See Urgot's counters
Patch 26.18top

Urgot Top Build & Guide — Patch 26.18

Urgot

Tactical Dashboard

Difficulty
Damage
PHYSICAL
Class
Juggernaut / Ranged Bruiser
Patch
26.18

Core Abilities

Echoing Flames
Basic attacks and Purge periodically trigger flame blasts from Urgot's legs that deal bonus physical damage. Free DPS during every fight — no input needed.
Corrosive Charge
Corrosive Charge
Skillshot grenade to a target spot. Slows enemies caught and chunks their HP. Main poke and slow-setup before W.
Purge
Purge
Channel that lowers Urgot's move speed while spraying short-range auto-attacks at the highest-priority target nearby. Your main DPS button — also triggers passive flame blasts on every hit.
Disdain
Disdain
Short dash forward that shields Urgot and tramples non-champions. The first champion hit is stunned for 1.5 seconds and, a quarter of a second later, thrown behind him — your only engage and your peel tool in one.
Fear Beyond Death
Fear Beyond Death
Long-range chem-drill skillshot that impales the first champion hit. If their HP drops below ~25% during the channel, you can recast to execute (instant kill regardless of remaining HP) and AOE-fear nearby enemies.

Skill Order

1
W
2
E
3
Q
4
W
5
W
6
R
7
W
8
Q
9
W
10
Q
11
R
12
Q
13
Q
14
E
15
E
16
R
17
E
18
E

Primary Combo

QAAWAAR

Core Items

Black Cleaver
Plated Steelcaps
Sterak's Gage
Death's Dance

Situational Items

Dead Man's Plate
Dead Man's Plate
vs squads heavy on melee bruisers (Sett, Darius, Garen): armor and move speed let you close the gap and reach Purge range
Spirit Visage
Spirit Visage
vs squads with two or more magic damage sources (e.g. Karthus + Brand): magic resist plus a 25% boost to all self-healing
Hullbreaker
Hullbreaker
when ahead and the team splitpushes: every fifth attack hits harder, much harder on structures, and your siege minions gain armor and MR
Maw of Malmortius
Maw of Malmortius
vs AP burst threats (Syndra, Veigar or LeBlanc on the enemy team): magic resist plus a magic damage shield when low HP
Mercury's Treads
Mercury's Treads
swap from Plated Steelcaps when the enemy team has two or more crowd-control sources (stuns, slows, roots) — tenacity reduces the duration

Runes

Primary · Precision
Conqueror
KeystoneConqueror
Triumph
Triumph
Legend: Alacrity
Legend: Alacrity
Last Stand
Last Stand
Secondary · Resolve
Bone Plating
Bone Plating
Unflinching
Unflinching
Stat shards
Attack SpeedAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Precision with Conqueror fits the long fights Urgot wants, with one caveat: he is a ranged champion, so attacks grant 1 stack instead of 2 and the full-stack heal is 5%, not 8%. Purge still stacks it fast at 3 shots a second. Triumph, Alacrity and Last Stand round it out.

Why secondary

Resolve secondary: Bone Plating absorbs the first three abilities of the early all-in (the level 2-3 trade most lanes force), Unflinching gives 10 armor and magic resist while you are crowd controlled and for 2s after, when you need it most — low HP fighting for the kill.

When to switch secondary

If the enemy team has two or more long-range poke threats (e.g. Vayne top + Karthus jungle + Caitlyn bot), swap Resolve for Inspiration with Magical Footwear (free boots around minute 12) and Cosmic Insight (more frequent Flash) to mitigate the lane-pressure deficit you face.

Win Condition

Hit level 6, land a clean R on a squishy enemy and let them die to the execute drill. Snowball your lead by buying Black Cleaver around minute 11-13 and W-shredding any frontline that walks into range.

Weakness

Short range everywhere: E (Disdain) is 475 units on a long cooldown. Ranged tops (Vayne, Quinn, Gnar) and divers (Camille, Jax) kite you out of W range and you have no disengage once E is down.

Overview

Urgot is an AD juggernaut (a short-range fighter who deals physical damage and trades tanky stats for raw kill pressure). His W (Purge) is a short-range channel that auto-fires on the closest priority target: as long as you stand near a champion, you keep dealing damage without clicking auto-attack. The whole kit is built around starting that channel: Q (Corrosive Charge) slows the enemy in place, E (Disdain) dashes in, stuns the first champion it catches for 1.5 seconds and flings them 100 units behind Urgot a quarter of a second later, then W starts shredding while the passive (Echoing Flames) ticks bonus damage from his leg cannons on each hit.

The signature ability is Fear Beyond Death (R): a long-range skillshot that impales the first champion hit, then becomes a recastable execute (an instant-kill that ignores remaining HP) once the target falls below ~25% health. The game plan rotates around R: get to level 6, force a trade until the enemy is around half HP, R them clean, let the execute fire. The skillcap is medium-high (you need Q to confirm W, and you have to time R so the target is at low HP during the channel), but once a novice gets the pattern Urgot is one of the most forgiving top laners — every kill compounds the early lead that turns into more kills, gold and items, and you want that lead banked before R comes back up, because its cooldown is long enough that you only get a few casts a game.

Recommended Build

Starting items: Doran's Shield Doran's Shield + 1 Health Potion Health Potion (450 + 50 = the full 500 gold you start with). Doran's Shield wins almost every level 1 trade with its regen-on-damage passive. Swap to Doran's Blade Doran's Blade vs scalers like Kayle or Vladimir when you want more all-in damage.

Core items (in order):

  1. Black Cleaver Black Cleaver — still the first spike, and a bigger one since 26.16: the item now carries 45 AD instead of 40. Each hit applies an armor-shred stack, five stacks for a 30% armor cut, and Urgot's W (Purge) auto-applies them at a fixed 3.0 attacks per second at every rank, one hit every 0.333 seconds — Purge's fixed 3.0 attacks per second means a single channel reaches all five stacks in under two seconds, and every ally hitting that same target benefits from the shred as well. HP and ability haste (lower cooldowns) come with it. One caveat is specific to Urgot: the same patch split the item's move-speed burst between melee and ranged champions, and his 350-unit attack range puts him on the ranged side, so he collects the smaller half. The AD is a clean win, the extra speed to reach W range is not — keep planning your gap-closing around Q, E and boots.
  2. Plated Steelcaps Plated Steelcaps — default boots into any team with two or more AD champions or auto-attack threats. The 10% reduction on incoming basic attacks blunts the damage that kiters like Vayne or Quinn land on you while you walk into Purge range.
  3. Sterak's Gage Sterak's Gage — second damage + survival spike. AD scaled from base AD, plus a shield that auto-triggers when you take heavy damage in a short window. The shield gives Urgot the survival window to channel a full Purge under pressure.
  4. Death's Dance Death's Dance — converts a slice of damage taken into bleed (damage spread over the next few seconds instead of instant). Stores burst instead of letting it kill you. Critical because Urgot wants to live the all-in (full commit to a kill) to execute with R.

Situational items:

  • Dead Man's Plate Dead Man's Plate — instead of Sterak's vs heavy melee squads (Sett + Darius + Maokai). Armor plus a momentum (move speed while walking) passive that solves Urgot's biggest pain point: closing the gap to start W, which is exactly the half of the 26.16 Black Cleaver buff a ranged champion does not receive.
  • Spirit Visage Spirit Visage — vs two or more magic damage sources (e.g. Karthus + Brand). MR plus a 25% boost to every heal and shield on you, including the 5% full-stack Conqueror heal.
  • Hullbreaker Hullbreaker — when you have a lead and the team splitpushes (one player pushes a side lane alone to force a 1v2 response). 40 attack damage, 500 health, 4% move speed: every fifth attack on champions, epic monsters and structures deals bonus physical damage, and nearby allied siege and super minions gain armor and magic resist. It grants no shield and no solo-only bonus, so the 1v2 is won by Purge and Disdain, not by the item.
  • Maw of Malmortius Maw of Malmortius — vs AP burst threats (Syndra, Veigar, LeBlanc). MR plus a magic shield that triggers at low HP — exactly when their R is about to land.
  • Mercury's Treads Mercury's Treads — swap from Plated Steelcaps vs two or more CC sources (stuns, roots, suppressions). Tenacity is huge for Urgot: every CC that pulls him out of W cancels the channel.

Boots: Plated Steelcaps Plated Steelcaps by default; Mercury's Treads Mercury's Treads if the enemy has 2+ hard CC sources. Pick after you see the lobby comp.

Skill order: Max W (Purge) first — it's your main damage and the cooldown drops from 12s to 0s at rank 5 (Purge is available again the moment it ends). Max Q (Corrosive Charge) second to keep slowing them in place between W casts. Max E (Disdain) last — its rank-up affects damage and shield, less critical than W damage. Take R at 6, 11, 16.

Runes: Primary Precision with Conqueror (Purge fires 3 shots a second, but Urgot is a ranged champion so each one is a single stack and the full-stack healing is 5%), Triumph (heal on takedowns), Legend: Alacrity (attack speed, which speeds Purge autos), Last Stand (more damage when low HP). Secondary Resolve with Bone Plating (absorbs the first 3 abilities in a short window — the level 2-3 all-in window) and Unflinching (10 armor and magic resist while you are crowd controlled and for 2 seconds after).

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Urgot beats

  • Immobile melee tank with slow wind-up

    Urgot W Purge out-DPSes Decimating Smash (Q) wind-up because Sion has to charge for ~2 seconds while Purge fires three shots a second. E Disdain's 1.5-second stun cancels Unstoppable Onslaught (R) charge mid-roll, and Q Corrosive Charge slow keeps him inside the Purge cone.

    Sion
  • Immobile melee tank without dash escape

    Urgot W Purge out-DPSes Twisted Advance (W) point-blank root because Maokai has no dash to chain trades after the root expires. Q Corrosive Charge slow chains into E Disdain's 1.5-second stun, and R Fear Beyond Death execute lands cleanly once Sap Magic passive shield breaks.

    Maokai
  • Tank with armor-stack passive and walk-up Q

    Urgot W Purge ticks Echoing Flames faster than Granite Shield can refresh, and Q Corrosive Charge slow denies him the walk-up Seismic Shard (Q) trade pattern. Unstoppable Force (R) cannot be interrupted, so hold E Disdain for the landing — its 1.5-second stun resets the fight.

    Malphite
  • Immobile AP mage with delayed Q

    Urgot E Disdain flings Karthus mid-cast of Lay Waste (Q), interrupting the channel and tossing him behind Urgot before Wall of Pain (W) zones. Q Corrosive Charge slow keeps him pinned in the W Purge cone and R Fear Beyond Death finishes once Defile (E) drains his mana.

    Karthus
  • Immobile AP control mage without dash

    Urgot E Disdain stuns Anivia and tosses her behind him before she can place Crystallize (W) wall, separating her from the team. W Purge channel ticks through Glacial Storm (R) zone faster than Frostbite (E) detonates, and her Rebirth passive egg dies inside the Purge cone.

    Anivia

Champions that beat Urgot

  • Ranged ADC top with mobility and true damage

    Tumble (Q) resets Vayne outside Urgot's 475 Disdain range and W Purge channel, while Silver Bolts (W) true damage shreds his stacked HP. Condemn (E) ends every all-in with a knockback, and Final Hour (R) makes her faster and invisible on each Tumble, so the kite never breaks.

    Vayne
  • Ranged kite top with blind and vault

    Blinding Assault (Q) blinds Urgot's W Purge autos so the channel does no damage, while Vault (E) resets her positioning out of E Disdain range. Behind Enemy Lines (R) then lets her leave the lane and take her pressure elsewhere on the map.

    Quinn
  • Ranged-to-melee top with stack-bar transform

    Boomerang Throw Q pokes from 1100 units, far outside Urgot's 475 Disdain range, while Hyper W just stacks bonus damage and move speed on Gnar's own attacks. Hop E skips out of the W Purge cone, and once Rage Gene flips him, GNAR! R wall-stuns Urgot out of the all-in window.

    Gnar
  • Hypermobile duelist with isolation ultimate

    Hookshot (E) wall-dives Urgot from outside E Disdain 475 range, bypassing his only engage. The Hextech Ultimatum (R) cage isolates Urgot and Adaptive Defenses passive shields his main damage type, neutralizing the W Purge channel before R Fear Beyond Death setup.

    Camille
  • CC-immune duelist with cleanse ultimate

    Ragnarok R makes Olaf immune to disables, so Disdain E no longer stuns him; the Q slow still lands and holds him in the Purge cone, since Ragnarok does not remove slows. Berserker Rage scales attack speed and lifesteal with missing health; Reckless Swing E deals true damage too.

    Olaf

Key matchups

  • Sion: Favourable. Sion's Q (Decimating Smash) needs ~2 seconds of channel to do real damage; that's the window where you walk forward, land Q (Corrosive Charge), E in, and start W. He has no dash, so once slowed he can't leave. Stack Conqueror by auto-attacking through his W (Soul Furnace) shield rather than backing off.
  • Darius: Even matchup with a hard skill gap. Pre-6 Darius wins if you stand inside his Q (Decimate) outer ring; play to the inner ring instead, where Q does half damage. Save E (Disdain) until after he uses his E (Apprehend) pull — that pull is what closes the gap on you. Post-6 you win clean: R him at 50% HP and let the execute fire when his bleed ticks him below threshold.
  • Vayne: Hard counter. She has the range, the W (Silver Bolts) true damage, and the Q (Tumble) dash to never let you start Purge. Build Plated Steelcaps Plated Steelcaps first and farm under tower with W (it auto-attacks waves cleanly from short range). Ask your jungler for a level 3 gank — Vayne has no escape once Q is on cooldown.
  • Camille: Counter. Her E (Hookshot) latches onto walls and dives you from outside your E range; her R (The Hextech Ultimatum) isolates you in a small zone and her passive Adaptive Defenses shields against your main damage type. Build Dead Man's Plate Dead Man's Plate instead of Sterak's and ward (place a vision unit on the map) the river bush at level 3 — her gank threat with the jungler is brutal.
  • Karthus: Favourable. He has no dash, no escape, and his Q (Lay Waste) is a slow telegraphed skillshot you sidestep with E. Walk up, Q-slow, E-stun, full W-channel — he dies before he can place W (Wall of Pain) to slow you out. His passive lets him keep casting for a few seconds after he dies, so back off once he is down instead of standing in the area he can still hit.

Power spikes & win conditions

  • Level 2: First point in E (Disdain). You now have the gap-close to confirm a Q slow into a full W channel. Most lanes lose hard to your level 2 all-in if you push the first wave and hit level 2 before they do.
  • Level 6: First R. Every matchup where you can survive to 6 becomes a coin flip — even Vayne loses if you R her clean at ~50% HP. The cooldown is harsh (100+ seconds at rank 1) so make every cast count.
  • Black Cleaver Black Cleaver completion (~ minute 11-13): Trades flip, and harder than they used to: the same purchase that used to bring 40 AD now brings 45. One full W channel walks the enemy up to the 30% armor cut, and everything your team throws at him afterwards lands harder. This is your peak strength window for solo kills in lane.
  • 3-item online (~ minute 22-26): With Black Cleaver + Sterak's Gage + Death's Dance you can walk into a 5v5, eat the burst with the Sterak's shield + Death's Dance bleed, and Purge the back-line carry (the squishy damage dealer positioned at the back of the team) through their front-line. Force objective fights (Drake, Rift Herald, Baron) here.

Common mistakes

  • W'ing (using Purge) at max range without confirming the slow first. Purge has a 490-unit range and Urgot slows himself during the cast. Without Q (Corrosive Charge) slow, they walk out of W range in 1-2 seconds and you've wasted the entire cooldown. Always: Q first, see the slow on the enemy, then W.
  • E'ing (using Disdain) onto the wave. E stuns only champions; on minions it just dashes through, and now your engage is on a 16-second cooldown at rank 1. Save E until you can hit a champion — usually after they use a key cooldown (their strongest ability, whose absence creates an opening), like Darius's E (Apprehend) pull.
  • R'ing a target above the execute threshold. R (Fear Beyond Death) only executes below ~25% HP. If you cast it at 60% HP, you've impaled them but they probably won't drop low enough during the channel, so the recast does nothing. Rule: only press R when the target is at half HP or lower.
  • Ignoring magic resist when the enemy scales into AP. Once an enemy carry hits a 2-item AP spike (e.g. Syndra with Luden's Echo Luden's Echo + Sorcerer's Shoes Sorcerer's Shoes), Urgot melts in 1-2 seconds without MR. Buy Maw of Malmortius Maw of Malmortius or Spirit Visage Spirit Visage the moment you see a second magic threat online.
  • Splitpushing without a recall plan. Urgot is one of the best solo pushers once Hullbreaker Hullbreaker's Skipper is chunking the tower, but his R saves you 1v1, not 1v3. If three enemies rotate to you and your team isn't taking Baron in trade, recall the moment a second enemy walks toward your lane. Don't die for a tier 1 tower.

Advanced tip

The R-Flash combo: cast Fear Beyond Death (R) on a target, then immediately Flash (the summoner spell that blinks you a short fixed distance) to reposition mid-channel. The R impale anchors the target to wherever you flash, and the AOE-fear ring on a successful execute lands on the new position — not where you cast from. This unlocks otherwise-impossible picks: R a carry from across a wall, Flash sideways onto their team, and the moment they drop below threshold the fear ring catches their whole back-line. The visual cue for the enemy is "Urgot disappeared" — they don't see the carry executed from a different angle, and three of their team eat the fear because they were standing where Urgot landed, not where he cast R.

Past patches

No previous versions available.

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