Urgot Wild Rift champion guide - Baron Lane

Baron Lane · Wild Rift Guide

Urgot Baron Lane

Urgot Baron Lane Guide

Updated for Patch 7.3E
A Tier

Urgot Baron Lane Wild Rift overview and best build snapshot

How to play

  • Move around your opponent while attacking Each leg fires a damaging blast when you attack in its direction, then needs time to recover. Circle the enemy to keep using legs that are ready.

  • Use your flip when you can follow up Your 3rd ability dashes forward and flips the first champion hit behind you. Use it when you can keep attacking without charging into the rest of their team.

  • Save your ultimate for a weakened target Pull them in when the execute becomes available, and stay near other enemies to threaten the fear.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Punishing sustained trades: the shotgun-leg rhythm grinds down melee laners who contest the wave.
  • His execute flips entire fights, deleting a low target and fearing everyone nearby.
  • Tanky damage dealer who flips divers with E (3rd), making him miserable to engage on.

Weaknesses

  • Slow and easily kited, with one dash that doubles as his only escape.
  • Short range for a ranged champion: disciplined spacing denies most of his damage.
  • Expensive early: mana costs and long cooldowns punish a wasted rotation.
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Urgot Baron Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Urgot Baron Lane, including items, runes, summoner spells, and skill order.

STARTING ITEM

Ruby Crystal

Early health. His shotgun legs already deal a percentage of the target's max health rather than scaling off his own stats.

BOOTS

Armored Advance

Armor and health, which let him hold the front of a lane he wins by absorbing trades and firing back.

CORE BUILD

Heartsteel

Stacks permanent health from trades, which is the durability his slow close-range pattern needs.

Titanic Hydra

Turns his stacked health into cleave, which suits a champion whose legs already fire at everything around him.

Black Cleaver

His legs hit the same target repeatedly, so the armor shred reaches full stacks almost immediately.

Mantle of the Twelfth Hour

The lifeline gives bonus max health when he drops low, which matters because his execute requires him to still be standing.

Amaranth's Twinguard

Build this when you are fighting at close range surrounded and need both armor and magic resist.

SITUATIONAL ITEMS

Thornmail

Build this when Urgot needs armor and anti-heal. Entwine applies Grievous Wounds from his own damage as well as enemy attacks, so Purge (2nd) and Echoing Flames (Passive) keep it on the champion he is circling.

Chainlaced Crushers

Boot swap against heavy magic damage and crowd control. Tenacity lets Urgot resume circling with Purge (2nd) before the target escapes his shotgun knees and ultimate range.

Gargoyle Stoneplate

The shield scales with maximum health and grows for each nearby enemy champion, covering the moment his ultimate channel leaves him standing still.

Force of Nature

Build this when the enemy team has two or more AP champions. The move speed also helps a slow, short-ranged champion close.

Randuin's Omen

Build this when the enemy team has multiple crit champions. Urgot fights at short range while Purge (2nd) keeps firing, so crit reduction lets him stay close enough to reach the ultimate execute threshold.

Mercurial Scimitar

Build this when a root or stun keeps Urgot outside Purge (2nd) and ultimate range. Cleansing it lets him circle the target for more shotgun knees and reach the execute threshold.

Unending Despair

Replace Mantle of the Twelfth Hour when Urgot stays beside several melee enemies and wants repeated healing instead of one low-health recovery window. Health and mixed resistances support recurring nearby damage and healing. It pays off in extended melee fights, not when ranged enemies keep you outside its reach.

Kaenic Rookern

Replace Mantle of the Twelfth Hour when magic poke or opening burst threatens Urgot before he reaches shotgun range. High Magic Resistance and a magic shield protect against AP poke or opening burst. The shield needs time without taking magic damage to return.

Death's Dance

Replace Mantle of the Twelfth Hour when Urgot is ahead and can secure takedowns; its damage storage is weaker for ranged champions, so prefer a dedicated tank item when behind. Armor and delayed physical and magic damage buy time; a champion you recently damaged must die to clear the stored damage and trigger its heal.

RUNES

KEYSTONE

Empowerment

His trades are burst windows created by his dash and leg cooldowns rather than a long ramp.

PRIMARY

Unshakeable

His damage requires standing at close range surrounded, which is when this gives the most.

Second Wind

He trades at a range where poke reaches him, and this refunds what those exchanges cost.

Overgrowth

He walks people down rather than escaping, and the pool is what makes that approach survivable.

SECONDARY

Brutal

Bonus damage on every autoattack, which sharpens the shotgun legs doing most of his laning work.

SITUATIONAL RUNES

Perseverance

Take this over Overgrowth when crowd control is a bigger threat than long-term health. Its tenacity shortens most disables and grants temporary defenses while immobilized. The shorter disable lets Urgot resume Purge (2nd) and circle for shotgun knees before the target leaves execute range.

Bone Plating

Take this when the enemy answers his trades with one committed all-in rather than steady poke.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. His dash is short and slow, so Flash is how he lands his ultimate on someone stepping away from it.

Ignite

Ignite

Take this for early kill pressure in the solo lane, since one kill is usually enough to start snowballing it. The Grievous Wounds also makes it strong into champions with a lot of healing.

SITUATIONAL SPELLS

Teleport

Teleport

Take this over Ignite when the lane is hard early. He is strong once his items land, so keeping farm matters more.

SKILL ORDER

Skill Priority Order

  1. 1
    W Ability
    2nd Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    Q Ability
    1st Ability
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Urgot Baron Lane Wild Rift matchups and counters

Wild Rift matchup guide for Urgot Baron Lane, covering favorable lanes and difficult counters to prepare for in ranked.

Urgot Baron Lane Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Urgot Baron Lane, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Keep the wave on a side that lets you circle through shotgun legs without stepping into a gank. Slow and mark with Corrosive Charge (1st), use Purge (2nd) while moving around the target, and disengage after the nearby legs are spent rather than continuing a weak trade. Cast Purge (2nd) during Disdain's (3rd) dash when committing so the flipped champion is already marked and prioritized on landing. At level 5, Fear Beyond Death (Ult) leashes for four seconds and can execute only after the target falls below 25% health, so land it early enough to create pressure without assuming the threshold is already met.

Mid / Late Game

Levels 9+
Your first item and execute threat make narrow river fights much easier to control. Crash the wave before Herald, arrive with several shotgun legs ready, and stand where the enemy must cross your Purge (2nd) range to contest. Look for a Disdain (3rd) flip on a reachable target, then cast Fear Beyond Death (Ult) before they retreat beyond the leash. If your team chooses dragon instead, rotate only after fixing the Baron wave and avoid arriving through an unwarded route, since Urgot has no fast escape from a collapse. Position before Baron or Elder begins, because Urgot cannot quickly change sides of a fight. Cycle shotgun legs through the closest safe target, use Disdain (3rd) to interrupt a diver or punish someone entering your zone, and fire Fear Beyond Death (Ult) at a champion your team can push below the threshold. A tank can be the correct execute if the resulting fear reaches several carries. Avoid long chases after Purge (2nd) locks onto a marked target, and keep the fight inside the area your legs can cover.

Teamfights

5v5 Combat
Stand in front of your carries without walking beyond their damage. Circle through ready shotgun arcs, mark the focus target for Purge (2nd), and save Disdain (3rd) to shield and flip a diver or exposed carry. Hit Fear Beyond Death (Ult) before or as a useful target approaches 25% health. Once eligible, Mercy suppresses and makes the target untargetable during the pull, and a successful execution fears nearby enemies. Reposition toward the enemy backline before the execute completes when that fear can decide the fight.
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