Kog'Maw Build Guide by Jeteri

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.

League of Legends Build Guide Author Jeteri

Kog'maw - Still hungry, keep coming!

Jeteri Last updated on July 18, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.



Offense: 21

Honor Guard

Defense: 6

Strength of Spirit

Utility: 0

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I am going to be honest with you, this is my first guide, and I cannot be bothered with making it look pretty. I am going to keep it short and simple to save you and I the time. Please note that this is a 'how to build' guide and not 'how to play', Kog is a simple champ and there are plenty of 'how to play' guides out there.

To start with, I was actually reluctant with sharing my build. Kog'maw being my main, I have devoted a lot of time trying to find the perfect set-up for this lovable Icathian puppy! What made me do this is the fact that nobody plays kog'maw (ok, so it's not as bad as viktor's situation). Mobafire builds for AD kog'maw suck as well (the most unoriginal **** I have ever seen).

AD Kog'maw was not made;
- to use generic IE/PD build
- to be squishy

AD Kog'maw is meant to be;
- Feared by everyone. Even Fiddle.
- Feared by ev- no wait, I said this already.

A wise old man once said that a carry is only as good as their tank. When your tank is a brain-dead Amumu that's stacking Doran's shields at level 18, you can screw that old man and do things your way! This build is great for Solo-queue because it gives you the freedom to NOT rely on your team mates. Try it and you won't be disappointed.

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Pros / Cons

- Independent
- Extremely strong mid-late game
- Capable of 1v2/3/4 without being fed
- You don't take s*** from nobody.

- Boring early-game
- Can get over-confident
- Enemies will ragequit or surrender early, and that's no fun

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Runes are pretty generic here. Flat armor and magic resist/level should be part of any carry's rune-page if they're going to go bottom lane. Pretty self explanatory.

I've chosen Flat AD marks for two reasons;
- Aids with last-hitting
- Gives you much needed presence early-game

"y u no use magic penetration if most of your damage will come from Madred Bloodrazor?"
NOTHING is more lethal than higher CreepScore! The whole point of Madred Kog'maw is to take 'em by surprise and proceed to f*** ****** in ***! Build doesn't matter if you don't have CS! Flat AD marks allow you to farm with ease AND exchange with the enemy carry. 'Nuff said.

Two Quintessences of strength for the same reason as marks, and one Quintessence of Desolation so your auto-attacks don't feel like Soraka's for the enemy carry.

This runepage does not have to be set in stone, and you can mend it to your own needs and preference. This is simply what I found to work best for Kog'maw.

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I am going to be honest again, I'm not a mathematician nor do I give enough f**ks to calculate what would be the best mastery page. What I am using right now is what seems to make the most sense, you are the carry and you need to deal damage. Thanks to your extreme range (suck on that Xerath) you don't need to invest much points in defense, nor much in utility due to your easy farm. Moving on.

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Skill Sequence

You want to max out Bio-arcane barrage because that's going to be your main source of damage. You lack survivability early-game therefore you need the range. Level your Caustic spittle next for the Attack-Speed passive and void ooze last. Level your ultimate when you can (level 6,11,16).

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Summoner Spells

I've chosen flash for the mobility (something Kog'maw lacks) and exhaust for early-mid game fights where an enemy champion might get uncomfortably close. You should only use flash and exhaust defensively with kog'maw, especially late-game where you will be heavily focused.

Alternative summoner spells and why you shouldn't choose them.

Ignite: A pretty decent spell, but it has no synergy with this build. Having one of the worst escape mechanisms in the game compared to other carries (Ashe, Vayne, Tristana, Graves, etc.) Kog'maw can't afford to stick his neck out, and when he can (late-game) the spell itself becomes almost useless.

Surge: No.
Promote: No.
Clarity: No. Don't spam void ooze or your ultimate and you'll be fine.
Ghost: You don't need this unless you're really clumsy.
Revive: No.
Teleport: Yes, viable if you're playing with (non-******ed) friends or possess amazing map awareness. You will probably get more out of Exhaust if you're going solo-queue though.
Clairvoyance: No.
Smite: Kog'maw doesn't like the taste of jungle minions.

Heal: I tried this spell and it just doesn't give the same utility as exhaust (even with the point in defense). Mid-late game the spell is worthless and even early-game if you're depending on this spell then your doing something very wrong.

Cleanse: A cool spell that will save your butt if you learn how to use it. I choose not to use cleanse because I think it trains you to be more careful (which is a valuable skill for any role). If you're experienced with this spell, replace exhaust with cleanse and show that viegar who's the real troll.

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Boots and 3 health potions.
Justification: Your only concern early-game is to farm and give those minions a real bad day. The boots will help you safely navigate your lane and pick up that creepscore. Health potions are there to increase lane-time in case you get harassed.

Madred's Razors.
Justification: On your first return to base you want at least 1000 Gold to buy this bad boy. It's unique passive will help you last-hit which is still your only real concern (I told you early-game is boring). This item will build into Madred's Bloodrazor, the core of this build.

AS boots.
Justification: At this point you might start pushing lane or getting into fights. If your solo-queue there's a 97% chance your support doesn't even know what a ward is. Buy these boots so you can escape ganks and continue to zone your opponents. Buy Mercury treads only if you're really good at walking in enemy CC like a dumb***.

Recurve Bow.
Justification: You're rushing Madred's Bloodrazor, you want to start with this because you'll get more out of your 'W' ability when you're exchanging in lane.

Madred's Bloodrazor.
Justification: Your bread and butter, your badabing badaboom, your pimp cane.
Mundo goes where you please now.

Justification: OK so you should have recalled at least three-four times before having enough gold for this. Auto-attacks reduce magic resist w/ stacks which is exactly what you need. I'm gonna drop some real complex mathematics on you so you can understand.
Less Magic Resist = More damage out of Bloodrazor
More Attack Speed = More damage out of Bloodrazor
Don't bother buying Madred's Bloodrazor if you don't follow up with Malady, enemy champions will catch on and start building Magic resist - make sure they stay your b**** with this essential item.

Frozen Mallet.
Justification: Start with Giant's Belt for the survivability, you should be in mid-game by now and people will start to target you. You want to finish this item quick so you can become a real threat with your slow + insane range. No one on the enemy team should have a lot of magic resist by now so feel free to target the tank (who will melt pretty quickly). If you're being chased don't be afraid to turn on your 'W' and slow your enemies if your void ooze doesn't do anything useful.

Guardian Angel.
Justification: This item is incredibly valuable. A carry is the equivalent of a Queen chess piece, if you lose it before the opposition, you're putting yourself at a huge disadvantage. None of us like to admit it, but we do make mistakes from time to time, when those mistakes happen, you won't regret having bought this angel.

Warmog's Armor.
Justification: Madred Kog'maw can afford buying moar defensive items because Madred + Malady + Frozen Mallet will remain effective throughout the whole game. In team fights it's extremely important you stay alive because you ANNIHILATE EVERYTHING.

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Team Work

Regardless of a player's skill, build, or experience, nothing could be more important than communicating with your team and building creep score. If you're playing in a premade with friends, designate a leader who's going to call the shots. If you're in solo-queue don't hesitate to take the lead. Learn to be a kind and understanding leader, don't get angry or frustrated with your team mates (It's just a video game). I'm not going to give you lessons on how to socially interact better than a f***ing rock, but you get the message.

Teamfights: I'm not going to state the obvious, I did not write this guide so you can realize the carry should always stay behind the tank, the only thing I can say is that you'll actually want to focus the bruiser of the enemy team (Darius, Wukong, Renekton) because they usually over-extend or try to initiate without the tank. Bruisers will generally be your biggest threat, they have both the damage and survivability to tear through your team mates and kick your *** if you're not careful. Your AP caster or bruiser should occupy the enemy carry or AP caster since they won't actually be able to deal that much damage to the bruiser themselves (unlike you). Fortunately Madred Kog'maw is very easy to play so most of the time you don't even have to worry about who you focus, just as long as you don't go berserk and 1v4 without your full build or something equally stupid.

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I don't care about upvote/downvote because I have better things to do with my life than care about your opinion. I shared this build because I'd like to see people play kog'maw better (Top AD Kog'maw guides here have some of the worst builds I've ever seen).

If you vote without trying the build then you're still an ***.

have fun good luck.