and nothing else besides that.
I feel for all the players that lost a spark at one point or another due to a champion rework. It wasn't the first time it has happened to me either. I used to play Xerath a lot for example, but his change completely killed the character for me. But at no point have I found a character as fun to play as Urgot, and now he is being taken away because 'his kit and lore didn't match', which is complete bull****. He was in a good spot and in my opinion had very clear strengths and weaknesses. I suppose you could employ the argument that the change is for the benefit of the majority over minority but that argument is dumb when he literally wasn't hurting anybody in just existing, and for the people that found something in that character that they didn't in the others will now have no choice but for that experience to be lost to time.
Rant time over. Farewell.
In Memory of Urgot
In Memory of Urgot
NEW Updated Guide
NEW Updated Guide
Whilst most sections remained mostly unchanged with only small reiterations to some of the information to better match the new patches, the build path has changed considerably to better adapt to the current meta. Whilst other builds maybe viable (such as rushing Yoummus or building Essence Reaver, building Urgot as a bruiser is by far the most beneficial in terms of team fighting, defense and killing squishes.
Please note that the bruiser build is best utilised in top lane. It is just as strong in mid lane and bot lane, however, maybe more challenging depending on the match up.
Also no changes have been made to the match up section of the guide. It does need some cleaning up and reformulating as certain match up descriptions aren't up to par.
Urgot's Basics - Quick Ability Overview
Urgot's Basics - Quick Ability Overview
New to Urgot?
Reading this while not familiar with Urgot's mechanics will be quite beneficial. His play style is best utilised in the role of a poke/lane bully with a strong mid game to late game. What he lacks in mobility, in return gives him a shield and damage reduciton. He is heavily reliant on landing his skill shots, primarily his E, in order to trade effectively and do most of his damage.
His Passive
Zaun-Touched Bolt Augmenter
His Zaun-Touched Bolt Augmenter reduces the damage that minions/monsters/champions do by 15% to all sources for 2 seconds as long as he AA them or hits them with Acid Hunter. This can be used to push minion waves by applying the debuff to all enemy minions. As well as increase trade potential and shutting down carries.
Q
Acid Hunter
Acid Hunter is Urgot's core ability. He uses it to harass, farm, kill, and take objectives such as baron or dragon and is potent in procking the spell blade passive. In an event of being zoned off cs Acid Hunter can be used to last hit minions from greater range. Also, Acid Hunter is a single target spell, which allows Muramana to prock with it.
W
Terror Capacitor
His Terror Capacitor is a buff and shield. It is used to strengthen his AA and Acid Hunter with a slow. As long as the shield is active all of Urgot's AA's and Acid Hunter's will slow20%-40% (depending on ability level) for 5 seconds, this allows for easier kiting and/or for landing his E a lot easier. The shield has mana scaling, which makes Manamune/ Muramana and Iceborn Gauntlet strong choices on him.
E
Noxian Corrosive Charge
His Noxian Corrosive Charge is the most vital ability to land. It is an AOE DOT allowing his Acid Hunter to lock on to champions/minions and monsters effected by it. Note that the Acid Hunter is a single target spell and you can only shoot one target at a time but it has a very low cooldown allowing for a few shots per Noxian Corrosive Charge landed. The DOT scales with AD (60%) and also reduces the targets armor by 12-20% depending on ability level. It also allows firing his Q on enemies in fog of war or that are stealth as long as the mouse cursor is roughly in their vicinity.
R
Hyper-Kinetic Position Reverser
Hyper-Kinetic Position Reverser has a variety of uses that are applied differently depending on the game length and stage. In laning phase its main use is to negate enemy damage by using it when they are attempting to all in or if they are turret diving to force them into taking turret shots. With every rank the range of his ultimate changes and in mid game its aim is to either peel for the backline by applying CC to their front line or to initiate onto the enemy backline. In an event of being behind the latter should be avoided as it will most likely lead to death due to lack of defensive items. Finally during late game. With all items being at disposal engaging on to the enemy back line should be prioritised. With the combined damage reduction and AoE fear it works as a great team fight initiation but requires a team to follow up immediately. After ulting their backline proceeding to either attack the ulted target or their other carry is a viable option. It is also beneficial in stopping the enemy jungler from stealing objectives such as dragon or baron and in rare cases can be used to ult the enemy under the base turret/fountain.
Positives and Negatives
Positives and Negatives
Introduction
Knowing Urgot's strengths and weaknesses if vital in being able to play successfully and appropriately against certain match ups.
Visual Representation
Positives
Negatives
Strong Poke
Early Game Mana Issues
Strong Armor Pen
No Escape/Low Mobility
Spammable Abilities
Lack of Sustain
Many Farming Choices
Short AA Range
Summary
In short he can dish out large amounts of damage by penetrating through armor and poke from a far with his E and Q. In the event of loosing lane he can still farm with Acid Hunter after acquiring tear.
However, he will have a lot of mana issues early on so buying mana items is a requirement. Due to his lack of escape over extending with him with no vision will result in a flash or death. Due to lack of sustain and short AA range opens him up to enemy harass. Since he is skill shot reliant enemies with high mobility and/or sustain are the most challenging to play against.
Summoner Spells
Summoner Spells
Barrier - Defensive Spell
Barrier
A very good pick for Urgot is Barrier. This is due to Urgot's Hyper-Kinetic Position Reverser nature allows him to have a better chance to survive in team fights and if paired with his Terror Capacitor gives him substantial defensive capabilities. An overall really good summoner in both laning phase, mid game and late game.
Teleport - Utility Spell
Teleport
Most beneficial when opting to go into top lane, Teleport is very good as it allows him to back as soon as he hits 720 gold to get his Tear of the Goddess allowing it to start stacking as soon as possible. This will also be very useful in mid lane if other summoner's aren't as desirable. It also opens up more options such as ganking bot lane or teleporting to dragon.
Exhaust - Offensive Spell
Exhaust
Exhaust although considered a support spell most of the time is very beneficial on Urgot. The synergy with Urgot's Zaun-Touched Bolt Augmenter can reduce the damage a carry does to meaningless amounts. It can be used in lane to counter the enemy all in and in mid-late game can be used on the enemies back line after ulting one of their carries and applying it onto one of the other carries. This will assist in surviving and killing their backline before they can burst you down. Furthermore, it can be used aggressively during laning phase to ensure landing Urgot's E and is also quite potent in shutting down a really feed enemy.
Ignite - Conditional Spell
Ignite
This summoner should only be picked very rarely over the other spells as it does not offer as many advantages to him as the rest. The only time picking this is beneficial is if the enemy has champions with heavy sustain (such as Dr. Mundo, Soraka or Aatrox).
Ability Leveling Order
Ability Leveling Order
Essential
Starting with Acid Hunter is essential as its his main means of trading and farming.
Second Pick
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The second ability that should be chosen is Noxian Corrosive Charge in 90% of the cases. The only time it is more beneficial to take Terror Capacitor first is in case of a really bad match-up in which they have a lot of mobility (resulting in them dodging the Noxian Corrosive Charge); a shield which applies a slow effect to AA's would be much more useful in pinning them down.
Counter Lane
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If the lane opponent has no mobility putting 2 point into Acid Hunter before getting Terror Capacitor for extra damage can be a viable option as long as the E lands.
See lane match ups if unsure about maxing order. If the order isn't stated stick to default.
Runes
Runes
Attack Damage V.S. Lethality
When choosing between flat damage and penetration it is important to keep in mind, that penetration will be more potent on increasing Q damage since it isn't 100% AD scaling. However, Urgot is a ranged champion therefore he also has his ranged AA. When laning it is beneficial to trade with both his Q and AA during the CD for maximum damage making the attack damage rune better in that regard. However, the armor pen/lethality is more beneficial late game and is a little stronger if the trades are composed of only his E and Q combo. Lastly farming is a lot easier with attack damage runes over armor pen. It is beneficial to keep in mind that the benefits of lethality become a lot stronger with enemy level and surpasses the old armor penetration system especially late game when the enemy reaches level 18.
Attack Damage V.S. Armor Pen
Similarly to the marks opting for either one has its own benefits. With the recent changes to armor penetration into lethality it is more beneficial to take more of it as it scales with enemy level making it more potent mid-late game. It is much stronger than the old armor pen in that regard. However until the enemies hit a certain level (around level 6) it will not be as strong as the old armor pen and flat AD making his early game slightly weaker. The scaling is however worth it in the long run.
Seals and Glyphs
It is completely dependent on the match up which runes will prove to be more beneficial. When choosing which seals to pick there are 4 choices. Health, Scaling Health, Armor and Scaling Armor. To begin with picking Health over Armor will be beneficial against any matchup as it is not limited to AD or AP and it also allows to rush Iceborn Gauntlet before Black Cleaver. However, Armor seals on the other hand will allow for better trades against AD champions. Finally the Scaling runes. They work in the same way as their non scaling counterparts however, they create a much greater risk during the early game due to the lack of stats. They are rewarding during the late game however with the increased overall defence.
Glyph wise, the choice is either Magic Resist or Scaling Magic Resist. Flat Magic Resists is mainly beneficial against AP bully champions such as Rumble who can spam their abilities. Normally it takes time for AP champions to do damage as they need items to do so. Therefore most of the time it is better to get scaling magic resist. By the time they start doing damage, the magic resist will scale to about the same amount as with the flat mr runes. Another possibility are CDR runes, however, they become quite redundant after acquiring the first couple of items and also sacrifice the defensive capability of magic resist runes.
Masteries
Masteries
Trading and Burst - Thunderlord's Decree
Going into the cunning tree and picking up Thunderlord's allows for better trading potential during the laning phase and allows for bursting enemy carries during the late game. Follow the mastery set up visible on top of this page for maximum trading and damage. Keystones however can be traded for more defensive options such as the Assassin for Secret Stash for more lane sustain or Merciless for Meditation for more mana sustain. This is however purely optional and may very depending on matchup. Whilst merciless allows for a stronger late game the meditation helps with some of the mana issues prior to purchasing tear. Aside from Intelligence and Thunderlord's choose masteries to one's liking.
Late Game DPS - Deathfire Touch
The Deathfire Touch mastery will allow for better damage over time in comparison to Thunderlord's and will be more beneficial against tanks and bruisers however, is fairly weak during the early and mid game making it a situational pick. It also does not offer as much burst as Thunderlord's does during the late game. The main deciding factor is the role he will be filling in a team fight. If it is peel having more DPS can be more beneficial. If it is engaging on to the enemy back line and tearing it down then Deathfire Touch won't be as potent.
Farming and Laning
Farming and Laning
Last Hitting
Details
Once Tear of the Goddess is acquired farming with Urgot's Q becomes possible. Since half the mana expanded is refunded as long as the Acid Hunter kills the unit it will be possible to farm purely with his Q. This allows Urgot to farm from a greater range and increases the window in, which he can last hit successfully due to the Q damage.
Using Urgot's Q to farm is vital in order to stack Tear of the Goddess, however, it is important to avoid dropping too low in mana as it will make it very difficult to trade in lane.
Zoning
Details
Urgot's kit is very potent at zoning the enemy off of cs once he acquires Tear of the Goddess. Using his E when an enemy goes to last hit will force them to choose either to give up the minion or get hit by his E. This makes it very difficult for the enemy to farm properly and can result in acquiring a large lead in gold. This has to be done with care however, and if over extended could result in getting ganked and killed. Furthermore, if acquired a considerable lead it is possible to zone off the enemy from even approaching the minions causing them to miss out on xp. Combined with lane freezing this can lead to a 4v5 due to a severely under leveled enemy making them unable to perform in any sort of team fight.
Lane Freezing
Details
Lane freezing is very important as Urgot as it helps to counteract his lack of mobility. By having a frozen lane it forces the enemy to either tower dive or give up on ganking over all. In order to lane freeze successfully, aim to only last hit and stop the wave from approaching the turret. The rule of thumb is to have at least 3 more enemy minions than ally minion or 1 cannon minion more than ally minions. If a lot of minions accumulate on the enemies side it is important to thin their number down to 3-4 as to not shove the wave under the turret. Another reason why lane freezing is very potent is because it forces the enemy to play closer to the ally turret and allows for either a gank or for Urgot to ult them under his turret. For more information on lane freezing look up a separate guide.
What To Rush (Items)
What To Rush (Items)
Brief Explenation
Details
Urgot is best utilised when built as an AD Offtank or in other words a bruiser. Due to his lack of mobility defensive items with offensive capabilities are quite beneficial as they allow for survivability and trading back effectively. They also allow for aggressive engaging/initiating with Urgot's ultimate. Whilst building him it is important to prioritise building resistances which directly counter their strongest champion.
Corrupting Potion or Sapphire Crystal
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Details
The choice will mainly effect how well Urgot can trade early game as well as how fast it will be to acquire Tear of the Goddess. Starting off with the Corrupting Potion. This item allows for a decent amount of early game poke and allows for aggressive trading starting at level 2. It allows Urgot to out sustain the enemy through a great amount of healing charges and stays relevant up to mid game. Sapphire Crystal on the other hand allows for a faster acquisition of Tear of the Goddess. This can result in faster power spikes and acquisition of cdr items, however it will limit trading potential prior to acquiring Tear of the Goddess. It also offers a lot less lane sustain and trading damage. Both have their benefits and drawbacks and should be picked depending on the enemy.
Tear of the Goddess
Details
Rushing this item is vital in order to have enough mana to trade often as well as farm. Getting it really early also allows to start stacking it as soon as possible allowing for a faster acquisition of Muramana. It also allows for farming using Urgot's Q alone. This makes it possible to farm from range in case of a hard match up, or easier last hitting due to the extra damage from his Q. It also makes his shield stronger as it scales with mana.
Manamune/Muramana
~~~
Details
Getting this item early on can prove to be quite beneficial. It will increase the damage Urgot can dish out as it converts 2% of his mana into AD as well as allow him to stack using basic attacks as to preserve mana for trading and team fights. This item can either be rushed or acquired after some of the CDR items. Keep in mind that it is not necessary to finish the CDR items and that just the item components can prove to be enough.
Boots
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Details
The choice between the two boots is fairly basic. If the enemy team has a lot of slows getting Boots of Swiftness will aid Urgot in countering some of it, where as Mercury's Treads will do the same in terms of hard cc such as roots and stuns.
Core (Items)
Core (Items)
The Black Cleaver
Details
Very potent item for shreading enemies armor. It synergises well with Urgot's E allowing to deal lots of damage to tanks and squishes. It also provides movement speed when dealing physical damage, which is quite useful when kiting with the E and Q combo. Another reason this item is a strong early buy is because it provides both cooldown reduction and health, which works well against both AD and AP enemies, and allows for a smooth transition into mid game. Note that when getting this item it is not very efficient to get a last whisper item as the armor reduction is calculated before the armor % penetration.
Iceborn Gauntlet/Trinity Force
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Details
Both of those items fill the same role. A defensive item with offensive capabilities with a spell blade passive. However, one key difference is that one provides armor and the other more damage and health. Whilst both items are potent and work well with Urgot's kit it might be more beneficial to build Iceborn Gauntlet especially when late game is concerned as to avoid taking excessive damage from the enemy ADC. Trinity Force on the other hand can be a strong pick when really ahead and can help in closing out games but will fall off late game due to the lack of armor and can prevent from aggressively engaging with Urgot's ultimate.
Edge of Night
Details
It is very important to always include some form of magic resist in the build as a bruiser to help negate some of the burst. Edge of Night helps achieve just that and more. On top of magic resist it also provides lethality which is highly beneficial mid-late game. Additionally its active allows for enabling a spell shield, which is very useful to use prior to engaging with R. It helps prevent enemy CC from cancelling the channel and/or lowers enemy burst. Furthermore the bonus movement speed is useful for chasing and dodging.
Note: Prior to the assassin update Maw of Malmortius was used however with the recent changes to its stats, it is not as effective and provides a surplus of cooldown reduction with the full build.
The final item choice is heavily dependent on the enemy composition and team fight potential. Randuin's Omen is potent against AD heavy compositions especially against ADC's that favour crit or champions like Tryndamere and Master Yi, where as Adaptive Helm against heavy AP compositions (whilst 10% CDR is wasted the other stats are far too beneficial in comparison to other magic resist items), alternatively you can go for Locket of the Iron Solari, though it doesn't offer health and provides a shield and some armor in its place.
Guardian Angel is useful against both AD and AP and is particularly potent against counteracting strong burst. Additionally it provides a little bit of damage on top of that. It protect a bit more from AD however, the revive offers additional 50% of your health, which is effective against both types.
Sterak's Gage on the other hand offers a bit more offensive capabilities by comparison and provides you with pure health and a very large shield equal to 75% of your bonus health after taking a certain amount of damage. However this item gets more value in team fights and skirmishes than 1v1's as it may not even proc depending on your opponent, as opposed to the other items (excluding the Gargoyle Stoneplate that is even more potent in team fights).
Finally the last item you can pick up is the Gargoyle Stoneplate, it offers a ton more defensive capability than the other items that were listed and is especially beneficial if you are the main engage on the team. After using your ultimate to engage activate it as soon as you can to mitigate as much damage as possible, whilst focusing their back line. However for the 4 seconds that it is active you will deal 60% less damage, which could potentially cause you to not be able to kill off your target, before you have to fall back. It is the least offence friendly item out of the ones provided, but if you have to fill in as the main tank/engage it might be required (or if the other tank/s is not able to keep up by them selves or would be more beneficial peeling instead of engaging).
Which item is chosen is dependent on the player's decision, situation as well as the enemy team composition and items built.
Combos
Combos
Standard Urgot Combo
>>>>>>>>>
This is the standard Urgot combo. This will make Acid Hunters lockon and also reduce the targets armor. The best time to execute this is when the enemy tries to go for a last hit. It is quite useful to use a Terror Capacitor after landing a successful Noxian Corrosive Charge so that they won't be able to get out of your range due to the Acid Hunter slowing on hit. (Only do this once Tear of the Goddess is acquired as it is rather mana costly to do).
Slowing Combo
>>> AA >>>>>>>>>>>>
This combo is good against mobility champions. This will slow the target prior to using Noxian Corrosive Charge making it easier to land. This can also be used on non mobility champions making it even easier to hit them but will in effect make the slow last less time in comparison to the DOT as well as alerting the enemy of a trade.
Ultimate Combo
>>>>>>>>>>>>>>>
This combo is best executed during an all in in the laning phase or as an initiation to a team fight. It provides Urgot with defensive stats as well as causes the enemy to be repositioned. This can be quite devastating for enemy carries.
Spellblade Integration
>>>>>> AA >>>>>>>>> AA
This combo only applies with either Trinity Force or Iceborn Gauntlet. With this combo it is possible to fill in the gap for when the Acid Hunter is on cooldown to send in a strong AA. Apply to each combo, AA after 2 shots of Acid Hunter apart from the first Q shot. That is roughly how long it takes for the spellblade cooldown at 40% CDR to refresh although it can be still viable to AA in between each Q shot it won't be able to proc spell blade each time. In case of 0 CDR% feel free to AA in between each hit. This should only apply early game to mid game.
Ultimate and Team Fighting
Ultimate and Team Fighting
Laning Phase
In laning phase use Hyper-Kinetic Position Reverser to stop the enemy from engaging as well as to counter certain ults, or when going for the ultimate combo. Squishy targets will most likely not survive that even if they flash (as long as Noxian Corrosive Charge is landed).
When Being Ganked
It is also quite useful when being ganked. If the enemy comes from behind it is possible to switch with them and getting to safety. Even if they come directly from the side if their champion has a close range CC it might be worth using Hyper-Kinetic Position Reverser for the bonus resistance stats and in order to slow the enemy. Alternatively opting for an outplay is possible especially if the enemy is attempting to turret dive.
Team Fights
In order to correctly use Hyper-Kinetic Position Reverser in team fights focus the highest damaging target in order to avoid getting hit by their attacks and to catch them out for the team. After repositioning focus either the other carry or the person ulted. It is most beneficial to ult the target towards the center of ones team so that they can kill him fairly quickly. This makes it a lot easier to take out other important targets before the damage reduction buff runs out. Due to the damage reduction and AoE fear on his ultimate it is possible to initiate for you team but in case of lack of any followup will most likely result in death.
Match History Summoner's Rift Normal (OLD)
Match History Summoner's Rift Normal (OLD)
My Games
This is a very old match history of mine when I first started playing Urgot. Since then Urgot has received considerable buffs and is even stronger with the mastery and items changes/additions.
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