Kog'Maw Build Guide by Stantrix
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.
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.
This build is a glass-cannon / semi-troll / laugh-out-loud build that actually works. If you are looking for an unorthodox build that is both fun and effective, this build is for you. I have used this exact build somewhere between 30-40 games and have never been disappointed. This is the only Laugh-out-Loud troll build I have played that actually works.
***NOTE: I assume that individuals know the basics like: how to lead heroes with living artillery, how to kite with void-ooze, how to spam spells, and how to play-safe. If you are not comfortable with these concepts, you may want to get caught up to speed on a different kog'maw guide***
Also, it is important to note that the success of this build is very conditional on the team you are playing with. If you like to insta-lock heroes at the loading screen, you may want to consider a different build. If utilized correctly, you will always pull a positive kill/death ratio; but to really contribute to your team and rack up the victories, you should only utilize this build when you have an AD heavy / Melee heavy team.
Pros / Cons
1) Massive DMG (over 1k AP without runes)
2) Massive LOL's
3) Massive AOE (artillery + ooze wreaks havoc in team fights)
4) Massive Farming Abilities
5) Massive Range
6) Massive Fun
1) Super Weak
2) Super KS's (accidental ks's may deprive your carry of much needed kills)
3) Super Slow Movement Speed
4) Super Low Magic Pen (if you have an AP heavy team and the enemy team starts stalking MR, your 1000 mr may not save you)
5) Super Conditional on Team Composition
You can replace mana-regen runes with ap/cdr runes if you wish (this is a pretty standard AP setup though). Maximum mana runes may also be a good idea since 12% of your mana will be converted into AP end game.
These items should result in about 1,000 ability power and insane mana-regen. I know the mana/mana-regen seems excessive, but even with 4 archangel staffs, your ultimate will drain through it pretty quick. A lot of you will feel the need to substitute an archangel's staff with a banshee's veil / void staff / rod of ages, etc. It is important to note that for each archangel's you replace, you lose about 25% LOL factor, so I strongly advise against it. Also, these items maximize your AP. Substituting an Archangel's staff with any other item will result in less-than-extreme AP. In fact, even adding an additional rabbadons in place of an archangel's staff will result in less AP. Here is the math:
MANA: 975 (base) + 1000 (archangel passive) + 1600 (from archangel's non-passive) = 3575
12% of 3575 = 429 AP
AP = [ [45(archangel's)*4= 180] + [155 rabbadons] + [429 ap from mana] ] x 1.30 (rab's passive) = 993.2 (not counting runes or mastery's)
Substituting 1 archangel's for rabbadons would give you:
AP = [ [45*4 (archangel's)= 135] + [310 rabbadon's x2] + [286 (9% of 3175 mana)] ]x1.3 (rab's passive) = 950 (not counting runes or mastery's)
Stacking 5 Rabbadons would give you the highest AP possible in the game: ([155*5]*1.3 = 1007.5) but this would give you 0 spamming power. The extra 14 is not worth having no spam-ability though.
Flash / Ignite is my default for kog'maw. Flash is a get out of jail free card, and improved ignite +10ap (when on CD) makes misplaced ignites less depressing. These are pretty self-explanatory I feel, but some alternatives to consider are cleanse, teleport and ghost. I would stay away from anything else personally, but it doesn't really matter. If you want to go for mega LOL's go for Rally and Revive, but you will probably have a hard time starting a game since people will probably leave before the game starts. In the end, what makes this build so LOL is that it really works, so you should probably stick with the summoner spells that maximize your effectiveness.
You never want to be on the front line with this build (or with any Kog'maw build, but especially not with this one). It's best to stand far in the back, spam your void ooze when its up and your living artillery when it isn't. I usually never plan on using Q and W spells in team fights, but when an opportunity to use them presents itself, jump on it.
Spamming living artillery can soften the enemy team before a fight, pick off runners, focus down carries, and can single-handedly stop an enemy push. Spamming this in combination with ooze is key to success with this build.
A basic skill sequence should be: Ooze (E), Spittle (Q), Barrage (E), while spamming Artillery (R) in between each spell and between each auto-attack (after barrage is up). This is probably the best way to maximize damage, but as I mentioned above, it may be better to just spam ooze and artillery in team battles (unless you see an opportunity to run in safely).
You can usually eat entire creep waves by oozing (e) and then using living artillery to pick off the survivors (r). Also, your mana/mana-regen will be pretty high, so spamming is not going to be an issue. The problem with mana comes when you spam your artillery every second for a minute straight since each cast will cost an additional 200 mana.
Probably not a good idea to use this in ranked play. It may still be an effective build, but people tend to be better at avoiding living artillery in ranked play.