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Urgot
the Dreadnought

Urgot

Passive · Echoing Flames

Periodically, Urgot's legs fire on nearby enemies, dealing bonus physical damage based on max health.

DamageDurabilityMagicDifficultyMobilityCC
Champion profile (Riot)
  • Damage8
  • Durability5
  • Magic3
  • Difficulty8
  • Mobility3
  • CC8
Counters by laneEach lane has counters + tips
Top
Primary

How to play as Urgot

Top: hold CS, run TP or Ghost depending on the matchup.

How to beat Urgot

Top: punish wave-states and ward river/jungle to dodge ganks.

Jungle

How to play as Urgot

Jungle: track Scuttle, gank weak lanes, scale to objectives.

How to beat Urgot

Jungle: ward objectives, never walk blind into brush.

Mid

How to play as Urgot

Mid: shove wave fast and roam to side lanes.

How to beat Urgot

Mid: watch for roams and save Flash for the next gank.

ADC

How to play as Urgot

ADC: kite the frontline, hit the closest tank then the carries.

How to beat Urgot

ADC: stay behind minions and focus the enemy ADC in fights.

Support

How to play as Urgot

Support: keep vision + peel for ADC, build Locket Enchant + Knight's Vow.

How to beat Urgot

Support: dodge hooks/engages, buy Mikael's into heavy CC.

Abilities

Echoing Flames

PC
Passive

Innate: Urgot's six legs each conceal a shotgun that covers an arc, together forming a full circle of cover around him. Each shotgun can fire once before incurring a unique cooldown.

Urgot's next basic attack on-hit within the arc of a shotgun will cause it to fire in a cone, dealing % AD (+ changedisplay=true% of target's maximum health) physical damage to enemies hit, capped at 100 to 360% against monsters.

Corrosive Charge

PC
Q

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 for 1.25 seconds.

Cooldown10 to 8

Purge

PC
W

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

Active: Urgot equips his machine gun for 4 seconds, granting ghosting to minions and non-epic monsters around him and autonomously firing 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 is able to move and gains 40% slow resist, but his base movement speed is reduced by 125.

Attacks with Purge deal modified physical damage, with a minimum threshold of 50 against monsters and minions, and apply on-hit and on-attack damage at 50% effectiveness, but they cannot critically strike. Urgot cannot perform attacks while unable to declare basic attacks.

Cooldown12 to 0

Disdain

PC
E

Active: Urgot grants himself a shield for 4 seconds.

After the cast time, Urgot dashes in the target direction, though not through terrain, dealing physical damage to enemies he passes through, airborne and stun them for 1 second.

Urgot will stop upon hitting an enemy champion, stun them for 1.5 seconds and, after 0.25 seconds, also airborne them to the location 100 units behind him, though not through terrain.

Cooldown16 to 14

Fear Beyond Death

PC
Ultimate

Active: Urgot fires a chem-drill in the target direction that impales the first enemy champion hit, dealing physical damage and leashing the target for 4 seconds, during which they are standard sight and slow by type=target's missing health%.

Fear Beyond Death can be recast if the leashed target is below 25% of their maximum health, and does so automatically if the chem-drill would kill the target, the ability is cast again while the target was above the threshold and is then brought within it, or the target is within the threshold at the end of the duration.

Recast - Mercy: Urgot launches chains at the leashed target, then channel for 1.5 seconds once they latch on. During this time, he reels them toward him, suppression them, true sight them, rendering them untargetable, and preventing them from taking damage from other sources. If the target is near Urgot when the chains connect, they are pushed up to 1000 units away based on their proximity to him. This channel cannot be interrupt by crowd control.

Cooldown100 to 70