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Spells:
Flash
Clarity
Ability Order
Icathian Surprise (PASSIVE)
Kog'Maw Passive Ability
ANNOUNCEMENT
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Icathian Surprise is as surprising a passive as its name indicates. Upon death,
Kog'Maw becomes a ticking time bomb, doing more and more damage with each level. At 18th level, Kog deals a massive 550 True Damage, meaning that the damage that champions receive from the explosion can not be mitigated; Magic Resistance and Armor have absolutely no effect on this. It is alleged that this is not the best passive in all of League of Legends, likely due to the fact that Kog'Maw must die in order for it to take effect...but when used correctly, will make all the difference in team fights or ganks.
For example, when being ganked, it is often better to turn and fight the gank
instead of trying to escape it. If you've planned far enough ahead in the five seconds it requires for you to die (Kog is squishy, remember), you can easily get a kill, or if you're lucky, a double or triple kill (depending on who you're being ganked by). In team fights, if you somehow find yourself smack dab in the middle of a 5v5, your explosion can easily setup the rest of your team to clean up and come out on top. Targeting the lowest health enemy that is running away is not always the best decision, although it may get you another kill. Consider, instead, hitting multiple enemies grouped together to assist your allies in winning a team fight.
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Caustic Spittle seems like the one active ability Kog possesses that matters the
least, but I assure you that this is not the case. While it doesn't do massive, game-ending damage to a single or multiple enemies, it's high AP to damage ratio of 0.7 lets Kog deal out decent enough damage to an individual champion while reducing their Armor for the duration of the debuff it causes. Early on in the match, this is also an excellent ability for last hitting on minions where your attack speed is not quite what it could be. This skill is exceptionally useful when you're ganking: hit an enemy with this, activate Bio-Arcane Barrage, and let your autoattacks just melt the enemy champion. It's also very good for focusing carries in team fights.
Let us not forget, though, that the passive effect of this skill increases Kog'Maw's
Attack Speed, though. At level 5, this ability increases Kog's Attack Speed by a staggering 30%!
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Since I've already covered Bio-Arcane Barrage pretty extensively, I'm not going
to regurgitate (hahah, Kog'Maw!) an explanation of how it works and why it's a great ability. Some tactics you want to consider using this ability for include the following: early game harass, pokes, last hitting minions, and tank-melting. Remember that this ability gives Kog'Maw a massive range boost, allowing you to out-range just about every champion in League. You can also utilize this skill to quickly tear down super-minions.
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Void Ooze is an immensely useful skill, with a large number of diverse uses. This
ability is a skill shot, meaning you need to anticipate the enemy in order to use it effectively. That also makes it a thousand times more useful.
For example, let's say that one of your allies is being chased. You can strategically
place your Void Ooze to be in the path between your ally in need and the offending enemy champion, effectively blocking off their route of pursuit. You can also use this skill to last hit many minions at once. In fact, by the time this ability is level 5 (using this build) you'll be able to one-hit an entire mass of minions, granting you great farming ability mid-game.
Since Void Ooze scales at a rate of 0.7 to every 1 Ability Point that you have, it
will easily do 600 damage to any enemy champions in its path. It is a bit Mana hungry, though, so use it judicially, especially early game.
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Finally, Kog's best ability (well, it's his Ultimate, so duh), Living Artillery. At level
1, this ability does a huge amount of damage to enemy champions, effectively allowing you to gank and feed early game. At level 3, it still does good damage (not quite as effective at this point in the game, however), but where it really shines is in its range. Living Artillery, at level 3, has such range that it can target areas out of sight range.
Since it grants sight twice, once at the start of use before it hits an enemy and
once for a small duration upon hitting an enemy, minion, or monster, this ability can also be used very effectively for safely scouting bushes, Dragon, Baron, and dark shadowy corners of the map. It's also very, very, very good at preventing enemy champions from recalling to safety (imagine how much they're swearing at you when you interrupt their recall while taking a good quarter of their life out).
Living Artillery scales both with AD and AP at a rate of 0.5 to each, it can benefit
from whichever build you decide to use. Remember, though, that for each successive use of the ability within six seconds of your last using it, its Mana cost increases by 50. Since this build doesn't grant unending amounts of Mana, it's a good idea to use it only when it will truly be effective.
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Runes
Nashor's Tooth increases the much needed Attack Speed by a good amount while still providing Kog with Mana Regeneration and cooldown reduction (although this is only in effect for the first Nashor's Tooth, as it is a Unique Passive).
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