Not Updated For Current Season
Current Status: Unfinished
Still to come
- More indepth
- Team Comp
- The Mindset of Kogmaw
Kog'maw is an amazing carry and can quite dominate if fed, especially with this kind of build which will end up you 3 shotting Master Yi's stupid enough to be caught.
Attack speed is Kog'maws greatest strength, the more attack speed you have, the more W's you can get off and I find defensive not worth it since he is naturally squishy.
Armor pen scales into late game and makes last hitting easier. Standard in all cases.
9/0/21 with Flash and Exhaust or 22/0/8 with Ghost and Exhaust
I find either or effective. 22/0/8 benefits greatly from a Sona since of her +attack aura.
3 doran's give you 30 attack, 300 hp and 9% lifesteal. That with a support at bottom is amazing survivability to not interrupt your free farm at bot/top with your favourite support.
Berserker Greaves are no.1 choice for Kogmaw since they give him that delicious attack speed.
Infinity Edge is the start of some major damage upgrades and adding 2 PD's, which to me are the highlight of this build make them crazy synergy wise. With 9/0/21 you have 497 movespeed and insane attack speed and crit rate, dealing massive dps. LW and Bloodthirster/Madreds just at insult to injury in the late game.
Why no early Madreds?
Madreds to me is useless on Kogmaw early game, all it does is make his W go from 6% hp damage a hit to 10% damage a hit. However, with that you could of bought a PD and a zeal, giving more attack speed and damage. Its usefulness is just to little in early/mid game where damage is the primary factor to how rape you are.
Bloodrazor or Bloodthirster?
You can get either of these earlier then the set out build. Bloodthirster should be gotten when you are often getting 1v1'd by ad champions and you need that life sustain to be able to kill them before they kill you, bloodrazors are obviously for those warmog/hp stackers, which you don't see often. Bloodthirster in general is what I go for since it gives you more damage and self-sustainability.
Why 2 Phantom dancers?
Kog'maw is one of slowest carries in game with only 1 escape which is a skillshot long cooldown line. If you are ganked you will be most likely killed. Great way to fix this? Move speed, Kog'maw already needs good map awareness, 2 of these badboys get you places faster and help you escape faster. This along with red buff = gg to anyone who is trying to get away from you. You become the ultimate chase in late game.
Pretty self-explanatory. W is your main damaging skill, with Q being an attack speed boost and E being a great slow. R is great in conjunction with red buff and good aim and is mostly used for farming and harassing. the 3 doran blades at the start help the beginning damage of R.
So R > W > Q > E
Simply and effective.
After trying different summoner spells I found that Exhaust and ghost/flash to be the best combo.
They allow you to be constantly on an enemy with W which is just rape. Teleport I found useless especially with 497 movespeed when you get 2 PDs.