Kog'Maw Build Guide by MikQo117
Not Updated For Current Season
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.
Hello world, and welcome to my first build guide.
I like to play Kogmaw as anti-tank champion, relying on your range, magic penetration and massive attack speed.
In this build, I will tell You how I play Kog'Maw.
Note: This is an OUTDATED build. I will propably update it soon.
I like to start with a Doran's Blade, because it gives you the extra durability.
Then i buy Sorcerers Shoes. Why? Cause it combines well with your Madred's Bloodrazor's cause it does magic damage and it will penetrate the enemy tanks magic resistance better.
Rush Madred's Bloodrazor's next cause it is just awesome with your W ability which will increases your range and allow your basic attacks to do magic damage based on the targets maximum health. At maximum rank it deals 6% of the targets maximum health. Now damn! 10% of the targets maximum health as magic damage! That's a lot eh? Combined with Sorcerer's Shoes, Malady and your runes it will destroy tanks in seconds!
Next i buy Banshees's Veil, cause You are extremely squishy and the passive is very useful. It blocks every 30 seconds a negative spell. With it you can block something lke a Karthus's ultimate. The health and mana are very useful too.
Next up is Malady. Why? Well cause of two reasons: One: The attack speed. Two: The passive. It Shatters enemys magic resistance by 6 per attack, and it stacks four times. And it gives your basic attacks 20 magic damage. Damn useful.
Next up is Frozen Mallet. Gives you some durability and a nice passive which slows your targets 30% for 2.5 seconds. Combined with Void Ooze it is even better.
Finally i get Wit's End. Why? Cause the additional 42 magic damage on your basic attacks. I thought about Sword of the Divine but desided to go with this one cause Wit's End gives you 42 magic damage per attack. Now SotD gives 100 magic damage every fourth attacks. So it isn't as useful as Wit's End.
Alternatively you can take Boots of Swiftness if you want to.
I like to go with 21/0/9 taking Deadliness, Archaic Knowledge, Sunder and rest of the offensive masteries. In the Utility tree I take Awareness, Greed, and improved Ghost.
Marks: Flat magic penetration.
These marks will help you penetrate trough the enemy tanks magic resistance and allow you to do more damage.
Seals: Mana regeneration per level.
These seals will allow you to be in lane for much longer without having to go to base to refill your mana pool and allow you to spam abilities much more.
Glyphs: Flat magic resist.
These glyphs will give you some more durablity against mages cause mages tend to be quite strong early game.
Quintessances: Flat magic penetration.
These quintessances again, allow to kill tanks with high magic resistance much better.
Passive: Increases Attack Speed by 10/15/20/25/30%.
Active: Kog'Maw launches a corrosive projectile which deals 60/110/160/210/260 (+0.7) magic damage and reduces the target's armor by 5/10/15/20/25.
Kog'Maw's attacks gain range and deal a percent of the target's maximum health as magic damage.
Kog'Maw's attacks gain 130/160/190/220/250 range and deal additional magic damage equal to 2/3/4/5/6% (+0.01)% of the target's maximum Health (Max: 100 Damage vs Monsters). Lasts 6 seconds.
Kog'Maw launches a peculiar ooze which damages all enemies it passes through and leaves a trail which slows enemies who stand on it.
Kog'Maw launches ooze which deals 60/110/160/210/260 (+0.7) magic damage to enemies it passes through.
Additionally, it leaves a trail which slows enemies by 28/36/44/52/60% for 4 seconds.
Kog'Maw fires a living artillery shell at a great distance dealing damage and revealing targets. Additionally, multiple Living Artilleries in a short period of time cause them to cost additional mana.
Kog'Maw fires artillery from a great distance. After a short delay, the artillery falls dealing 80/120/160 (+0.3) magic damage and reveals targets for 4 seconds (deals 150% bonus damage to Champions).
Each subsequent Living Artillery in the next 6 seconds costs 40/40/40 additional mana (Max 200).
Upon dying, Kog'Maw starts a chain reaction in his body which causes him to move faster and detonate after 4 seconds; dealing 100 + (25 x lvl) true damage to surrounding enemies.
That covers his abilities.
At level one level Bio-Arcane Barrage.
At level two level Caustic Spittle next.
At level three take Void Ooze.
Max out Bio-Arcane Barrage as soon as possible.
Next max Caustic Spittle, cause of the attack speed.
Max Void Ooze last.
Level the ultimate when ever you can. (Levels 6,11,16.)
Kog'Maw doesnt have strong escaping abilities and that must be repaired with summoner spells.
I take Ghost and Flash as my summoner spells so i can escape battles when I am dying.
Alternatively, you can take Ignite or Exhaust instead of Flash. You can almost take anything as long it isnt something useless like Revive or Rally.
In team fights you want to position yourself behind your tank. Use your range as your advantage to kill tanks or squishy targets. If the enemy is fleeing use your R to finish them off. If you are losing the fight run away cause you are more important alive. If they are cathcing up, cast Void Ooze backwards and use Ghost or Flash if needed. You can also slow enemies with Void Ooze even if you cant kill'em. (Kayle's ultimate etc.)
Kog'Maw is awesome :) He is 6300 IP in the store pick him up if you have some IP or some extra RP laying around.
Hope you enjoyed my first build and there will propably be a shen build coming up sometime IN THE FUTURE!!!
MikQo117 saying: Have a good day or night.