Kog'Maw Build Guide by adayong
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.
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.
Hi folk, in this build, I managed Kog'Maw as an ad,carry and mostly relied on attack speed. You can use this build not only with Kog'Maw but also most ranged DPS champions.
With this build, do not go to mid or solo, if you are gonna try mid or solo with Kog'Maw pick another build.
Upon dying, Kog'Maw starts a chain reaction in his body which causes him to detonate after 4 seconds (he can move in this time), dealing 100 + (25 x level) true damage to surrounding enemies. Kog'Maw will gain additional movement speed upon entering this state
Immediately before dying, if it's sure that you will die, try to get in a better position and seek for the lowest hp enemy and run to it before you die, keep running after.
Passive) Increases attack speed (Active) Kog'Maw launches a corrosive projectile which deals magic damage and reduces the target's armor and magic resistance
This skill is the reason I'm doing this guide. A passive that grants you nice attack damage and an active that will damage enemy and reduce his armor and magic resist doing you good for both Ionic Spark's magic and your physical auto attack damage.
(Active): For 6 seconds, Kog'Maw's attacks gain additional range and deal a percentage of the target's maximum health as magic damage (max 100 damage to monsters).
This is the reason why Kog is op as AP,AD or Hybrid. It is one of the most OP skills in the game and stacking with the Madred's Bloodrazor even tanks can be killed as easy as it had never been.
(Active): Kog'Maw launches a peculiar ooze which deals magic damage to all enemies it passes through and leaves a trail for 4 seconds which slows enemies who stand on it.
Get this at level 1 to both chase down or run away in every situations till late game.Use it to slow, not try to use it as damage unless you cant reach your enemy and you think this can catch up because your auto-attacks deal more damage than this.
Kog'Maw fires a living artillery shell at a great distance dealing damage and revealing targets for 4 seconds. (150% bonus damage to champions).
* Cost: 40 Mana (each subsequent Living Artillery in the next 6 seconds costs 40 additional mana, capping at 200 per cast)
* Area of Effect:
The extra mana costing on multiple usage will suck on your mana in seconds even if you have blue buff. So if you are laning try to use it in every 6 seconds unless if the enemy is fleeing.
Pros / Cons
+A true killing machine.
+Both physical and magical damage.
+One of the best mid and late game hero.
+Great in team-fights with high DPS and range.
+One does not simply run away from Kog'Maw.
+Having a nicee cold revenge with Icathian Surprise.
-Way too squishy.
-Really weak in early game.
-Can't run away/avoid if you don't have summoner spells. Use your Void Ooze smart or die.
-Difficult use of ulti.
-Is not efficient if Exhaust is used on him.
-Not a good 1v1 hero if you are not fed.
Early Game (1-8)
I recommend you to start with
, as you have the Void Ooze you can either chase or run away to get/avoid the first blood.
It is better if you have a support hero like Soraka Sona etc. with you in lane, but you don't really need it because Kog'Maw is really weak even with the support in the early game, so do not try to be a hero but always remember that if you die you have Icathian Surprise to take the revenge, especially in the early game.
Until you reach level 6, prevent any 1v1, but this does not mean leave your lane-mate alone in the fight.Once you reach level 6, start harassing with Living Artillery and Bio-Arcane Barrage. Try to aim your ulti a little bit back of the target where you think he will escape. It's depending on the players so it's pure anticipation to hit successfully. If you succeed harassing them, continue farming as much as you can, till they come back do this again.
Never try to use your racial explode as a weapon before you die, a pro Kog'Maw never dies to kill, but never forget it neither.
Mid Game (9-14)
Mid game is your most powerfull duration with this build. You should have
done in the middle of mid-game. So with the Bio-Arcane Barrage maxed now you hit %6 of the target's maximum health plus 110 magic damage in every 4 hits.
With Phantom Dancer, Ionic Spark, Berserker Greaves and your passive attack speed increase, you should be hitting incredibly quick. Get the Red buff whenever you find and never let your enemy run away from you again.
When the teamfights begin, you should be happy as you never were, stay behind your teammates and target your enemies from far away with Bio-Arcane Barrage and Living Artilerry. will hit 110 magic damage in every 4 hits. So you will deal 440 additional damage to enemy team in every 4 hits if they are staying together.
Again, don't try to die on purpose, Teamfights are extremely good for your farm even if you played bad in the early game. With and Icathian Surprise you will get at least assists from every single hero died in teamfight.
Late Game (15-18)
In late game, never ever leave your teammates even to the redbuff. Make sure your enemies are not walking around. You are strong but not that strong to vs with them in the late game but still a great team-fighter. Actually, the best. So don't be greedy and get into bunch of enemies (I recommend you not even try 1v1). You could have had even quadra or penta kills during mid game, it is quite possible, but with this build you are getting squishy in the late game but also a the best team-fight hero. Isn't team-fight the most important thing in the late game anyways?
Core Item Explanation
is supporting this build with %25 additional attack speed, but boots are always optional. If you are getting heavily smashed by strong AD Carries like Vayne, switch to
or getting annoyed stuns,slows etc. go for
110 damage in every 4 hits become really pain in the *** with the attack speed you have when you complete all. After finished all core items, needs to be changed to icon=Infinity Edge size=30 to increase the pwnage rate.
I added it as the last item but, it's a great item for this build with stacking +%4 plus +%6 you hit +%10 and when Bio-Arcane Barrage is active. So you can swap places if you are getting good farm.
For both attack speed and movement speed, its the one you can not say no for Kog'Maw.
Which I extremely recommend with also boosting attack speed, giving attack damage and reducing enemies' armor. With this attack speed stacking does not become problem also.
With some feed-backs and giving tries on The bloodthirster I also am convinced that this item goes better with Kog'Maw rather than icon=Zeke's Herhald size=30 or .But I do not recommend Hextech with this build unless you have with it to complete your ap to 100 to get additional %1 that you have from Bio-Arcane Barrage.
This item is getting great with this build with attack speed if you need additional MR and damage.
You can have this item if you think you are too squishy, especially if there is some true damage dealers like Cho'Gath in enemy team. Also great if your teammates goes stingy with redbuff.
Guardian Angel is considerable if you want MR and Armor together, since you will be attacking from far behind all the time this can be helpful to run away or re-join to the team-fights. This will also be helpful against hit-and-run heroes like Le Blanc.
If the enemy AP Carry is too annoying, this is a great item boosting you with MR, Hp and Mana. Also great to Block incoming spell in every 45 seconds.
Every AD needs to add this item in core build. But as i relied on attack speed in this build I didn't add it to core items, but it's well acceptable if you get this instead of anything. Needs to be switched instead of in the very late game, therefore I added this as the 7th core item.
You can (or should) swap to this instead of Zeke's Herald if there is high regenerating hero in the enemy team such as Dr. Mundo, Warwick etc.
You might need this if the enemy team's avarage armor is more then 120, if not must be your choice.
The one of the best item for Ad Carry in the game. Use this if you have troubles with mana, otherwise go for another Phantom Dancer or The Bloodthirster
If you really think you need mana and you wanna use your spells all the time do it, otherwise its waste of 2110 gold.
I generally pick ignite for most heroes, who doesn't love an additional damage?
Well Flash is the most efficient spell right now, helps you to chase down or run away from most situations. Use this even in team-fights if the enemy assassin is after you, turn back and get into team-fight again.
Great against enemy Ad Carry in team-fight + works well in both early and late game to run away, or chase.
Ghost might be really helpful in early game but after mid-game it becomes useless.
It is really helpful to get rid of taunts,slows,stuns etc. but you need Flash or Ghost to support this. Otherwise it is waste.
Greater Mark of Attack Speed Since I've been relying on attack speed this is the one you are looking for.
Greater Seal of Armor Provides you armor to increase your survivability in early game.
Greater Glyph of Cooldown Reduction This will help you to use Bio-Arcane Barrage non-stop.
Greater Quintessence of Attack Speed Again, depending on a attack-speed build. It will be helpful.
Greater Mark of Desolation Since you are an AD champ. This will help you a lot. But in this build we are depending on Ionic Spark which is magic damage.
Greater Seal of Attack Speed Depending on attack speed, of course this would help, but since the ratio in attack speed is low I do not recommend it highly.
Greater Glyph of Attack Speed Again, the ratio goes lower, so not recommended but still optional.
Greater Quintessence of Desolation Might be acceptable but same reasons with Greater Mark of Desolation not recommended.
I didn't use the masteries 21/9 because Ionic Spark is dealing magic damage,so I preferred having %10 magic penetration. Also %4 cooldown reduction to help Bio-Arcane Barrage spammed non-stop. With this much cooldown reduction your ulti, Living Artillery becomes really pain in the *** if you have blue, or decided to spend all your mana before you go back.
I hope you liked and enjoyed playing with this build. Don' whine about AD Kog because I also play AP Kog sometimes, thinking it will go better considering enemy team. But It is really fun and reaaaallly Trolly to play with this build. I hope you will like it.
Thanks to Mowen I started playing Kog as an AD and now have done this guide.
Will try to update with the newest updates.