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Recommended Items
Spells:
Flash
Barrier
Items
Ability Order
Icathian Surprise (PASSIVE)
Kog'Maw Passive Ability
Introduction

Hello and welcome everyone to my Kog'Maw guide!
In this guide I will be explaining you everything you need to know to play

Personally I think

Keep in mind that I will use a few terms you might not know yet, but I will explain everything in my gameplay chapters.
Before we jump into the guide itself, I would like to point out that I am not a native English speaker and therefore I will have made some grammar mistakes from time to time, even though I have tried to minimize them. I thank you in advance for keeping this in mind!
Also, a huge shoutout to Janitsu for making me the line dividers and banners!
Anyway, let's get started!
WARNING: This guide will have lots and lots of text and is aimed at anyone really wanting to learn


I felt like I had to do this, I just wanted to show off a little ^^
But seriously, anyone can write a guide on MobaFire and I myself find myself disliking a lot of the builds out here, so, here you have my stats on


These games were all played at Gold and Platinum ratings.
If you feel the need to check on me, you can find my up-to-date profile here!
By the way, if you wish you can add me in-game (IGN: vynertje on EUW). I always accept those and I enjoy playing so called 'community games' :)
I also try to stream regularly, check it out :)

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Pros
+ Huge range with ![]() + Amazing damage because of ^ and attack speed steroid + Outscales pretty much everything + Good kiting possibilites + Bombards you with fireworks from 1500 range |
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Cons
- His range depends on a 17s cooldown skill - REALLY difficult to position well with - Painful early game - No escapes - pretty immobile - Will be out of mana really quickly when playing aggressive space |

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Even though is W is really awesome, it has a really long cooldown and therefore is not 100% reliable. You really need to make the most out of these 8 seconds in order to be effective. Furthermore, ![]() ![]() |
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21-9-0 is my preferred page for ![]() ![]() |

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This mastery page offers some more mana regen and improved flash. It takes down a little bit early game durability for extra mana regen and less ![]() |

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This is a good mastery page when you want extra sustain in addition to lifesteal quints, or when lacking these. I like this when playing against a support like ![]() ![]() |

Runes




This is my preferred rune setup because it gives a mix of everything you need to have a decent early game. Attack damage for easier last hitting and some extra damage potential, extra defensive stats and good sustain with lifesteal quints.

Alternatives:
Runes




These are the only two alternatives I would ever recommend someone. Flat magic resist glyphs when facing heavy magic damage early game (for example against something like



Why don't I pick one of the following runes:
- greater mark of armor penetration because they are not as good on Kog'Maw. He relies a lot more on his
Bio-Arcane Barrage and he has no physical damaging skills so he only benefits from this a little bit. It's sub-optimal.
Greater Mark of Attack Speed because it gives only so little, and barely amplifies your pre-9 damage because your
Bio-Arcane Barrage damage scales on level. Also, good luck last hitting with your ~55 base AD.
- The other runes are considered trash and not even worth considering ^^

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Other heavily situational picks:
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Exhaust is a good pick when your support will be unable to help you. For example someone like ![]() ![]() ![]() |
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While I would never recommend it, this spell can be really good when the enemy have 0 (not just only a few, literally 0) diving abilities. When they don't, you can more easily kite them by using this spell. It also has a lower cooldown when compared to ![]() |

Skilling priority:
I think maxing



First of all, your Q gives a decent attack speed boost and decent single target damage. However, the range of this spell is so low, that you should never be in range to use it (unless you are mispositioned, which I hope never happens), especially with bio-arcane barrage active.
My second reason is that the attack speed buff is only very minor, whereas the slow on your E increases greatly (20->55%), and since

Because of these reasons, I think maxing Q is only good for the attack speed which is very inferior to what other spells offer you.

Passive: Icathian Surprise



Even though I don't like it, if you're dying anyway, you can sometimes take one or multiple people down with you. If you are sure you won't get anything out of it (so don't use it before any fight has ended), you can also use it to take a few creeps.

Q: Caustic Spittle

The active has a really short range and using this can often put you in a dangerous position, and you will not be using your range to the max. Because of that, you should only be using it when someone is in really close range in order not to waste your W range boost :)
Also, the attack speed is somewhat minor. This spell is really straightforward so I'll not be explaining anything more on this.

W: Bio-Arcane Barrage


Because this spell deals magic damage, you will be doing nice damage at every stage of the game, simply because there is no -one- effective way to counter the damage you will be outputting. Stacking armor will cause them to get exploded by %damage, stacking mr will cause you to do 700 crits on anyone and hp will make your %damage even more powerful.
Now because this is such an important skill for you, here are a few tips to use it to its full potential:"
- First of all, be careful when you use it and never spam it. Don't use it when you don't need it.
- Try to get a feeling of how much bonus range it gives you, and only activate it when you are in range.
- You can use it really effectively to siege down turrets because you can hit the turret while your enemies will be unable to hit you.
- You can poke enemies who are standing next to their turrets without getting turret aggro because of the huge range.

E: Void Ooze

You can use this spell to last hit when getting zoned really heavily pre-6, but you should never overdo this, because it will burn through your mana pool really quickly. Also, keep in mind the delay as described below.
When using this spell, keep in mind that it has a cast time and that it will 'roll out', meaning that targets closer to you will get the effect sooner than those far away from you, and you should take this into account when trying to hit moving targets.

R: Living Artillery

This skill is really nice for a couple of reasons. First of all, it allows you to chase down enemies really effectively because it not only has this huge range, it also reveals your target whenever you hit it.
This reveal can also be used to gain vision of unwarded spots from the same massive distance, so you don't have to face-check it and possibly evade a 5-man gank. This is really useful when checking baron/dragon.
Also, it allows you to last-hit when you are getting denied heavily, this spell has a huge range and that should make it impossible to completely deny you.
A few words of warning though:
- Keep in mind that this spell has a 0.6 delay between casting and hitting, so you will always need to calculate that extra time when casting.
- Using this spell too frequently in a short time will cause you to run out of mana really quickly - it has a 6 second period in which each cast will cost 40 mana more. Keep in mind that resetting this is really important
- You should not be using this in a teamfight when under 200 mana, because there are far more important skills in your kit when in major engagements.

Starting items:







This is mainly really good because the Doran's gives you some health, which can make up for your painful early game - you will be less likely to get bursted down.

Early-game core:



This is your early game core. Rushing



Don't forget the option to buy a second Doran's against an heavy kill lane. This is generally good when you fear to get bursted down and prefer be a bit more safe. Remember: better be safe than sorry!

Mid-game core:




By the end of mid-game you should aim to have your 2 core damage items completed. The



You could optionally get




Other mandatory damage items:


The main question is not why we build these items, but in what order we build them. Generally these items would be your 4th and final items, with a defensive item as 5th.
In this,


If 2 or more enemies have more than 100-150 armor,


When playing ranked games, you will find yourself going



My preferred final build:






This is the build I end up using in most of my games. The damage items are aimed at optimizing the damage on your basic attacks and are well suited to kill any tanks in the enemy team.
I build


Why don't I build one of the following:
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This chapter is meant to explain all defensive choices, in the hope to explain when you should pick which defensive item. So, without further ado, lets jump into our options!
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As mentioned, ![]() |
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The ![]() |
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This is the most situational item you can possibly get. It blocks a spell for you, but this can easily be wasted if you misposition only slightly. It can help you blocking spells that are essential to block (like ![]() ![]() |
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The ![]() ![]() ![]() ![]() You should finish the ![]() Below this you have a bit more clearer overview of when to pick which items, but keep in mind that some exceptions apply and you should never blindly rely on this. |

(There used to be a chapter about taking golems in here. This is no longer possible, I'm currently trying to get something to replace this out here)
Lane tactics

Usually you want to point out to your own jungler that getting you to snowball is often a free win: there is nothing as scary as a 6-item

When farming is concerned, you might need some practice last hitting with Kog because his animations differ somewhat from his counterparts. This might require some getting used to. Your target for farming should be 100 at 12 minutes and 200 at 25 minutes. If your cs is under 150 at 25 minutes, you should be practicing last-hitting more.
When going for a fight in-lane, keep in mind that you benefit from longer fights. You should avoid getting bursted down at all costs, because that is the only way they can beat you after getting a major item or two.
For more information on ADC, click the following link

Trading is a really important aspect in lane phase, which often decides how your lane will end.
Trading is the skill in which you attack someone without lethal casualties, without using any ultimates or summoner spells. The outcome of the trade will decide who gets the upper hand in lane.
Someone who trades really well in those little engagements, will outpoke the enemey and gain the upper hand. This will cause you to zone and outfarm the enemy - if played well.
A trade can be a single autoattack, but can also be a short combination of spells. For





A few tips on how to improve your trading overall:
- You can simply basic attack someone when he comes for a last hit. He will have to weight off taking the last hit or attacking you: it will be a win-win for you either way.
- Abuse any advantage in range - if you attack him from 700 range, and he has only 550, he will have a hard time getting to you to return damage.
- Keep track of the enemy cooldowns. For example, when you use your W as
Kog'Maw, the enemy has a 9 second window before it comes back from cooldown again. This window can be exploited because your damage is lower this way.
- You can use a level advantage to trade effectively - especially at levels 2, 3 and 6 because you will have an extra skill to your disposal.
- If you have a healing support, you can trade more effectively because you can heal their damage back.
- If you just came back from base and finished a major item like a
B. F. Sword, you will win the trade because you have this core item finished and they don't have that same amount of power.

When jumping in teamfights, you will be the main damage dealer of your team. However, with being the main damage dealer, you will be focused and therefore positioning and correct focusing is vital for a good AD Carry.
First of all, you should know who to focus. At lower rating you will hear people saying 'omfg noob kog not focus carry' - but this is 100% incorrect. Because you are supersquishy and getting focused, you will need to attack those that are the highest threat to you, not to your team overall, first. When getting doven onto by two anticarries, don't expect to be able to kill their ad carry and living through all of it. That is why you focus those diving you first. Keep in mind that you can always switch focus when someone backs away from focusing you, the most important thing is to deal as much damage as possible overall.
When positioning is concerned, you should always be a few feet behind your team. You are supposed to be in a position in which you can constantly attack, without getting hit back. However, remember that your team is there to help you - you should never run too far away from them while kiting.
The following video is an awesome guide on how to position well:

Kiting is the most important for any AD Carry in a teamfight. A few other words for kiting are stutter stepping or orb walking.
Kiting is simply moving inbetween autoattacks, in order to deal maximum damage while constantly moving to stay at range. If you ever have a look at high-elo games or perhaps LCS games, you will see that most AD's master this and will often keep a large distance between themselves.
Keep in mind that having a gap closing ability alone is often not enough to keep you in a safe position, so you will
How to practice this:
- Try to move inbetween autoattacks on minions to practice this
- Practice with a friend in a custom, in which you try to kite him when he plays a bruiser and then swap roles

When picking


When picking a botlane combo, you should keep in mind what type of carry or support is picked already. I think there are about 3 different types of lanes:
- Poke/sustain lanes: This lane will try to poke you down constantly in order to deny you farm. They will often lack killing potential but scale decently into lategame. A good example of this would be
Caitlyn +
Nami. Another example of a poke lane would be
Soraka +
Corki, but in this specific lane they are more based on sustain rather than range and trading abilities.
- Kill lanes: These lanes will want to kill you as quickly and as often as possible to snowball into lategame. They will usually be able to kill you pretty easily but transition really weak into late game if they don't get to snowball. An few examples of this would be the infamous
Graves +
Taric, or
Leona +
Ezreal.
- Late game/farm lanes: This is the lane
Kog'Maw belongs in. This is a lane in which the players mainly want to farm and get their items before doing anything aggressively. These lanes often lack killing potential but scale extremely well - if you let them free farm, they usually carry the game. Lanes like these need to be shut down by any of the lanes above. An example of this would be
Kog'Maw combined with
Nunu & Willump or
Janna.
Kog'Maw could possibly also be played as a poke champion, but this requires the correct support - and you will be really weak in the first levels as well.
So, without further ado, I present to you, my list of well synergizing supports for our lovely Kog!
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The only reason this lane works is a really good one: Combine ![]() ![]() |
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Couple her with ![]() ![]() |
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There are a few other supports that have decent synergy with





Credits to:
Janitsu - for helping me out with banners and line dividers :)
xke - for his awesome help on reddit concerning AD carry basics. I have also included his video in my guide.
Awesomefusion: For his awesome guide on AD Carry positioning, which I included in my guide.
Jhoijhoi: For her awesome guide on how to make guides
Daniator15: For helping me out with some video's. Even though I hate him for ditching me to lose solo queue. Please all add him and send him your hate messages :)
EDIT: I managed to overtake the first spot in 8 (!) days and my guide has been rated higher in the first 30 days than guides made my Marn and Velocity players! Thanks!
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