@quantelol

πŸ¦€The Urgot Bible: https://nitter.cf/t.co/UpHCqPZjH1 πŸ¦€Best Urgot World, Challenger NA EUW KR πŸ¦€ Business: [email protected]

Joined January 2015
The Urgot Bible website has been finished! To celebrate I'll be giving away 10 FREE memberships, just Retweet and Like this post to enter! For $15/month, you get: - Complete Urgot Matchup Guide (simple and detailed version) for 100+ top lane matchups - Urgot Fundamentals course (runes, all items/builds, abilities, mechanics/combos with vids, how to carry, synergies, and more) - Exclusive YouTube seminars on educational Urgot and Top Lane concepts! New ones every week - Private Discord community (800+ members) to talk to me and other Urgot Bible members Check the link below or in my bio to join!
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This post getting a lot of hate so I wanted to clarify: The reason top lane sucks is because you can almost NEVER snowball your lane like a jungler can. Jungler/support will perma gank you, and top lane role quest exp is based off Kills, which you barely get. It is impossible to pressure top lane 1v1 in this season to the degree that the jungler can pressure and win the map On the other hand, junglers VERY OFTEN have 90%+KP, 10cs/m, and full objective stack when snowballing. You see this all the time in Challenger when one jungler gets ahead (and one always does), they just become lobby admin. Then, because of the jungle role allowing them to do all this, they are ALMOST ALWAYS the same level or only 0.5-1 level behind the most fed top, even though top's role quest is literally to make you over leveled. I admit I shouldn't have said "jungle is almost always same level as top." What I should have said is "jungle being behind 1 level on top lane is not a fair tradeoff for them controlling all 3 lanes while farming 10cs/m, stacking drags, and turbo snowballing themselves"
Junglers are almost ALWAYS the same level as the top laner, despite top lanes role quest. And it always feels like jungle can spend 60s+ sitting in my lane without farming and never get punished, but if im in a bad matchup my entire game is over
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Im somehow getting gaslit that jungle role is not OP It’s 2026 theres no way we dont believe jungle is by far the most piss broken role in the game esp compared to top lane
Junglers are almost ALWAYS the same level as the top laner, despite top lanes role quest. And it always feels like jungle can spend 60s+ sitting in my lane without farming and never get punished, but if im in a bad matchup my entire game is over
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If anything his chances should go up, everyone knows when you β€œquit” league you come back and try twice as hard
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Junglers are almost ALWAYS the same level as the top laner, despite top lanes role quest. And it always feels like jungle can spend 60s+ sitting in my lane without farming and never get punished, but if im in a bad matchup my entire game is over
Potent you're an incredible player, but this opinion is deeply flawed, clearly coming from a perspective that lacks ANY Soloq jungle knowledge "Best Runes": Not taking lane runes doesn't mean you always get best runes, but I agree having access to cashback / triple tonic is OP yes "Best Summoner Spell": Would you rather have Exhaust/Ignite or 40 true dmg 20% slow? Jungle pet completion is a nice bonus but this only comes around the ~14 minute mark, still you are not willingly taking smite over ANY combat SS "Most gold/items (due to runes)": This one doesn't even make sense. Yes you will take freeboots or cashback/triple tonic, gaining 600 gold at midgame does not automatically give you more gold than any other lane (laners can also take these runes sometimes). "Least Punishing": Jungle is one of the most punishing roles, if not the MOST PUNISHING. Laners mistakes may allow enemy laner to snowball, but generally speaking (unless you have a horrific matchup) you can bleed under tower, absorb pressure from dives and not solo lose the game unless you ego it. If you make mistakes in the jungle, it affects the entire map. If you have no prio lanes early, you cannot do anything. Once you fall behind, it's cutthroat in the jungle. Your camps aren't yours anymore. 4 or even 5 level leads are common in the jungle bc in the midgame it's so hard to comeback. This point confuses me more because it comes from a TOPLANER, who is ALWAYS higher level than jungle. I want you to think about your last 50 games, at what point was jungle ever higher level than you as a toplaner? Maybe 3 or 4 out of 50. Keep in mind, if jungle is ever higher level than top, that means they are up 3/4/5/6 levels on ENEMY JUNGLE bc jg doesn't get as many guaranteed resources as laners "Highest Agency": Correct, jungle has the highest agency in the game (can argue support too), but agency β‰  role strength Jungle will always have the most agency, you are not bound to a lane. Does agency matter when there is no plays on the map? Does agency matter when you have 2/3 losing lanes? Agency doesn't matter when Master+ players will be able to track all your plays (your first clear is warded 90% of the time). Efficient jungling means you are bound to your camp respawns, if you laners respect the timers when junglers can actually play (after fullclear), then a junglers game is boring. If a jungler plays while camps are up, any good enemy jungle can punish easily. "Decides objectives with smite": Most of the time objectives are decided by lane priority, unless it comes down to a smite flip, having smite is irrelevant. If you have 3 winning lanes and start drag, enemy jg will likely give anyway, having smite changes nothing "Doesn't have to learn matchup/champions as much as other roles": On the contrary, jungle has to learn the MOST matchups/champions than any other role - You must know your jungle matchup (pretty irrelevant most of the time, just get a resource lead) - You must know toplane + midlane + adc + sup matchups in order to understand how the game will likely play out (pathing too) You are not just laning as a jungler, you are fighting the entire enemy team all throughout the game. You must understand priority and especially nowadays, support playstyles and their roam timers 3 camp gank point: Vs junglers that can start raptors and can 3 camp, you have to respect that timer? Usually enemy raptors will be warded, and if it's not, you just have to assume that they could have a timer after Krugs. If you respect this timer, you won't get ganked, and if enemy jungler wastes time toplane when their botside is up, they will be punished hard. You think jungle is a lot stronger than it really is, so I challenge you: I will give you $2000 if you can outclimb me playing jungle (any champs) while I play Fiora toplane If jungle is that broken bro go prove it
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There's never been a bald world champion before. Don't do it Caps. You can still make history
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when i try to open league and the new heartsteel song just blasts me at 300% volume out of nowhere
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This was some very unfortunate branding
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Genuinely crazy that NA can produce such good domestic talent, but throws it all away so we can import T2 KR players every year
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I havent heard from jojo in a bit, how is his form rn? Otherwise this should be an easy KC win they have been smurfing
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Urgot build I've been running lately with a 70% wr to rank 36 NA Core Black Cleaver > Sterak's Gage rush, but don't buy anything else and just sit on the free boots 3/4/5 flex tank items, the best are Deadman's Plate, Kaenic Rookern, and Knight's Vow, and Randuins. Last item almost always GA, you can even skip upgrading boots till after 3rd too Knight's Vow is so sleeper OP if you have any sort of fed carry/bruiser, it functions as a Death's Dance but without the ranged penalty, and it's omega cheap at 2300g so you can always hit it in time for objectives I don't like Overlord's Bloodmail last unless fed and vs lots of melees, Urgot damage doesn't matter late. GA way better for making space This build spikes fast so you can always takeover teamfights with items AND levels, as well as being extremely quick with Approach Velocity. Top lane has minimal timers to impact the game rn, so being as strong as possible ASAP is crucial If they go Serpent's Fang, you can skip Steraks 2nd and go full tank, go Youmuu's/lethality, or just build it if you feel like the holder can be dealth with #makeurgotmelee
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if you're getting negative gains its just a skill issue i fear
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TheShy's form has been so questionable, feels like every year he flip flops from the GOAT top laner to just straight boosted, but you always want to believe in him just because of his insane his peaks were Which version of TheShy are we on now?
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quante retweeted
Replying to @RiotPhroxzon
please address time warp tonic
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this part worries me for Urgot ngl
Patch 26.19 Preview! This is the first of our 2 Worlds patches, with Worlds happening on 26.20! Support HP Regen - After Support roaming was nerfed in 26.16, pre grub spawn Support roaming is all the way back down again, especially in Pro Play which is what we were after - That said, Enchanters and Ranged supports are now dominating the meta again - So we're making some targeted adjustments to melee supports so that they are able to engage and withstand some poke, rather than get poked out and not be able to engage again - Overall, this isn't going to be a giant swing, but hopefully enough of a nudge up for Melee Supports that players think about dynamics of the lane a bit differently Top Role Quest - For quite a while now, in some regions, especially at higher skilled play, Top has been a decent amount weaker than Bot (who are the natural counterparts) - That said, Top in regular play is both very popular and very powerful, and we're not looking to change the dynamic very much (and also why we're not nerfing bot lane overall) - So we're giving a targeted adjustment to the more skill skewed aspect of Top lane, through the Teleport and upgraded Teleports from the Role Quest, which are typically used more effective in skilled play (where Top needs the help) - That should allow Top to exert its influence on the map more reliably, especially in split push scenarios Ranged Top Laners - We hear a lot of the complaints about Ranged Top laners and agree that when these champs get too powerful it leads to pretty degraded "low gameplay states". That said we do think it's reasonable for Ranged Top laners to be a thing you can play there viably, it just needs to be at the appropriate power level with the appropriate power curves - We don't feel comfortable taking a large swing here, especially before Worlds, but just wanted to let y'all know that we're working on some small changes to make it a bit more tolerable for melee champions - This will hopefully allow us to also buff some of the ranged champions that are normally played bot who were nerfed due to their top lane performance (eg. Vayne), but we won't be able to do this until this set of systems changes is released Simple Champions & Nasus - In the post the other day about simple champions, I mentioned that we think it's good to have simple champions be strong at all levels of play. Not all of them, but some - This can often be frustrating, especially when in moment to moment combat, their play patterns are very straightforward and feel lower counterplay if they can meet their success condition - Our philosophy is that if a simple champion is overpowered and causing frustration, then that might be a cause for nerf - However, if a champion is frustrating and simple, but not overpowered, if it doesn't have an unintended design flaw, we're likely to leave it as it is (eg. Viktor) - Viktor is strong in lane, but he's also easy to gank and weak in early skirmishes; we think this is a reasonable strength and weakness profile and also over the last few years we've taken (imo) too much power out of early game trading from many champions, which has caused laning phase to lose texture broadly across the game - Nasus however, has been strong according to this principle, even when accounting for his mastery curve and he has more sharp success conditions now with Q 4 stacks; in lanes where he can stack freely he becomes more of a threat, while in lanes where he's contested, he's easier to keep down - This often means when you run into Nasus in a good matchup, he's often scaled without much holistic counterplay for the team (only his lane opponent) - So while we think this shape of Nasus is broadly correct, it does warrant sitting at a slightly lower resting power level due to these considerations
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top lane buff finally HOLY
Patch 26.19 Preview! This is the first of our 2 Worlds patches, with Worlds happening on 26.20! Support HP Regen - After Support roaming was nerfed in 26.16, pre grub spawn Support roaming is all the way back down again, especially in Pro Play which is what we were after - That said, Enchanters and Ranged supports are now dominating the meta again - So we're making some targeted adjustments to melee supports so that they are able to engage and withstand some poke, rather than get poked out and not be able to engage again - Overall, this isn't going to be a giant swing, but hopefully enough of a nudge up for Melee Supports that players think about dynamics of the lane a bit differently Top Role Quest - For quite a while now, in some regions, especially at higher skilled play, Top has been a decent amount weaker than Bot (who are the natural counterparts) - That said, Top in regular play is both very popular and very powerful, and we're not looking to change the dynamic very much (and also why we're not nerfing bot lane overall) - So we're giving a targeted adjustment to the more skill skewed aspect of Top lane, through the Teleport and upgraded Teleports from the Role Quest, which are typically used more effective in skilled play (where Top needs the help) - That should allow Top to exert its influence on the map more reliably, especially in split push scenarios Ranged Top Laners - We hear a lot of the complaints about Ranged Top laners and agree that when these champs get too powerful it leads to pretty degraded "low gameplay states". That said we do think it's reasonable for Ranged Top laners to be a thing you can play there viably, it just needs to be at the appropriate power level with the appropriate power curves - We don't feel comfortable taking a large swing here, especially before Worlds, but just wanted to let y'all know that we're working on some small changes to make it a bit more tolerable for melee champions - This will hopefully allow us to also buff some of the ranged champions that are normally played bot who were nerfed due to their top lane performance (eg. Vayne), but we won't be able to do this until this set of systems changes is released Simple Champions & Nasus - In the post the other day about simple champions, I mentioned that we think it's good to have simple champions be strong at all levels of play. Not all of them, but some - This can often be frustrating, especially when in moment to moment combat, their play patterns are very straightforward and feel lower counterplay if they can meet their success condition - Our philosophy is that if a simple champion is overpowered and causing frustration, then that might be a cause for nerf - However, if a champion is frustrating and simple, but not overpowered, if it doesn't have an unintended design flaw, we're likely to leave it as it is (eg. Viktor) - Viktor is strong in lane, but he's also easy to gank and weak in early skirmishes; we think this is a reasonable strength and weakness profile and also over the last few years we've taken (imo) too much power out of early game trading from many champions, which has caused laning phase to lose texture broadly across the game - Nasus however, has been strong according to this principle, even when accounting for his mastery curve and he has more sharp success conditions now with Q 4 stacks; in lanes where he can stack freely he becomes more of a threat, while in lanes where he's contested, he's easier to keep down - This often means when you run into Nasus in a good matchup, he's often scaled without much holistic counterplay for the team (only his lane opponent) - So while we think this shape of Nasus is broadly correct, it does warrant sitting at a slightly lower resting power level due to these considerations
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- No meaningful changes in 6+ months - Completely unserious ladder due to changes - Clown meta making SoloQ feel like a Party Game - Role balance beyond a joke (Top Lane POV) It's no surprise people are quitting. The above changes are how you kill a game as fast as possible.
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BIN IS MY GOAT PICK JAX GO!
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