Innate:Urgot's six legs each conceal a shotgun that covers an arc, together forming a full circle of cover around him. Each shotgun has one shell and an individual reload timer which is affected by cooldown reduction.
The next basic attack in the direction of a loaded shotgun causes it to fire, dealing 40 - 100 (based on level)% AD(+ 4.5 / 5.25 / 6 / 7 / 8% of target's maximum health) physical damage to all enemies hit within, up to 25 - 365 (based on level) against monsters.
Echoing Flames deals 10% reduced damage to enemies recently damaged in the last 5 seconds, stacking up to 3 times.
Echoing Flames will not trigger versus targets that prevent incoming attack effects, such as wards and Tentacles.
Urgot's legs never change in orientation, with his body instead rotating on top of them - i.e. the leg that faces north will always face north. This does not affect Urgot's facing direction for the purposes of abilities such as Petrifying Gaze.
Urgot's attack target is still damaged by the triggering attack.
First Cast:Urgot fires a chem-drill forward that impales the first enemy champion struck, dealing physical damage, leashing them for 3 seconds and slowing them by 0% - 75% (based on target's missing health).
Physical Damage: 50 / 175 / 300 (+ 50% AD)
If the target is below 25% of their maximum health, Fear Beyond Death can be re-activated, and automatically does so after 3 seconds if the target is within the threshold.
Second Cast:Urgot begins channeling as he launches chains at the target, suppressing them on impact and reeling them in over X seconds, during which they are untargetable by other effects.
The channel can only be interrupted by Urgot's death. If the channel is successful, the target is executed and surrounding enemies are terrified for 1.5 seconds.
The second cast's chains is classified as a projectile and a spell hit, meaning it can be blocked by projectile-blockers and spell shields as with any ability to negate the second portion of the effect.
Becoming untargetable will also dodge the second portion of the effect.
Note that if Braum'sUnbreakable blocks the projectile, he will be pulled and executed instead.
Despite the tooltip, the suppression can be countered by the usual means, for example: Quicksilver Sash or Remove Scurvy will remove the second effect, and crowd control immune targets will resist it entirely.
PENDING FOR TEST Does removing the suppression break the tether? Or, like Malzahar, does the effect remaing active for a finite duration and Urgot will still grind the target if they voluntarily move toward him even after removing the suppression.
Reactivating the ability early will reel the target as soon as they reach the 25% maximum health threshold.
The target will die regardless of their current health once the second cast's chains hit, even if they are healed by Wish (which can affect untargetable allies) or have a shield that persists the duration of the channel that places them above the health threshold.
If the target has invulnerability that persists the duration of the channel, it will protect them from the execution - e.g. Undying Rage, which can be activated during the suppression.