聯盟工具 › 英雄 › Urgot 遊戲版本 26.20 Data Dragon 16.20.1
參考 Patch 16.20.1
Urgot the Dreadnought
Urgot 是持久的冠軍,通過控制、保護或承諾的前線創造空間,這篇概述保持解釋實用,並將對裏奧特的結構化數據和當前的遊戲中的工具提示留下敏感的數字。
Top Mostly physical damage Ranged attacks
On this profile 常見角色 Top ◆ 班級 戰士 · 坦克
8 難度 高 · 8/10
◎ 基本攻擊 排序 排序基本攻擊 · 350 範圍。
◈ 損害資料 Mostly physical damage Most normal kit pressure is physical. Armour may help, but check whether attacks or abilities are the main source.
# 參考 Patch 16.20.1
Good patternsCombines damage and durability in committed skirmishes or extended exchanges. Creates space through durability, control or a reliable front-line threat. Ranged basic attacks can contribute without entering melee distance when spacing is preserved. Limits to respectCan be worn down or controlled before reaching the range where the kit is strongest. Durability does not make an unsupported engage safe or guarantee enough damage to finish a target. Riot ally tips Use these while learning the champion 1 注意你的個人腿的冷卻,因爲它們爲你的損傷的標誌性部分。
2 地 Corrosive Charge 或 Disdain 要鎖定,以便與 Purge 相針對 - 快速順序引發多條腿的好方法。
3 拯救恐懼超越死亡的對手你知道已經太弱,以便生存,這特別好,以便擺脫逃跑的敵人。
Riot opponent tips What an opponent is told to watch for 1 Urgot 依靠大大爆炸對手的腳,有自己的冷,只有當他攻擊他們面對的方向時才爆炸。
2 Urgot 可以處理和吸收大量的損害 Purge但是,在開槍時,他放慢了自己。
3 如果你被恐懼超越死亡所打擊,盡一切努力避免跌落在執行限制(你的最高健康的25%)之前,效果時間結束。
Source boundary Tip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries are independently written. 使用這些模式,在選擇項目、目標或承諾之前,就更好地提出問題,他們描述了套件,而不是保證結果。
損害交付 主要是身體壓力 可減少廣泛的物理資料,從物理能力中分開基本攻擊,然後依靠一個被動物體,僅影響攻擊。
戰鬥節奏 重複訪問問題 威脅會增加,而這個冠軍可以繼續攻擊一個有用的目標,打破目標訪問,在重複模式設置之前創建距離或使用控制。
範圍及訪問 防護重複產量 排序攻擊只有用,而目標的安全線仍然存在,邊緣、硬控制和被阻止的逃避路線可以快速消除這一優勢。
典型團隊工作 創造空間,吸收注意力 套件通常是最有價值的,當它控制一個輸入,保護一個運輸或開始一個戰鬥盟友實際上可以到達。
控制檢查 確定正確的運動限制 緊張只能縮短合格的控制,移動、空氣影響和重複緩慢需要自己的定位、阻止或移動答案。
保護和維護 檢查是否恢復改變戰鬥 反治或反治是局勢性的,只購買它,當效果是物質上保護目標,你的冠軍可以可靠地應用答案。
資源模式 馬納和冷卻兩者 可用的不意味着整個序列是可持續的. 觀察資源欄以及設置和逃避冷卻。
閱讀整個團隊 同一個冠軍在改變角色、項目或盟友後可能會產生不同的問題,在承諾防守答案之前,重新檢查可見的比賽。 ⌁
DEFENSIVE BOOTS Plated Steelcaps usually fit better Armour and attack reduction address repeated physical basic attacks. The passive does not reduce every physical ability.
Choose Mercury's Treads instead when magic damage or reducible crowd control across the full team matters more. 重複的攻擊 Slows Healing or sustain 盾牌 Health-scaling or true damage
PHYSICAL DEFENCE 物理防禦 Armour · health · role-appropriate defence Armour can reduce physical damage, but Plated Steelcaps' passive is specific to attacks.
Match the item to attacks, critical strikes or ability burst rather than buying armour from the label alone. REPEATED ATTACKS 重複的攻擊 Plated Steelcaps · Frozen Heart These can reduce attack-focused pressure when their stats fit your champion.
Do not use this as an answer to physical spells that are not attacks. REPEATED SLOWS Repeated slows 輕靈之靴 Slow resistance can be more useful than Tenacity when repeated slowing strength is the main problem.
It gives no armour or magic resistance, so compare the rest of the opposing team. MEANINGFUL HEALING Meaningful healing Bramble Vest or Thornmail · Morellonomicon · Mortal Reminder A role-appropriate Grievous Wounds item can reduce healing.
Buy it only when healing is materially changing fights and your champion can apply it reliably. REPEATED SHIELDS Repeated shields 巨蛇鋒牙 Anti-shielding can matter when repeated shields are protecting important targets.
Its offensive stats do not fit every champion; another teammate may apply it more efficiently. HEALTH-SCALING OR TRUE DAMAGE Health-scaling or true damage Shields · sustain · positioning · exact resistance check Raw health or one resistance may be incomplete against percent-health, missing-health or true-damage mechanics.
Read the current ability tooltip before choosing defence; these mechanics do not all use the same counter. Player decides Champion identity is a starting point, not an automatic purchase. Compare the full opposing team, current item tooltips and the problem that is actually deciding fights. Never buy two completed pairs of Boots. Top 主要角色
舊版本參考. 推薦內容等待審核. Urgot 設立了單人行線計劃,需要交易、管理波浪和影響一行線所需的收入和空間。
Jungle 未定路線
舊版本參考. 推薦內容等待審核. Urgot 通常是玩的頂部,目前沒有審查的叢林路線. 叢林通常需要重複的怪物清晰,安全的滑動和客觀的控制,沒有路線收入。
中間 未定路線
舊版本參考. 推薦內容等待審核. Urgot 通常是上玩的,目前沒有評估的中路線。中通常需要單人安全,加上波控制,路由或可靠的爆炸壓力。
船 未定路線
舊版本參考. 推薦內容等待審核. Urgot 通常是玩的頂部,目前沒有審查的Bot路線。Bot通常需要依賴的雙行規模和持久的損害與共享的早期壓力。
Support 未定路線
舊版本參考. 推薦內容等待審核. Urgot 通常是 Top 玩的,目前沒有審查的支持路線. 支持通常需要有用的參與,皮爾或便利,同時在低金收入上運行。
能力 Data Dragon 16.20.1 冷卻 / 消耗 / 範圍 Data Dragon 16.20.1
P
被動 振盪火砲 它做什麼 烏爾加特的普攻及殺戮射擊會定期使他的腳向外噴射出火焰,同時對目標造成物理傷害。
實用讀物 Echoing Flames 是包含損害的套件的自動部分,在其狀態活躍時跟蹤,而不是以同樣的方式處理每場戰鬥。
Q
Q 能力 酸性榴彈 它做什麼 朝指定位置發射一枚爆炸榴彈,爆炸後對所有被擊中的敵人造成物理傷害及緩速效果。
實用讀物 Corrosive Charge is a ranged cast involving movement or repositioning and a slowing effect. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.
冷卻 10/9.5/9/8.5/8 秒 消耗 70 列出範圍 800個單位
W
W 能力 殺戮射擊 它做什麼 烏爾加特急速射擊最靠近的敵人,技能發動期間他的跑速會降低。此技能會優先射擊被其它技能擊中的敵方英雄,同時也會觸發振盪火砲。
實用讀物 Purge 有助於緩慢效果 其值隨着冷卻、範圍和目標訪問而變化;在進入其有效區域之前,識別設置。
冷卻 12/9/6/3/0 秒 消耗 40/30/20/10/0 列出範圍 490個單位
E
E 能力 恐怖襲擊 它做什麼 烏爾加特朝任一方向衝刺,給予自身護盾並擊退路徑上所有敵方非英雄單位。若他衝撞到一名敵方英雄,他將停止衝刺,同時將該名英雄拋到身後。
實用讀物 Disdain is part of Urgot's E pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.
冷卻 16/15.5/15/14.5/14 秒 消耗 60/70/80/90/100 列出範圍 475個單位
Cast commitment This cast has a wind-up, charge or channel. Movement, interruption or a changing target state can matter before the effect completes.
保護 保護或維持是演員陣容價值的一部分。將其時間與受到的傷害進行比較,而不是只讀取進攻效果。
R
最終 索命虐殺 它做什麼 烏爾加特發射一個鑽頭,命中首位敵方英雄後會穿刺目標。若目標的生命低於一定值,烏爾加特可以用鎖鏈將他們拖向自己,並立刻處決目標。
實用讀物 Fear Beyond Death is a ranged cast involving its listed effect. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.
冷卻 100/85/70 秒 消耗 100 列出範圍 2500個單位
Champion interception Another enemy champion can affect who receives the important hit. Check the line between the caster and intended target.
級別 1 - 18
Urgot · 生命值 / 魔力 · 能力 Base values exclude items, runes, temporary buffs and mode-specific modifiers. Cooldowns are the listed base cooldown before ability haste.
水平 1 655 生命值 340 魔力 水平 3 805 生命值 406 魔力 水平 6 1,058 生命值 518 魔力 水平 11 1,550 生命值 735 魔力 水平 16 2,131 生命值 991 魔力 水平 18 2,389 生命值 1,105 魔力 How ability points normally work Most champions receive one ability point per champion level. At level 1, choose one basic ability; the other basics are commonly learned by level 3. A basic ability normally has five ranks, while a conventional ultimate unlocks at levels 6, 11 and 16. The cards below replace that rule where this champion is an exception.
冷卻 Data Dragon 16.20.1
Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Rank 1 10秒 Rank 2 9.5秒 Rank 3 9秒 Rank 4 8.5秒 Rank 5 8秒
W Basic ability Purge
Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Rank 1 12秒 Rank 2 9秒 Rank 3 6秒 Rank 4 3秒 Rank 5 0秒
和 Basic ability Disdain
Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Rank 1 16秒 Rank 2 15.5秒 Rank 3 15秒 Rank 4 14.5秒 Rank 5 14秒
裏 最終 Fear Beyond Death
First rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
Rank 1 100秒 Rank 2 85秒 Rank 3 70秒
Open every level Health and mana from level 1 to 18 等級 生命值 魔力 Ability milestone 1 655 340 魔力 Choose the first basic ability 2 728 372 魔力 Add another basic ability or rank 3 805 406 魔力 Add another basic ability or rank 4 886 442 魔力 Spend one ability point 5 970 479 魔力 Spend one ability point 6 1,058 518 魔力 First ultimate rank normally available 7 1,149 558 魔力 Spend one ability point 8 1,244 600 魔力 Spend one ability point 9 1,342 643 魔力 Spend one ability point 10 1,444 688 魔力 Spend one ability point 11 1,550 735 魔力 Second ultimate rank normally available 12 1,659 783 魔力 Spend one ability point 13 1,772 833 魔力 Spend one ability point 14 1,888 884 魔力 Spend one ability point 15 2,008 937 魔力 Spend one ability point 16 2,131 991 魔力 Final ultimate rank normally available 17 2,258 1,047 魔力 Spend one ability point 18 2,389 1,105 魔力 Spend one ability point
How the numbers are calculated Level values use Riot Data Dragon 16.20.1 base and growth statistics with League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules. 選擇下一個問題
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