
✦ If your lane is going very well, freeze the wave as shown above, build up a nice wave, and then fast push (use your shotguns to push the wave quickly) and make it crash into the enemy's tower. ✦ If your lane is not going well, and your Teleport as well as Fear Beyond Death are available, it would be worth consideration to teleport to the bot lane if they are overextended and pick up a kill or two, and maybe even a dragon. Match Up specific tips can help in your lanes and as you level up you get stronger as discussed earlier in the guide. At this point you will be reaching level 6, unlocking your ultimate, level 9 which unlocks perma-W, as well as level 11 which just gives you a further power-spike. ✦ Using these techniques of wave management can help make Match Ups you are ahead in, even easier, and can help you catch up when you are behind.
#Urgot runes how to
This is also a good example of how to keep a freeze, it just didn't work. You can see that when I kill that caster minions, Tryndamere does his best to keep the minions out of tower range to keep the freeze. Below is an example of one way to break a freeze, by pushing the wave into the tower forcing a reset. When the enemy freezes on you, Urgot makes it easier to break the freeze as he is ranged, and shotguns will do AoE damage to the minions to push the wave under tower faster. ✦ Nobody is perfect, and it wont be the case that you are ahead every single game. It makes ganks harder for the enemy jungler to pull off, and makes your laner hesitant to fight as often since your jungler could be hovering around the pushed up laner. This can be a powerful tool if you are the one that is behind. This forces your laner to step up next to you if they want money, or they sacrifice the money in order to not die.


When the wave is about to crash into your tower, you can either let it crash and break the freeze or take a little damage and thin the wave out a bit until there are around 3 casters left which will maintain the freeze in its location. ✦ Freezing a wave is when the enemy's wave has more minions than yours and you let them push into you, last hitting only the minions that are about to die. Key ward locations are the red side tri-brush, the river bush, as well as the new bush by blue buff if you are on red side for deep vision, or either of the bushes near red buff if you are blue side for deep vision. ✦ Vision control is vital to avoid ganks, or to give your jungler information regarding the opposing jungler's pathing. You do have to note however that your opponent will most likely be level 2 as well, so play around the abilities they may be able to counter you with, such as Fiora and her W, Riposte. ✦ Level 2 can also be powerful as it unlocks your W allowing you to E W and chunk a large amount of health from your opponent. However, if you shotgun one of the three casters, generally the one that gets hit by tower first, then the other two will be able to be killed after a tower shot with a normal shotgunless auto attack just like melees. One shotgunless auto will not kill the casters until you get some extra AD from pickaxe, or levels.
#Urgot runes full
If a caster is full health, and it takes one tower shot, one auto attack with shotgun will kill it. Each melee minion can take two tower shots, and a regular auto attack and you will last hit it. ✦ In the early game, it is possible for you to be pushed under tower. This will give you a shield to mitigate some of their trading power as well as position them perfectly for your rear facing shotguns. You want to use as many shotguns as you can on the enemy, and land an early E on them, especially if they are melee, while they try to farm. ✦ In general, Urgot's level 1 can outclass almost anyone due to the power of the shotguns.

✦ The early game on Urgot is rather match up dependent, which can be found below in the Match Up Guide for Champion specific pointers.
