For AP heavy teams
For AD Heavy teams
Threats to Kog'Maw with this build
|Kalista||if anyone is playing her theyre probably pretty good at it, but kali is one of the worst adc's right now. you hit powerspikes faster, just dont all in early if she can get 10 spears in you and you win at all stages of the game|
Sorry it's just the items/runes/masteries for now but i promise i'll get all of it done soon enough. takes time to readjust to old mecanics on kog, not to mention how much items have changed since he's been the way he is now. No crit on tri but more attack speed, botrk is weaker overall, and more expensive. hurricane is a much stronger item and meta on most ADC's. I'll continue to theorycraft and adjust my guide as i go!
Pros / Cons
Best scaling ADC in game
Shreds tanks faster than anyone else
Good in sieges with W autos on towers and champs
Longest auto range in game + Slow + Ult = wins most 1v1's late game
One of the weakest (if not THE weakest) laning phases
Blade of the Ruined King incredibly annoying to build right now
No escape spells, hard to handle a fed zed/talon
Vulnerable to the current meta, Miss Fortune/Lucian
ADC: Pretty standard masteries for ADC's except for the points in Piercing Thoughts which helps because about 40% of kog's damage is magic. Running Feast instead of Double Edged-Sword is safer for lane, but I play a pretty aggressive Kog.
AP: Thunderlords is my go-to because with kog how he is now, the AP build doesnt work as poke the way it used to with the ultimate. Its more of a long range utility mid with stronger burst damage coming from the Q/E/R combo, and thunderlords helps with single target assassination. Wanderer because Kog doesnt have a lot of single target spells, and mobility is pretty necessary on him. Deathfire is also a good option, fantastic in extended fights where you can apply your spells multiple times through the enemy team
Jungle: Mostly the same as ADC, just Runic Affinity so you can hold on to the buffs for a bit longer, helps with early clears.
the build as it stands, wits end, hurricane, rageblade, blade of the ruined king, berzerker greaves, and a defensive item, has come out of korea (much like the armor pen build of jhin) and I'm just mad i didnt think of it first. I've always reccomended wits end as an item on kog but building it first has a great powerspike feel to it, much the way finishing rageblade did before the changes to it. and in the era of ranged AP supports, its even stronger, giving kog the stats he needs to survive laning phase. the rest is self explanitory, hurricane for AOE on the on hit items (since the bolts of hurricane apply all on hit effects), rageblade to enhance them (since every other auto applies those on hit effects twice after 6 autos), and blade of the ruined king for more on hit effects, life steal, and attack speed with a good active.
(all of the below was written when i first published the guide, some of it is still useful, some of it is not, im just proud because i was one of the pioneers of the season 6 kog maw, played it with the rageblade before i saw anyone else doing it, thats how i got to plat!)
I'm sure this build seems strange to a lot of you guys, but i promise I've put a lot of thought into it. The old build was into , followed up by , and a damage item (or a or something). I'm here to explain why most of those items are no longer viable on kog. Lets start with . Tri force used to be insanly strong on kog, because he was able to layer his spells in with his autos to do a crazy amount of damage. Now its garbage on kog, plain and simple. His crazy attack speed means that while W is active, spending time to launch a Q or an ult means that youre missing out on 3-5 autos, which means youre halving your damage potential. So the proc is useless. Next, The passive on Botrk does full damage ( autos do 55% of your AD, but fully apply all passive on hit effects, hence the weird items), so it becomes an easy go-to first item (well, easy in the sense that its strong with kog's kit. the updated item is far weaker than last season, with a more annoying build path because costs way more). Then second gives you attack speed, crit (not really what we're looking for, but hey why not), the passive bolts, and a ton of damage in team fights, not to mention wave clear. The extra bolts now apply on hit effects to their full damage extent, making the most of the items in this build. is my favorite. Attack speed, attack damage, ability power (somewhat useful for your W and Ult) and when you get 8 stacks, you gain magic damage on hit. (getting those 8 stacks, 1 per auto, takes less than 2 seconds for you when is active). it also gives 64% attack speed at 8 stacks, more than any other item in the game since the runaan's change. It's when you finish rageblade that you get a HUGE power spike, you'll see your damage potential go through the roof, and you'll melt tanks within seconds. If you see a tank coming in on you, lay down , hit him with , and fire up the mini-gun with and see if he even gets off 2 autos before melting away.
is really not that good for you because of the 55% damage on his autos (so building more damage, only to have it halved, seems pointless), and hes not criting that often either. or are must buy's on any adc. Finish with a defensive item (because honestly, you cant really get any more items that give you a lot more dmg, flat AD is kinda worthless, youre already almost maxed on attack speed, so what else is there?). Enjoy watching all of the garens, trundles, rammus', darius', etc etc... melt, and enjoy even more watching all of the vayne's, MF's, and Lucian's die before they even get into their own attack range
Synergizes well with
I've played a lot of Kog, so I've played most support match ups. My current favorite is
. Braum makes laning phase SO much easier, because his passive stun setup works AMAZINGLY well with . Braum lands a Q, Kog can follow up with some double attack speed long range autos to guarantee the stun almost every time! His allows kog to sit still and machine-gun away in the backline, and the slows make sure everyone stays in range of kogs full damage potential.
Another great one is , who gives you, instead of Braum's offensive potential, the other thing he lacks: an escape. keeps kog from getting caught out, and , , and can peel as well as make sure the enemy stays CC'd for the duration of your time limit.
isn't too bad either, as she can keep you healthy, and throw down a , which keeps champs like zed and talon from utilizing their combos to kill you. is much the same, the keeps you alive, can stop any dashes before they hit you, gives you almost unbeatable chase and kite potential, and nothing says peel like a .
I'm not a HUGE fan of , but obviously a good blitz can tilt the enemy team really hard. is pretty strong, but honestly Braum works better with your kit so no reason not to take him instead. is closer to Thresh than Blitz, with his passive keeping enemies pinned down, he provides pretty good peel and initiation so I have no problems there. A good can be REALLY amazing; slows, disengage, a free , but often being inside of him during teamfights can reduce your damage output too much, and lets be honest: most tahm's are pretty bad.
Lets look at ranged AP supports. Sona is super strong right now (writing this as of august 1st shes at 55.5% wr plat and up), great laning phase, with poke, movement speed, and healing. Nami works much the same way, and even though those 3 enhanced autos she gives go away REALLY fast on kog, it doesnt make them any less effective! Morg is a great matchup with the saftey she provides with black shield, and making any kind of catch with her Q = a dead champ if you have W up. Bard is all skill, if hes good you win lane by default, and kinda vice versa. Karma i personally like better in the mid, but no judgement. Shield that also speeds you up, a root, and great poke? count me in. Lulu is kind of in a weird spot right now, she got changed semi recently, so shes still really weak, but only braum rivals her in terms of synergy with kog maw. W/E = shields, attack speed, and more on hit damage! Running ardent censer and unholy grail only makes it even more op. Probably gonna wait on riot to buff her up more tho.
Feel free to suggest more duo lane matchups!
Most of what's below is out of date and I'll change it soon. Just read the actual mobafire data for accurate numbers, and make sure to max W/E/Q with R whenever you can!
Passive: 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.
Helpful for picking up last hits on close fights, or doing good AOE true damage in team fights. Make sure to keep Kog right next to the enemy champ for the entire duration, great for forcing flashes, or keeping the enemy off of your teammates
Q: Caustic Spittle
Passive: Increases attack speed by 15 / 20 / 25 / 30 / 35 %
Active: Kog'Maw launches a corrosive projectile forward in a line, dealing 80 / 130 / 180 / 230 / 280 (+50% of ability power) magic damage and reducing the armor and magic resist of the first target hit by 12 / 16 / 20 / 24 / 28 % for 4 seconds.
Late game passive of 35% attack speed (doubled to 70% with the active), and an extremely strong tank shredder. Don't be afraid to toss this into the frontline to make it easier for you and your team to cut through them, its 28% armor and MR shred for 4 seconds at level 5! One of the main reasons Kog kills tanks faster than anyone else
W: Bio-Arcane Barrage
Kog'Maw's attacks gain 90 / 120 / 150 / 180 / 210 range and deal 2% (+0.75% per 100 AP) of the target's maximum Health as additional magic damage (max 100 damage vs monsters). Lasts 6 seconds.
Bio-Arcane Barrage reduces all of Kog'maw's damage against non-minions by 55%, doubles Kog'Maw's Attack Speed cap and reduces cast times by 50% while active.
Kog'Maw's "Bread and Butter" to use the term seen on most guides, but its absolutely perfect here. Now on mobafire it says that it reduces ALL of Kog's damage by 55%, but that says nothing about the on hit effects from items. This is where , , and come into play. The scaling attack speed, damage, and ability power are amazing on Kog, but its Guinsoo's passive magic damage that makes it perfect. Add the nerfed, but still powerful Bork passive, 6% of current HP in physical damage, and you have incredible on hit potential. The reason why I have Runaan's included as a must-buy is because the passive bolts also apply these on hit effects to their full damage extent, meaning the 2 bolts are doing nearly as much damage as the original autos. This makes this item FAR more beneficial on kog than it is on any other ADC in the game.
E: Void Ooze
Kog'Maw launches ooze which deals 60 / 110 / 160 / 210 / 260 (+70% of ability power) magic damage to enemies it passes through. Enemies hit are also slowed by 20 / 28 / 36 / 44 / 52% for 1 second.
Additionally, it leaves a trail which slows enemies by 20 / 28 / 36 / 44 / 52% for .25 seconds. This slow duration is refreshed if the enemies stay on the trail.
This is a really important spell for Kog'Maw considering he lacks any kind of escape tool. Use this to provide strong AOE slow for disengage for your team, or throw it into the middle of a teamfight to make sure the enemy can't run right through your frontline to assassinate you. Also good for ganks, and catching enemies off guard when waiting in a bush. Just make sure you put the ooze itself on the path where they're walking too, as the slow will only stay as long as they're on the ability itself.
R: Living Artillery
Kog'Maw fires a living artillery shell at a great distance. After a 0.6 second delay, the artillery falls dealing 70 / 110 / 150 (+25% of ability power) (+0.65 per bonus attack damage) magic damage and reveals targets for 2 seconds. Each subsequent Living Artillery in the next 10 seconds costs 40 additional mana (max 400).
Living Artillery deals deals double damage to enemies between 25% and 50% Health and triple to enemies between 0% and 25% Health.
The change to this ability is the main reason I think AP kog is far weaker than before. As an execution tool, its stronger than ever. Use it to pick off fleeing members of teamfights, or use it to check brushes from afar when going into unwarded Dragon or Baron pits. Don't try to fit it in with your autos like you did in the days, count on your to do the majority of the damage. But when the enemy flashes away and thinks to themselves 'gee, that was close! I'm glad i have flash!', lob one of these their way without a backwards glance. Kool Kog's dont look at explosions.
Creeping / Jungling
For those of you who feel like playing kog maw jg (honestly there are way better options but with the graves jg meta it can be fun. no doubt that it does tons of damage!) theres only one way to do it. Start red side at the rocks, and smite for the 5 auto stun buff. This is what makes kog jg possible. With the doubled attack speed of your W, you can proc this stun so often that the monsters youre fighting can hardly get an auto in. With this smite buff im able to clear red, raptors, wolves, blue and gromp with no trouble. You generally have to use 2 of your 3 health pots, and you can gank with full hp. When ganking, make sure to ping so the laner can lay down any CC they have, and your job from there is simple. Lay down your E on the path they have to walk for the slow, land a Q for the armor/magic pen, and start spamming the W autos. I've actually had a lot of success because so few people are ready for the 5 min gank, and if you manage to get an early kill or 2 you can snowball that advantage super hard. Finish your bloodrazor, and then go straight into hurricane (i know rageblade seems the natural choice but hurricane better for clears and mid game skirmishes). Use the power of the bloodrazor plus your superfast autos to force early objectives; you can shred dragon faster than any other ranged jungle, carry a pink and solo it if the lane pressure is there, or if you see jg top side.
UPDATE: wits end after finishing bloodrazor is also very powerful, if youre getting blown up by AP heavy teams especially. Stronger 1v1 powerspike vs the teamfight powerspike of hurricane
PLEASE NOTE: the team composition will determine if this is successful or not. First time i tried it I had a lulu top, lux mid, ez adc and zilean sup. Essentially a triple support double adc comp, and I got a penta at like 20 min with my rageblade spike. Multiple support like champs are amazing with kog whether hes adc or jg, so it was a perfect scenario. The alternitave is a tank top and sup with strong engage, with a CC heavy mid lane.
Let me know by comments if it works for ypu, or if you have other builds or compositions you've had success with!
Heres a quick video on the power of this build, and the reason behind hurricane 2nd item:
And this is a late game example of the build, and a full damage one at that. Note the range on the hurricane bolts as i hit champions super far away from eachother: Full Build Kog jg
Niche build, i'll admit, but viable once more in my humble opinion. With the direction of mages the way that it is, flat mana has re-entered the game as a valued strat making champions with stacking mana costs good again. The way that they changed the damage on Kog's ult means that you cant play it the way you did before though. When the enemy is at full hp, your ult does very little damage no matter how much ap you have (trust me, had a 15-1 kog game, fully stacked mejais, deathcap, 3 infernal drakes, sitting around 1200 ap) but when theyre below 50% it starts to show. Enemies between 25-50%hp are dealt double the damage, enemies below 25% are dealt TRIPLE damage. This makes the ult much more of an execute than a poke, hence why i said you need to play the champ differently. The visual effects of kog's Q and E are very subtle, hard to see in lane let alone in teamfights. But when youre building AP, those 2 hit like a truck. In this video you can see how careful positioning is needed, not the way the old kog was simply 'sit as far back as possible and hit them with ult'. Now Kog is an AP burst mage with a long range execute. Fight cleanup, side positioning
Use E to do the majority of your damage. Great utility for your team, a large AOE slow that constantly refreshes when people stay on top of it. Also hard to see on the ground, meaning if you can, you can shoot it through their frontline to hit the backline mages and ADC's. When youre sitting at 3-4 items, you can be sure that this ability alone with often take half their health or more, and with a teamfight going on its almost impossible to predict. Use the Q in conjunction with your E for an easy burst combo, if both abilties land on a squishy they'll be around 20% hp so, easy pickings for a well placed ult (even easier to land considering theyre slowed from the E). Mainly though, you're going to want to use your Q to weaken their frontline. it strips 20-28% of their armor and MR for 4 seconds, so be sure to hit the enemy tank with it to assist in melting them. But remember, your main objective in the teamfight is to harass their backline. Constantly use E through the frontline to hit the enemy carries, then barage them with your ult to keep them out of the fight. mostly ive found that people dont respect the kog damage however, or remain oblivious to where the damage is coming from. In this video you can see how youre able to utilize the Q-E Ult combo to pick off an enemy carry, and in the following teamfight stay close enough in the action to burst the other carry. Combo into execute, positioning in teamfight
Well that concludes my Kog'Maw guide! Thanks for reading, this is my first and only guide on Mobafire, so please post comments to give me an idea of how to make the guide better! I'm going to keep playing Kog, so expect some minor changes when I find new good support matchups, or new items I like!