Micro Strategy

1. The 2 auto + Q Thunderlord's proc

2. Guaranteeing harass with E

3. Walking away and turning to hit the 3rd Q

4. The 3Q + Thunderlord's execution

5. The 4Q + Thunderlord's execution

6. Mana management

7. Using Q to indefinitely farm the wave

8. Recalling optimally

9. Charging tear while walking to lane

10. Using your R

11. Correctly chaining your abilities

12. Kiting/Chasing with Deadman's Plate

13. Using W to bait opponents

14. Using E over wall to get vision for R

15. Wall walking / Staying in range of locked on Q

16. Hiding in bushes

17. Landing Q on Zhonya'd opponents

Where macro strategy is more about how you should think of playing throughout the entirety of the game, micro strategy is the individual scenarios you should be able to recognize during the game, and make use of them to gain advantages. These are more or less ordered in the order of which you will use them in game, i.e. early game ---> late game.In the very early game, it can be easy to get two auto attacks and a Q off on your opponent, which is all it takes to proc Thunderlord's. By looking at the tooltip for the Thunderlord's cooldown, you can effectively time when you should be aggressive to maximize trades to your benefit. Doing this also increases the ratio of mana to damage that you get. Simply Auto-Q-Auto, and back off to prevent them getting any return damage on you.The most important part about Urgot countering melee champions, is that at some point they MUST go in to last hit the cs. This is their weak-point because they have to stand still and can't dodge our E while last hitting. So it's up to us to watch them closely and see they which creeps are low health and about to be auto attacked. If you cast E every time they get near a creep, good opponents will begin to anticipate your E and be able to dodge it. Try to hold on to the E unless you are sure you won't miss it, if you do miss, it can relieve a lot of pressure for your enemy and allow them to farm creeps freely for ~15 seconds. Consistently landing your E will easily give you kill potential in your lane. This works to some extent on ranged champions, they have to stand still to auto attack as well, but is more difficult due to them being farther behind their wave.When you are able to hit your E in lane, most of the time you should be able to land 3Qs on your opponent by chasing them down the lane, however, if laning against champions with gap closers like Renekton or Riven, they can often escape your range after only 2Qs. What I mean by 'walking away and turning' is to pretend like you are no longer trying to chase your opponent and walking back towards the wave after getting 2Qs off. This will most of the time prompt your opponent to start walking back towards the wave as well. Instead of completely walking back to the creeps, you can turn around again after they are a bit closer to you and land the final Q. Then just continue to back off and let your cooldowns come back up.This combo early in the lane is one of Urgot's greatest tools to finish off an opponent. They either may be trying to stay for a little bit more gold or are just too stupid to realize your kill potential on them. Either way, this is the way it works.The most important thing about this strategy, is you realizing that you have the potential in damage to kill them, and going in for the kill.Similar to the 3Q + Thunderlord's combo, the 4Q can only be done after you reach ~35% CDR. This is why I like to take scaling CDR glyphs in addition to the 20% CDR from Black Cleaver and 5% CDR from the Intelligence mastery. Right around the time we get Black Cleaver (~level 11), our scaling glyphs will give us 10% CDR to meet the 35% threshold. The 4Q is Urgot's bread and butter in the midgame. The most important part is for you to realize when you can finish your opponent with the full combo, or to get less Qs off instead and back off to avoid dieing. This is by far my favorite combo to pull off on people!There are a lot of times even for me when opponents will get away due to me not having enough mana in lane to finish them off. It's even worse if I wasted any summoners at that point and they still got away. Before you use any summoners in lane to go in for a kill, make sure you have enough mana to do whatever combo you need to finish them off, 2Q, 3Q, etc. The Q costs 40 mana at all ranks, and the E costs 50/55/60/65/70. So in order to finish someone off in lane early with the 2Q it's ~130 mana and with the 3Q it's ~170 mana. Just try your best to memorize these numbers and wait before going all in if you're low on mana.When in a losing match up in lane, and are trying to stall for time before you will recall, we can take advantage of Urgot's Q passive in order to keep farming the wave from a distance. The Q refunds 20 mana (50% of cost) when the Q kills an enemy unit. This passive allows us to indefinitely keep farming from a safe distance while we stall for time to get gold in order to reach our best possible recall. If you do miss a Q, however, you'll have to wait a decent amount of time before mana regeneration can get you back up to 40 mana in order to cast another Q.In general, before we get our tear in lane you don't necessarily want to continuously farm with Q, even if it refunds mana. Doing so will still progressively waste your mana which could otherwise be spent harassing your opponent. This method should only be used when being threatened with kill potential from your opponent or are too low on mana to effectively fight them and just stalling for gold/time.This doesn't apply only to Urgot, this is more of a general strategy for all champions. You want to try your best to recall when you have the exact amount of gold you need to buy whatever items you need. For instance, in early lane we can recall at 400g (for tear if we started mana crystal and TP), at 750g (tear + longsword), or 1150(tear + 2 longswords). We generally don't want to stay longer than this threshold for our first back or it will delay our tear stacking. Past this point just do your best to plan how much gold you need for your items and recall accordingly. It really sucks when you recall and are short just a couple hundred gold from a big purchase.Once you get your tear, the most important thing is making sure you can get to 750/750 as fast as possible. One of the best ways to do this is to spam Q while walking back to lane from base, and using Q to farm the creeps that get low. Since Q and tear both refund mana, once we purchase the tear we don't necessarily have to be worried about running out of mana as much as we were before we purchased it. You will take slightly longer to get back to lane spamming Q, however it is a very small difference (~1-2 seconds). Try your best to watch the cooldown of the tear in your inventory to see when to cast Q and stack the tear most efficiently.It's even possible to get your tear level one and start charging immediately! If you start mana crystal, your team invades, AND you happen get first blood, you'll have enough gold to recall and buy tear level 1, which can be fully charged by 16 minutes. More than not Urgot will be the person who gets the kill due to his high damage Q spam level 1.There are several things you can do with R other than our typical midgame combo. When in 1v1 duels, its damage reduction as well as our passive makes us very hard to damage. It's good to cast your ultimate whenever you are expecting to take a high amount of damage or fighting a fed opponent right as they engage you. We can also use our ultimate to cancel enemy teleports in the top lane. It's very important to keep vision on your enemy when they walk away from lane. If you suspect they may be trying to teleport, follow them and cancel it with R. If taking ignite, you can ignite squishy opponents at the same time as R to guarantee vision with the ignite passive. When being trapped in by multiple opponents, use R then Flash to make a clean get away.Urgot is unique among a lot of champions in the sense of him having very low cooldown abilities. So what we want to do with that fact is correctly cast our abilities in an order that maximizes our dueling potential. Here are a few examples of what I mean by this.In these videos, I cast any combination of Qs, autos, and my E before ulting my opponent. Since my cooldowns are very low, the 1 second suppression of my ultimate actually works to my advantage of allowing my cooldowns to come back up while my opponent and I are suppressed. Essentially, just regurgitate your whole combo on them, ult, and regurgitate it again.Deadman's Plate is one of my favorite 3rd items to build because it meshes with Urgot's kit really well. His W slow and Black Cleaver speed boost from empowered Qs is enhanced by the momentum passive in Deadman's. You can either flee from an entire enemy team, Qing them the entire time from a safe distance, or you can indefinitely chase Qing over and over until they die! It's also smart to avoid auto attacking in some situations to keep momentum at 100 stacks, but you'll need good judgement for that.If you are super low health, a lot of the time enemies will try to go in on you for the kill. Knowing this, you can bait them into attacking you, only to cast W at the last second and stay alive. It can be pretty dangerous to make this gamble in some situations, but really isn't that hard to do if you properly time your W.A kind of technical thing about the E a lot of good Urgot players will use to their advantage is the E giving vision in fog of war. I use this a lot to check if bushes have control wards or if someone might be sitting in the bush waiting for me to face check. The E's vision radius is very small, it only gives vision inside the cast radius of the E itself, however if you can predict where an opponent is walking through the fog of war, you can surprise them with an E and ultimate casted over the wall. Chaining your abilities correctly afterwards can work just like our regular Urgot engage and will have a very high potential to kill squishies.Whenever you cast your E over walls but for whatever reason can't or don't want to ult, you can still chase them in order to do the 3Q/4Q combos. The real difficulty of chasing someone across a wall is that your character movement has a high chance of getting all screwed up and them getting out of range. You need to be very conscientious of where your mouse clicks will move you in order to stay in range as they are running away. For example, clicking across a wall might make you walk downwards when you meant to go upwards. Also, you can just stand still behind a wall and keep Qing if there's no closer path to run. Try to memorize the range of your locked on Q's and foresee when opponents will be inside of that circle. https://sendvid.com/q14vz1zm (chasing Janna)In order to land Urgot's E, sometimes it's a good strategy to sit in a bush for a while. You can do this in the botlane or toplane late in the game, when champions roam off alone to push the wave before grouping mid. In the early game, it's possible to push the wave and sneak into a bush where your enemy can't see you. This works best when your enemy is low health, or suspects that you have recalled and begins to push the wave. If you are low health and your opponent is high health, this strategy can be used to get some free harass on your opponent and equalize your health bars.With proper timing, you can hit a Q right as someone comes out of stasis, getting a smooth kill. It can take some practice and depends a little bit on your ping, but isn't too hard to time it correctly. https://sendvid.com/vifqkxkq (Ryze)