Kog'Maw Build Guide by Lapses
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
AD Koggy - The master trumpete
Other offensive choices
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Threats to Kog'Maw with this build
|Caitlyn||Caitlyn's time to shine is in the laning phase, because of her ridiculous range, but she is easily defeated in mid/late-game by hyper carries like kog'maw. Just play safe and farm in the laning phase.|
|Vayne||Like Kog, Vayne has a very weak early game. In late game, the only way you can lose to a Vayne is if she condemns you into a wall. So is you duel vayne, try to deal maximal damage whith your W while staying out of range. Also try avoiding 3 silver bolts hits.|
Hello everybody and thank you for looking at my very first build!
My summoner name is BlueBlock33, and i am currently level 28 in the EUW server.
i wanted to make this guide because kog'maw is my main, and i wanted to show how i play this hyper-carry.
NOTE: THIS GUIDE IS A FULL AD KOG, DEFENSIVE ITEMS BEING ONLY ALTERNATIVE CHOICES.
Pros / Cons
|+ Longest range in the game
+ Shreds tanks like paper
+ Best poke in the game post-6
+ Very good late-game
+ 2 AA-steroid abilities
+ Finishing passive
+ Shreds armor/MR
|Kog'Maw is arguably the 2nd best duelist, after Vayne. His AA whith his Bio-Arcane Barrage activated do tons and tons of damage, magic and physical, especially to health-based tanks.|
- No mobility
- AP ratios
- Can have mana problems
- Bad early game
- Very susceptible to CC
Take most of the times
// heals you and your nearest ally and gives a slight movement speed buff
// A summoner taken by most of the adc'c, gives surivability to you and your support and the movement speed buff is far from useless. take this in most matchups.
// teleports your champions through a small distance
// A must for most of the champons in league. Can be used defensively or offensively. Take no matter what.
Take depending on the counterpick
// Shields your champion by a certain amount of damage
// Shields your champion by (90 + 20 per level) damage . Take against champions that can deal great damage to survive a bit longer.
// Increases your movement speed for 10 seconds
// Increases your movement speed by 21% for 10 secs. take when facing an aggressive botlane and/or jungler.
// Decreases the damage, speed and armor/MR of the targeted champion
// Reduces damage by 40%; attack and movement speed by 30% and reduces armor and MR by 10. Take if the enemy team has 1 extreme damage champion and if your support taks Ignite.
// does true damage over time and reduces healing got of the targeted champion
// Does 70-410 true damage over 5 seconds and for the same duration, reduces healing effects gotten by the enemy champion. Take if the enemy supports heals, if you want to play very aggressive and if your support took Exhaust.
// Attack speed is extremely useful on Kog'Maw
// Useful for last-hitting in early
// More AD? ok!
// The bonuses given are very good to stay in lane longer
// Flat AD for the win!
// More damage to champions under 50% health? Check!
// Very useful bon us damage. We need the last point for Dangerous Game
// Helps surviving these pesky ignites
// Full build, you have 100% critical, so it is very useful
// Armor penetration? Check in the bootie!
// More damage? yes thank you!
// The blocked damage is useful, especially against Caitlyn
// The health regen gives you survivability in lane
// Basicley the same thing as Block
// More health? I'll take it!
// Same thing as Veteran Scars