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Mid · Ranked FlexMatchup guidePatch 16.20.1

Urgot vs Vex

Build, runes, abilities and practical pre-game checks in one queue-aware reference.

UrgotVSVex

Matchup guide

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VS
Role
Selected laneMid

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Role fit

MidUrgot

Urgot is normally played Top and does not currently have a reviewed Mid route. Mid usually needs solo-lane safety plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, not a standard recommendation.

Unestablished route
Review patch unknownRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
— Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Unreviewed route

No reviewed Urgot Mid build

Urgot is normally played Top and does not currently have a reviewed Mid route. Mid usually needs solo-lane safety plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, not a standard recommendation.

A different lane's items are not relabelled as correct. Role income, map access and starting rules can change the whole purchase order.

Champion guide Top

Runes and summoner spells

Runes and summoner spellsUrgotMid

Use repeated combat after controlling the Mid wave, then keep Flash for the short lane's frequent gank and roam angles.

Ranked Flex
Primary tree

Precision

ConquerorTriumphLegend: AlacrityLast Stand
Secondary tree

Resolve

Bone PlatingOvergrowth
Summoner spells
FlashIgnite
Choose pressure or recovery

Ignite supports a short kill window; Teleport supports recall and map timing; Barrier protects against immediate burst.

Protect the wave plan

A more aggressive spell pair does not replace safe wave timing, river vision or an escape route.

Matchup notes

What changes when Vex is opposite you?

Pre-game kit comparison
Kit comparison

Respect the opponent's reliable threat

Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.

Your plan

Use the route you prepared

Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.

Ability reminders

Urgot reminders

  • Pay attention to your individual leg's cooldowns, as they make for a signficiant portion of your damage
  • Land Corrosive Charge or Disdain to lock on to target's with Purge - a great way to trigger multiple legs in rapid succession.
  • Save Fear Beyond Death for opponents you know are already too weak to survive. It's especially good for picking off fleeing foes.

Ability reference

Compare both kits

Ability reference Data Dragon 16.20.1

Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1

Urgot

  1. P
    Echoing Flames

    Urgot's basic attacks and Purge periodically trigger blasts of flame from his legs, dealing physical damage.

  2. Q
    Corrosive Charge

    Fires an explosive charge at the target location, dealing physical damage and slowing enemies caught in the explosion.

    Cooldown (s) 10/9.5/9/8.5/8 · Cost 70 · Listed range (units) 800
  3. W
    Purge

    Urgot slows himself while he unloads his weapon on nearby enemies. Prioritizes enemy champions Urgot has recently struck with other abilities and triggers Echoing Flames.

    Cooldown (s) 12/9/6/3/0 · Cost 40/30/20/10/0 · Listed range (units) 490
  4. E
    Disdain

    Urgot charges in a direction, shielding himself and trampling non-champion enemies. If he catches an enemy champion, he will stop and hurl them out of his way.

    Cooldown (s) 16/15.5/15/14.5/14 · Cost 60/70/80/90/100 · Listed range (units) 475
  5. R
    Fear Beyond Death

    Urgot fires a chem-drill that impales the first enemy champion hit. If that champion falls below a health threshold, Urgot judges them weak and can execute them.

    Cooldown (s) 100/85/70 · Cost 100 · Listed range (units) 2500

Vex

  1. P
    Doom 'n Gloom

    Vex periodically becomes empowered, causing her next basic Ability to fear enemies and interrupt dashes. Whenever a nearby enemy dashes, Vex applies a mark that can be consumed for bonus damage that also reduces the cooldown of her empowered state.

  2. Q
    Mistral Bolt

    Launch a damaging missile that accelerates mid-flight.

    Cooldown (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range (units) 1200
  3. W
    Personal Space

    Gain a shield and damage nearby enemies.

    Cooldown (s) 16/15/14/13/12 · Cost 75 · Listed range (units) 475
  4. E
    Looming Darkness

    Summon a damaging and slowing zone that applies Gloom to enemies.

    Cooldown (s) 12 · Cost 70/80/90/100/110 · Listed range (units) 800
  5. R
    Shadow Surge

    Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.

    Cooldown (s) 140/120/100 · Cost 100 · Listed range (units) 2000/2500/3000

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Manage the wave and keep both sides of the map visible

1
Lane

Trade when your key ability and minion position favour you; an even lane does not require a forced solo kill.

2
Map play

Move on a completed wave and return before several waves are lost to the tower.

3
Fights

Position for the champion's reliable damage or control instead of beginning with the lowest-percentage spell.

Pings, movement and objectives

Urgot Mid map plan

Mid can reach either side, but the wave pays for every move. Communicate the opponent first, then move only when the route and destination are credible.

Ahead

Use priority to arrive first, not recklessly

Ping
Ping Enemy Missing when the opponent leaves, On My Way before entering river and Danger on the route the opponent may use.
Stay or roam
Roam after clearing the wave and choose the side where allies can participate. Return before several waves are lost.
Objective
Reach river with the Jungler, control one entrance and preserve the spell that stops an enemy engage or secures the first target.
Even

Turn one managed wave into map pressure

Ping
Use Enemy Missing immediately, then On My Way only when you are genuinely moving rather than considering it.
Stay or roam
Move after the wave is handled. If following requires entering fog alone, ping Danger and take the safe route instead.
Objective
Help establish river vision before the start. Do not burn the only control spell on poke if it is needed to protect the entrance.
Behind

Clear safely and warn both side lanes

Ping
Ping Enemy Missing early and repeat Danger on the threatened side. Use Retreat if matching the roam would expose you to another kill.
Stay or roam
Follow through established vision or remain Mid and recover farm. A late blind follow often loses both positions.
Objective
Approach behind the front line and use reliable control or range. Trade the objective if the team cannot safely enter river.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Handle the wave

    Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.

  2. 2
    Signal the route

    Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.

  3. 3
    Enter together

    Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.

  4. 4
    Choose the job

    Decide whether you are engaging, front-lining, flanking or protecting a carry before the fight begins.

Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.

Keep preparing

Use the champion page or choose another opponent

The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.

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