Build Guide by Junrayy
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Not Updated For Current Season
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Im not gonna type so much here Yet, im still trying to find the most perfect build for kog'maw but I think this is the best build I know for Kog'Maw so far but here come some info about my build.
I recommend you to try this build before you rate it negatively, and also comment for reasons why it was voted down, feedback is welcome too :)!
With the combination of Kog'Maw's Caustic Spittle, Black Cleaver, and Last Whisper your opponents armor will be lika a fading black memory. around 400 attack damage, almost max attack speed, and Madred's Bloodrazor nothing/noone lasts long.
I go with Ghost and Flash Because Kog'Maw is not good at escaping and it helps you alot.
Start with Boots of Speed and one health potion. Next you get Berserker greaves.
Now you get into the bigger items. go for either last Whisper or The Black Cleaver, you want to get them both before getting anything else, (going back to the base too much is not good, try to stay in lane until you have engough gold). when u've got last whisper and The black cleaver you should go for The Frozen Mallet for better survival, then go for Madred's Bloddrazor and The Bloddthirster (inity Edge is also good but costs alot, if you are very feeded and can aford it you can get it)
Passive: Icathian Surprise
Upon death your character becomes invulnerable for four seconds and after those four seconds you explode and deal 100+(25*Lvl) damage to nearby enemies (both creeps and champions).
Don't rely on this ability for kills, but it is really nice if you almost kill someone and happen to be able to run up and explode them. Sometimes they even get really pissed and /all about how it needs to be nerfed. :P
Caustic Spittle [Q]
Passive: Increases Attack Speed by 10/15/20/25/30%
Active: Deals 60/110/160/210/260 +(70% Ability Power) damage to the target as well as reducing their armor by 5/10/15/20/25.
I use this only if I really need to smash whoever I am killing, the bonus 260+ damage at level 18 is nice along with the minor amount of bonus damage from the armor penetration. The range isn't super long so don't try to use it too often, you are usually better off just decimating people from far away with your Bio-Arcane Barrage.
Bio-Arcane Barrage [W]
On use causes your attacks to have an increased 140/180/220/260/300 unit range as well as making your attacks do an additional 2/3/4/5/6% of the target's health in damage (+1% of your AP). This effect lasts for six seconds.
This is your primary ability. Use this to both harass and scrape enemies in battles. Paired with your Madred's Bloodrazor, Malady, lizard buff and Sword of the Divine you will be doing absurd amounts of damage on each hit, at an extremely long range. Because of its low mana cost you can use Bio-Arcane Barrage to harass early game as well, and potentially even get off some early kills.
Void Ooze [E]
Sprays ooze in front of you at a fairly long range which deals 60/110/160/210/260+(70% AP) to any enemies it passes through. Additionally it slows enemies who pass through the trail left behind by 28/36/44/52/60% of their movement speed.
This ability is great paired with your Bio-Arcane Barrage and a teammate's stun. Having your enemies slowed along with your increased range allows you to stand still and attack with no movement in between for a few seconds while your enemy is trying to flee.
Ultimate: Living Artillery [R]
You fire an artillery ooze at an incredible range (1400/1700/2000) which falls after a short delay dealing 80/120/160 + (30% AP) magic damage and reveals targets for 4 seconds. Damage to champions is increased by 150%. Every subsequent cast within 6 seconds costs an additional 50 mana, up to a maximum of 250 additional mana.
This is a great ability for killing fleeing foes who have managed to escape your spit storm, revealing potentially trapped bushes and farming minions when you need a bit more area damage. Do not use this as your main source of damage, it is good harassment, but it comes at a high cost if you are spamming it too much.
I go with most AttackSpeed for faster attacks = more damage and I went with Damage on Seals for the start to get some more damage.
I play Offensive so I choosed a build with 21/0/9 to get some extra damage and crit , who knows, the runes + the masteries might be the reason you killed someone who might have escaped with low hp if you wouldnt have choosed this runes and this masteries ;)!
Kog'Maw is good both in the middle and in the side lanes,Kog'Maw can be combinated good with many Summoners but Pairing up with a summoner who have slows or stuns is a lot of fun and generally allowing some very early game kills.
If you end up opposing healers do not fret! You will out-damage almost any healer very early on in the game if you and your partner focus fire their dps. With your ridiculously large range and slowing effect and your partner's hopefully not too bad damage you should be able to bring down anyone in a matter of seconds.
Generally I play Kog'Maw very offensively, It is very effective to combine your Void Ooze with your Bio-Arcane Barrage. Your enemies will most likely stand there and hit you for a moment before deciding that they cannot actually out damage you and your partner, at which point they will try to escape... but no, they have been slowed and are about to have their corpse feasted on. However, make sure you do not over-extend yourself. Even with Ghost and Flash Kog'Maw can be very squishy early game. If you by some reason die early in the game, you can buy a Elixir of Fortitude to get som heatlh and AD to avoid to feed more,(its not a must ofc).
If you Die, be quick and try to follow your opponent to kill him with your Passive attack (Upon death your character becomes invulnerable for four seconds and after those four seconds you explode and deal 100+(25*Lvl) damage to nearby enemies (both creeps and champions).
Now that you are level six with some good attack speed you should be able to harass very well with your ultimate, Living Artillery. Make sure that you do not use all of your mana too fast because when you have your enemy at half health you will want to Bio-Arcane Barrage and Void Ooze them into a pulp. This is the major set-back of this build on Kog'Maw is his early game mana consumption. Getting the golem buff will give you enough mana regeneration to spam your Living Artillery all day.
As you approach level 8-13 you will probably start grouping with your team and pushing lanes as a group of 3-5 (in 5on5 games ofc). Your job is to stand back, slow, and destroy tanks (or dps/healer if there arent any tanks there). I do not generally use Caustic Spittle's active unless I am in a fight where I need to destroy a player incredibly fast.
Late in the game you will be grouped with at least four of your teammates which will hopefully give you some buffer and allow you to stand still and nuke players. Use your Living Artillery to check bushes and kill a for example a enemy with low hp who is trying to flee, deal damage before fights start. When fights do break-out go for the highest health players in order to demoralize their team (as they see their tank transformed into nothing but goo in a matter of seconds they will not be very interested in coming any closer) and to, of course, destroy their tank. Frozen Mallet will serve you well much later in the game when almost everyone has their item sets maxed out and you need just a little more health to stay alive, and another slow effect.
Remember that many people under-estimate the range on your Bio-Arcane Barrage so you can rush in, void ooze, and pop it to decimate their health. Rarely will they have time to run away.
Around lvl 6-9 u should be grabbing the neatral monster buffs.