User blog comment:LivesByProxy/Let's Talk About Urgot/@comment-1330314-20160517094625/@comment-26378838-20160517113736

Reinforcing your points:
 * I think his Q should have its range reduced to 750 and the pass-through component should give an extra 375 range if it hits a target (kind of like, but without prioritizing the second target). That makes Urgot less siege-like and more like a -like marksman
 * I already recommended a projectile stack mechanism to trigger the AoE fear on W to feel more like its own thing instead of a copy-paste . Also, LivesbyProxy, for the love of Cthulhu change the to a .  on his W feels like a malformed bandage that Urgot will almost never need.
 * Willbachbakal, since you dislike resistance reductions on E, how about a debuff that deals extra physical damage when procced by the first ability cast (like a ranged


 * Ultimate
 * For the ultimate, I liked the suggestion of self-destruction while using his active ultimate that was previously posted as a passive effect (like dealing AoE physical damage when Urgot gets below ). However, that requires an ultimate that has a duration after initial cast (like.
 * Between a Rock and a Noxian Headsman: Urgot launches a crater-creating missile deals physical damage that conjures a wall behind the impact zone; then Urgot gains movement speed to shoot a AoE corrosive discharge in a locked target location that deals DoT physical damage
 * Flesh Decomposition: Boosts his damage-dealing abilities to apply Flesh Decomposition, which deals physical damage every time the target tries to use abilities that cause projectiles.
 * Ultra Rapid Pyrrhic Annihilation: For a few seconds, doubles Urgot's CDR (80% CDR cap), the attack speed (2.5 cap) and halves the cost of his abilities; however, Urgot will share 50% of the damage suffered by its targets.