Kog'Maw Build Guide by Pavel00
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.
When the prophet Malzahar was reborn in Icathia, he was led there by an ominous voice which thereafter anchored itself to his psyche. From within, this voice bestowed upon him terrible purpose, and though Malzahar was no longer tormented by its call, the voice did not cease its unrelenting summons. This baleful beacon's gentle flicker -- now fastened to Runeterra -- drew forth a putrid beast that ambled across a threshold it did not understand, widening a fissure between the spaces which were never meant to meet. There amongst the haunting ruins of Icathia, Kog'Maw manifested in Valoran with unsettling curiosity. The spark which led him to Runeterra teased him still, urging him gently towards Malzahar. It also encouraged him to familiarize himself with his new environment, to the stark horror of everything he encountered on his journey.
The enchanting colors and aromas of Runeterra intoxicated Kog'Maw, and he explored the fruits of the strange world the only way he knew how: by devouring them. At first he sampled only the wild flora and fauna he happened across. As he traversed the parched Tempest Flats, however, he came upon a tribe of nomads. Seemingly unhampered by conventional rules of physics, Kog'Maw consumed every nomad and any obstacles they put in his way, amounting to many times his own mass and volume. The most composed of his victims may have had time to wonder if this was due to the caustic enzymes which stung the ground as they dripped from his gaping mouth, although such musings were abruptly concluded. When his wake of catastrophe reached the Institute of War, and enthusiastic Malzahar greeted him with an enticing prospect: taste the best Runeterra could offer...on the Fields of Justice.
'If that's just hungry, I don't want to see angry.' --Tryndamere, the Barbarian King
I've been playing Kog'Maw for quite some time now, and after having a bunch of friends ask me how to build him, I figured I'd just make a guide I could link them to, since I don't think I've actually seen this same build and everything on another guide (not that I've looked, really). Kog'Maw has possibly the best consistent range in the game, when his W ( Bio-Arcane Barrage) is active, as it is even farther than a level 18 Tristana's auto-attack. This allows you to be plenty far away from the fight, while still kicking ***. Add in the fact that you do 10% of the enemy's max health as magic damage with every shot, and you end up with somewhere between 2.2 and 2.5 attack speed, and you are a force to be feared. Btw, I run AS Kog'Maw. I'm really not a fan of AP Kog, and have yet to see a truly good one, especially one that could beat me while I was AS Kog.
My summoner name is tigerdude. Feel free to talk to me in-game if you wanna play or whatever.
PLEASE COMMENT BEFORE YOU DOWNVOTE OR IF YOU HAVE A SUGGESTION!
Hell, please comment if you upvote it! That way I know what parts of the guide are especially popular. However, like I said, please leave a comment first, rather than just downvoting. I will likely take your comment/suggestion into consideration, and may even change the guide based on it. So, if I have something in my guide that you disagree with, just make a comment about it, and I'll explain myself, as well as listen to what you have to say.
Pros / Cons
- Possibly the best consistent range in the game (while his W is active, and now that they've increased the time it's active for, it's even better).
- His ult, if you can master it, is a FANTASTIC tool for harrassing, KSing (if you're a jerk), and killing people before they can get away.
- Fantastic damage, and a lot of it is based off of the enemy's total health rather than just a specific amount, which means that tanks best beware of you.
- So much damage, so quickly, that it LOOKS like burst damage.
- He's friggin hilarious.
- He EATS tanks.
- Let's say you get snared. So what? You're probably still in range to hit them, BECAUSE YOU'RE KOG'MAW!
- If somebody does get up close and personal with you and you don't have your flash or ghost up, there's a decent chance you're going to die unless you can kill them first. Basically, he has almost no escapability.
- Gets kind of mana hungry at some points. Getting blue buff is very, VERY helpful, as it pretty much lets you spam your ult for a bit without worrying about running out of mana, not to mention using your other abilities.
Caustic Spittle: It's honestly not all that great of a move. I get levels in it because of the passive attack speed increase. Don't get me wrong, though. Anytime you're about to start attacking somebody with your W, and if you are actually in range to use Caustic spittle, you should do so. However, in most team fights you should be far enough away from the battle that you're not actually in range to hit anybody with Caustic Spittle.
Bio-Arcane Barrage: One of my favorite abilities in the game, if not my favorite. At max level, it does 6% of the enemy's max health in magic damage with every attack. Combine this with the Madred's Bloodrazor, and that's 10%. Without building AP. Your early game harrassment, before you hit level 6, will mostly consist of either slowing the enemy and hitting them with W-empowered attacks, or hitting them with your Q and then the same thing, or all three, or just the empowered attacks.
Void Ooze: It's a decent slow, but since you're not building AP, and it costs a lot of mana as it is, only get 1 level in it until you're forced to get more. Don't use it for the damage, because it doesn't exactly DO much damage. It does its job just fine even with only one point in it. NOTE: If you're trying to escape from people who are chasing you, fire it IN FRONT OF YOU, rather than behind you, because this way A) you don't take time to turn around (twice), and B) they have to run through the whole thing, rather than maybe half of it, depending on how close they are to you.
Living Artillery: Where to begin? This is another of my favorite abilities in the entire game. First things first: You must, MUST master this ability. If you can learn to aim it like a pro, it will be your best friend next to your W. This is what lets me burst people down one-on-one. You just auto-attack with your W active, and your Q's debuff on them, and then use your ult whenever it's up until they get out of range. It does an okay amount of damage until late game, and even then it does just fine against the squishier members of the other team. It's great for checking bushes because of the added bonus of revealing enemies that are hit by it. It's one of the best harassing moves in the game, to the point where I usually end up making people afraid to get within the range of it, because I've gotten so good at landing it. Once you hit level 6, assuming you still have some mana and that you don't WASTE IT by using his ult in quick succession, you should control the lane easily against almost ANY enemy champion, assuming you haven't fed them too much. It's also a great thing to use while chasing people, because you can probably take out half of their health with just this move between the time that they get out of range of your auto attack, and the time that they get out of range of your ult. I'll admit that I've stolen plenty of kills with this move as well, though I generally only steal them from my good friends.
So, main points about his ult:
- decent damage
- be careful about using it too many times in a row because you'll run out of mana
- use it to check bushes
- great for using while chasing people
- make them AFRAID TO GET NEAR YOU
- I'm pretty sure that at max level its range is actually slightly larger than your sight radius. Yeah.