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Kog'Maw Build Guide by NameMustBeLong

Kog'Maw - Attack Speed

Kog'Maw - Attack Speed

Updated on August 16, 2011
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League of Legends Build Guide Author NameMustBeLong Build Guide By NameMustBeLong 12,046 Views 10 Comments
12,046 Views 10 Comments League of Legends Build Guide Author NameMustBeLong Kog'Maw Build Guide By NameMustBeLong Updated on August 16, 2011
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Introduction

HERRO!

Just recently I find Kog is a very underrated champion that most people don't play, I'm writing this guide/build for everyone who is interested in playing Kog.

Please do give some feedbacks/suggestions what could be done better, please try this build out in-game before leaving a vote.

*This is a basic item route for ones who does not know how to build him.*

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Pros / Cons

Pros:


-Anti-tank
-Baron killer
-Extreme range
-Feels like they got no armor/magic resist
-Have a nice voice
-Can sing
-Rape
-More Raping

Cons:


-Squishy if being focused (Which is probably gonna happen)
-Lack of escapability (If that's a word) ((Which I don't think so)) (((You know what I mean)))
-Nothing, really, as long as you don't get focused they'll lose the team fight.
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Masteries

I took standard caster masteries.

The CDR, EXP boost, +1G/10, mana regen, movement speed, improved flash/ghost, buff duration, summoner spell CDR, everything looks good. The buff duration is very important, Kog early-mid game with red buff is a killer.
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Skill Sequence


-(Innate): Upon dying, Kog'Maw starts a chain reaction in his body which allows him to move faster for 4 seconds and detonate at the end of the duration, dealing 100 + (25 x level) true damage to surrounding enemies.

~Decent passive, but rarely gets kills. Because of this passive, in some team fights the enemy might target your carry first instead of you (So you don't explode and do some free AOE damage).



-(Passive): Permanently increases Kog'Maw's attack speed.
~Attack Speed Bonus: 10 / 15 / 20 / 25 / 30 %

-(Active): Kog'Maw launches a corrosive projectile at a single target which deals magic damage and reduces its armor and magic resist for 4 seconds.
    Cost: 60 mana
    Cooldown: 8 seconds
    Range: 625

    Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.7 per ability power)
    Armor and Magic Resist Reduction: 5 / 10 / 15 / 20 / 25

~Love the passive, some free attack speed is nice. The active is actually very useful, that additional burst of damage, some armor reduction, don't forget to pop this skill when trying to do some damage. I max this skill 2nd.


-(Active): For 10 seconds, Kog'Maw's autoattacks gain range and deal additional magic damage which is equal to a percentage of the target's max health. The damage caps at 100 against minions and monsters.
    Cost: 50 mana
    Cooldown: 17 seconds
    Bonus Range: 130 / 160 / 190 / 220 / 250

    Max Health to Damage Ratio: 2 / 3 / 4 / 5 / 6% (+1% per 100 ability power)

~With this active, your attack range is INSANE, out harass most of the champions, I'm maxing this skill first, with the attack speed bonuses it's deadly.



-(Active): Kog'Maw launches a projectile in aline in front of him which deals magic damage to all enemies it passes through and leaves a trail for 4 seconds which slows enemies who stand on it.
    Cooldown: 12 seconds
    Range: 1,000
    Cost: 80 / 90 / 100 / 110 / 120 mana

    Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.7 per ability power)

    Slow: 28 / 36 / 44 / 52 / 60 %

~VERY useful for landing your skill shots, not the best slow skill but it's still good! I took one point on this at level 3 and maxing this last is because usually you don't need that much of slow, but it's still nice to have some early-mid game to help your ultimate.


(Active): Kog'Maw throws a living artillery shell to a target location at a great distance and falls after a small delay dealing magic damage to all enemies hit and revealing them for 4 seconds. It deals 2.5 times as much base damage to champions.

Each subsequent Living Artillery in the next 6 seconds after a cast will cost 40 additional mana, capping at 200 per cast.
    Cost: 40 mana
    Radius of AoE: 200
    Cooldown: 2 / 1.5 / 1 second(s)

    Magic Damage: 80 / 120 / 160 (+0.3 per ability power) (+0.5 per bonus attack damage)

    Magic Damage to Champions: 200 / 300 / 400 (+0.3 per ability power) (+0.5 per bonus attack damage)

    Range to Center of AoE: 1,400 / 1,700 / 2,200

~My favorite skill of all time! This is a really fun skill shot, I love people who tried to run away from me with like 200 HP and got take down by this skill from far. This is a early-mid game killer.
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Runes


-Extra little boost for magic penetration, very useful on most AP/MD champions.

Greater Seal of Vitality
-I always loved the +175 HP that it gave at level 18, since Kog is considered very squishy, this little boost to the HP add the survivability to late game.


-Even though it only gives 5.76% attack speed, but it's still something nice to have. (I find it's very difficult to decide which rune should I use for Kog, there are multiple options)


-Like I said, I really like HP runes for some reason. With total +78 HP at level 1, this gave a better survivability early game.


Optional/Switchables


The only problem I have are the Glyphs, not sure which one fits this build the best but you can always switch around.


-Kog doesn't have too much of mana, Kog actually ran outta of mana pretty quick, CDR is usable but I just don't feel too much use of it since his already got insane low CD.


-Same as above.


-...Gives a little more magic penetration, I personally think that 5.76% attack speed benefits more than this...

Greater Glyph of Replenishment
-I'm thinking about switching to this because the item build I'm using got 0 mana replenishmentability (WTF I'M PRETTY SURE THAT'S A WORD BUT YOU KNOW WHAT I MEAN).


-Same as above.
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Items


~Great starting item, a nice boost to HP/AD/LS, combined with runes, you start off with 700+ HP!



~More attack speed, nuff said.



~ATTACK SPEED! A bit AP, MR reduction, for only 1825! Perfect early game item



~Another cheap item that gives great attack speed, not to mention it also gives a little bit of damage, magic resist.



~Now here's something I changed from my original build, I usually will get Madred's after Wit's End. This item might be a little weird to you, since Kog deals mostly magic damage, so why BC? I find somehow Kog deals multiple damage, not just his W, but damage from all the items. You'll probably see there are a long chain of numbers coming out from a target, this is what makes him a tank killer. I took BC because at mid-late game, enemy usually built some armor, people got confused if they should build armor or MR because of this. Anyways I think black cleaver fits the mid-late game role, you can farm easier, a little bit more attack speed. HOWEVER, if YOU find this item does NOT do too much, then switch it to Madred's Bloodrazer next time.



~Lol I don't think I really need to explain about this item, it's made for Kog'Maw.



~A nice HP boost for late game, with the slow you won't be needing red buffs anymore.

Optional/Switchables




~If you have any problems catching up to an enemy (which rarely happens because of your R), then get these boots instead.



~If the enemy team got real hard CC's then get these instead for some extra survivability.



~If the enemy is building TONS (I really mean TONS like 250+) MR, then get these

OR

.



~Another great item for Kog, you may replace this with or if you like (or if there's a ).



~I'm not a big fan about this one...Personally I wouldn't suggest this because we're trying to maximize the attack speed, but the movement speed and the slow actually benefits Kog, it's a decent item.



~Very good survival item, if you're having trouble surviving, get these instead of , get rid of if they're AP heavy.




~Replace with if they're building a **** load of MR.
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Summoner Spells

combo to maximize the lack of escapability.

for some early kills.

if you know they have some strong AD carry (Yi, etc) (Draft mode)

~Though I prefer .
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Gameplay

Early Game (1-6):


~I prefer to take a duo lane, or bot lane with a baby-sitter.
~Starting with Doran's Blade, just stay safe and farm, harass the enemy if they're giving pressure, use then activate your W and push them back, wait for your jungler/mid to gank.

Mid Game (6-15):


~With You can start ganking other lanes, if not then just stay and farm.
~But I strongly suggest go gank with red buff+Malady+Wit's End.

Late Game:


~The strategy is positioning, stay safe, since you got some crazy range, activate your W, position yourself at a safe distance and spamming your and as long as they don't focus you, you should be dealing a ton of damage. Make sure to pick the right target to kill first, but make sure you are in a safe distance.
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Team Work

Your job is to kill everyone, even tanks, decide for yourself who is the most threat on their team (poor grammar), then do da killin', again double check where you stand, positioning is probably the most important thing you need to do.
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Summary

Nothing really important to say, Kog'Maws job was an anti-tank, but he's actually a strong hybrid carry.

If you have any questions/concerns/suggestions please leave a comment, if it's reasonable I'll definitely change around the build.

DO DA KILLIN'!!!!!!!!!111oneoneoneeleven1!!!!
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NameMustBeLong Kog'Maw Guide
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Kog'Maw - Attack Speed

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