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Choose Champion Build:
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Marksman Kog Maw
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Mage Kog Maw
Kog Maw Introduction
1: Whether he be AP or AD Kog Maw has excellent late game scaling/ damage.
2: He has long range spells
3: AD Kog Maw is a "tank buster"
4: AP Kog Maw is a poking machine
5: AP Kog Maw has decent waveclear once he has a few items.
Cons:
1: SLOW: His base movement speed is 325.
2: No mobility spells. This combined with a slow movement speed means that if an enemy does get on top of Kog Maw, he can stick to Kog Maw really easily
3: Item dependent: Both AP and AD Kog Maw are useless if they can't get their items as Kog Maw's base values aren't great.
4: Requires good positioning. If you can't position with this champ, you are doomed.
5: Very Little Solo Carry potential: Kog Maw needs to be surrounded by a meat shield team in order to make an impact, unlike other ADC's like Vayne or Graves who can brawl and make plays happen on the map.
6: Low base auto attack range( Only 500 units)
Q:

W:


E:

R:

Summary:
AD Kog Maw: R>W>Q>E
AP Kog Maw: R>E>W>A

As AP Kog Maw you have 1 job: Make it rain artillery. Since AP Kog maw builds mana, you can afford to spam your R like crazy and simply poke out your enemies. As Ap Kog Maw you don't want to be in range to auto attack, be just in range to R them.

Item 1 in all situations=

Item 2: Now you might be thinking "Why not complete the Tear into



Item 3:

Important Note: CDR items have little Benefit for Kog Maw. This is because the cooldowns on all of your basic abilities are so high and the cooldown on your ult is so low that purchasing CDR doesn't really do you any good. If you are familiar with Corki's kit and cooldowns, Kog Maw goes through something similar to this.
So the following items Ionian Boots,





Item 4-6: At this point in the game you look to see what you situationally need.







Item 1: Always


Item 2: Always Blade of the Ruin King: This item has fantastic tank busting potential, this item combined with

Item 3: Tier 2 Boots. Gotta go fast
Item 4-6: These items are based on situationa


Mercurial Schimitar: If the enemy has a form of CC or damage that will really mess you up, the "clease" from this item can save your life.
See the other survival items I talk about in the AP Kog Maw section
Move Speed Quints on AD Kog Maw: In my opinion, Kog Maw doesn't really benefit a whole lot from the early AD Quints, and he gains a very small benefit from Attack Speed Quints. Move Speed quints on the other hand really help you in the early game avoid and dodge bad situations. Also in my opinion, since you build/earn enough attack speed and do a ton of damage that what you need more importantly is kitability. I like this on AD Kog Maw, but I haven't had success with it on AP Kog Maw just because going into mid lane with low AP in the early game makes your already rough laning phase even rougher if you can't secure minions with your E.
Scaling Health Quints on AP Kog Maw: Scaling Cooldown Glyphs on Kog Maw are a waste, Scaling AP glyphs are acceptable but not great, flat AP do a decent job of helping you secure mininos during the hard part in the beginning but don't offer much long term benefit. In my opinion Magic Resist or Health are the way to go in terms of glyphs, I just prefer health as this stat is a universal defense stat.
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