Urpog's master tier guide to every role Urgot ! 2M +
Hey! I'm Urpog. I'm the best off-meta Urgot in the world out of us 8 off-meta mains. I've played league for a couple of seasons now originally starting out as a top lane main. Now a multi-role masters Urgot only player who's trying to give everyone the knowledge about playing Urgot in non-conventional roles.https://www.twitch.tv/urpog
You can find me on either Twitch or Twitter where I'm active for most of the day at
https://imgur.com/a/zEsdILA Global ranked #1 with Urgot mid.[/td]
https://imgur.com/a/erQe9NK Global ranked #1 with Urgot fill
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- Great options for invading enemy jungle
- Great for splitpushing
- Fun melee matchups where you can slightly abuse your range
- Great access to Rift herald
- No control mages
- Enables Hullbreaker
- Enables Ignite
- Lowest agency / impact role
- Hardest matchups
- Very team reliant
- Losing early means you'll lose for 20 minutes
- Struggles pushing leads
- Easily counterpicked
- Cheese laners like Vayne, Akshan, Janna
- Skill Path
- Rune Page
Generally speaking Urgot is the strongest level 1 champion with E levelled. Bringing Ignite into this lane amplified this power level beyond belief, the only champions who can even attempt to contest this level 1 is Darius and maybe Sett.
Make sure you're being as aggressive as possible, grab control of the wave and make your presence known in the lane. You want to goad people into fighting you as many people won't even bother checking your summoners, assuming you have teleport.
With this in mind, actively look to E anyone if they get too close, in combination with your passive they'll pretty much implode, an early kill for Urgot means an early cull which is invaluable.
Since you don't have teleport it's important you're managing your wave correctly, wave management with Urgot is exclusively difficult due to your passive activating on minions, you're always shoving, if you're always shoving into enemies they're going to eventually get jungle assistance, so once you get this kill, make sure you slam the minions under the enemy tower by using your W to wave clear, if you don't manage to crash the wave then you're dooming yourself when you arrive back to lane, as you'll be a level down with an item advantage but that won't mean anything if you die to the enemy jungle.
With Cull you've become a sustain champion due to how Cull interacts with your W. 3 auto-attacks per second uses the passive +3 health on-hit as if you've got a permanent health potion ticking. Many people will debate if Cull is worth it but Urgot using Cull is a completely different monster, if you're laning with Urgot then get Cull as soon as physically possible.
While Urgot is the best level 1 champion in the game, his level 2 and 3 are exceptional too, he's beatable but incredibly oppressive still if you're piloting your lane correctly if you miss E at any point in the game you're most likely going to die, this is especially true in the early games, do not use your E offensively unless it's guaranteed to flip the enemy, patience with this ability is absolutely core to being a great Urgot player, sometimes it's worth to lose 60% of your health bar before casting E.
Limit testing with Urgot is incredibly important since you need to lure people into thinking you're vulnerable, Urgot is one of the best champions on low health purely due to the need to land E. When people see Urgot with low HP they're much more vulnerable and confident and are more willing to just rush to finish you off, that's when you land your E and annahliate them. annihilate
It's very important to note how important E works when it comes with other abilities, Urgot is completely displacement immune while he's channeling in his E.
For a champion like Aatrox who is incredibly CC reliant to get off the full damage and healing of his kit, you can often buffer two abilities from him with a singular E from you, while buffering CC it completely ignores the negative effects of CC and prioritizes launching you forward as if you were casting E uninterrupted, When you're mid-dash you are no longer displacement immune, keep this in mind. The timing is incredibly important.
If you're finding you're dying way too much during the laning phase, I've made a little graphic showing where you should be in lane in proportion to how strong you are.
If you're comfortable fighting 1v2, play at red, if you're capable of taking 1 down with you and able to fear the other away, play yellow if you want to get ganked by your jungle/be safe, play green.
- If done correctly, overpowered clear speed
- Great early skrimisher, Level 3/4 power spike
- Great invader, kills camps very quickly
- One of the best users of Predator
- The enemy thinks your top lane, they'll counterpick top giving your laner agency
- Countergank god
- Most skill expressive role
- Incredibly weak against coordinated teams
- Struggles greatly from behind
- Weak when being invaded
- Squishier than your traditional Urgot
- New playstyle adaptation required
- Your team will probably think you're griefing and will be hesitant to assist you
- Weaker scaling
How do you determine when you should take Predator or Press the attack? It's a really tough decision. If you're new to Urgot jungle then I recommend you take Press the attack over Predator because it's easier to pilot. Once you've got an okay understanding of pathing, how to gank with Urgot and generally how it functions, you can take it to the next level by experimenting with Predator.
Predator is absolutely Urgot jungles best rune but it's a completely different playstyle compared to normal Urgot. You become a utility carry rather than being the frontline tank, activating Predator with your Turbochemtank to find picks when people are out of position, isolating important targets etc.
- Skill Path
- Rune Page
- Rune Page
When you're playing Urgot Jungle, it's incredibly important that you go in with a game plan due to being unable to 1 v 5 on Urgot, your identity is 2 v 5. You need to determine what champion on your team will do the best against the enemies team composition and prioritize your ganking around them.
Urgot's best winrates linger around 0 - 25 minutes, with this build and role you aren't playing the scaling game, you're playing to end games before they reach the 30-minute mark by getting what you've determined your win condition is ahead and securing objectives. If games head beyond the 30-minute mark those are the games you should VOD watch and try to understand what you did wrong, what you could've done better and how your actions impacted the game either negatively or positively.
If the enemy jungle is stronger than you early game, use these pathings instead of the ones recommended in the videos above.
- The best role in the game
- Your matchups are much better
- Great Anti-jungle potential, rushing Tiamat can oneshot enemy raptor camps
- Great level 3, scuttle contest king
- Able to brickwall against feast or famine champions like Katarina, Zedbrick wall
- Enables Ignite
- Squishy enemy laners
- Gets demolished by control mages
- People think you're troll picking, which leads to camping / getting ignored by your jungler
- Low resource generation, if you're OOM you're losing
- Hard to follow enemy roams due to being slow
- Many matchups to learn
- Stricter build paths available
You're never really going to be taking Conqueror over Press the attack. For the most part, it's here to offer you the option as a viable second choice. Conqueror fell out of love in the meta due to being abused by ranged users like Cassiopea.
So why mention it? Because the situation where it is better is super niche but super important. Below are example enemy team compositions where I'd take Conqueror over Press the attack. The idea is if the enemy is durable, tanks, bruisers, divine sunderer users, etc you'll get more value the longer the team fights are, Urgot doesn't have any issue surviving for long amounts of time so that's when Conqueror becomes good.
- Skill Path
- Rune Page
Level 1 you should be immediately pushing the wave but be very conscious you're only using one of your passive legs. You'll be saving all other of your legs for pressure on your laner. If you've pushed the wave the entire time with your autos, actively trading with your laner whenever they've attempted to CS you'll have a large advantage heading into level 2. Don't worry if you can't push the wave, as long as you're getting gradual chip damage.
Once you hit level 2 you want to E + Flash + Ignite then hold your W on them. You have ABSURD kill pressure level 2. Any mage without barrier or phase rush is guaranteed to die level 2. Syndra, Lux, Cassiopea, etc.
If you don't kill you're still going to burn their flash which enables your jungle to come mid. Urgot is one of the best champions in the 2 v 2 situation. You have an amazing gank set up in your Q. 50% slow for 1.25s allows your jungler to get into range, if your jungle has a stun then you're set up to use your E which almost guarantees a kill.
Level 2 you want to continue pushing your early superiority, there are not many champions who can contest Urgot's level 1 or level 2 - control mages are the only champions who stand the fighting chance. What you're trying to achieve here is pressure. You want to push the minion wave under the enemy tower, you want them to drop minions to the tower damage, holding perma-priority over them so they can't rotate to scuttles without losing a large chunk of gold.
Champions who struggle against Urgot's level 1's and 2's early game usually struggle to shove back against you. Your W can get you an incredible priority as it's an incredible shove tool. Force them to lose either 200 gold or do 200 damage to you. Once your minions are under the enemy tower that's exactly when you want to start walking around with your jungle, you want to be actively looking for the 2 v 2 scuttle fights always, even if your jungle is comparatively weaker compared enemies jungle.
If you've picked up an early kill, you'll want to base immediately but make sure you're conscious about your wave management, wave management is the name of the game mid-lane. You cannot leave minions lingering outside of the enemy tower - even if the enemy has teleport available. You need to wipe out the enemy minion wave, get the rest of your minions that are lingering nearby under the tower so you can reset.
Once you reset you should pick up Cull. It's the most incredible item for Urgot but it's far too greedy to start as your only starting item. Many people will debate if cull is worth it but Urgot using Cull doesn't fill into any of those categories due to how exceptional Urgot's W is with on hit effects. W uses the 3hp passive from on hit 3 times per second as well as being an extremely gold-value benefitting champion.
Level 1 let them shove into you. You want them to be crashing the wave under your tower so you can farm it without taking poke from them. Anything with range should be actively attempting to zone you from the wave.
At level 2 you should be looking to hold the wave around your tower, level 2 is building up into where the jungles start doing something on the map, if the wave is at your tower you're putting passive pressure on the enemy laner for even being pushed up towards your tower. At level 3 is when your bad matchups can become managable.
Around level 3 is when you should start poking your enemy laner with Q. One of two of them will put them in the threshold to be deleted by your full combo of; E + Q + Ignite + purge. This combo should delete any champion, even through barrier if you've poked them down significantly enough, your kill window with this combo lingers around ~800 HP which is extreme overkill on most mid laners HP.
Below I'll provide a video where I visualize everything I've said here, showing how to put it in action, knowing what you need to drop to set up this kill window. It's also against cassiopeia your second worst matchup.
Your first base should be based on your gold amount. Regardless of how much gold you have you pick up a [icon=cull size=20]. You become a bunker champion because you have [icon=Doran's Shield size=20] [icon=second wind size=20] and then on top of all of that,[icon=cull size=20]. At this point, nothing can kill you unless you're making repetitive mistakes.
If you have extra gold after your first base, maybe you got first blood, maybe you've just farmed perfectly. Picking up the early control ward and placing it in the mid-river to try and spot out the enemy jungle, providing yourself and your teammates some river control. When you're playing Urgot mid you're not just playing against your laner, you are constantly 2 v 2. It's very important to keep this in mind. Warding enemy raptors, seeing if they're up and potentially stealing them away if you've shoved the wave under enemy tower etc.
If you still have extra gold after buying the early control ward, there are many things you can do here. Either way, you're going to be building into titanic hydra but it has three build paths.
If you're against something like Syndra Cassiopea Anivia you'll want to rush the HP option from the item and you'll be able to tank up a lot more damage than you ordinarily would.
But if you're feeling confident, maybe Cass's missing all of her abilities and you can abuse her regardless of being counter picked, you can go pickaxe into Tiamat. When you have Tiamat that's when you start to come online, mostly against the enemy jungle. Tiamat is exceptional at clearing the enemy jungle camps, shoving the wave in mid lane and then rotating to the enemy raptors, using your Q in the middle of them, then holding your W will kill the camp in a couple of seconds.
If you've played your lane well then at this point you're an oppressive midgame god, once you have Titanic hydra you should be actively looking to invade the enemy jungle on your own, stealing camps away and putting some deep vision down.
Your goal with Urgot mid isn't just to lane against your laner, you need to be the one oppressing the enemy jungle if that's with your jungle or just by yourself, you need to understand your limits and it's a learning process for sure but there are some games where I've completely taken over games and averaged 12.5 CS per minute from just taking enemy JG farm and my lane.
- One of the best roles in League
- Surprise factor against laner
- Squishy enemy laners
- Great bunker champion
- Enables Barrier
- Anti engage champion, Leona cannot do anything in lane
- Early game piloting can be rough
- Can lead to camping if people think you're inting
- Recalling at 450 gold for earl cull can be a punishment if enemy wave manages correctly
- Support anti synergy, half the support roster isn't good with Urgot
- New playstyle required, many new matchups to learn
- Hard to pilot
- Skill Path
- Rune Page
Start Doran's shield Level 1 you're going to do absolutely nothing. The strategy against lanes that are stronger than you is that you want the minion wave to be pushing towards you.
You can afford to drop a couple of minions if they're completely zoning you under the tower. As long as the wave is pushing towards you. You'll start E to mitigate some of their early poke when you're going for the first couple early melee minions, you want to stay healthy preparing for level 2.
Level 2 is when you're able to start doing something. You've let the enemy laners push you under the tower, letting them exploit their level 1 advantage, you've lured them into the sense of security.
What most ADC's in this situation who are aiming for early pressure will do is auto you under your tower now, dancing around tower aggro, abusing their superior range on you, let them do it one or two times, you'll heal with doran's shield and second wind, you want to continue to let them feel like they're safe this far up. Once they're going for the auto under tower again, that's when you've won the lane. As soon as you hear or see the visual queue of their auto-attack being cast, use E + Flash.
The auto-attack they've used to harass you under the tower has now worked against them drawing tower aggro, most ADC's in this situation will panic flash away from you but by then it's far too late for them. If your support is something that gives you movement speed like Ziliean, Karma or Yuumi at a minimum you're killing the ADC and burning the enemy supports flash. If your support is something stun heavy then you've guaranteed killed both of them as most supports individually cannot escape, especially if you're paired with a Blitzcrank or Thresh.
On base pick up Cull. Urgot doesn't exist bot lane without his summoners up, you're a glorified farming machine at that point, tell your support to roam, you can't be dove because you've got Doran's shield, Second wind and Cull.
Don't get cocky just because you've secured an early lead though, this doesn't mean you're in any better position against champions who outrange and kite you. You need to play these lanes slow and calm, what I like to do when the enemy lane will win regardless of it being 1 v 2 or 2 v 2 tells my support to roam.
Once your summoners are back up, tell your support to rotate back bot lane, you can play hyper-aggressive by E + Flash onto the enemy ADC or whoever else is misfortunate enough to be in your way and secure yourself another kill.
Level 1 grab the priority of the wave by starting W. Use your frontal legs to the wave and annihilate the first wave's melee minions, don't overextend too far forward by trying to immediately kill the ranged minions or you'll get poked back far more than it's worth, as long as you don't drop below 80% HP for doing this on the first wave you're absolutely fine though. The objective of pushing this first wave is to have a huge priority going into level 2.
Once you're about to hit level 2, make sure you're walking forward before you've hit level 2, positioning yourself on the minions dying, level up your E as soon as you levelled up, E, Flash and then auto attack before activating your W. Whoever you've grabbed most likely will die. Just be mindful of what survivability options they have. If they're an exhaust with heal lane you cannot make this play expecting a kill, so with this in mind you're not going to a kill, so do not contribute your ignite.
You will trade one summoner, your flash for their exhaust, probably heal and flash which I don't need to say is worth. Keep in mind some supports run Guardian, it's incredible against denying your kill windows, you can proc guardian from range with one of your Q's IF you land it on both of them. This can be a little frustruating to proc sometimes but patience is the name of the game.
If you've pulled off an early kill which is very likely when playing Urgot try to base as fast as possible but don't neglect your wave, there are many ways you can leave your wave state but just to be uncomplicated, I'll show you a good wave state vs bad wave state.
The reason this lane state is good is that these minions will crash under the enemy tower, you will be making the enemy ADC miss the experience from not being near these minions as well as making them drop the gold from not last hitting them, you can safely recall once your wave is under their tower like this because the minion wave will push back into you.
If you leave your wave like this the enemy team will freeze the wave there and then it doesn't matter if you're stronger than them or not, minion waves early game do an extremely high amount of damage so you cannot fight them in the middle of it. You will be forced to farm with your mana hungry [icon=corrosive charge size=20] and continue to hold their freeze for them, kill those minions and get your wave under their tower.
Send your support off to roam around with your jungle but make a note that the enemy bot lane doesn't have summoners right now and you can make a play bot lane, if they don't come bot again it's no issue since you're contributing more to the map and you scale better into the midgame with your cull.
Weakside is an invaluable strategy in the current meta, especially when you're playing bot lane. Urgot is one if not the best weakside champions purely because he's not looking to be hyper-accelerated in the game to function. Cull gives you a net gold gain of 180, on top of that 180 you're getting solo experience, levels aren't as important on any other champion as much as they are on Urgot. The strongest time in the game is at level 13 when his legs are on 2.5 seconds cooldown cap.
- Surprise factor against laner
- Multiple fun playstyles
- Great laning while summoners available, great roamer when summoners are down
- Always useful due to 25% HP execute
- Enables Ignite
- Anti-engage, thrives against meta engage like Blitz and Leona
- Terrible from behind
- People think you're griefing
- Once behind, hard to recover
- Anti-synergy with half the ADC roster
- New playstyle to learn, many new matchups to learn
- Your jungle will probably ignore your lane
- Skill Path
- Rune Page
- Rune Page
- Rune Page
Urgot support is his most unique role, with the most unique role comes the most unique play styles. These playstyles are all incredibly different and are enabled by each separate rune, there is no other lane as versatile as support Urgot.
Press the attack is the best keystone in general for Urgot if you don't want to experiment too hard, not looking to be completely optimal and don't want to put too much brainpower going into a lobby? You can safely take Press the attack without too much concern about anything. If you're looking to take your gameplay to the next level while playing support though you need to be open-minded about Aftershock and especially Predator.
Taking Press the attack means you're confident in your laning phase, you don't believe the enemy laners will pose so much threat that you'll be able to use your Press the attack. You want to trade with them and end up killing them, you have an ADC like Jhin who's exceptional at laning with Urgot and you're able to push leads. Press the attack is also great against bruiser carries like Hecarim since Press the attack increases ALL damage sources coming from yourself and your teammates, you can burst down these usually tough to take down champions.
Taking Aftershock means your team is lacking the frontline and you need to absorb all the damage possible in a team fight. When you're playing withAftershock you need to be much more sacrificial, as your purpose in the game is a global taunt. People don't expect the Urgot to be completely homicidal because Urgot's always want to be skittish around ~100 HP. Your purpose is to permanently team fight and benefit your teammates by dying to give them kills, just be mindful you aren't feeding a champion that's incredibly good with kills like a Karthus or Jinx, especially not a Viego
Taking Predator means you have no faith in your lane ever functioning and you're playing for the map rather than the lane. You want to take Predator whenever your laner is someone incredibly weak and scale heavy like Ezreal or Kai'sa. With the Predator playstyle, you're playing to be anti-jungle. You'll be putting yourself vastly behind in experience, which sounds like a terrible idea- but if you've identified that another lane can carry and end the game for you through the lead you're able to give them, your disadvantage ends up amounting to nothing.
Level 1 you shouldn't even consider contesting the lane, Urgot will get outranged and out bullied by the majority of bot lane champions level 1, so if you aren't sure just do absolutely nothing. Don't use your minion quest item on the wave, save it for the second one so you can hit level 2 quicker by executing minions with more health.
As soon as you're about to hit level 2, be conscious about what the enemy has done or what they have currently available. If they've wasted some of their core abilities trying to get some poke damage onto you or your ADC then you now have the pressure, it's up to you to abuse that.
Don't sit back and wait for the enemy to make the play, be aggressive, assert dominance in the lane. 100% of the time at level 2 your E + Flash + Purge + PTA + Ignite will kill, you don't necessarily have to do it immediately on level 2 but if they're being wastefully aggressive, you need to exploit their weaknesses. After you've made this play you want to be resetting as soon as possible, so push the wave with your ADC, it doesn't matter who last hits these minions so just hold your W on the wave and get it crashing under the enemy tower.
Your purchase will always be Ruby crystal, If you can afford it, then kindlegem, it's the perfect early game item for Urgot . From here you need to consider what you need to bring and do for your team, Kindlegem builds into two items Urgot loves, Locket and Black cleaver. You want Locket if your ADC is something immobile and needs peeling. If the enemy team has ways to kill your ADC in any regard buy Locket. If they can't do much due to your ADC being mobile and kite heavy, amplify their damage by rushing a Black cleaver.
Coming back to the lane, you want to always be aggressive on the person you've pressured. 99% of the time people will always try to flash away from your combo due to panic. Now that they have no way to escape you, all you have to do is wait for them to make another mistake.
If they walk up too far, punish it, if they're again wasting their abilities, punish it. There's no time in the early stages when you're with a strong ADC that you should feel nervous walking up, you can tank a surprisingly high amount of damage with the kindlegem you've bought.
Remember that your E can buffer the majority of crowd control in league so even if they've still got a strong peeling tool available, that doesn't mean they're unapproachable.
Level 1 you'll want to be conceding completely, you need to convey this to your laner and let them know everything you're looking to do if you're on comms or if they're completely random to you. Urgot support starts his W because it gives the best leash in league, you're going into this lane with both of you understanding you want the wave to be pushing into you.
The reason you want them to be pushing is you want them to have that feeling of security and control, no one thinks they're at a disadvantage when they have a grip of the wave completely and you're showing yourself as a nonthreat, as soon as the wave is under your tower that's when you've won, they've pushed themselves too far up in the wave from escape from you.
Since you don't actually have a keystone available yet due to Predator requiring boots as it's activation requirement, you're generally pretty weak, which is why you need to manipulate them into shoving into your strengths. Let your laner know you're about to unleash your combo of E + Flash + Auto + W + Ignite
If your laner doesn't follow this play, this lane is even more doomed because of ADC diff GG, if they do though you've snagged yourself a free kill on the enemy support or ADC or both, which is perfect! [icon=predator size=20] intentionally makes your early levels weaker due to the immediate payoff in scaling you get on your first recall, shove the wave don't let them have a favourable wave state, help your ADC up until you see your minions attacking the enemy tower.
Reset and pick up boots at the minimum to get your Predator online. When you're playing Predator you're looking to get yourself as well as your other lanes ahead, you're weak siding your ADC so they can comfortably farm and build up their lead through level advantage as they'll be farming solo experience.
Grab Oracle lens as you're coming out of the fountain, don't path bot. Start immediately playing the map, since you don't have summoners now you're most likely not going to be able to interact with your laner counterpart, look to patch top then middle, if you can't make something work start pathing down towards the middle, use the advantage people aren't expecting to be ganked from their topside of the map if they're warding against support, they'll be warding the bot river.
Don't activate your Predator from far away wait until you're just about to be in vision then use it. This way you're not tipping off the enemy laner that you're coming to gank.
With Aftershock you do E start rather than W start, you won't give as good of a leash for your jungle but you can tank one auto-attack for them while pushing aside the buff, so it's still a crazy good leash. When you're coming to lane you want to be aggressive, there's nothing level 1 that beats Urgot with[ Aftershock as long as you land E, if they're something mobile then you can just sit back and wait for level 2.
Keep in mind with E it can buffer the majority of crowd control abilities when you're channelling with it. You are displacement immune which means knock ups, roots etc doesn't affect you. You can buffer Blitz Q for example and even Lee Sin R, so don't be afraid to get up in their face and force, with Aftershock you're unkillable and you have insane damage output still due to your passive.
Get a reset off after pushing the wave and buy, with the Aftershock build you're going to be going either locket or black cleaver, both build from kindlegem so pick up ruby crystal + boots, or just kindlegem if you can afford it. Once you come back to lane you want to be instantly shoving the wave and setting up a dive but you'll need to communicate that with your jungle since 2v2 you won't have enough individual pressure.
Aftershock is great against turrets because turrets don't do true damage, it does AD damage. Aftershock gives you a ton of armour once you've activated it, even if you die pulling off the dive it's completely worth because you'll be denying the enemy ADC so much resources early game and early game is king in league, you benefit a lot more from trading 1 for 1 or if you've managed to live, 1 for 0. If your play has gone bad the dive option is still very viable but you may have to set up freezes near your tower instead due to the lack of pressure that isn't in your lane.
Hey, I'm the best offmeta Urgot guy, I'm live on twitch everyday at https://www.twitch.tv/urpog !