Apparently you can move and attack but you still get switched at the end of it. Frankly my Dear User Info: Meno8. Pretty sure it counts as a suppress in which case cleanse will not work. A QSS will work though.
User Info: aHappySacka. Clease stops all CC expect suppressions, and guess what Urgot's ult does, QSS does work though so don't listen to trolls that say otherwise.
You are now blinking and breathing manually. User Info: Voidgolem. Cleanse won't stop it. User Info: DoctorEggman. Urgot's suppress doesn't affect immune targets, but the position swap isn't a CC, and happens if urgot ends his full channel and isn't currently snared. Not even a morg shield will stop the swap. Does cause the thing to fail if he tries to start it up on a shielded target, though.
Annoying, that. User Info: Chrikke Voidgolem posted At level 1 I have health, which is a ton for a mid toon. Most of my opponents are somewhere around , so I have a huge advantage early.
I take Thundering Shuriken his Q skill first and focus on last hitting. At level 2 and 3 take one rank of your other skills to prep for your combo. Keep last hitting to get up a decent farm. Kennen is an excellent harasser. I take Electrical Surge at level 2 so that I can keep my mark count on my target as often as possible. Whenever I have the chance I like to Shuriken my opponent. The active has surprisingly good range and can be used any time a nearby target has a mark.
At level 3 you can start rolling with your combo. Without boots your opponent will have a hard time avoiding Lightning Rush. I try to get a stack or two on the target and then Lightning Rush in. The high early health pool allows me to soak a little minion damage and bring my opponents down to half health or so.
Once you have your opponent to half health you should be able to get an easy kill. Again, work up two marks on the target while you farm, regen some energy, build up your Electrical Surge passive and Lightning Rush in. Your stun procs extra energy again and with an auto attack you gain a mark, Shuriken will net you a mark, set your ignite and then auto attack the target down.
As they start to run away you should have plenty of energy for a quick Electrical Surge active for a second stun. This combo is your bread and butter until you have your ult. Obviously it relies on your ability to keep marks on your target, so get some practice, even on bots if you want. I follow that with Lightning Rush, again for cooldown reduction and because the damage scales better for the early game than Electrical Surge.
Obviously, you want to take your ultimate as often as possible and save consecutive ranks of Electrical Surge for the end of the game.
You should find it very easy to farm. I typically wait until I have g, which should be around level 5 or 6, before heading back to base to pick up Haunting Guise and my boots.
At 6 your ganking power only improves. Stack up a mark or two preferably two and Lightning Rush in. In this guide I will shamelessly plug my stream , give you cool descriptions of abilities that you probably already know the effect of, and Batista Bomb your teammate's ranked games with the one juggernaut that came out ranged.
And with its scaling off your AD as well as percent max health damage, it packs quite a punch to tanks and squishies alike. The spell coding of this ability is what makes Ravenous Hunter a viable and sensible option on Urgot. This ability is still maxed second even though its importance has been drastically reduced due to the recent changes. Max this first and don't ever look back, permanently attacking at 3 times a second is worth an obscene amount of gold.
At level 1 it surpasses the attack speed cap and lets you attack a whopping 3 times a second, which passes the attack speed cap of 2 times a second.
However this doesn't come cheap. Now I specify base movement speed because this cannot be avoided, this means that items that give you percent increased movement speed such as Trinity Force will give you a scaling movement speed from your lowered movement speed as debuffed from your Purge.
Also as this is a base movement speed reduction, Boots of Swiftness will not mitigate it and should never be purchased on this champion. This is a double edged sword as sometimes you want to clear minions as when you are sieging the opposition under tower you don't want to aggro tower or an issue when your opponent places a Control Ward next to you and you lose 4 attacks worth of damage to a Ward. You can control to an extend the targeting of your Purge by landing any ability on the Champion that you would like to target, however you cannot explicitly target Ward s, Monster s, Minions s.
Keep in mind the mark put on by other abilities expires and must be reapplied by attacks from Purge specifically. On a finer point of Purge , as it is a change to an auto attack, it is an auto attack reset. So if you are chasing someone or engaging, make sure to get in your first auto attack before activating Purge so you can get full damage off. Also if someone is about to get away or your ult is about to go out and you need a smidge of damage, consider taking off W to get full auto damage to get the job done.
Generally a last resort, but good to keep in mind nonetheless. In regards to hitting tower with Purge , if you are not level 9 yet then just Purge the tower on cooldown, but if you are, there is a faster way to take it down. Since Purge is an auto attack reset, you can drastically increase your damage by allowing yourself to do a traditional auto attack every 2 shots. So Auto into 2 ticks of Purge , rinse and repeat. If you do this you will find yourself taking down towers and plates much faster.
Urgot 's Disdain is a channeled dash that takes. I mean literally any terrain. If there is a pebble on the ground, this dreadnought of a champion is gonna have to take the Dora the Explorer option and go around. Base movement speed of this champion is very slow so if running away or closing a gap, using your E is generally a good idea since. However if at any point in the Disdain dash a champion is hit, Urgot will stop moving, pick up the enemy, and flip them over while stunning them for.
Tenacity is sneaky and everywhere, and just a smidge of it makes only one of these feasible. Generally Disdain should be saved to escape, kill pressure, or interrupting a channel, dash, or enemy flip. You can interrupt an enemy flip by pressing your E key assuming you smart cast as soon as you are going to be flipped to create something called a buffer. Buffering an ability can let you use it through any CC and in any condition. Its important here to note that when I say Disdain has the highest priority out of any ability in the game, I really mean it.
ALSO: Disdain is a movement ability classified as a dash, while this seems obvious, this means you can flash during the start of Disdain 's windup to increase the distance and catch players by surpise.
Also your Disdain gives a shield now which is pretty cool, less buttons to press when you engage or run away and you don't have to slow yourself to activate shield anymore.
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