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I main kog for both ad and ap and i can honestly say I can see what you're going for. The problem with this build was stated by some of the comments above. Mainly they are:
1) No survivability early game. Other ap mids, along with their jungler, will destroy you. The range on your living artillery at at lvl 6 isn't that far so you usually would rely on some poke (that you need to hit) or making sure ooze hits before going for an artillery barrage. This usually attracts the enemy jungler's attention and let's face it; most ap mids will out burst you early. A tear and nashor's tooth this early will make your burst a bit laughable (65ap, most probably lvl 3 ooze and minimal damage on artillery, negligible damage on bio arcane due to you not having enough ap that 1% won't be too much) and you're still an easy target. I usually go for RoA or Rylai's (latter could be good for you. Seems like you can manage your mana).
2) Muramana. I would personally go for more ap or mpen here. Your build looks like it has enough ap to pump an additional 5-6% for the bioarcane. The toggle on this item will just destroy your mana, paired with a runaans. (edit: it was stated above that due to the lateness of your muramana, it really would take a long time to charge. if this is the case, get it earlier but of couse, damage will be sacrificed.)
3) Runaans and nashor. Just choose one. I personally use both items on ap kog but it depends if they gave a lot of tanks that runaans could benefit from (plus positioning. if theyre the type who clashes too close to each other)
I usually run boots, tear, sorc shoes (lvl 7 you could easily e+r caster minions) then depends if i go for blasting wand or belt. either way, upgrade to rylais then seraphs. after raba that's the only time i go for atkspd since with lots of ap, bio arcane then hurts a lot. as with anyone last 2 items depends on what's happening.
1. Manamune and Archangel's Staff should never be in the same build. Never ever. They are extremely anti-synergistic with each other. Add to that the lateness of your Manamune, and that means you'll never get your Muramana toggle unless the game goes past 60 minutes.
2. Double Rabadon's Deathcap is also anti-synergistic. No reason why you shouldn't get a Zhonya's Hourglass instead.
3. With no defensive items at all, you'll be hard pressed to go up close and deal damage without getting blown up. And you should take note that Bio-Arcane Barrage has a terrible scaling - 1% per 100 AP, which is why most Kog'Maw go AD.
Muramana seems weird too. Not sure if it's better than a Malady/Void Staff.
This guide i not finished and misses alot of in-depth information. The item build is not that viable since your ultimate is your everything.
2 make this guide better you should look over the gameplay of kog'maw and item build.
I also suggest you put alot of information into your build and add some sexy BBcoding! :P
What do you mean? I've gone in to detailed lengths about overall strategy, teamfight strat as well as early and mid gameplay.
Also what is everyone saying nasher + hurricane are bad items. This isn't a Flat AP-spamming R/E/Q build. It's an AP AND AS build. So you can use your spells and auto attacks via Bio-Arcane Barrage. I wonder how many people have tried it before downvoting...
2 make this guide better you should look over the gameplay of kog'maw and item build.
I also suggest you put alot of information into your build and add some sexy BBcoding! :P
no.