Kog'Maw Build Guide by M3ntaLy
Not Updated For Current Season
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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.
When the prophet Malzahar was reborn in Icathia, he was led there by an ominous voice which thereafter anchored itself to his psyche. From within, this voice bestowed upon him terrible purpose, and though Malzahar was no longer tormented by its call, the voice did not cease its unrelenting summons. This baleful beacon's gentle flicker -- now fastened to Runeterra -- drew forth a putrid beast that ambled across a threshold it did not understand, widening a fissure between the spaces which were never meant to meet. There amongst the haunting ruins of Icathia, Kog'Maw manifested in Valoran with unsettling curiosity. The spark which led him to Runeterra teased him still, urging him gently towards Malzahar. It also encouraged him to familiarize himself with his new environment, to the stark horror of everything he encountered on his journey.
The enchanting colors and aromas of Runeterra intoxicated Kog'Maw, and he explored the fruits of the strange world the only way he knew how: by devouring them. At first he sampled only the wild flora and fauna he happened across. As he traversed the parched Tempest Flats, however, he came upon a tribe of nomads. Seemingly unhampered by conventional rules of physics, Kog'Maw consumed every nomad and any obstacles they put in his way, amounting to many times his own mass and volume. The most composed of his victims may have had time to wonder if this was due to the caustic enzymes which stung the ground as they dripped from his gaping mouth, although such musings were abruptly concluded. When his wake of catastrophe reached the Institute of War, an enthusiastic Malzahar greeted him with an enticing prospect: taste the best Runeterra could offer...on the Fields of Justice.
'If that's just hungry, I don't want to see angry.' --Tryndamere, the Barbarian King
this build maxes your attack speed to 2,500 and so you deal massive damage with .
this build is not like many of the others I've seen since i build with a little AP instead of crit and attack damage, this means, your (w) will deal 1-2 percent more damage and your living artillery will deal more damage which is great cuz if used right you will take out everyone who tries to run from a fight with low HP.
I've also have done much to get a little more survivability on kog'maw since he is extremly squishy
(this guide is a work in progress so i will be adding more detailed info soon, such as screenshots and a little more of basic gameplay)
Pros / Cons
- insane damage
- takes down runners easy after team fights
- easy to kite with
- tank killer
- ult spam
- freakin kamikaze when you die:D
- focused in team fights
- squishy as heeeell
- poor escape mechanism
i use 26/6/0 because i find it to be the strongest for any ranged champion that focus on attack speed and damage.
Since Kog dosn't have any great escape mechanism i use Ghost and flash. they can also be used to chasing and picking up kills.
i also have ghost/flash since Kog can be focused down pretty fast in a team fight and we don't that to happen.
this is atleast what i recommend for playing kog'maw
Clairvoyance it can help team mates or you get out of a possible gank.
Ignite this can help you get a kill if you put it on right before you die and explode.
Exhaust it can be usefull agaist champion's like Tryndamere or Master Yi with heavy physical damage
Cleanse helpful against a team with much crowd control
Clarity you won't need this if you use your abilities in the right way and get blue
Kog'Maw dosn't have such a huge problem with mana anyways.
the rest of the spells i shouldn't have to explain to you.
Greater Mark of Magic Penetration Greater Glyph of Magic Resist greater seal of vitality Greater Quintessence of Health
survivability and a little magic penetration..
the extra HP has helped me out a million times, i use flat HP quints to get a good start.
175 extra health at level 18 is actually more helpful then it may seem.
magic pen is for hitting harder with living artillery and bio-arcane barrage.
max out Bio-arcane barrage and then Caustic spittle to get attack speed, range and percent damage.
if I'm sidelane i usually take one point in Void ooze at level 3 so i can slow them down if they try to jump me or my partner near tower.
how to play
always use Bio-arcane barrage this is your main ability, if your target is close enough throw in a caustic spittle to reduce their armor and magic resist.
in team fight you should wait for your team to initiate and use your bio-arcane barrage and ult so you won't get to close, cuz if you do you will be focused down.
if you are facing heavy harrasers at your lane you can also use bio-arcane barrage to stay at a distance and take out minions so they won't be able to push you to hard.
get blue as much as possible, it makes you spam ult pretty ******** much and it can force some enemies to fall back if hitted enough before a team fight.
if you have mid or a sidelane and you have an enemy with low hp not to far away i use to flash to them (ghost if nececerry) caustic spittle, bio-arcane barrage and living artillery 1-2 times. this works almost all the time. ofcourse you could be surprised and jumped by 2 other guys from the bushes, but that rarely happens.
always check bushes with your ult if the enemy team got people missing it can save you from an ambush.
if you have a fiddle on your team you guys can 2man baron pretty easy when you have completed your Madred's bloodrazor.
i start with boots and 3 health pots since it makes me run in and out to last hit minions and if i get harrased i just pop a pot and im good to go again.
i then get a recurve bow and after that i get madred's razors to take blue buff with.
i always focus on getting as much attack speed as possible since it's very good with the increased range and percent damage you have.
the last item (Frozen mallet) can be replaced with many other's. just don't pick one with attack speed.
if my team is doing well or we have a proper tank i go for rabadon's deathcap since my bio-arcane barrage will hit for more and living artillery also hits harder.
wit's end can also be replaced if the enemy team don't have many champions with magic damage, i prefer to replace it with stark's favor, since it gives the same attack speed as wit's end, but also a buff to allied champions which will help em much.
so here's a koggy with attack speed and a little survivability for you.
just remember, never initiate a fight and stay at a distance when you attack, if you get to close you'll be dead in a sec.
would be great if you could give me feedback/comments good or bad.
always open to suggestions to this build, but plz try it out before ;)