Kog'Maw Build Guide by Shizukani
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
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.
If you have any suggestions, criticism etc Please message me :) Yeh thats all.
Kog'Maw in my opinion right now is extremely over-powered. If he gets to continuously chain his attacks on you, no matter how tanky you are, you're screwed. He is a great AD carry and he can also be played as a tank slayer with the On-Hit build. With my personal build, it is a combination of both and really amps up your damage. My build dishes out the most damage of any build but it costs A LOT. You will be able to not just kill squishies but also tanks. It's a balance between things and it works quite great actually. PLEASE TRY THE BUILD BEFORE DOWNVOTING PURELY OFF PERSONAL CHOICES.
Kog'Maw Champion Spotlight
Credits to jhoijhoi for the template, which you can find here.
Kog'Maw is one of the most over-powered champions in my opinion. He doesn't have much of a skill-cap but it does help if you can aim your ultimate. He can face-roll almost anyone within a couple of hits and even after he dies he can deal AoE Pure Damage. This makes him an extremely strong AD Carry.
Kog'Maw can deal extreme amounts of damage from long range with his Bio-Arcane Barrage. Not only that but he can also whittle away tanks making him an extremely useful champion to play in the current meta-game (lots of off-tanks). the thing with Kog'Maw is that he doesn't have any good poke or burst (other than living artillerry but that costs a lot of mana), meaning all his damage comes from Auto-Attacks. This means that even when you get someone charging at you and firing their entire arsenal you stand your ground, slow them with Void Ooze and chip away at them with Bio-Arcane Barrage (Unless of course it's LeBlanc or Akali in which case you Flash Heal or whatever the **** you can do to get the hell out of there)
Not only that, but Kog'Maw is an extremely powerful AP Carry. He has the capabilities to burst down entire teams with his powerful AoE damage (and it's LONG range too). This makes Kog'Maw an extremely fun and versatile champion to play.
+ Huge Range in Ultimate
+ Doesn't have problems against tanks
+ AoE Slow
+ Deadly even after being killed
- Easily Focused by Anti-Carries ( Irelia)
- Squishy with low base stats.
- No escape mechanisms to get away from bad situations.
- No immediate burst damage/poke other than ult.
Brute Force : Extra AD for more damage early game, also so you can last hit better.
Butcher : A little boost when last hitting
Alacrity : More attack speed. Not much of an explanation needed
Weapon Expertise : % based armor penetration that will benefit you all game long.
Deadliness : A little more damage late game.
vamprism: Life-Steal to keep you healthy in lane.
Lethality : Combined with Infinity Edge your critical hits will do 260% damage. Pretty big damage boost.
Sunder : Flat Armor Penetration, will be very useful early game.
Executioner : Decent damage boost against low health enemies. Useful for finishing off fleeing enemies quickly.
: A little bit of magic resist, every little bit can make a difference.
Hardiness : Some points here to have a little damage reduction against your Enemy counter part.
Durability : Health per Level, adds to a total of 108 at Level 18. Will save your life a lot.
Veteran's Scars : Flat health that will help you throughout the game. Will make you a little beefier early game.
Flash: Get out of jail card. You can use this to escape from very sticky situations and you can also use this to get that one last hit to secure a kill on someone. Very useful on any champion.
Heal: As an AD Carry you will be focused countless times, this spell will get you out of bad situations and can turn the tides of a 1 v 1 and early level skirmishes.
Clarity: The best choice for AP Kog'Maw as you really do have mana problems early game to mid game. This can help you stay in lane forever and restores a large amount of mana on a relatively low Cooldown.
|SPACE||Ghost is great as it gives you great chasing potential. It's not the best spell for escaping but when catching up to someone for a kill there is no equal.||SPACE|
|SPACE||Ignite is amazing for securing kills and such. It also drastically reduces healing which is good against people like Swain and Dr. Mundo. However, Ignite is more useful on Mages to secure kills when they have cooldowns, in your case you use auto-attacks to kill.||SPACE|
|SPACE||The damage reduction is amazing. Using this on Fiora or Vayne will win you team-fights 95% of the time. However you as a ranged AD Carry souldn't be getting close enough to use this spell.||SPACE|
If Kog'Maw is killed, he can then chase down his opponents and blow up in their faces dealing TRUE damage. This just adds to how terrifying Kog'Maw really is. AoE True Damage to hunt you down. Always keep in mind that you can use this to get a kill or so when you are going to die.
- Always keep in mind when you are in a no-escape kind of situation that you can take some of the attackers down with you.
- If you find yourself getting ganked by the enemy jungler and you are sure you cannot escape turn around and attack the squishiest out of all the attackers. If done correctly, you can not just kill one but sometimes even both your attackers.
- You can right click on an enemy to make your dead body lock onto them instead of right clicking and directing the body yourself.
Passively grants Kog'Maw extra attack speed. When activated Kog'Maw fires a corrosive projectile at target enemy champion, doing damage and reducing their armor and magic resist for 4 seconds. Not only does this mean Kog'Maw can rush AD items instead of AS. This also gives a massive debuff which you can use to kill champions quicker. It is a great tool in 1 v 1's. I get this first at Level 3 and max it second for the Attack Speed.
- Caustic Spittle has a longer range than Kog'Maw's auto-attacks. You can use this to finish off fleeing champions.
- Use this at the very start of a fight for maximum damage.
- Also you can use this on whoever your team is focusing to make them go down faster.
- When playing AP Kog'Maw this is a very powerful nuke but requires you to be in close range of your opponent. If anyone comes close enough this + Void Ooze can be a devastating nuke allowing you to finish them off with Living Artillery
For 8 seconds Kog'Maw's attacks gain range and deals bonus magic damage which is equal to a percentage of the targets maximum health. This is Kog'Maw's main damage. You can destroy almost anyone by just right clicking with this ability. At max level this deals out 6% of targets health every hit. That is an absolutely huge amount and if you have a Madred's Bloodrazor you will be dealing out 10% of targets max health per hit. Theoretically you should be killing someone in 10 hits.
- Always activate this at the start of any skirmish. Remember to focus one person at a time as that will give you the most damage output.
- The bonus range can be used to last hit if you are being zoned
- Once activated it also gives Kog'Maw one of the highest attack range of any champion in the game.
- The magic damage from this can be minimised if the enemy gets Magic Resist.
Kog'Maw spews out a particular ooze which deals magic damage to champions it passes through and slows anyone who stands on it. This ability is more for the utility than the damage. Use this to escape and start off your own combo. Since the slow is very big use this to block off escape paths and such.
- Use Void Ooze to set up a combination of Living Artillerys
- Try and throw this behind someone as well as onto them so when they try to run away they get slowed as well.
- Throw this into the middle of the enemy team to slow and disrupt the most.
- You can use Void Ooze to last hit if you are being zoned
- This is your main nuke spell when you play AP Kog'Maw. It is an AoE nuke and if 1 good shot of this is enough to change the outcome of team-fights.
Kog'Maw launches a projectile into the air which lands after 0.6 seconds, dealing magic damage and revealing them for 4 seconds. It deals 2.5 times more damage to champions. One of my favourite ultimates in the game. You can use this to scout, check bushes, kill, poke and farm.
- Living Artillery provides a very short time of vision when and where it lands. You can shoot into the bush and see if anyone is there. You can also shoot into areas such as Baron Nashor, Dragon, Ancient Golem, and Lizard Elder to see if those monsters are alive making Kog'Maw a great scouting champion.
- Use this to last hit if you are being zoned
- Don't spam this ability too much as you will run out of mana very quickly.
- When trying to kill a champion with Living Artillery always aim a bit in front so it hits.
Helps greatly with last hitting, gives a little extra health to help in lane. Only get this if you have a reliable healer in lane with you ( Soraka, Karma)
Item Explanation- AD
|SPACE||It is an overall great item as it provides you with Life-Steal to stay longer in lane. It gives a passive that helps you farm much better and also the active ward is useful when you are farming lanes on your own. The ward can also be used to watch Baron Nashor and Dragon||SPACE|
|SPACE||The Rabadon's Deathcap of AD. Adds a massive jump to your damage and also makes your critical hits deal more damage. Once you farm this up it will be extremely easy to farm all the other items up and also grab lots of kills.||SPACE|
|SPACE||Attack Speed, Attack Damage and 10% health per hit. Your damage is off the charts now and even tanky champions will be scared of you. Also with this, your team will be able to secure an early Baron Nashor thanks to you shredding it down quickly.||SPACE|
|SPACE||Supreme attack speed, extra movement speed and also extra citical chance. This is basically almost your end build. You will be destroying squishies and tanks alike.||SPACE|
|SPACE||Sell your Wriggle's Lantern and buy this. Basically even more life-steal and damage to make you a walking nightmare. Just right click everything and everyone.||SPACE|
Situational Items- AD
|SPACE||Typical AD path, however I find going the Madred's Bloodrazor path much more useful late game and even mid game. If you like this then go the "Standard AD" build.||SPACE|
|SPACE||Great if you go the typical AD Build. It's a choice between this and Last Whisper and most of the time I prefer this as it benefits everyone else on your team too. It's also a better choice if you are focusing on killing squishies.||SPACE|
|SPACE||Awesome new item released recently. Sticking in and fighting no matter what will pay off big time with this item. Also the Magic Resist, Attack Damage and the shield is especially useful.||SPACE|
|SPACE||Was in an awkward situation where I didn't know if this counted as a defensive item or an offensive item :D. Great attack speed and an equally great passive. This is more suitable to On-Hit Kog'Maw though.||SPACE|
|SPACE||A load of health and an in-built red buff. Very handy item to have if you just need a bit of tankiness. An alternative to Guardian Angel.||SPACE|
|SPACE||Great alternative to Guardian Angel but only if your main problem is an AP champion. Also provides some other decent stats.||SPACE|
|SPACE||The best active of any item in the game. Will rid you of all CC, especially good if the enemy are CC locking you down.||SPACE|
|SPACE||Attack Speed. Just oomph your damage while getting extra movement speed.||SPACE|
|SPACE||Tenacity is awesome. Means you won't be snared, stunned or cc'ed in general for too long. Get this against heavy CC teams. Usually if you are having problems with CC sell your Berserker's Greaves late game for these.||SPACE|
Early Game (0:00 - 15:00)
In the current meta-game you being the AD Carry should be going in Bottom lane with a support of some sort ( Soraka, Sona, Janna). Of course there are non-supports that work well too ( Nunu).
Play PASSIVELY early game. Inform your support to play passively too. Just farm and farm. Try and get as many last hits as possible. If an opportunity arises don't be afraid to Void Ooze an enemy and start withering away at them with Bio-Arcane Barrage. Make sure your support is always with you though by pinging to co-ordinate attacks. Also at around 2:30 ask your support to place a ward near dragon, so you can watch out for ganks from the enemy jungler. DO NOT OVER-EXTEND. Below is a picture of where to stay and where to not stay. You don't have to follow it strictly, especially if you have a ward.
Farm farm farm and get your Wriggle's Lantern. Start working towards your Zeal and then your Infinity Edge. By this time it should head into mid game.
Why Wriggle's Lantern?
+ Excellent farm tool
+ You can use ward to protect from ganks when you're farming
+ A bit of armor
- Might get flamed by team.
- You won't have as much damage as the enemy carry
Mid Game (15:00 - 30:00)
Quietly farm, if your jungler is Dragon ing then go help him out. Just farm and farm. If the lane gets pushed too hard then head into the jungle and clear some camps while you can. If there is no one in other lanes go farm those lanes as well. Once you save up 1650 Gold head back and grab a b.f sword.
Just head off to a lane again and farm. If the enemy team are starting to group up tell your team-mates to hold their position and to NOT initiate without you. Make your way to wherever the skirmish is set to take place in. This is where the team-fights start.
DO NOT TROD ALONG BY YOURSELF. Stay behind at least 3 team mates and throw your Living Artillery at the enemy. No matter what stay behind your team mates. When either your team or the enemy team initiates, General rule of thumb is to count to 2 and then go in yourself.
Void Ooze all down the middle of the enemy team. This will cause the most disruption as the enemy will have a hard time reaching your team mates or escaping. Activate Bio-Arcane Barrage and start to wither away at the enemy AD or AP Carry. Once they have died/fled quickly retreat behind your teammates again. DO NOT CHASE EVER unless the entire enemy team are dead except that one person.
The trick to Kog'Maw is to never retreat from a fight. With Wriggle's Lantern you will have a fair amount of Life-Steal. If anyone tries to 1 v 1 you, do not retreat at all. Activate Bio-Arcane Barrage and Void Ooze them. Just right click them until they die or until YOU die. Unfortunately for them, the amount of Life-Steal combined with your insane damage from Bio-Arcane Barrage will mean that either they have died, or lived with a very little amount of health. Waaaiiiiiitttt... what was your passive again? :P
TIP FOR Icathian Surprise! You don't have to direct your dead body by following your enemy, you can just right click them to auto-lock onto them :D.
When I saY never retreat, I don't mean be stupid. Do not head into a 1 v 5 and expect to get a penta-kill.
By this stage it should start to head into the late game era and you should have finished your Infinity Edge and almost finished or finished your Madred's Bloodrazor. Don't forget to farm whenever you can. DO NOT WANDER AROUND AT ALL. If you want to go farm another lane DO NOT WALK THROUGH THE JUNGLE unless you are absolutely sure there are no enemies in there. If needed go recall and then head into the lane. Do not die at this point no matter what.
Madred's vs AD Path
Madred's vs AD Path
+ 10% Health Shred
+ Attack Damage
+ Attack Speed
+ A bit of armor
- No Armor Penetration.
When should you build the AD Path then? Look at your enemies' items, have they already built a layer of Magic Resist for the fed Xerath on your team? If so then it is recommended to go the AD Path. Why? Because you will get the same damage from both the AD Path and the Madred's path but the Madred's path will cost much more. In the end, what you want to do is give your enemies a tough time trying to counter you.
Late Game (30:00+)
As usual when the team-fight erupts make sure you don't get jumped by the enemy anti-carries. Stay with your tank or with someone with a good CC ( Sion, Ryze, Taric, Leona). There is no retreating at this point. Activate Bio-Arcane Barrage and just right click the squishies. If they retreat DO NOT CHASE. I cannot stress this enough. You are the boom and the bang of your team. If you run off chasing one of the enemies there is a 30% chance you will catch him, however this means that your tanks/supports will be stuck by themselves fighting the enemy. If the squishies retreat then just focus the enemies with the most damage or CC ( Nocturne, Alistar.
Thanks to your Madred's Bloodrazor, Bio-Arcane Barrage and the 300 or so AD you have they should go down in a matter of seconds.
Don't be stupid around the late game era no matter how fed you are. Under no circumstances should you be wandering the enemy jungle on your own. Once most of the enemy team are dead you can try and take Baron Nashor . Thanks to your intense shredding you and maybe 1 tank and 1 support can take down Baron Nashor at a relatively quick speed.
Push with your team and not alone. Celebrate victory :)
A Short Guide to AP Kog'Maw
Start off with either Boots of Speed and 3x Health Potion or a Doran's Ring and head down to Mid Lane. Grab a point in Void Ooze as it deals a ton of damage and also provides some CC.
When the minions waddle down roam around behind the Caster Minions. Constantly look for an opportunity to Void Ooze the enemy as it has a fairly long range. If the enemy play too aggressively back off and just wither away at them with Void Ooze whenever it comes off cooldown. Once you farm up enough head back and grab a Tear of the Goddess as it will fix all your mana problems. Keep farming and once you hit level 6 long range abuse the enemy.
A quick combo for an overly aggressive enemy is to firstly land Void Ooze making sure that the trail of slow blocks of their escape path. This should do a fairly powerful nuke. Secondly land 2-5 Living Artillery on them as they will have no chance dodging them with the powerful slow.
To farm the caster minions throw a Void Ooze down the middle of them and quickly follow it up with 1 Living Artillery. Make sure you don't do this too often as it WILL over-extend your lane.
When the team-fights start to happen make sure you stay FAR away. You are really squishy so any burst at all will completely destroy you. Chip away at the enemy with Living Artillery but make sure you let the stacks reset once it reaches about 3 stacks. Make sure you don't blow more than Half your Mana before the fight actually erupts. If you can aim it properly you should be able to force the squishies way back giving you a big advantage in the fight.
You may not get many kills but you WILL be turning the tides of team-fights. You may not even get assists but just your presence will break or make a win.
Greater Mark of Magic Penetration
Greater Seal of Ability Power
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Ability Power
- Greater Mark of Magic Penetration: Magic Penetration runes to increase your overall damage as all champions have natural Magic Resist.
- Greater Seal of Cooldown Reduction: Offers the same amount of AP as Greater Mark of Cooldown Reduction and will boost your damage early game.
- Greater Glyph of Scaling Magic Resist: Magic Resist per level to somewhat reduce bursts and long range pokes from other mages.
- Greater Quintessence of Cooldown Reduction: 15 Extra AP to boost yoyr damage for poking, farming and killing.
Item Explanations- AP
|SPACE||Will boost your survivability by a whole lot. Also adds mediocre damage and increases your mana pool extensively which will later increase your damage thanks to Archangel's Staff. catalyst the protector will keep you in lane forever allowing you to farm up your other items and not have to recall everytime you get hit.||SPACE|
|SPACE||Huge boost to your damage. Your burst with Void Ooze and a few Living Artillerys will be extremely powerful and will force squishies to stay far away from you. Also you can farm the minion waves extremely quickly with your Void Ooze killing the Caster Minions in one shot.||SPACE|
|SPACE||Big boost your survivability and will add to your damage. The slow is the best thing ever as you can CC people from a gazillion miles away. Also will allow you to chain Living Artillery hits on your target.||SPACE|
|SPACE||Massive boost to damage. Thanks to your large mana pool it will give you a VERY large amount of AP now. Also provides a lot of mana itself so you should be having next to no mana problems at this stage.||SPACE|
|SPACE||A reasonably large amount of AP and a load of armor. Also a passive that can save your a$$. Good dfensive/offensive item for late game.||SPACE|
|SPACE||Magic penetration to increase your altogether damage output as all champions have natural Magic Resist.||SPACE|
Situational Items- AP
|SPACE||Can be swapped with Rod of Ages. Provides a lot of AP and can sustain you in lane for a very long time too. However it doesn't add to your survivability and it doesn't add to your mana either.||SPACE|
|SPACE||Awesome item if the enemy have decided to buy some Magic Resist to stop you from shutting them down from afar. Can be swapped out with any item other than Archangel's Staff.||SPACE|
|SPACE||Will add some damage and will solve your mana problems however it costs a ton and you would rather have the extra flat mana than Mana Regen as your Archangel's Staff will give you more AP.||SPACE|
|SPACE||A great item adding a load of mana for your Archangel's Staff and also a lot of armor. The radius of the passive is quite large (1000. Think Ezreal Mystic Shot)so it isn't completely useless. It doesn't add to your damage however.||SPACE|
|SPACE||Adds extra mana and gives you some decent stats. Also blocks a spell every now and then. A good item but there are other items that just suit you better.||SPACE|
Enemy AD Carries
|Spa||Ashe is extremely squishy. However she has a powerful poke with Volley and after level 6 can quickly punish you for being out of position with enchanted cystal arrow and can kill you while you are stunned. A good Ashe will also kite you very effectively thanks to Frost Shot. Against Ashe try to stay behing minions at all times. If she gets out of position quickly punish her by slowing her with Void Ooze and then chipping away at her health with Bio-Arcane Barrage. Do not be afraid to use up Flash to get out of the way of Enchanted Crystal Arrow. If in a 1 v 1 situation DO NOT RETREAT. You will never be able to escape from her because of Frost Shot. Instead you should try to stay in there and ight her as she is extremely squishy and even if you die you can finish her off with Icathian Surprise.||spa|
|Spa||Caitlyn is an extremely potent AD Carry thanks to her very large range and her passive Headshot. However her range can't be utilised aginst you as you have an even longer range which shreds once you acivate Bio-Arcane Barrage. She has a decent poke with Piltover Peacemaker but has a very low mana pool meaning that if she spams it too much she will bo OOM and you will have an advantage. Against her, try and bait out Piltover Peacemaker. Also, if you see one of her Yordle Snap Traps lying around do not be afraid to step on it and disable it then and there rather than when you are trying to chase/run away from her. Also you probably know this but her ultimate can be intercepted so get someone to stand in the way if you are being targetted. Also, if you reach low health do not just stick around your turret but just go back to base as she can easily snipe you with Ace in the Hole.||spa|
|Spa||Corki is very ability dependent AD Carry much like Ezreal. Although most of his damage will come from auto-attacks clever use of his abilities can force you to play extremely passively. He can charge down at you with Valkyrie, with Gatling Gun ativated and then quickly Phosphorus Bomb to take you dwon very quickly. Play passively against him as one of Kog'Maw's downsides is that he can be bursted fairly quickly and he can't do anything about it. Try and stick inside the bushes and call for ganks from your jungler. After level 6 be careful of the Big Bomb from Missile Barrage. You can keep track of it by clicking on him and looking at the counter that shows up under his champion details.||spa|
|Spa||Ezreal is a champion who relies heavily on his abilities to do damage. Dodging his skillshots will greatly reduce his effectiveness. Staying behind minions will stop his Mystic Shot. In small skirmishes watch out for his Essence Flux as it can drastically reduce you Attack Speed. Don't stay in obvoius spots when on low health as you will get sniped by Trueshot Barrage. Also, try and bait out his Arcane Shift by fake initiating so he decides to clear off and burn it. A lot of Ezreals like to jump at you with arcane shoft, Auto Attack so the deal damage through Sheen and then repeat the rpocess with Mystic Shot. If he does this, or even if he just jumps at you, stand your ground, slow him with Void Ooze and chip away at his health while he struggles to escape. Just remember to dodge his skillshots. Oh and also, he's a she.||spa|
|Spa||Graves is fairly tanky thanks to True Grit but he really needs to be up close to you to do a lot of damage as his abilities have fairly low range and even his auto-attack has a very low range. He has a good burst with Buckshot and can really be a tough opponent for Kog'Maw in the right hands. However the fact that he needs to get close to you is also his downside. One good slow from Void Ooze and he's basically almost dead if your support does anything at all. Make sure you back off from him when he's still under the effect of Quickdraw as his attack-speed increases a lot. Also, make sure to back off from the circle of Smoke Screen as it can cause you some problems co-ordinating attacks.||spa|
|Spa||Miss Fortune is one of those champions that are really prone to ranged harass. If you just hit her a couple of times with Bio-Arcane Barrage activated she will have to back off and all she can do is Make it Rain on you. She is good at forcing people to move into place through placement of her [E] Make it Rain and her ultimate Bullet Time. Try to keep her passive down most of the time or else she will be ale to Strut in, Double Up on you and then walk off again. This really isn't a difficult lane but be careful as she can have a lot of chasing potential so try to stand your ground instead of running from her.||spa|
|Spa||Sivir isn't a challenge to face against as Kog'Maw but she isn't exactly easy either. This will just turn into a farm fest so make sure you get the most last hits. Also watch out for her Boomerang Blade as it does a lot of damage. Just like any other champion, if she comes too close punish her by slowing her with Void Ooze and chipping away with Bio-Arcane Barrage. When she activates On The Hunt slow her with Void Ooze and just walk off and wait for its effects to disappear.||spa|
|Spa||Teemo is an absolute pain to play against. His blind can completely reduce your effectiveness for a short while. He also has a very powerful poke with Blinding Dart and he even has DoT Stacking Poison in Toxic Shot. Against him it is recommended to just farm and hit him whenever you can. If a fight breaks out DO NOT ACTIVATE Bio-Arcane Barrage until Teemo has blinded you! Wait for the effects to wear off and then hit him hard. Also ask your support to put a pink ward in river so you can kill off his Noxious Traps so your jungler can gank. After level 6 try to keep him on low health with Living Artillery.||spa|
|Spa||Tristana isn't an extremely large threat to you but her gap closer can be very annoying to play against as she can zone you. Play aggressively against her with your support as this will force her to play passively as she will be scared of you. Farm as hard as you can and hope to get kills off the enemy support as Tristana is very hard to kill. Watch out for her combo of Rocket Jump followed by a Buster Shot into her team. Call for ganks from your jungler if you can't handle her. Also, back off once she activates Rapid Fire as it can greatly change the outcome of a fight.||spa|
|Spa||Twitch is a hyper-carry just like you who has a whole ton of damage but can be killed in any small form of burst. Which you lack. His main utility is his stealth, which renders him invisible unless he is near a Vision Ward or someone with Oracle's Elixir. Against him it is HIGHLY recommended to place a pink ward right in the middle of the lane. This will allow you to watch out for his surprise ganks as he can deal a whole ton of damage from that. He also has a good burst if can hit you with a couple of stacks of Deadly Venom and then activates expunge. He is prone to being focus so no matter what make sure you take him out before anyone else.||spa||
spray and pray
|Spa||Varus is an AD Carry with a whole ton of damage potential. He is excellent at sitting back and taking out enemies from afar. He can snare you down with Chain of Corruption and take you out if you aren't careful. He also has a fairly good poke with Piercing Arrow. However, when it comes to damage you beat him easily. Just make sure he does not have Living Vengeance stacked and you should be outdamaging him most fights. There is absolutely no need to run away from him, if you can try and spot when he is charging Piercing Arrow so you can dodge it (He will slow down and pull back on his bow). Also make sure you have control over the bush as he benefits greatly if he can sit in the bush and hit you from afar.||spa|
|Spa||Vayne is a relatively squishy hyper-carry much like you. Her main damage comes from Silver Bolts and and her poke comes from Tumble. She is extremely squishy and in a 1v1 things can go either way. She does have a momentary invisiblity when she activates Final Hour and Tumble. Stay away from walls so she can't pin you down and stun you as that will definitely get you killed. She can also pin you against turrets so watch out for that. If she does activate Final Hour don't be afraid to just retreat until it wars off||spa|
If you liked this guide please upvote it. The button is all the way up the top :)
Remember this is just a basic guide to learning to play Kog'Maw and you should never strictly follow the Item Build all the time. Learnt to adjust to your opponents as that will get you the best results.
COMING SOON: A Jungle Guide to xin-zhao.
HEY GUYS. I KNOW THERE ARE A LOT OF TYPOS. I WOULD REALLY LOVE YOU GREATLY IF YOU COULD TELL ME WHERE THEY ARE. THANKS IN ADVANCE <3