get
prime

Build Guide by Elevata

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.


5K
Views
7
Comments
4
Votes
League of Legends Build Guide Author Elevata

Kog'Maw - The Moving Machine Gun

Elevata Last updated on October 1, 2010
Like Build on Facebook Tweet This Build Share This Build on Reddit

Ability Sequence

2
5
8
10
13
Ability Key Q
1
4
7
9
12
Ability Key W
3
14
15
17
18
Ability Key E
6
11
16
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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 13

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

Defense: 0

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
3/
Quickness
Blink of an Eye
 
 
 
 
 
1/
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 17


Kog'Maw is a rare form of hero: One that can be entirely based off attack speed and pump out the highest DPS in-game without a single BF Sword (or BF sword related item). To do this, you must get items that A. increase ur attack spd B. have secondary effects that arent dmg related.

Summoner Spells Justification
I suggest Ghost AND Flash because, I cant emphasize it enough: Your very fragile, definition of a glass cannon (well gatling gun in this case). Outside of staying at far range with Bio-Arcane or LA you have no ways of escaping besides well, running, and using Void Ooze to slow and run. Cleanse can also be a strong option as we all know with Kog'Maw a disable/slow pretty much guarantees a death and making you look like a fool for a extra 4 seconds. Im a big fan of living, I rather have me and my target live than both of us die. Plus you can still use Ghost/Flash offesively if you really need to (but with LA you shouldnt need to use them for chasing).

Abilities: What They Do and How I Use Them
Icathian Surprise: Upon dying, Kog'Maw starts a chain reaction in his body which causes him to move faster and detonate after 4 seconds; dealing 100 + (25 x lvl) true damage to surrounding enemies. This passive is mediocre IMO, chances are you wont nail a kill with it unless a target is VERY low HP (and thats only if they dont run away from you). It does deal a decent amount of dmg & may help your mates get a kill or 2 in a clash and u died first/second but like I said before, dont expect many kills from this. On a 1-10 rating I'll give this passive a 6

Caustic Spittle: Passive: Increases attack speed by 10/15/20/25/30%. Active: Kog'Maw launches a corrosive projectile which deals magic damage (60/110/160/210/260 +.7 AP) and reduces the target's armor (5/10/15/20/25) for 4 seconds. The passive is simply sweet, that attack spd boost couldnt be any better without making him OP and synces into everything we wanna do with Kog'Maw. The active however is kinda soft, yes the dmg and armor pen looks nice but the range is pitiful. Getting close to the action is completely the opposite of what you wanna do as Kog'Maw. If you find a situation u can use it then great, but dont expect this to be a reliable nuke, cause if you try doing so, chances are your gonna wind up dead.

Bio-Arcane Barrage: Kog'Maw's attacks gain 130/160/190/220/250 range and deal an additional 2/3/4/5/6% (+1% of ability power) of the target's maximum Health as Magic Damage (Max: 100 Damage vs Monsters). Lasts 6 seconds. Awesome awesome AWESOME ability, this what makes Kog'Maw the ultimate destroyer in LoL. Adds range to your auto-attacks which is Kog'maw's form of survivability anyways and 6% HP per attack is no joke. Combined with its relatively low CD and mana cost, this is your bread n' butter ability. Can be used for harrassment during the Laning era of the game too.

Void Ooze: Kog'Maw launches ooze which deals 60/110/160/210/260 (+70% of ability power) magic damage to enemies it passes through. Additionally, it leaves a trail which slows enemies by 28/36/44/52/60% for 4 seconds. Very useful ability, deals dmg and slows, awesome for ganks & team clashes to set up easy LAs or just unload your godlike auto-attck DPS on someone. But the ooze ball oesnt roll super far so this is moreso a initating slowing skill than a chasing one (unless the movement spd gap between you and your target is that big lawlz)

Living Artillery: Kog'Maw fires artillery from a great distance. After a short delay, the artillery falls dealing 80/120/160 (+30% of ability power) magic damage and reveals targets for 4 seconds (deals 150% bonus damage to Champions). Each subsequent Living Artillery in the next 6 seconds costs 40 additional mana (Max 250). Greatest ulti in-game IMO, the dmg is great for its SUPER low CD, it isnt hard to aim if your a expereinced player, and the most veristile ability in LoL. You can use to to kill escaping targets, break turtles, keep entire teams at bay while defending, scout bushes/unexplored areas, or to launch one or two in a clash. This is what makes a good Kog'Maw so difficult to kill, the sheer lethality of Kog'maw at a untouchable distance (unless sneaked up on ofcourse). This allows you not to just be a DPS machine with your auto-attacks but when **** gets tight you can still deal a high standard of dmg at a ridiculous distance. The maan cost is stupid low (unless spammed) but a good Kog'Maw will manage his LAs well and know when to just fire one or 2 off and when he needs to fire many LAs. On a 1-10 rating this has to get a 8.5 or 9.

Tree Mastery Justification
Many may think this is a awkward tree but it gives me everything I need for my style of Kog'Maw. Since ur DPS comes from attck spd the offesive tree doesnt provide us with much past the 4th branch. The crit chance is nice, 1 point into AM's Savvy, the CD reduction/attck spd boost is quality and ofcourse the 15% magic pen is awesome for ur LAs.

The Utility tree gives us some nice reducted death time as Kog'Maw is VERY fragile, healthy HP/mana regen, 5% boost to exp which is epic if ur soloing mid (getting to lvl6 first gives your impeccable lane control with LA). You gain some extra mobility, 1 gold per 10 seconds (this is a very weak skill but nothing better to spend a point on and its somewhat useful) and added duration to creep buffs which I think its awesome as blue/red buff can make a MASSIVE difference in a conflict from mowing a hero down to being able to keep a entire team at bay during a push while waiting for ur mates to respawn spamming those LAs. What more can I ask for now? How about even more CD reduction :D

If you think that Alacrity is unessecary as you'll become close if not at the attack spd cap when your in mid-late game your free to spend those 4 points somewhere else (I suggest Expanded Mind or 2 of those points into Improved Ghost/Flash and the other 2 in whatever)


Rune Justification
My rune build is trying to provide a hefty amount of attck spd as attck spd is the lifeblood of this Kog'Maw. But since items will give you a HUGE amount of attck spd you can use gylphs anyway you find fit, I use CD reduction personally for my LA spammage (when needed ofcourse, not all the time) and to keep Bio-Arcane on low CD as possible as Bio-Arcane is ur butter n' bread ability. The Quints for crit chance as everyone knows, crits are nice & you'll be firing auto-attacks at a insane rate, so you'll be hitting quite a few crits even though its only 9% chance, but ofcourse you may choose different Quints if you want.

Item Justification
Berserker's Boots - Gives a nice 25% attck spd boost and 2 movement spd, very standard yet effective DPS boot

M. Bloodrazor - +30 Attack Damage +40% Attack Speed +25 Armor UNIQUE Passive: On hit, deals Magic Damage equal to 4% of the target's maximum Health. This is the core piece of your build and Kog'Maws in general. Combined with ur Bio-Arcane Barrage your doing 10% of the target's HP combined with ur basic physical dmg (ofcourse you must factor in magic resist, so you wont exactly be doing 10% each attack in the target has any, regardless you'll be dishing out far greater DPS than any other hero unless the target has like 3 FoNs). The +dmg is a nice luxury but what you really love is that 40% attck spd.

Sword of the Divine - +55% Attack Speed UNIQUE Passive: Every fourth attack deals 100 extra Magic Damage. UNIQUE Active: Your attacks cannot be dodged and you gain 30 Armor Penetration for 8 seconds. This baby gives you 55% more attck spd plus the passive effect is awesome: 100 magic dmg on every fourth attck. Simply put, since your spanking out 4 attacks every 4 seconds (and faster later in the game) or so this thing greatly increases your DPS. Also remember with every bit of attck spd you get makes your bloodrazor+bio-arcane combination that much more lethal. The active is also nice if ur a fan of active item abilities (makes attacks undodgable and 30 armor pen for 8 seconds) Ur a killing machine

Wit's End - +40% Attack Speed +30 Magic Resistance UNIQUE Passive: Physical Attacks remove up to 42 mana from the target and deal additional damage equal to the amount of mana removed. Same idea as SotD, a item that gives a sexy amount of attck spd, some magic resist for survivability vs magic users. This just adds 42 dmg to ur attacks straight-up with a addition of u burning their mana. Chances are that if ur in a position to seriously burn their mana that their gonna die anyways, this item is for the massive increase in DPS moreso than u actually burning mana. Either way you look at it though, this is a sweet item, But not as good as SotD, hence this being ur 3rd main item.

Boots of Quickness - Provides 3 enhanced movement speed. After Wit's End I suggest you sell your Berserk's boots and buy BoQ for superior mobility as you should be targeted quite often & chasing ability. Simply put: The mobility of BoQ is more valuable than the attck spd from Berserk's at this point.

G. Rageblade - +35 Attack Damage +45 Ability Power Passive: On attack or spell cast, increases your Attack Speed by 4% and Ability Power by 6. Lasts 5 seconds (stacks up to 8 times). Though getting this earlier on Kog'Maw is lackluster, after your Wit's End a rageblade is the next best thing to get because it gives +35 dmg to give your machine gun-like attacks some more bang, the +45 AP is great as u'll be using ur Living A. quite a bit to break turtles, keep range, & etc. With ur attck spd alone you'll be maxing these stacks within seconds, further increasing ur godlike attck spd & more uff to ur LAs.

R. Omen - +300 Health +90 Armor +25 Health Regen per 5 sec. UNIQUE Passive: 15% Cooldown Reduction and 20% chance on being hit to slow the attacker's movement and attack speeds by 35% for 3 seconds. UNIQUE Active: Slows movement speeds and attack speeds of surrounding units by 35% for 2 seconds + 0.5 seconds for each 100 Armor and Magic Resist. 60 second cooldown. At this point of the game theres no DPS/AP item that will give you that extra edge, therefore your gonna try to fix Kog'Maw's ultimate weakness: He's a squishy muthasucka. The 15% CD reduction is nice for ur LAs (your not suppose to spam LA but there are situations where you gotta spank out plenty within a short amount of time) and keeping your Bio-Arcane up and much as possible. Then you have the +90 armor (nice), 25hp regen per 5 sec (not super awesome, but hey we'll take it), and the passive and active is awesome when trying to run away.

Optional Items
Phantom Dancer - +45% Attack Speed +30% Critical Strike +20% Dodge Chance +15% Movement Speed. I look at that stat sheet and see that Kog'Maw would enjoy every single one. Without question a awesome item

T Force: +20 Damage, +30 Ability Power, +25% Attack Speed, +12% Crit Chance, +12% Move Speed, +300 Health, +300 Mana, UNIQUE Passive: 25% chance on hit to slow the target by 35% for 2.5 seconds; on cast, increases your base Attack Damage by 150% for one attack. Once again, a purely epic item for Kog'Maw but very expensive and takes up a lot of slot room. But I find no problem with Kog'Maw rocking this, actually may be the 2nd best item for Kog'Maw (still behind Bloodrazor)

Nashor Tooth: +50% Attack Speed +55 Ability Power +10 Mana Regeneration per 5 UNIQUE Passive: Reduces ability cooldowns by 25%. Quite affordable, CD reduction, a hefty amount of attck spd, and +55 AP is sweet for those LAs. A great alternative to Rageblade.

Lich Bane - +350 Mana +80 Ability Power +30 Magic Resist +7% Movement Speed UNIQUE Passive: 100% chance when an ability is used that your next physical attack deals an additional 100% of your Ability Power in damage. This effect has a 2 second cooldown. This item is ehh, if you find your attck spd to be just fine and want more power in those LAs than you can get this, but I dont like the price and like T Force it takes up a lot of slot room or your just gonna have to buy this all at once. This is only if you wanna be more caster-like and enjoy spamming Void Ooze and C. Spittle. on a 1-10 rating Id give this item a 7 for Kog'Maw.

Hextech Gunblade - +60 Attack Damage +75 Ability Power +15% Life Steal +13% Spell Vamp UNIQUE Active: Deals 300 magic damage and slows the target champion by 50% for 3 seconds (700 range). 60 second cooldown. Nice item, if you find your attck spd to be enough than it item will boost your LAs and +60 dmg is nice as ur attacking at gatling gun fashion. Active is obviously sweet, awesome item but takes up slot room to make and should only be gotten after SotD to replace Wit's End or after Wit's End if your using this instead of Rageblade.

Warmog's Armor - +770 Health +30 Health Regen per 5 sec Passive: Permanently gain 3.6 Health and .5 Health Regen per 5 sec per minion kill. Champion kills grant 36 Health and 5 Health Regen per 5 sec. Bonuses cap at +450 Health, and +62.5 Health Regen per 5. No armor/magic resist but adds a **** ton of HP & regen, simple as that. If you dont like R. Omen than this would be great replacement.

Banshee's Veil- +450 Health +400 Mana +57 Magic Resist UNIQUE Passive: Blocks one negative spell every 30 seconds. Adds a healthy amount of HP/Mana, some nice magic resist and blocks a negative spell, that blocked spell can easily decide whether your running around with ur head flopping or back at ur fountain living another day. Once again a high quality replacement if you dont like R. Omen.

Guardian Angel - +68 Armor +38 Magic Resistance UNIQUE Passive: Revives your Champion upon death, restoring 750 Health and 375 Mana, this effect can only occur once every 5 minutes. Gives some nice armor & magic resist. The revive is pretty cool and could be quite useful in team clashes cause chances are, you'll be targeted 1st. Quality item though I would prefer Banshee's Veil if your gonna get a different tank item than R. Omen.

Conclusion
The entire purpose of this build is to abuse the Bio-Arcane+Bloodrazor combination to its fullest potential and give some added firepower to LA. LA is ur main nuke, finisher when ur prey is escaping, scouting, turtle breaker, turtle maker, there isnt enough ways to describe how effective LA is in a game and how versitile it is. With this build I can guarantee that you can and will mow down ANY hero your focusing on regardless of their build within seconds. But beware, your very fragile (hence the effort put into having great mobility and keeping distance between you and ur enemies).

Stay behind ALL ur mates, come in after the initial clash, find out who you wanna plow, turn on Bio-Arcane, launch a few LAs, set up and burn them down faster than a wildfire on a prairie during the summer.

Hope you enjoyed my guide & it helps. GL & HF