User blog comment:LivesByProxy/Let's Talk About Urgot/@comment-24862418-20160518055254

Passive: Change to 4/5/6% per stack, duration changes to 3s, stacks up to 3 times. At max stack, Urgot cannot apply to the target for 3s.

Urgot basic attack and Q changes their range to 1000 when their target has max stack or standing inside E's area.

Q: Static cooldown: 3s. Range reduced to 800. Active: Cost mana every Xs (reduced by CDR) to do-what-Q-can-now. Reactivate to toogle it off. Note: Can be self-disarmed during this duration for balancing.

W: Placing a gate, slowing enemies by 30/35/40/45/50% for 1.5s. Passing the gate makes the gate explode, slowing enemies around Urgot (300 range) while gives Urgot a shield.

E: Range reduce to 500. It has charge system now. Cost one charge and some mana to throw the bomb at target area. If collide with an enemy champion, it explodes immidately. If not, it stay there until an enemy, (doesnt need to be a champion) step on. The bomb is visible.

When exploding, it deals physical damage instantly. The area persist, reducing armor of enemies inside. After 2s, the area explodes again, dealing the same damage while fleeing enemies inside (flee away from the bomb) for 0.5s.

R: Increase channeling duration to 1.5. Cast range: 600. The same, no longer slow the target. Instead, grounding it for 3s.

My idea come from the idea of Jhin. Jhin kit is suround an idea that: every basic attack deals a ton of damage but takes time, and during that time, Jhin ready his fight with his spells, Q for more damage, W to root his target or throwing away a E.

Then why can't it apply to Urgot. Urgot has always been an AD Caster due to his basic attack range. And he continuely spaming his Q for his damage output. With this kit, Urgot can readies his fight during the time he cannot reach his enemies. And his ultimate also fit: putting the enemies in the middle of a mine field.

The new passive and E mechanic give Urgot more way to use his passive. He can use E to farm instead of Q. When ending effect of E, his passive comes to play, extend the range-extending duration for 3s more.

When an enemy step on a bomb, he can now cast his combo. Placing a gate at the enemy location and another bomb at his location, then using ultimate. The  delay of the ultimate gives E the time to exploding again. At his new location, the target is slowed for 1.5s (the gate), cannot cast dashing abilities while standing on another bomb with rapid-fire Q and attacks coming to him.

The grounding effect is very debatable. Urgot damage output is not very good, and he is also not mobile. Then why he should ult when the enemy usually has a way to reach him or escape with their mobility! However, his new playstyle can be toxic because there is no counterplay.

Direction: -Team-fight planner. -Better use of basic attack than just W (passive can be proc with Q in the current version).

Niche: -Good CC. -Large attack range with passive. -Putting his enemies in REAL danger with NO ESCAPE.

Weakness:

-With no passive, his zoning area is quite small because of the nerfing range in E and R and his natural small atack range.

-Choose one: Tanky or CC with the new W (although he can have both if used correctly).

-Sounds like a tanky Jhin with better CC.

Skill Expression:

-Toggle Q at the right time. In the right place at the right time when throwing the next missle.

-Placing E at the right place and keeping them inside the 2nd explosion.

-Make good use of ultimate.

-Decision with W: slow or shield.

Unachieve goal: - Relating to his undead, crab-like look. - Less OP in 1v1 scenerio. - Less E dependant.