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Build Guide by Vextrinity

Not Updated For Current Season

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League of Legends Build Guide Author Vextrinity

Kog'Maw - The Ooze Around Town

Vextrinity Last updated on June 25, 2010
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Ability Sequence

13
14
15
17
18
Ability Key Q
2
4
8
10
12
Ability Key W
1
3
5
7
9
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

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 9

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

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Quickness
Blink of an Eye
 
 
 
 
 
3/
Intelligence
Mystical Vision
 
 
 
 
 
 
1/
Presence of the Master
 
 

Utility: 21


I haven't played as Kog'Maw much since he's only just been released, but so far I've done really well with him focusing on Ability Power and Attack Speed with some CD reduction and a little bit extra movement speed.

Pros:
Long Ranged Void Ooze good for harrising early game and good slowing ability and dealing decent damage late game.
Excellent Chaser
Really Good at taking mid

Cons:
Quite Squishy early game
Has problems with faster characters (such as Teemo who hasn't taken damage for a while)
Quite mana hungry early game and when spamming LA.
Having Icathian Surprise can make you think that it's ok to die sometimes.



The reason for AP is because all of his main abilities focus on magic damage, the attack speed is for farming, taking down towers and when you need to fight up (relatively) close especially to take down tanks, due to your extra health damage from Bio-Arcane Barrage, Movement speed it for when your chasing down an enemy and you want to stay close enough to hit them with your Living Artillery even if they flash away from you, you have a good chance of them still being in range, CD reduction is for almost constant LA attacks and to allow for Void Ooze to be used more often as it is a very damaging AOE spell with a really good slow at later levels.

Ghost I chose for some form of escape in case of ganks and such and if mixed with a well placed Void Ooze can result in a easy get away, Ghost is also good for keeping up with escaping enemies and casting Launching Atillery in their running direction.

I am not sure of another efficient summer spell other than maybe Clarity for the same reason as Ghost, but I chose Clarity to help lane longer as Kog'Maw is somewhat mana hungry early game.

Now for a brief thing on Kog'Maws Spells:

Icathian Surprise - This allows you to move at an increased speed and then blow up after 4 seconds and nothing can stop you (to my current knowledge) Ghost also helps this ability making you move incredibly fast, though I don't suggest using ghost just for this) but the effect of ghost is still on even after 'death' (I should also point out that you are not officially dead until you blow up (I have tried equipping Guardian Angel and after you get killed you just revive, so the ability does not activate)

Caustic Spittle - Increases Armour Penetration by a percent (Unless you actually have Armour Penetration items I suggest not getting this till late) and allows for a short range attack which deals damage to the enemy and then doubles your Amour Penetration, I find this useful as part of a 'nuke' if the enemy get's too close for some reason cast Void Ooze, Caustic Spittle/Bio-Arcane Barrage(depending on level)then spam Living Artillery and auto-attack.

Bio-Arcane Barrage - I don't find this very useful early game since I like to keep my distance and even with the extra range it's not enough until later levels, later levels it's good for taking down a tank due to it's taking away a percent of health per hit in magic damage. (Also with this active you can shoot over obstacles)

Void Ooze - A really powerful spell that is good for harrasing and farming at the same time which also has a really good range, the second level can take a nice chunk out of a enemies health while slowing them if you hit them with the Ooze (the damage seems to get dealt in a small area around the Ooze so it often hits even if it doesn't look like it did.) and at later levels is a really good slow as well as dealing good damage and if very useful for then spamming LA onto them without much prediction needed. (this also goes obstacles)

Living Artillery - also a really good damaging ranged spell that requires a bit more skill than Void Ooze and at it's first level has the same range as Void Ooze but then get's much larger allowing you much easier killing of runners and assisting team mates that are going through the maze and would otherwise be hard to help and people who think they are safe by towers, deals moderate damage and can get rather costly if you keep on casting, it's like a quick cast version of Veigars meteor but with less damage. ( I should also point out that if the enemy is in your base, Maxed LA can reach past the Nexus while you are still in the healing zone allowing you to cast constant LAs at the enemy.)

Runes & Masteries is your rather basic caster layout.

Things you might like to know:

- Revive after death effects (such as Guardian Angel) do not allow you to turn into a bomb then revive.

- With Bio-Arcane Barrage your auto-attacks can go over obstacles, you can also do this with Living Artillery and Void Ooze passes through obstacles.

- Using Rylai's Crystal Sceptre and Bio-Arcane Barrage does NOT make your auto-attacks slow down the enemy.


This is my first attempt at a build and sorry for any mistakes.
I'll add more later as I find out more.