Meta, tier list & top-player builds from the China server · live
厄加特 · 无畏战车 Fighter B
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 24 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Urgot: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Urgot players, captured in-game.
📖 How to play UrgotCounted on 26 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
24 of the top 30 players have a public match history; the others keep theirs private.
































































































The toughest lane matchups for Urgot on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Vayne counters Urgot: Percent damage against your bulk and kiting beyond the reach of your machine-gun knees.
How to play Urgot into Vayne: E-flip her when the Tumble is on cooldown and lock the W while she is down. Your R executes at 25%: the fear alone changes how she positions.
→ VayneWhy Fiora counters Urgot: Riposte on your E and Vitals on your wide body: she dismantles you one knee at a time.
How to play Urgot into Fiora: E ONLY after her Riposte. Rotate to hide the Vitals: your body is wide, use it. R when she tries to flee below 30%.
→ FioraWhy Kayle counters Urgot: After 9 she kites you, but before 5 she is a lab rat for your knees: the usual hourglass, this time tipped your way early.
How to play Urgot into Kayle: Bully her nonstop and call dives: your R under tower is a guaranteed execution. Close the lane before her level 5.
→ KayleWhy Gwen counters Urgot: The Mist denies your W lock-on and your R: your tractor stalls in front of a paper fan.
How to play Urgot into Gwen: Trade outside the Mist, always. E-flip her as she EXITS it: the window is fixed. Your 2-item spike arrives before hers: use it.
→ GwenWhy Darius counters Urgot: A duel of executioners: his E against yours, his R against yours. Whoever executes first names the winner.
How to play Urgot into Darius: Hold knee distance, outside his pull. Your R starts at 25% health, his needs stacks: you execute first.
→ DariusThe champions Urgot works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
You want exactly one thing: an isolated enemy that can't leave. Cataclysm (R) is precisely that, a wall around the target while Purge (W) empties its full duration into it, and the kiters who normally walk out of your range can't.
Purge (W) only pays if the target stays put: Frenzying Taunt (E) forces it to hit Rammus and nothing else. And since Echoing Flames (P) scales off max HP, the taunt doesn't even have to land on a squishy.
Infinite Duress (R) is a one-second single-target suppress: switch on Purge (W) and nothing breaks your target lock. You also hunt the same prey, since Blood Hunt (W) and Fear Beyond Death (R) both key off low health.
In big fights you don't go in first, you come in from the side once they're committed: Curse of the Sad Mummy (R) pins the group for a second and a half and opens that side for you. Then Echoing Flames (P) chews through their tanks.
Crescent Guard (R) knocks everyone away except his marked target: it hands you the isolated duel you want, but if you were purging someone else it takes them away. Worth it if you agree on who dies first, otherwise it's a wasted ultimate.
Your written weakness is getting caught away from your team with nobody able to bail you out: Hero's Entrance (R) shields you and lands on top of you from anywhere on the map. It's what lets you actually hold the side lane.
While you hold a side lane your team plays four, and Destiny (R) is the answer: he shows up where it matters without leaving early. The gold card also freezes anyone trying to walk out of Purge (W) for 1.25 seconds.
Nevermove (E) doesn't just root: it drags the target back in, undoing the one step mobile champions use to leave your range. Then Vision of Empire (W) hits 50% harder on a locked-down target while Purge (W) grinds.
Ring of Frost (W) roots and Frozen Tomb (R) stuns right after: close to three seconds with the target still locked into Purge (W). For a champion who slows himself down to fire, that's the gap between a kill and someone strolling away.
Deadly Flourish (W) roots anyone who just took ally damage, and Corrosive Charge (Q) tags from range: you arm it for him every single time. Then you hunt the same target, since Curtain Call (R) and Fear Beyond Death (R) both execute.
Anyone who walks out of your range is your stated limit: Frost Shot (P) slows on every hit, so the target stays locked into Purge (W) instead of leaving it. Enchanted Crystal Arrow (R) freezes one for you before the fight even starts.
Arc of Judgment (W) leaves a near-total slow on the ground that keeps pulsing: inside that zone nobody escapes Purge (W). And since neither of you brings any peel, you're better off picking the same target and closing it fast.
Only worth it if she picks you as her Oathsworn and you can stay close in fights: Fate's Call (R) is the one thing in the game that yanks you out when you get caught out of position, which is exactly how you lose games.
Death Sentence (Q) drags a target out of their team and Flay (E) keeps it there: that's the isolated duel your whole kit is built for. And Dark Passage (W) is how you get back out when they catch you alone in the side lane.
Dark Binding (Q) is a two-second root, which means two full seconds of Purge (W) on something that can't walk away. And Black Shield (E) on you cancels the stun that would otherwise break your target lock.
Concussive Blows (P) stacks off ally attacks too: once Braum marks a target, your hits carry it to four stacks and stun it. Meanwhile Unbreakable (E) blocks the projectiles from whoever is trying to poke you out from range.
Outside Disdain (E) you have no mobility: Inspire (E) gives you a shield and the speed to close before you switch on Purge (W), which slows you down. Focused Resolve (W) then holds the target still while you grind it down.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | B | 48.98% | 4.38% | 2.25% | #24 / 41 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | B | 49.03% | 4.38% | 2.31% | #25 / 41 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | B | 48.45% | 3.88% | 1.57% | #22 / 41 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | C | 48.83% | 2.81% | 0.68% | #33 / 39 |
Urgot is a heavy-hitting Baron lane fighter in Wild Rift, dealing pure physical damage through relentless auto-attacks and a kit built to run down anyone who tries to disengage. He grinds opponents down with sustained fire from Purge and the bonus damage of Echoing Flames, then closes games by hunting low-health targets with Fear Beyond Death, an ultimate that guarantees a kill even through most escapes. He's less a peel-and-protect teamfighter than a lane bully and split-push duelist who wants to isolate targets and win 1-for-1 duels.
Skill order: Q > W > E (max Fear Beyond Death whenever it's available)
Poke with Corrosive Charge whenever you're at range and the wave state allows it - the slow either sets up a follow-up with Purge or just lets you walk away clean. Keep Disdain in your pocket as an escape or a punish for overextensions rather than trading it away for chip damage; its value comes from landing the stun and flip on an isolated target. Play patiently before level 5, since your all-in potential is limited without Fear Beyond Death, and freeze the wave near your tower when you're ahead to deny experience and starve the enemy laner.
From the mid-game onward, Urgot is better used as a side-lane duelist and pick threat than a frontline tank - split-push to pressure the map, and enter fights by flanking an already-committed target instead of walking into the enemy front line. Fire Fear Beyond Death at any backline carry who drops low; the fear it spreads after an execution can scatter an entire team and swing a Wild Rift teamfight in your favor. Save Disdain to flip priority targets out of position or to bail yourself out, and only commit Purge once your target is locked down or has no way to kite you.