The information below will help you get familiar with the game on the Solo Baron Line URGOT. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword +12 Attack Damage
500
Black Cleaver
Physical Damage reduces Armor +400 Max Health
+40 Attack Damage
+20 Ability Haste
Sunder: Dealing physical damage to a champion reduces their Armor by 6% for 6 seconds, stacking 4 times for 24% reduction.
Rage: Gain 20 Movement Speed when you deal physical damage, and gain 40 Move Speed when moving toward enemy champions with 4 Sunder stacks. Ranged champions gain halved values. 3000
Black Cleaver TIPS: This item is perfect for champions who deal physical damage and need to fight tanky opponents. The "Sunder" effect reduces the enemy’s armor when dealing physical damage, making it effective at shredding through tanks with high resistance. The movement speed bonus, activated when dealing physical damage, helps maintain mobility on the battlefield. It's a great choice for fighters and junglers who can quickly apply multiple stacks of the item’s passive, reducing the enemy's armor and increasing the overall damage dealt.
Plated Steelcaps
Reduces Physical Damage +150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Plated Steelcaps TIPS: These boots are perfect for champions who need protection against physical damage and extra durability. They provide bonuses to health, regeneration, and armor, along with increased movement speed. The “Block” passive reduces incoming physical damage, helping you stay in fights longer and fulfill your frontline role. Especially useful for tanks, fighters, and supports who often absorb basic attacks and physical damage from enemies.
Heartsteel
Increase Maximum Health +700 Max Health
+150% Health Regen
+20 Ability Haste
Colossal Consumption: While within 700 units of an enemy champion, charges for 2.5 seconds before dealing a huge strike against the enemy champion. This charged attack deals bonus physical damage equal to 140 + 3.5% of maximum Health, and grants maximum Health equal to 15% of the damage dealt. The charge for each target has a 20 second cooldown. 3000
Heartsteel TIPS: This item is perfect for tanks and bruisers who want to combine maximum survivability with massive burst damage against enemy champions. It provides a huge health pool, enhanced out-of-combat regeneration, and ability haste. The “Colossal Consumption” passive requires a 2.5-second charge when near an enemy champion, after which your next strike deals significant bonus physical damage based on your max health and grants you 15% of the damage dealt as bonus health. This allows you to both absorb damage and heal during skirmishes, making the item an excellent choice for extended fights and closing out teamfights. Excellent synergy with Spirit Visage: the healing amplification and regeneration boost from Spirit Visage further enhance the health restoration from this item’s passive, providing incredible survivability and sustain in combat.
Plated Steelcaps
Reduces Physical Damage +150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Plated Steelcaps TIPS: These boots are perfect for champions who need protection against physical damage and extra durability. They provide bonuses to health, regeneration, and armor, along with increased movement speed. The “Block” passive reduces incoming physical damage, helping you stay in fights longer and fulfill your frontline role. Especially useful for tanks, fighters, and supports who often absorb basic attacks and physical damage from enemies.
Mercury's Treads
Reduces Magic Damage +200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.
Dissolve: Reduces magic damage taken by 7-12% ().
1350
Mercury's Treads TIPS: These boots are perfect for champions who need protection against magic damage and crowd control. They grant bonuses to health, regeneration, and magic resistance, along with increased movement speed. The “Dissolve” passive further reduces incoming magic damage, helping you survive against teams heavy in AP damage. Especially useful for tanks, fighters, and supports who often face crowd control and magic damage sources.
Stoneplate Enchant
Shield
Stoneplate (Active): Gain a shield that absorbs 28% of your max Health. The shield decays over 4 seconds. (60s Cooldown) Fore every enemy nearby, gain an additional shield that absorbs damage equal to 10% of max Health, capped at 3 shields. Damage dealt is reduced by 40% for 4 seconds. If the shield breaks early, damage reduction will end. 500
Stoneplate Enchant TIPS: This enchant grants you a substantial shield based on your max health, growing stronger for each nearby enemy, and significantly reduces incoming damage while active. Perfect for tanks looking to initiate fights and absorb heavy damage in the midst of multiple foes.
Teleport Enchant
Teleport across the map
Teleport (Active): After channeling for 3.5 seconds, teleport your champion to an allied champion, structure, or ward. (180s Cooldown) 800
Teleport Enchant TIPS: This enchant lets you channel for 3.5 seconds to teleport to an allied champion, structure, or ward, enabling surprise ganks or saves. Perfect for solo laners to rapidly return to lane, execute unexpected plays, and control key areas of the map.
Black Cleaver
Physical Damage reduces Armor +400 Max Health
+40 Attack Damage
+20 Ability Haste
Sunder: Dealing physical damage to a champion reduces their Armor by 6% for 6 seconds, stacking 4 times for 24% reduction.
Rage: Gain 20 Movement Speed when you deal physical damage, and gain 40 Move Speed when moving toward enemy champions with 4 Sunder stacks. Ranged champions gain halved values. 3000
Black Cleaver TIPS: This item is perfect for champions who deal physical damage and need to fight tanky opponents. The "Sunder" effect reduces the enemy’s armor when dealing physical damage, making it effective at shredding through tanks with high resistance. The movement speed bonus, activated when dealing physical damage, helps maintain mobility on the battlefield. It's a great choice for fighters and junglers who can quickly apply multiple stacks of the item’s passive, reducing the enemy's armor and increasing the overall damage dealt.
Plated Steelcaps
Reduces Physical Damage +150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Plated Steelcaps TIPS: These boots are perfect for champions who need protection against physical damage and extra durability. They provide bonuses to health, regeneration, and armor, along with increased movement speed. The “Block” passive reduces incoming physical damage, helping you stay in fights longer and fulfill your frontline role. Especially useful for tanks, fighters, and supports who often absorb basic attacks and physical damage from enemies.
Heartsteel
Increase Maximum Health +700 Max Health
+150% Health Regen
+20 Ability Haste
Colossal Consumption: While within 700 units of an enemy champion, charges for 2.5 seconds before dealing a huge strike against the enemy champion. This charged attack deals bonus physical damage equal to 140 + 3.5% of maximum Health, and grants maximum Health equal to 15% of the damage dealt. The charge for each target has a 20 second cooldown. 3000
Heartsteel TIPS: This item is perfect for tanks and bruisers who want to combine maximum survivability with massive burst damage against enemy champions. It provides a huge health pool, enhanced out-of-combat regeneration, and ability haste. The “Colossal Consumption” passive requires a 2.5-second charge when near an enemy champion, after which your next strike deals significant bonus physical damage based on your max health and grants you 15% of the damage dealt as bonus health. This allows you to both absorb damage and heal during skirmishes, making the item an excellent choice for extended fights and closing out teamfights. Excellent synergy with Spirit Visage: the healing amplification and regeneration boost from Spirit Visage further enhance the health restoration from this item’s passive, providing incredible survivability and sustain in combat.
Titanic Hydra
Attacks deal bonus damage in a area +450 Max Health
Colossus: Gain AD equal to 15 + 2.5% bonus
.
Cleave: Every 1.75 second(s), your next attack deals bonus physical damage equal to 25 + 3% bonus (also applies to turrets), creating a shockwave that deals physical damage equal to 80 + 10% bonus
to enemies behind the target. Ranged champions deal 75% of the damage.
3000
Titanic Hydra TIPS: This item is perfect for champions who are involved in frequent skirmishes and rely on physical damage and survivability. It provides bonuses to maximum health and attack damage, increasing your damage based on your health. The "Cleave" effect allows you to deal bonus physical damage with each attack, creating a shockwave that deals damage to enemies behind the target, making it effective for both dueling and turret damage. This item is especially useful for champions who engage in frequent skirmishes and can take advantage of the bonus damage to hit multiple targets.
Sterak's Gage
Taking damage triggers a shield +400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds. 3200
Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.
Amaranth's Twinguard
In-combat durability +60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Sterak's Gage
Taking damage triggers a shield +400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds. 3200
Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.
Thornmail
Reflects damage and reduces enemy healing +200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health
magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2700
Thornmail TIPS: This item provides a large boost to health and armor, and its “Thorns” passive reflects magic damage when hit by basic attacks, applying Grievous Wounds to reduce enemy healing. It’s ideal against multiple auto-attack or strong heal champions, and helps you soak damage for your team. Pick this up when the enemy team has many auto-attack reliant champions (e.g., Yasuo, Tryndamere, Jinx) or heavy healing (e.g., Soraka, Vladimir, Samira), and you need to absorb incoming damage.
Sterak's Gage
Taking damage triggers a shield +400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds. 3200
Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.
Spirit Visage
Increases healing and shielding received +350 Max Health
+100% Health Regen
+50 Magic Resistance
+20 Ability Haste
Blessed: Increases all healing, regen, drain effects and shields on yourself by 30%. 2800
Spirit Visage TIPS: This item greatly boosts your health, regeneration, magic resistance, and ability haste. Its “Blessed” passive amplifies all healing, regen, drain effects, and shields on you by 30%, allowing you to recover more quickly in fights. It’s an excellent choice against champions who deal sustained magic damage, like Vladimir and Swain, as well as burst mages like Syndra or Veigar, helping you survive initial bursts and heal up rapidly.
Sterak's Gage
Taking damage triggers a shield +400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds. 3200
Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.
Chempunk Chainsword
Reduces enemy healing +250 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2800
Chempunk Chainsword TIPS: This item is perfect for champions who face enemies with high sustain, such as Dr. Mundo, Soraka, and Yuumi, who have significant healing abilities. The "Punishment" effect applies Grievous Wounds, reducing the effectiveness of healing and regeneration by 50%, making this item effective against champions who rely on healing. It’s also useful against champions who rely on lifesteal, such as Aatrox, Darius, and Fiora, as it helps reduce the effectiveness of their healing.
Amaranth's Twinguard
In-combat durability +60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Guardian Angel
Revives at death +40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 30% Mana after 4 seconds of stasis. (210s Cooldown) 3400
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Empowerment
Burst, Damage Amplification
Hitting an enemy champion with 3 consecutive attacks deals bonus adaptive damage and makes them Vulnerable, increasing all damage they take by 9% for 6 second(s). Once Vulnerable, your attacks to the target deal bonus true damage.
When Vulnerability ends, the target goes into Vulnerability cooldown for 4 second(s).
Adaptive Damage: 40-180 ()
True Damage: 8-24 ()
Brutal
On-hit Damage
Basic attacks deal 7-21 bonus adaptive damage on-hit against champions.
Giant Slayer
Takedown high health champions
Deal bonus damage based on the enemy champion’s bonus health, up to 16% bonus damage when the enemy champion has 1600 bonus health.
Legend: Tenacity
Tenacity, Slow Resist
Gains 3% Tenacity and 3% Slow Resist. Takedown monsters, enemy champions, or minions to gain up to an additional 15% Tenacity and 20% Slow Resist.
Bone Plating
Block Combo-damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.
Cooldown: 30s
(Q) CORROSIVE CHARGE
9.5/9/8.5/8s
70
Fires an explosive charge that deals 110 physical damage (25/85/145/205 + 70% ) and slows by 45/50/55/60% for 1.25 seconds.
(W) PURGE
12/8/4/0.5s
30/20/10/0
Shoots the nearest enemy rapidly for 4 seconds, dealing 18 physical damage (6 + 20/25/30/35% ) and applying on-hits at 70% effectiveness. During this time Urgot's Movement Speed is reduced by 125/110/95/80 and he gains 40% Slow Resist.
Dealing a minimum of 50 damage to minions and monsters, prioritizes the champion hit most recently by Urgot's abilities. At max rank, Purge gains infinite duration.Re-cast: Ends Purge.
(E) DISDAIN
14/13/12/11s
60/70/80/90
Gain a shield that absorbs 70 damage (70/100/130/160 + 150% + 15% bonus
) for 4 seconds and charges forward, dealing 90 physical damage (90/130/170/210 + 100% bonus
) and stunning them for 1.5 seconds. Flings the first enemy champion over him and knock non-champions aside.
(R) FEAR BEYOND DEATH
60/55/50s
Fires a chem-drill that deals 100 physical damage (100/225/350 + 70% bonus ) to the fist champion hit and impales them for 4 seconds, slowing them by up to 75% based on their missing health.
Re-cast: If the impaled target falls below 25% Health, Urgot channels for 1.5 seconds while he reels in and executes them. Upon an execution, nearby enemies are feared for 1.5 seconds.
Fear Beyond Death is automatically re-cast if the enemy is below the threshold at the end of the duration.
We have prepared lists of champions that can really annoy you during a match with the game on the Solo Baron URGOT. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Solo Baron URGOT in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces Physical Damage +150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Plated Steelcaps TIPS: These boots are perfect for champions who need protection against physical damage and extra durability. They provide bonuses to health, regeneration, and armor, along with increased movement speed. The “Block” passive reduces incoming physical damage, helping you stay in fights longer and fulfill your frontline role. Especially useful for tanks, fighters, and supports who often absorb basic attacks and physical damage from enemies.
Guardian Angel
Revives at death +40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 30% Mana after 4 seconds of stasis. (210s Cooldown) 3400
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Randuin's Omen
Attack to heal from enemy Critical Strikes +400 Max Health
+75 Armor
Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health.
2800
Randuin's Omen TIPS: Randuin's Omen Attack to heal from enemy Critical Strikes +400 Max Health +75 Armor Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health. 2800 Randuin's Omen TIPS: Pick the item if enemy team has a lot of physical damage, you need increased armor and you want to get an additional bonus to movement speed and resistance to slowdowns.. Effective against champions who deal consistent crit based damage like Jinx, Yasuo or Tryndamere.
Thornmail
Reflects damage and reduces enemy healing +200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health
magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2700
Thornmail TIPS: This item provides a large boost to health and armor, and its “Thorns” passive reflects magic damage when hit by basic attacks, applying Grievous Wounds to reduce enemy healing. It’s ideal against multiple auto-attack or strong heal champions, and helps you soak damage for your team. Pick this up when the enemy team has many auto-attack reliant champions (e.g., Yasuo, Tryndamere, Jinx) or heavy healing (e.g., Soraka, Vladimir, Samira), and you need to absorb incoming damage.
Iceborn Gauntlet
Attacks create a slowing field +250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD + 25% Bonus Armor
) in an area. It also creates an icy field for 2 seconds that slows enemies inside by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures. 3100
Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.
Dead Man's Plate
Increases Movement Speed +250 Max Health
+50 Armor
Relentless: +5% Move Speed.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 50% for 1 second. 2800
Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.
Frozen Heart
Reduces all nearby enemies Attack Speed +80 Armor
+200 Max Mana
+25 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks. 2700
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Divine Sunderer
Anti-Health attacks +425 Max Health
+25 Attack Damage
+25 Ability Haste
Spellblade: After using an ability, your next basic attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage on-hit, with a minimum damage equal to 125% base AD and a maximum damage against monsters equal to 225% base AD.
If the target is a champion, heal for (6% melee / 2.5% ranged) of the target's maximum health and a minimum heal equal to (90% melee / 50% ranged) base AD (1.5 second cooldown, begins after using the empowered attack).
Limitations: Limited to 1 sheen item. 3400
Divine Sunderer TIPS: This item is perfect for champions who actively use their abilities and auto-attacks to deal damage, such as fighters. It provides bonuses to maximum health, attack damage, and ability haste, helping to improve survivability and increase damage. The "Spellblade" effect allows you to deal bonus physical damage based on the target’s maximum health after using an ability, and also heal when attacking enemy champions. This item helps you deal damage and sustain in fights, making it especially useful for extended engagements.
Liandry's Torment
Abilities deal bonus damage +250 Max Health
+75 Ability Power
+7% Magic Penetration
Torment: Damaging abilities or empowered attacks deal 20 + 0.5%+ 0.4% of enemy's max Health as bonus magic damage over 3 seconds.
3000
Liandry's Torment TIPS: This item is perfect for mages who are up against tanks or champions with large health pools. It provides bonuses to maximum health, ability power, and magic penetration, enhancing your abilities and allowing you to deal damage to enemies with high health. The "Torment" effect deals bonus magic damage based on the enemy’s maximum health, making it an excellent choice against tanks and high-health champions. This item is especially useful when the enemy team consists of multiple tank champions, as it allows you to effectively deal damage even to high-survivability heroes.
Blade of the Ruined King
Attacks deal bonus damage +25 Attack Damage
+35% Attack Speed
Thirst:+10% Physical Vamp.
Ruined Strikes: Attacks deal bonus physical damage equal to 6% of the enemy's current Health
on-hit. (Melee attacks deal 9%). Minion damage: 15. Max damage vs monsters: 60.
Drain: Hitting a champion with 3 attacks or abilities deals 30-100 bonus magic damage and steals 25% of their Move Speed for 2 seconds. (60s Cooldown)
3000
Blade of the Ruined King TIPS: This item is a great source of sustain with its lifesteal, but it is mostly picked for its ability to cut through tanks or champions who heavily stack health, like Dr. Mundo. "Ruined Strikes" deals bonus physical damage based on the enemy's current health, which helps break through high health pools. The "Drain" effect reduces the enemy's movement speed, deals bonus magic damage, and steals part of their speed, making it useful for maneuvering in fights and reducing the mobility of enemies.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown) 1000
Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.
Quicksilver Enchant
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.75 seconds.
Perseverance (Passive): After the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects. 800
Quicksilver Enchant TIPS: This enchant cleanses all crowd control effects, grants brief CC immunity, then boosts your tenacity and slow resist. Perfect for champions who need to quickly purge control to stay in the fight.
Edge of Night
Blocks an enemy ability +250 Max Health
+50 Attack Damage
Gouge: +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown) 3150
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Crown of the Shattered Queen
Blocks an enemy ability +60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
3000
Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
Urgot's attacks and Purge periodically trigger blasts from his leg cannons, dealing 29 (50/65/80/95% ) + 3/4/5/6% (increase at level 1/5/9/13) of the target's max health as physical damage. (15/8/4/2s (
) cooldown per leg).
Deals 100 () max damage against monsters.
12/8/4/0.5s
30/20/10/0
Shoots the nearest enemy rapidly for 4 seconds, dealing 18 physical damage (6 + 20/25/30/35% ) and applying on-hits at 70% effectiveness. During this time Urgot's Movement Speed is reduced by 125/110/95/80 and he gains 40% Slow Resist.
Dealing a minimum of 50 damage to minions and monsters, prioritizes the champion hit most recently by Urgot's abilities. At max rank, Purge gains infinite duration.Re-cast: Ends Purge.
14/13/12/11s
60/70/80/90
Gain a shield that absorbs 70 damage (70/100/130/160 + 150% + 15% bonus
) for 4 seconds and charges forward, dealing 90 physical damage (90/130/170/210 + 100% bonus
) and stunning them for 1.5 seconds. Flings the first enemy champion over him and knock non-champions aside.
60/55/50s
Fires a chem-drill that deals 100 physical damage (100/225/350 + 70% bonus ) to the fist champion hit and impales them for 4 seconds, slowing them by up to 75% based on their missing health.
Re-cast: If the impaled target falls below 25% Health, Urgot channels for 1.5 seconds while he reels in and executes them. Upon an execution, nearby enemies are feared for 1.5 seconds.
Fear Beyond Death is automatically re-cast if the enemy is below the threshold at the end of the duration.
Use this combo to All-In an enemy then apply a fear to a group of enemies in a teamfight.
(E) DISDAIN towards your target, immediately (Q) CORROSIVE CHARGE and (R1) FEAR BEYOND DEATH while they are stunned. You can skip (Q) here if the target has tenacity as the priority is always hitting your (R). From there, activate (W) PURGE and position yourself to damage them with your passive leg cannons. Once their health is low enough to execute, reactivate (R2) and FLASH into the enemy team to fear them. Continue the teamfight by focusing on another high-priority target with your abilities once they are off-cooldown.
Once a powerful Noxian headsman, Urgot was betrayed by the empire for which he had killed so many. Bound in iron chains, he was forced to learn the true meaning of strength in the Dredge—a prison mine deep beneath Zaun. Emerging in a disaster that spread chaos throughout the city, he now casts an imposing shadow over its criminal underworld. Raising his victims on the very chains that once enslaved him, he will purge his new home of the unworthy, making it a crucible of pain.