Kog'Maw Build Guide by Reamus360
Not Updated For Current Season
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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.
Hello all this is my version of my favorite little ball of vomit. I'm not going to lie I did base this off of an old AP build I saw on here but it sadly disappeared so I felt it necessary to resurrect, with my own little additions. So without further delay let’s start melting.
Upon dying, Kog'Maw starts a chain reaction in his body which causes him to move faster and detonate after 4 seconds; dealing 100 + (25 x lvl) true damage to surrounding enemies.
I personally have a love hate relationship with this passive mainly because it requires death to activate but none the less a good finisher for a team fight
Passive: Increases attack speed by 10 / 15 / 20 / 25 / 30 %
Active: Kog'Maw launches a corrosive projectile which deals 60 / 110 / 160 / 210 / 260 (+70% of ability power) magic damage and reduces the target's armor and magic resist by 5 / 10 / 15 / 20 / 25 for 4 seconds.
This is what i call a sneak attack because not only does it scale very well with AP thus dealing good beefy damage it also makes the target more vulnerable to your other attacks as well as the attacks of your teammates
Kog'Maw's attacks gain 130 / 150 / 170 / 190 / 210 range and deal an additional 2 / 3 / 4 / 5 / 6 % (+1% per 100 ability power) of the target's maximum Health as Magic Damage (Max: 100 Damage vs Monsters). Lasts 8 seconds.
more often then not i use this on characters with very high health such as singed or cho' gath but does find its place filling in gaps in your artillery cycle.
Kog'Maw launches ooze which deals 60 / 110 / 160 / 210 / 260 (+70% of ability power) magic damage to enemies it passes through.
Additionally, it leaves a trail which slows enemies by 28 / 36 / 44 / 52 / 60 % for 4 seconds.
From levels 1-5 this is your primary nuke and even there after really. it has huge base numbers along with good over all scaling the only down side being its relatively high mana cost.
Kog'Maw fires artillery from a great distance. After a 0.6 second delay, the artillery falls dealing 80 / 120 / 160 (+30% of ability power) (+0.5 per bonus attack damage) magic damage and reveals targets for 4 seconds. It deals 250% bonus damage to Champions. Each subsequent Living Artillery in the next 6 seconds costs 40 additional mana (Max 200).
Post level 6 Living Artillery is your primary poke for champions because of the 250% damage boots vs champions, but this comes at a cost if you spam too quickly you end up OOM way too quick so you fill in the dead space of cooldown with your other abilites.
I chose this spell because it allows for quick transit to lane after a Pill or an unfortunate death. As well late game allows for great mobility between turrets and minions for pushing or sneak attacks.
Flash is a must have because a gap close at low health could mean a messy death and flash could fix that problem.
Always good to have a strong move speed buff and allows you to move through minions so you don't get blocked in.
MP is huge when facing any type of enemy but especially those nasty tanks with your spells skipping a layer of defense means they are even more devastating.
The over time AP glyphs are arguably the best glyphs for AP casters just because of their boost in the late game
More mana means more spells, more spells means more damage, more damage means more death simple as that.
15 flat AP how can you argue with that, especially when its early game
That's All For Now Folks
Pleas comment like vote I am more than willing to take suggestions for changes or even defend my choices. THANKS FOR STOPPING BY :D!!!!