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Recommended Items
Runes: The main runes for urgoth.
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:
Flash
Teleport
Items
Ability Order The only viable option
Echoing Flames (PASSIVE)
Urgot Passive Ability
Threats & Synergies
Mordekaiser
I always ban mord, AP damage is a cancer and like you he want to engage close fight asap. he can ruin your game because he will take control of the farm early if he get ahead and without jg help you will have to hugh turret and build some dum item like AP resistance and quick silver stash. it will make you totaly useless in all context.
Veigar
urgoth aggro a lots when he push and having a tiny champ like veig behing with tons of cc and damage is ideal cuz as long as you protect him of being arr***ed by an assassin he will slaughter every one who will engage you or been flipped by you.
Veigar
urgoth aggro a lots when he push and having a tiny champ like veig behing with tons of cc and damage is ideal cuz as long as you protect him of being arrassed by an assassin he will slaughter every one who will engage you or been flipped by you.
Champion Build Guide
I played a lots on all positions and my top was reached with Zyra support(maybe a zyra guide someday dependiong how it going with this one).
The best player aren't always the best coach and the best coach aren't always the best player so i will try to share some tips about the champ i know very well and which who i got descent results. Keep in mind, i am not a pro and english is a second langage.
This guide will be improved, its the v.1 and i have more stuff to say about this champ, but just not enough time now. I will add more info over time and also in regards of the next games i will play with him.
This champ is a real monster in this game, he is not scaling forever like sion and Cho, but he still can have a huge impact from the first minutes to the end of the game. In the best game scenario in which every one in the team are playing well your role should be to pressure top very early to give a chance to get the drakein mid game you should be in a position to pressure to reach the ennemy base and get more aggro on top. And in end game you want to be capable to fight 1v2 and 1v3. Your team shouldn't have to count on you as a front line but like the guy who cannot be stopped by 1 player alone.
A good urgoth should nerver stop farming because of the bonus HP you get from your rune and because you can clear wave very fast.
The dream game with urgoth is usually the same each time : you get 2-3 early kill cuz your opponent cant deal with your ability to synergize PTA with your flip and your ult. Your team have no major weakness like a mid and a jg who got 0-10 and are -3 lvl at mid game. You can get the first turret with some plates on it, then when the 3rd drake spawn you are near the ennemy base and aggro a tons of attention so you can easilt bait the ennmy very deep on top then teleport to help to get more objective or start pushing an other lane.
Being fed with urgoth doesnt mean an instant win, its low elo so a tons of things can go wrong, but its a champ who can fight 1v2 amd 1v3 dependiong of the ennmy comp and in the worst case scenario you can play the huge pile of HP to charge and die while doing as much damage as you can and hope your team is good enough to finish the job after you killed 1-2 and tanked 2-3 ulktimate and shred the ennemy team at 50% otf their hp.
The overall strategy with urgoth is to be a farming machine, you are a cs grinder. A turret who can walk forward the ennmy base. thas why i still continue to use Titanic Hydra as first item even if a lots of guide doestn recommend it anymore. Tiamat and Titanic hydra may not offer the optimal on urgoth but it give you something very important for all champ: more farming power and the other big advantage is to help you a lot on the zoning. In low Elo there is a lots of player who are not so informed about all the item in the game, so on top its not rare to play again player who are not realyzing they are gettiong AOE damage from your target when you have tiamat. It's a big advantage early because it can help you to bleed the opponent. Its even better with Titanic hydra cuz if you farm in a way to only trigger 1 of your knee shotgun you can use the wave of Hydra to zone the ennemy. He cannot attack you by the front cuz of hydra amd if he try from the side he run into your shotgun.
The bonus HP is also excellent on Urgoth.
I go steel caps in these scenario:
1. NO AP, NO or AMLOST NO CC: plated.
2. Your TOP is AD, NO more then 1 AP in ennemy team and no more then 1 hard CC(zyra, morg, amumu)
I go mercury boots if :
4 or more ennmi are AP.
Ennemy TOP is AP and they have another AP and lots of HARD CC
If you are unsure go Mercury boots, the ennemy team usually always have som AP and Some CC.
Am i fighing a tank who is going to stack armor like Orn and Sion? If yes then black cleaver is a good choice.
Am i fighing a lots of AP, like the top and the JG are AP and the jg is camping my lane? Jak'sho is a good option because it will increase your chace of rurvival.
You did build black cleaver already ? then its Jacky time!
if you are about to build your last item you probably already should see if you need grevious, its always good to have some in a team and with all the HP you have you can surely grind a lots of hp on fast attack eenmy like Ashe but usally you are not going to kill an annemy with it and it will not help you survive so much sitiation.
Ususally on top grevious is a pic to do very early or very late, and usually if it happen very late its because someone probably al;ready bought some grevious, as a farming machine who like to split its good to have an item like hullbreaker because of the help it give you to push and destroy the turret faster.
So i say if you dont feel like you are lossing your line because of a champ with losts of self heal like WW, Vlad or Zac then grevious shouldnt be an option on a generic urgoth build in my opinion.
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