Build Guide by Severance2k9
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.
Why? Kog is amazingly slow. You have no points in defensive. You have no armor/magic res runes. You absolutely do not wanna be hit, you wanna be caught even less.
Is also a good choice, because you're squishy. As such, if you are stunned, you are as good as dead.
Pros / Cons
- Has the ability to melt any champ in 5 seconds of less.
- Ignores (For the most part) the armor of the more tanky champs.
- Has a very handy slow that can hit more than one champ.
- Living Artillery is crazy handy for harrassing. (Provided you manage your mana well)
- Bio-Arcane Barrage makes early game harrassing VERY easy.
- Slow Early game if you can't manage a kill or two.
- Even with the two escape/chase spells, Kog is rather slow.
- Very squishy.
- Living Artillery has a bit of a learning curve.
I see loads of builds using these runes icon=Greater Mark of Alacrity and I find myself asking more often than not, Why? With my build, Kog has over a 2.1 AS and that is much more than is actually needed to take beefy champs down, though it does help. I chose to use because lets face it, Kog relies heavily on magic damage. More magic pen equals more damage, though I wouldn't go overboard on it unless your opponents are stacking heavy magic res.
simply because the only champs that can bring you down before you have a chance to right click on them are champs like Xin Zhao and Master Yi. Dodge significantly increases your survival chance against them. Even one dodge can save your life.
Yes, I know this is a secondary and yes, something (I suppose) could fit better here as a primary but I honestly don't see what. A little extra attack speed couldn't hurt.
As another option, the mana regen runes wouldn't hurt if you find yourself running out of mana often early game to mid game.
Because early game is when the health matters most, I chose the flat health quints. Late game, when the scaling health quints would be best, I don't think the 48.6 health is really helping that much.
As Zuulka suggest, try to hold out until you have enough for your Recurve Bow before you back. Once you get your Madred's Bloodrazor is when you really begin to melt everything in sight. Void Ooze + Bio-Arcane Barrage + Auto-attack and you should net a few kills fairly easy. So grab your Malady and back out to the killing fields. If at any point you have to back before you can afford the full items, go ahead and piece together what you can. It's not set in stone.
This point is where my items are different. I choose a Phantom Dancer. Why? Because of the crit chance. Why is this important? Kog is mainly magic damage! This is true, however, other guides suggest you grab a Sword of the Divine here for the +100 damage every four hits. Sounds good, sure, but it still isn't as much damage as the phantom dancer. 30% crit is ALMOST a 1/3 crit. One crit for every 3 hits. Critical strikes do 200% Damage. Let's assume at this point you are doing 150 physical damage per hit. So, in theory, every 3rd, sometimes 4th(unless the RNG screws you) hit will be about 300 damage. That's an extra 150 damage every 3 or 4 hits. See my reasoning? Of course, heavily stacked armor will mitigate some of this, but you really shouldn't be focusing them until the carries are all dead anyway. Sure you CAN melt a tank, and it is impressive and all, but this is a TEAM game and carries and support should be killed first to minimize deaths to your team.
Anyway, odds are, your game is over by now. Maybe even before the Phantom Dancer, but still, the Frozen Mallet is a great addition, especially for those pesky characters who like to run like Teemo and Zilean. Sure, maybe a little late, and you may never actually get to add this item, but it's a great item. Infinity Edge. Same reason as above for the Phantom Dancer, except it adds more damage to your physical as well and boosting how often you crit AND how much damage your crit does. You'll be critting for around 550 damage every 2-3 hits (Because this bumps you to 50% crit) plus all the magic damage from the Bio-Arcane Barrage and Madred's Bloodrazor. Win.
Additional Item Suggestions
If you're just obliterating the other team (And you most likely will be) I suggest:
Moving over the map quickly not only surprises the other team because its unexpected for Kog'Maw to move that fast, it also allows you to get to team members who may be in need of assistance before they die. The reason I don't recommend Mercury's Treads is if you're stunned, you're probably already dead.
I'm not sure which item I could replace with this and be nearly as effective, but if crowd control is totally shutting you down then this isn't a bad idea. As many have said, it doesn't matter how much damage you can put out if you're dead. Credit goes to noobeater for reminding me of this.
If the crit idea just doesn't work for you,or Jax is destroying you for some reason go ahead and throw in:
This (If memory serves) will push you to the speed cap. Not a bad item to use, 2.5 attack speed means this will be proccing about every 1.4 seconds. I still prefer the Phantom Dancer.
It's all really kinda situational, but so far I have yet to find a team that could stand against this build.
- Rush Madred's Bloodrazor as fast as possible. It's key to this build
- Last hit creeps. Don't continuously auto-attack. You don't want to push to their tower so much that you can't get in to last hit the creeps.
- Use Bio-Arcane Barrage to harass early and Living Artillery once you hit lvl 6.
- Watch. The. Map. I cannot stress this enough. You are SLOW. Very slow. If you get ganked early, odds are you aren't going to come out alive unless you can flash over a wall or treeline.
- Call mias.
- You should be able to take out lizard and golem without taking significant damage at around lvls 7 or 8. Lizard makes it SO much easier to get kills early/mid game.
And here's a couple pics for ya... My last two games I played this morning. (The blacked out part was played with a different champ and irrelevant to the build)
As you can see, the physical damage versus the magical damage dealt is yet another reason I won't scoff at 50% crit.
This guide has taken me a couple hours to write, so I would really appreciate a vote, preferably up. Give it a try before you vote down, and even then leave me a comment telling me what you feel is wrong.
Also, fellow Kog players, Upload your pictures of your high scores using my build to somewhere like photobucket and I'll add it to my build so everyone can see what a badass you are :)