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- How to play League of Legends while high
- Kog'Maw - Underdog Story of the Middle Lane
- Jungle Fiora - You've Already Lost.
- Team Comp and Strategy: AOE Trolling
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Spells:
Ghost
Exhaust
Ability Order
Icathian Surprise (PASSIVE)
Kog'Maw Passive Ability
Word from the builder/What to expect
Summoner "DBug the Great" here!
This is my 3rd attempt at a Kog'Maw build.
I got a lot of good critique on my build, I got a lot of good critique on my guide writing, and I think I'm ready to put the final one out there. This is it, this is my final Kog'Maw build, tweaked to what I'd call perfection.
-To give you a quick idea of why this is guide #3-
First build was in the infancy of my Kog'Maw experimentation, left some holes- such as squishiness and a poor rune setup and poor masteries. I had some points in some crit masteries and there's no need for it on this build.
Second build was an "All things Kog'Maw" build, and it was pretentious, too lengthy, a wall of text, a lot of uninformed ****, and was pretty much me going overboard with the whole "I'm good at writing builds" mindset when really, I'm no better than anyone else. I'm an Aries, I get full of myself sometimes. **** happens.
My bad, guys :)
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What to expect from this guide:
Most importantly,
A viable, unique, sustaining

But Also...
Several build options to help adapt with situations you may encounter
Specific guides against "problem champs" who tend to give Kog a hard time
Strategies for each stage of the game
Why you should and shouldn't use specific items
Why you should and shouldn't use specific skills
An explanation for every aspect of the choices provided in this guide
A bit of humor, and a lot of unique opinions which surprisingly make sense
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~~U--P--D--A--T--E--S~~
1/16/11None yet. I just published the thing, sheesh. What do you think I have,

1/17/11
-Added

-Added options for beggining items to sub wards out (thanks to Chronicredeye)
-Explained


-Added a summary
-Added problem champions
-Added Tank'Maw
-Added notes on Sejuani patch
-Added Pros/Cons
1/17/11
Working on all of this today...
-Complete revamp, due to tweaking around with suggestions I've received from the community and other players. Special thanks to PsiGuard and Khazem for dealing with my sudden defensiveness and providing a lot of good information.
-Changed build around to negate the need for clarity and provide a bit more sustain,
as well as help damage output a bit.
-Changed runes to help sustain and damage output
-Switched skills around a bit to include ult at earlier levels
-Made


-Added section on why Kog is a viable middle laner
-Removed Tank'Maw section, it was all off the top of my head and pure theory, I tried it, it worked like ****. I'll re-add it later when I actually figure out a viable Tank'Maw build.

I'll add more to this section after I get a chance to get home and check out the patch.
UPDATE
Yeah...





This, more than anywhere else, is where other

Why?
Because it's common practice in the world of





I recently re-wrote this section because I feel I wasn't getting my point across or truly explaining what I wanted to explain.

However, in the middle,


Let me paint a scenario for you.
The enemy mid engages you, and they're obviously throwing more damage than you are. They have better runes or something, or just a higher damage output... whatever reason. If you have


Now, let's say that you went in with





Say you get ganked. You only have one point in





Say you're engaging a fleeing failed gank, and the enemy gets away from you, they flash around a corner (I hate that.) and you have lots of points into









It is your main poke in the middle, it will keep you safer, and it will get you more kills and allow you to push more effectively.

You've been doing X damage all game, the enemy watches this if they're worth anything. They know what you can do, they anticipate it. They know when to get out, when they can engage you, and they have a pretty good expectation on how much of a percentage of life they should abandon a fight with you at. They expect that you already have


Suddenly, late game, you actually spam points into

Using Kog'Maw's abilities
![]() ![]() -This is your bread and butter. It's a really beefy slow. -It deals a nice amount of damage, it will help you keep an enemy in range longer to land more shots from ![]() -It is your escape, it is your distance closer -It is your initiate when not hunting stragglers. -Use it often. ![]() ![]() -This is your damage dealer, your tank cleaver your squishy crusher, your ace in the hole. -Stacked with madreds bloodrazor You can chew up enemies like dinner. -Pop this AFTER slowing. |
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![]() ![]() -Separates the good Kogs from the bad Kogs. -Crazy range, decent damage, double damage to champs. -Reveals, so you can keep track of runners. -Good fear factor, good psychological effect. -Become a sniper with it, or become useless. -Learn to lead the enemy's movement. -ANTICIPATION IS KEY. ![]() ![]() -This is what gets you free kills in the endgame. -You've been doing X amount of damage since the start -Now suddenly you do X plus Y -Enemies will underestimate you -They will die. |
-Offense-
You should be starting any confrontation with a well placed

If you have



If you're lucky enough to have


-Defense-
The enemy is coming at you, or you went after them, and you've realized that it isn't going to go well if you stick around. Try and get as far from them as you can before they start catching up, because the better distance you have between you and them, the more effective your slow is (they have to run over a longer trail). So as you can imagine, it's good to figure out your odds of winning pretty darn quick.
On your way out, pop


If you've failed at getting away,



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A few words about

Oh, living artillery, how I love you. Pardon my french, but this is how I imagine my enemy's reaction when I use kog's ult (I'm a world class sniper with it, you'd be amazed.)
RUN AWAY! (shooooooFWAP) AH, PISS! (shooooooFWAP) AHHH FOR THE LOVE OF GOD, **** (shooooooFWAP) JESUS, ****! WHY?! (shooooooFWAP) IT NEVER ENDS! (shooooooFWAP) JESUS, MAN, I JUST WANNA (shooooooFWAP) CAN WE TALK ABOUT IT? (shooooooFWAP) IT'S LIKE SEX WITH A BLENDER (shooooooFWAP) I'm just gonna hang out behind my tower until he's done being pissed off
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(shooooooFWAP)
You have slain an enemy.
****.
Yeah. It's kinda like that. And then they stop chatting because they've thrown their keyboard out the window and murdered the family cat... so... they have THAT to deal with.
But on a more serious note, your







Pay attention to the enemy's strategies, and it will help you to anticipate where to throw your artillery shots. I'll have some pictures and videos up here soon, too.
Also... No one said you had to HIT anything with

But I found that the new rune build I have listed works a lot better, and I'm still looking to improve my runes a bit. You've got a lot more sustain early game thanks to the added magic resist and armor, and you do a lot more damage thanks to the magic and armor penetration.
Attack speed will come from your gear, as well as a lot of added penetration. So there isn't much need to hyper-pump your attack speed with runes that could be better used to keep you alive. I'm still experimenting with my little

It's always a good ego stroke to hear the enemies compliment my mid game.
(these are actual enemy quotes I'm collecting)
"Jesus bro, can we talk about it?" - Ezreal Middle Lane- Won Mid. 12:11
"That's the longest it's ever taken me to break the middle, gj Kog" -Morgana Middle- Lost Mid. 16:40
"Are you psychic with that ******* artillery?" - Kennan Mid- Won Mid. 11:50
"Guess nobody wants to hang" - Vayne, Ashe, Caitlin, taking turns mid- Won mid. 12:14
"OMFG, MID FAIL. IT'S ****ING KOG. NOOB." - Olaf, commenting on Fiddle mid, Mid won- 13:00 or so.
I'm sorry guys, I can't get behind the idea that there is any SET way to put any masteries to a character. It's all relative to the way YOU play. It's all relative to the dynamic YOU adopt for your champion.
Masteries are purely opinion, I think. Try and build them to synergize with what you plan on doing in the game.
I adopted a pretty standard 24/6/0 Mastery build after another player took the time to sit down and look over my masteries and really explain to me why what I was doing wasn't all that viable. I'm still going to stick to my guns though, and say that masteries are 100% subjective.
Try this setup, and tweak it as you see a need.
(REALLY appreciating all the help I'm getting on my quest to re-define the way people play/see Kog'Maw)
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Pros -Very difficult to overcome in the middle -Excellent damage output that is hard to mitigate -Unthinkable range -Lots of fun to play -Great addition to a team -Great at securing buffs -Excellent at hunting stragglers -Good farm potential -Relatively inexpensive build |
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Cons -Very squishy early game -Still a little squishy late game -Shut down by any effective CC champ player -Weak versus minion bounce skills -Relies too much on range to combat distance closing -Becomes a high priority late game -Mana hungry, even late game -Relatively low ult damage |
Tell me that isn't awesome. I dare you.
What the battle horn does for you:
Studies show that the battle horn increases Kog'Maw's appetite for destruction, and the sound of the horn causes the parasympathetic nervous system in nearby players to send them into a "fight or flee" decision process, pumping them with adrenaline and stimulating the Amygdala. the part of the brain responsible for emotional reaction, which causes them to be more prone to mistakes.
I have no idea how medically accurate any of that is.
The fact is, you have one of the most entertaining /joke functions in the game. Kog Maw is a little ****, and should be played like one.
Use your /Joke in the following situations:
You just successfully pulled something shady, like stealing baron
You just narrowly avoided death by less than 100 health
You just entered a lane that nobody expected you in
You just saved a team mate's life, such as tanking

You got a kill on an enemy that nobody could kill
You got a kill in general. Or an assist. Or just because.
If you aren't going to have fun playing this game and crack up the people around you, and cause some good vibes, and be a memorable player...
...Why are you playing?



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I can't even begin to explain how CORE these items actually are. These three items mixed with






(Thanks to chronicredeye for making all of this information known to me)
But why sell chalice and lose the only real magic resist you have?
We still have some resists from our runes, and with the dual leech from


If they really are destroying your life, feel free to swap out





![]() ![]() ![]() |
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Now our combo looks something like








If they turn and face you and you don't have



I feel like this is

He has killing power, he has sustain, he helps his team, he has armor, he has resists, he attacks quickly, he amps damage for your casters and for your AD team mates. Stacked life doesn't make much of a difference for your victims, he can take on red buff, blue buff, dragon, and help substantially with baron. It's a rock solid build, provided you play him how he's supposed to be played (in my humble opinion, of course.)
Kog Tips
While we're talking about general gameplay, let me go over a few key things you need to know, just very basic things that will help you.
We'll call them "Kog tips".
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![]() ![]() Enemies always underestimate the range of ![]() ![]() ![]() Just because your passive happens after you die, doesn't mean you should be trying to die or accumulating deaths because "I got him too, though". ![]() ![]() ![]() ![]() ![]() |
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![]() ![]() ![]() ![]() ![]() Use ![]() ![]() ![]() Once your ![]() |
Back-End tips
There are a few tweaks that will also help you with



Press escape, go into your key bindings, and look for "smart/self cast skill", there should be 4. Change these 4 to your Q, W, E, and R. Smart casting takes away the aiming portion of casting a skill, it will simply go either wherever your mouse is, or at whatever champion or minion/monster you have highlighted. Normally, the enemy would see you stop to aim, and they'd anticipate an attack. With this, there is no pause. It makes you much harder to anticipate.


Also in key bindings, set your Joke and your Taunt to hotkeys. Use them in the lane. You'd be surprised how much more willing an enemy is to dive in for a stupid death when they're being taunt spammed. They REALLY just want to shut you up. I mean, it's annoying enough to where I'd say YOU should probably have your speakers turned down and just spam the taunt. They'll get so fed up with hearing it, they'll take breaks to chat to you ("KNOCK IT OFF"), they'll try harder to kill you so the noise stops... It really does throw off the enemy's game.
Grab

A lot of good that did us...
Pop them in the bushes on either side right around the first time you go back, or the first time anyone attempts to gank you. Lane awareness is key. So actually, you won't be using the wards at all until about level 6 or 7. It's good to have them on standby though.
You want to stay behind your minions and wait for the enemy to think they have an opportunity to push through. If they get within rage of your

Level 2
Now you have

Same principle, just activate your barrage whenever you slow them, you'll get more attacks in.
Level 3
Your

Level 4
Feel free to add

The enemy probably has all their skills now. You should still be able to wreck them, but now you have to worry about dodging skillshots (








Mid is always touchy as hell and kog is squishy as all getout.
It's his range and mobility that make him dominate.
-Pop your clarity if you get low on mana-
Yeah, you need it for your ult later, but it'll be off of cooldown by then.
-For the love of god, go back if you have to-
Do NOT feed your opponent. Play like you're a sheet of glass.
-Help your jungler get blue-
It's kind of mid's job, and your

and the slow will help your jungler finish off blue buff.
If the enemy hasn't ganked you by now, they're ******ed.
To avoid a gank, simply keep an eye on your minimap. See how there's two player icons in the middle lane? The third one will show up before you ever notice the guy coming out of the bush, so I usually feel like this is a better option for gank detection. Sometimes your screen is scrolled off of where they're going to come from.
Fire

Also, lane counting works. If there's supposed to be 2 top, 1 mid, and 2 bottom, and now there's 1 top, 1 mid, and 2 bottom... guess what? Top might be coming for you. That doesn't mean run back to the tower every time this happens, but make sure you aren't on the enemy's side of the river.
Level 6
Aaaaand it's over. That's all she wrote. NOBODY can push Kog out of the mid if he's got his

Keep them off their farm, pound on em, push hard, be aggressive. You want them to be sitting at their computer pissed off and nerd raging, thinking your cheap and unfair... because... well... you are.
Level 7
By now you should be pretty geared up, and they should be about a level behind you. If the first tower isn't down, it should be at least half way there. You should have 20+ more minion kills than they do.
Level 8
That first tower is down, and you've pushed the minion wave all the way up to the second tower. It's time to abandon your lane briefly and sort of change up your role a little bit. You're not going to be a jungler, but you're going to be awfully close.
The tower is down and you've left your lane. Keep an eye on where the enemy middle is (wards come in handy) and if you need to go back to your lane, go back to it.
Other than that, you should be ganking both other lanes, stealing enemy red and blue buffs, getting some dragon kills, saving team mates from enemy ganks, and coming back to poke the middle tower any time the enemy mid leaves it un-guarded. You want to chase top and bottom lanes out of their lanes or at least behind their towers.
Your goal here is to screw up the enemy team as much as you can before team fights start breaking out and have both top and bottom lanes pushed to the enemy towers, as well as your own lane. Like I said, the way I play him, he needs to get to a lot of places very quickly. DO NOT steal any creep kills from your own jungle. Leave them for your jungler, your casters, and your carries.
(But aren't I a carry?)
NO. YOU ARE NOT A CARRY.
You are an enemy team dynamic ****er upper, back line damage dealer, allied carry feeder, lane crusher, pusher, and life saver.
YOU should have MORE ASSISTS at the end of the game than kills.
Yes, Kog'Maw is technically a carry. But there are better carries out there, and chances are you'll be playing with one. Or two, Or even three of them. When I play, I play to win, not to go for a glory gamer ultra uber kill score. All that does is starve your team, and therefore, carries who are much better at carrying than your froggy *** is.
IF at all possible, pass off kills to other players. Help your team get buffs. Jump in front of Caitlyn's ult... etc. The difference between you and your team mates... When YOU die, you can damage the enemy a bunch. When THEY die... they're dead. Also, you out range everyone. SO why not chill in the back and rain hell on everyone while your team gets stronger and better?
You'll get kills, inevitably, but they should be from stragglers and people who wandered off alone. You know... the guys your team can't reach, or can't hunt down as well as you can?
Enemies have started bleeding into the middle lane by this point, if not a while ago. Since they haven't really orchestrated anything yet, it will probably 2-4 of them at a time, never really a full on 5-man lane plow.
If you get dragged into a team fight, focus the squishies, but use your caustic spittle on the tank so your casters can drop him.
Remaining in the middle lane is your tank, your support or jungle, and your carries. They should be able to hold it off with the help of your tower. Your jungler should be diving out of bushes on your side of the map...
YOU should be magically coming out of the bushes on THEIR side when they straggle out of a team fight, and and dropping the top and bottom towers to the inhibitors DURING team fights. The most effective way to deal with enemies on their own turf would be to fire artillery from behind a bush that they'd have to go around to kill them, and if/when they start coming after you because they weren't as close to dead as you thought, fire

Level 14,15
Their towers should be down on the top and the bottom, save for the inhibitor turrets. The middle inner tower might still be standing, but if it is, it's heavily damaged. The enemy is having a hard time because they can't get any of their buffs and dragon always seems to be dead. Every time they try and go knock the minions off their towers, they get ganked by this weird green dude. Every time they retreat from a team fight, they seem to get picked off by falling loogies. In their own damn territory, for gods sake. And he keeps blowing that stupid horn.
This dude is everywhere... and he's really freaking annoying.
If these conditions are met, you've played your strange support-ish role pretty well. Time to go brace for the end game.
Aaaaaaand VOILA! Now you're the tank killer and the squishy crippler.
There's always that ONE guy on the enemy team who is just impossible to kill at the end of the game. Most of the time it's not even the tank, usually it's one of the carries. We're gonna call him the tank now, even if that wasn't his role to begin with.
He's your guy. He's your mark.
Because no matter WHAT that guy built, he only has 100% health, and you do damage based on a percentage of health, and attack very quickly. Your job is to remove him from all future equations, because nobody does it quite like you do.
Stark's is gonna help your guys stay up longer and help enemies fall faster. Your ult will pick off anyone trying to run away, and head off anyone trying to plow. Your ooze will keep enemies controlled, and your auto attacks and spittle are going to make sure NOBODY is invincible.
I think a few FACTS play into this assumption:
1.) He's squishy early game
2.) It's easy to mitigate the majority of his damage if
he builds straight AD or straight AP, and he's weak when built hybrid.
3.) He has no HARD CC (like a stun or binding)
4.) He doesn't have the mana pool to sustain well against AP carries
who usually occupy the middle lane
5.) Nearly every AP carry out-damages him if he builds AP
6.) Nearly every AD carry out-damages him if he builds AD
7.) Hybrid builds take a lot of time and use a lot of expensive items,
He tends to get out-built if he builds for a high-hybrid reiant build.
8.) It's very hard to fit runes in that actually really fit well with Kog.
9.) Summarized, his unique play style and scaling and setup make him incredibly weird. It's confusing to build him effectively. I mean look at your skills:
Q-

W-

E-

R-

So I'm supposed to build hybrid then, I think? I mean... if I build AP, I lose a lot of effectiveness off of

So hybrid indeed!
But then I'm squishy, and hybrid is ridiculously expensive to pull off. Makes for a slow game, which certainly doesn't sound like I should be anywhere near the middle. How the hell are you getting "Kog in the middle" from anywhere, dude? Seems like even YOU know that he's got some serious shortcomings.
Why Yes![/color]
Yes I do.
And I love a challenge, so that's why I've ben pouring my heart into making him a DAMN good middle. Nobody in my group of friends will LET me play anywhere but middle because of how effectively I change lives and melt faces in the middle. We NEVER lose the middle... save for if I'm playing a pro

I've been perfecting a Tanky-On-Hit build for him and it works.
There are key problems you need to work out with Kog'Maw if you're going to send him down the middle lane, and you should know them and know how to fix them before you even head towards that first tower. Firstly, if you don't have finesse, you'll never play Kog'Maw middle. It requires a lot of fancy mouse work, a lot of anticipating, a lot of studying the enemy WHILE playing against them on the fly, and a lot of understanding of damage mitigation and what each and every hero can do. You need to know your opponent, more than anything. More than any gear will help you, more than any rune will help you, more than any skill setup or mastery will help you, you HAVE to know your enemy.
1.) He's squishy early game
-So we get tanky runes, some sustainability gear, and we play very carefully. We capitalize on enemy cooldowns, we play at our maximum range, and we keep our squishiness in the front of our mind. We harass mid like mad and starve them. We call for ganks often.
2.) It's easy to mitigate the majority of his damage if
he builds straight AD or straight AP, and he's weak and slow when built hybrid.
-So we don't do any of those things. We make sure we have gear to make sure we can shred whatever armor or resistancs they DO decide to build, at least a little. We build an on-hit core build because it's hybrid damage without a hybrid build, and it's very inexpensive and hard to mitigate. That gets us through early game. We throw a bit of hybrid gear in at the end to really maximize his potential.
3.) He has no HARD CC (like a stun or binding)
This is the only thing I can't really come up with a witty argument for. I wish he did.
4.) He doesn't have the mana pool to sustain well against AP carries
who usually occupy the middle lane
-We build ourselves a

5.) Nearly every AP carry out-damages him if he builds AP
-We don't build AP. They may out damage us but we out-range the majority of them, and AP carries are even squishier than Kog.
6.) Nearly every AD carry out-damages him if he builds AD
-Good thing we almost never see AD in the middle lane, and we out range almost all of them. Caitlyn's ult, Ashe's ult, and Morgana's binding all out range us, but our abilities come off of cooldown much faster than Ashe and Caitlyn, and we have more long range abilities than Morgana does. Tristana can match our range, but... she's Tristana. Everyone does her job better than her.
7.) Hybrid builds take a lot of time and use a lot of expensive items,
He tends to get out-built if he builds for a high-hybrid reliant build.
-I'd never try and build Kog for straight hybrid just because of how long it takes, how expensive it is, and how slow it makes his early game. I don't think I've ever even seen a true hybrid Kog'Maw build, despite the fact that his abilities seem to suggest that it's his ideal build.
8.) It's very hard to fit runes in that actually really fit well with Kog.
-This is a huge issue. I'm still working on runing Kog correctly. If you lean more towards AP or AD, Armor pen or Magic pen, you leave one or the other pretty skimped, and you need them both. But you also need sustain, so that subtracts from your offense potential, but if you build a ton of offense, you stay pretty squishy, but if you balance them, you don't get much of a boost on anything, whereas if you're in a lane, you can spam offense and not worry much about sustain... I'm still sorting it out. For now, I just have it balanced.
9.) Summarized, his unique play style and scaling and setup make him incredibly weird. It's confusing to build/play him effectively in the middle the way I build him.
-Correct. He's either too squisy, too weak, too slow, or too easily shut down if you build him AD, AP, or Hybrid. So if he's not meant to be middle as AP, AD, or Hybrid, then why would you automatically assume, as many of you have, that my VERY strange build must also be completely non-viable? I'd say it's the fourth option. The missing link.
Why Tanky On-Hit works for Kog Mid
You need to be able to take a few hits, you need to deal damage but you need to be able to get to that point very quickly. You need to be able to harass, but not BE harassed. You need to starve them and you need to get fed, without feeding them.

Your runes will keep you from getting TOO messed up if you do accidently take a hit.



Your first few items are a lot less expensive than many champions' core items.
You have a lot of farm potential with




At the same time, once you both hit level 6, you STILL out range most middle heroes. Say ashe actually hits you with


Your ult is castable every second on it's max level, and only slightly more on lower levels. It makes for an absolutely insane fear factor skill, and really gives you a great ability to harass.
Once you have




If Kog'Maw plows ANY lane one on one once he's fully geared this way, it goes in his favor. Such is just a law of nature. I've hacked down a fully geared fed Rammus in seconds. I've even dropped Galio fully geared, blocking almost all of my

Essentially, if they shut any aspect of you down, there's still quite a bit that's coming down the lane at them. You'll never NOT be a threat. You're even a threat when you die.
Just keep in mind that you can't feed them, no matter what the cost. If that means losing the middle lane, then lose the middle lane. Screw it.
(but you shouldn't lose the middle lane because you can always run behind your tower and rain artillery.)
It's a lot more important to keep them starved than it is to keep your first tower up, because it will tip the favors in a team fight if it's 5 versus 4 and a half, and you can always just plow them right back to THEIR base and take it. A cocky, too early, poorly planned team fight with starved champions on the enemy's part, provided your team played well, will always win you a game. Especially if top and bottom starved their lanes as well.
There is no shame in retreat.
But if they take that second tower, then you've significantly failed in the middle. I'm not kidding when I say that usually, if we lose when I'm playing middle, its because the team plowed down either the top or the bottom lane. They're beating on our inhibitors and both of our middle towers are still up. Makes me facepalm every time. I'm telling you, played correctly, there's just no stopping him.
It's gonna be kind of lengthy and it's geared more towards theory, some people find theory boring.
Also, I won't be focusing on any AP items.
I don't build Kog'Maw for AP, if you need pointers on that
Check out someone else's AP Kog guide, there's some really good ones out there.
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What is in this section:
-What items to swap for what items if you end up in a bad situation-
-What items people usually put on

-What items to NEVER put on

-A quick lesson on using actives to your advantage, and how-
So let's get started...
As for actual gear
lets start with the most interchangeable item in the build- The boots.

I chose these because I feel I really need the penetration to hit a lot harder early game, when harassment is really key.
Non-viable options would be:






[boots of swiftness size=60]

These are really the only boots I can think of that would augment this build at all if I weren't to get





Next, let's look at the core items.



I'm gonna be really sore about swapping any of these out. I REALLY like these as core items. I can't see why you'd want to do anything else with

The main other core build I see is



And that's such an overly safe, obvious, typical AD build that is EASY to shut down by anyone who knows how.
(

I mean, obviously there are ways to shut anything down. For instance, if you really wanted to jack my world up while I'm playing this Kog build (mine) you'd probably build

But then you've still got 170 damage per shot that I'm getting through clean to you unless you build some defense too. And your magic resistance is going to be substantially lowered (30 from


Whereas with








Shutting down the core build I chose requires a huge sacrifice of damage and usually doesn't fit into your enemy's build schedule. I feel it's a much better option.
This leaves one more question I've gotten here and there.

What about sword of the divine to replace

In the new Sejuani patch, this item has been removed in favor of

See my section on the Sejuani patch for my feelings on this item.
Thanks to AncientNecro for the memo!
Moving on to the non-core items...

Adds dual leech, attack speed, and AP. Makes everything you have hit harder, and now you get a health return no matter what you're throwing at the enemy. You also have an amazing active.

Great armor penetration, good attack speed bonus, and a good chunk of bonus AD.
Viable substitutions would be:









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Completely NON-VIABLE items...
Any of the boots I discussed would fit here, so I'm not gonna repeat them. Infinity Edge/Phantom Dancer fits here, because there are obvious better options, but there are some others worth listing as "non-viable".

Yeah, no. Part of Kog's dynamic is death. Why would you prolong that for a few seconds and give the enemy melee guys a chance to get away, send in the ranged guys, and pick you off SAFELY when you get back up, and then your passive pops and nobody is around? Makes no sense.

Yeah, this will boost your damage output to insane levels... for one shot every few seconds. Plus, the only stats you really use are only boosted by 30 by this. Also, you have no need for the critical on this at all- almost all of your damage output is magic damage, so your attack damage isn't going to be that high to begin with. I mean... with this build, you'll throw an extra 288 damage... your artillery does almost that on level 2, and your barrage is going to CERTAINLY do more than that late game. There are better options. And aside from all that, trinity is ridiculously expensive.

Why are you the guy dealing with the enemy who is throwing enough melee damage to necessitate thornmail? Derp.
A quick word on actives...
Nobody uses them. Pretty quick word, right?
I don't understand it. You guys know that you don't have to click on the item, right? You just hit 1, 2, 3, 4, 5, or 6? Hell, 1 is right by your Q. Just move the item with the active over to your 1 slot. Reach up a little further, it isn't hard.
My build uses





They work. Use them.
-Build-







-Designed to be very difficult to mitigate
-Stacked life, armor, or magic resists don't really matter
-High sustainability
-Helps your team out by amping incoming damage
-Runes-
Magic resists, Armor, Magic pen, Armor pen
-Masteries-
Pretty standard 24/6/0 build
-Abilities-
Stack




-Farming-
Roll

-Early game-
Harass with


-Mid game-
Initiate with



-End game-
Focus the tank, use artillery to control enemy movement and as a fear factor
-Battle horn-
Use your /joke often or you're a failsauce Kog'Maw player
-Back end-
Smart cast is a MUST with Kog'Maw, you can set it up in your key bindings menu
Set your /Joke to a hotkey, too.
-Other notes-
Steal baron, steal enemy buffs, pick off stragglers, learn your ultimate's delay, gank top and bottom when the enemy is recalled or dead, help your jungler get blue buff, never use trinity force or guardian angel, kill dragon as much as possible, ward the **** out of everything.
To a quick look at enemies that might give you trouble
in the middle lane, for one reason or another.
Kog is pretty unstoppable in the middle, but there ARE certain key things that will jack him up pretty effectively.
I'm going to start with the champ that pisses me off the most.

Ugggghhh.... I HATE you. SO MUCH.
Why this champ stands up to Kog:
Because Kog is squishy early game, that's why. VERY squishy. None of


How to overcome:
I'm not even kidding, just click around like you're having a seizure between attacks and harassment. She can't skillshot a completely unpredictable move pattern. Also, play



Damn scarecrow...
Why this champ stands up to Kog:
Fear, Silence, and a distance closing ult. He'll minion bounce you with

How to overcome:
Play overly aggressive. Fiddle is unbelievably squishy, and if you pop your







Chronicredeye plays her alot.
This is probably the hardest champion to mid against in the game.
For anyone. I don't care who you are. Mid is morgana's house.
Why this champ stands up to Kog:
That ******* spell shield. THAT ******* SPELL SHIELD. Well, at this point, you can forget


How to overcome:
Same build switch as you'd do against fiddle except for the scepter, play defensively near your tower... you're going to get experience from your tower killing minions, maybe not as much gold, but for the love of god, at least you aren't feeding her. NEVER feed morgana. Once you hit 6, you can start straying out from behind that tower and beating her down with artillery. Dammit... I like her sister better.

Beauty kills.
You don't see her mid much, but she does sometimes.
She gave me problems the other night, so she makes it into my guide.
Why this champ stands up to Kog:
Because Kog depends on range, and she's a distance closer with a LOT of damage potential. You have NO way to stop her ultimate, she has a minion bounce like fiddle does... she's just generally a pain to deal with. On top of that, if you do end up feeding her, she can snowball and destroy the rest of your team. Just like morgana, it's critical that you don't feed her.
How to overcome:
Play off your tower. When she ults, get out of range and drop artillery on her. Early game, make sure you stay just in range to hit her with void ooze, and ONLY use void ooze to attack her, your auto attack isn't going to give you a safe range on her until bio-arcane is level 3 or 4. Do NOT get in range of her




I'll add more as I face them!
Feel free to message me in game if you want to take me on in the middle!
Summoner "DBug the Great"
Sorry, I don't face high ELO players, I'm just not there yet.
I REALLY want to dedicate some time, math, and science to this section, and I just don't have the time or resources right now. I don't want to write this section quickly and skimp you guys on the actual comprehensive-ness I really intend on going for with this.
Soon, though, I promise.
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