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So my initial thoughts are that Malignance is worth rushing as a first item. Also after my test game with AP Kog (end of the video), Rylais will likely return to the order. It's just so hard to land multiple hits on a row if you don't have it!
Or you could just swap out the resolve tree for the precision tree because adding a negligible amount of armor and HP doesn't actually help kog with being long range artillery, or even a mid-range mage. May as well have more mana and an execution damage amp instead.
1. I tested Phase Rush quite a lot prior, and found it underwhelming. I couldn't get it to activate when I needed it to (except like once or twice in the laning phase), and later on in the match when it was activating, it usually made no difference in the overall outcome of a fight. It wasn't useless, but generally wasn't making a meaningful impact.
2. Kog is only mana hungry if you exceed the barrage limit regularly. Otherwise, the amount of mana with biscuits and Manamune (which is now in the build order) is enough as long as the reserve bullets aren't dipped into regularly. Getting more mana options will only allow like, 1-3 extra shots later in the match because of the sheer amount of mana it takes to dip into the reserve.
3. Clarity is an option that can be picked from Unsealed Spellbook
4. I find the opposite to be true, that the amount of mana and damage added is largely negligible enough that I prefer having 15% more effective HP instead.
I didn't read your guide thoroughly because I am not planning to play this champion whatsoever, but again, I know your other guides as I have commented, so I know that this will be useful for my friends and probably will share it with them :>
If your team gets good CC on 3-4 people you can just artillery the **** out of them and melt entire teams. From my experience Kog spikes HARD with Liandrys and hard again at level 16
(Thanks to you) I'm an AP Kog main and here are some thoughts I would like to share with you guys.
I think that despite Rylai's (justified) nerf, it is still a must buy item on AP Kog'Maw. Even though the slow reduction (20% from 40%) makes chaining harder on champions with mobility, I think the amount of utility it provides is far too great not to rush it. I like to build Luden as a situational item against teams that do not stack health after Sorcerer's Shoes>Rylai>Archangel. It makes chaining easier, but even if I'm terrible at maths I suppose you lose quite a bit of damage on each Living Artillery without the flat magic penetration provided by the Liandry. The question is : does landing one or two more bullets make up for the loss of raw DPS?
That's it! ;)
What goes next is purely situational ; if the enemy team is stacking magic resist, then it is best to buy Void Staff, if they stack HP completing Liandry's Torment is mandatory, otherwise I think Luden is a pretty good option, unless Grievous Wounds of Morellonomicon is needed.
Tear > Sorcs > Rylais > Liandrys > Ludens / Void > Arch
I thought I'd lose out on my barrage limit, but I find no issue with my consistent shots. I think it's because more damage means shooting less, effectively saving out in mana.
My winrate has skyrocketed with that simple change, along with a focus on trying to rush for level 11 instead of roaming (I tried too hard to be useful to my team).
I don't even mind people flaming me; frankly when you play off-meta, being flamed is the default. It doesn't phase me.
Anyway thanks for taking the time to answer me :) I really enjoy sharing my thoughts with you on this champion I love so much. Thanks again for introducing AP Kog to me! I'll try to keep on improving while still making new experiments. I bet we have a lot of potential yet to discover in the Void Puppy.
Also, I heard that Riot Games wanted to change the rune system altogether. While it may be too early to say so, I fear that if the Movespeed Quints were to disappear it would really hurt the poor Kog'Maw...
I think MS will remain in existence in some form, given that MS Quints are decently popular, compared to stuff like spell vamp which probably won't exist anymore.
By the way, here is something I wanted to ask you regarding the masteries. I like to run Stormraider's Surge against champions that have reliable ways to jump into my face at early stages of the game like Olaf or Hecarim. It is also quite good for repositioning yourself in teamfights or chasing down opponents. However, you lose burst on your Q>E>R combo, especially at later stages of the game. What are your thoughts on Stormraider's Surge? Would you sometimes prioritize it over Thunderlord's?