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.
The next basic attack in the direction and range of a loaded shotgun causes it to fire, instantly dealing 40% − 100% (based on level) AD(+ 2 / 3 / 4 / 6 / 8% of target's maximum health)physical damage to enemies in a cone, up to 60 − 360 (based on level) against monsters.
Echoing Flames deals 10% reduced damage to enemies it has damaged in the last 5 seconds, stacking up to 3 times.
Echoing Flames triggers when the basic attack hits:
When basic attacking certain units (e.g Shaco'sJack in the Box), Echoing Flames does not trigger, however it will trigger when attacking them with Purge.
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.
During this time he autonomously basic attacks the nearest enemy at 3.0 attack speed, prioritizing enemy champions marked for Purging, refreshing the mark with every attack. He can keep attacking without interrupting his movement but his base movement speed is reduced by 125.
Attacks deal modified damage, down to a minimum of 50 damage against minions, with only 33.3% on-hit damage and cannot critically strike.
12 (+ 20 / 24 / 28 / 32 / 36% AD)
After 0.5 seconds, Urgot can reactivate Purge to end all effects, except any remaining shield.
Purge can be cast during other abilities.
If continuously attacking without interrupting or canceling the cast, Urgot will shoot 13 attacks.
The bolts are considered basic attacks and thus apply life steal. The lifesteal is applied at full efficiency.
First Cast:Urgot fires a chem-drill forward that impales the first enemy champion struck, dealing physical damage, leashing them for 4 seconds and slowing them by 0% − 75% (based on target's missing health).
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 4 seconds if the target is within the threshold.
Second Cast:Urgot begins channeling as he launches chains at the target, suppressing them and pushing them up to 1000 units away, after which they're reeled in over 1.5 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, also slowing them by 75%.
Urgot can move while channeling and while executing his target.
Reactivating the ability early will reel the target as soon as they reach the 25% maximum health threshold.
The ability will reactivate and execute regardless of Urgot being crowd controlled or not, including self- or enemy-imposed stasis.
The second cast's chains are classified as projectile.
The enemy becoming untargetable will prevent the chains from connecting and affecting them.
When the chains start reeling in and suppressing a player's champion, chains will also cover the sides of their screen.
Reeling in a decoy will cause the VFX to display on the controlling player's screen, despite their champion not being directly affected.
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.
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.
To ensure death, the execution first deals 100% current health as true damage, then, if the target is still alive, increases by additional cycles of true damage in powers of ten from 10 up to 10^6, for a maximum damage of 1.111.110.
Only the target's current health will count as Urgot's damage in post-game statistics and spell vamp healing.
A target with at least 1,111,111 shield would survive this damage, with its remaining HP depending only on the excess of its shielding.