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Build Guide by Dack_Hasker

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.


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League of Legends Build Guide Author Dack_Hasker

Kog'Maw DPS CARRY

Dack_Hasker Last updated on October 7, 2010
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Ability Sequence

1
2
3
4
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10
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Ability Key W





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Brute Force
 
 
 
 
 
 
 
3/
Lethality
Improved Rally
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 9


Kog'MAW
Kog works well either in mid or with a lane buddy. Lane buddies with a mana manipulator are nice, stuns as well. So taric or some tank will be your best friend for a difficult lane. Mid just play it safe, harass with Bio-Arcane barrage if feasible (not against people who will burst you, stun you etc.).

I typically opt for boots and 2 pots at the start; early game damage is very ability reliant. Being able to heal up and chase/escape nets the most survivability and combat formidability. Doran's sword is a common option, the 200 health is very nice; if you don't have confidence early game, lots of enemy burst damage, etc.; doran's sword ain't too bad.

Once you get the recurve bow and phage, you'll find kog'maw starts doing the great damage he's capable of. Usually getting living artillery by the time you get both (might not have finished phage but once you get the health crystal and the recurve bow) you can do some great damage with the barrage and finish them with the artillery. Catch sorc boots as soon as you can, the extra magic pen gives your barrage a good amount of damage and the move 2 gives you the movespeed to slimeroll and run away from backdooring enemies, as well as being able to chase enemies down.

If you're having trouble, maybe you're getting focused early on, get the giant's belt before finishing madred's. Madred's' 4% magic damage is a big boost but, if you're doing decent damage already, the extra 430 health REALLY makes a difference, especially when everyone is around level 11 or 12 and abilities generally do ~200.

Once you get the frozen mallet, you'll have a bit more survivability. From this point of the item build, you'll want to buy to suit the opponents. If they're low armor, get a recurve bow and a blood thirster, the life-steal might save your *** a few times. Last whisper can make a good difference if you're getting stomped and you're low on cash. Phantom Dancer is another good option, the attack speed is great, the movespeed is helpful, and it doesn't hurt to crit more. Plus 10% dodge, consider going two phantom dancers if you've got dodge runes instead of AP runes.

If the enemies get smart and start building Magic Resist, doesn't hurt to get the Void staff, usually nets you an extra 1% on the barrage. ALL of the AP adds up to a little bit of % damage on the barrage, but it will only show a full percent if you have that full percent.

Oh and as for skill order, get barrage as often as possible, give priority to living artillery, caustic spittle and slow move inbetween. I find the slow attack only works well after a level or two, doing 110+ damage with ~50%+ slow
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