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Choose Champion Build:
-
Non-Meta AD Carry
-
Meta AD Carry
Recommended Items
Spells:
Cleanse
Flash
Items
Ability Order
Icathian Surprise (PASSIVE)
Kog'Maw Passive Ability
Introduction
NOTE: GUIDE CURRENTLY IN TRANSITION FROM SEASON 3 TO SEASON 4
![]() ![]() |
Hi, my name is manlyflower, and I have mained AD Carry since the end of Season 2.

The general consensus regarding


BUT I HAVE FAITH IN KOG'MAW, AND YOU SHOULD TOO!
Here's the thing: I think the main trick in unleashing

WHAT??? BLASPHEMY!
Actually, not really. Try out this build first. He may no longer be able to land some painful critical autoattacks, but what he gains is incredible survivability, over 10% of the opponent's health as damage, the ability to literally kite entire teams, and will ultimately destroy everything with a red health bar without breaking a sweat.
|
Psylock123 wrote:
I tried out this build and ended up getting to late game and getting the full build. It is by far the most powerful build I've played with as Kog'maw. Not even a fed Xin Zhao could kill me as I would steadily drain his life. This build fits into the current "rush warmogs" meta as well as counters it hard. I hope that others will see this and we'll see more Kog'maw being played. |
Note: I tried to make this guide accessible to the entry-level



PROS
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CONS
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![]()
Icathian Surprise
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Upon dying, Kog'Maw starts a chain reaction in his body which causes him to gain up to 40% movement speed gradually over the duration of 4 seconds and detonate; dealing 100 + (25 x level) true damage to surrounding enemies. TIPS & TRICKS
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![]()
Caustic Spittle
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PASSIVE: Increases Kog'Maw's attack speed. ACTIVE: Kog'Maw launches a corrosive projectile which deals magic damage and reduces the target's Armor and Magic Resist for 4 seconds. ![]() TIPS & TRICKS
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![]()
Bio-Arcane Barrage
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ACTIVE: For 8 seconds, Kog'Maw's attacks gain range and deal a percentage of the target's maximum health as additional magic damage. The damage caps at 100 against minions and monsters.![]() TIPS & TRICKS
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![]()
Void Ooze
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ACTIVE: Kog'Maw launches a projectile in a line in front of him which deals magic damage to all enemies it passes through and leaves a trail for 4 seconds which slows enemies who stand on it.![]() TIPS & TRICKS
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![]()
Living Artillery
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ACTIVE: Kog'Maw launches a living artillery shell to a target location at a great distance which falls after a 0.6 second delay, dealing magic damage to all enemies hit and revealing them for 4 seconds. It deals 125% bonus base damage to Champions. Each subsequent Living Artillery in the next 6 seconds after a cast will cost 40 additional mana, capping at 400 per cast.![]() TIPS & TRICKS
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Explanation
It should be quite obvious to get your ultimate,




The 3rd and 4th options are a little more complicated. In the build, I suggest getting a single rank in









This rune set-up is very standard among AD carries, but I added the reasoning for them anyways, in case anyone was interested in why it became the standard.
Greater Mark of Attack Damage:
BecauseKog'Maw in general lacks the early-game presence that a lot of AD carries have, I try to make up for it in my runes. Because your only form of trading will be long-range poke, you will benefit a lot from this small damage increase, and you get enough early-game armor-penetration from your masteries.
Greater Seal of Armor:
This is a very standard, safe set of seals to take in lane, as they are very cheap, and give you a hefty 13 armor at the start of the game, which translates to saving your hide when the enemy AD carry constantly tries to harass you.
Greater Glyph of Scaling Magic Resist:
Just like the armor runes, these runes are very standard for safe play, and magic resist can sometimes be very difficult to come by. A lot of supports do magic damage, so it helps for their harass as well. If you prefer theGreater Glyph of Magic Resist's flat protection over the scaling variety, then by all means take them.
Greater Quintessence of Attack Damage:
I always debate using these or the greater quintessence of armor penetration forKog'Maw's late game, but in the end, I think flat AD overall is more beneficial, as it allows for easier last-hitting as well as puts a little more weight behind your early-game harass.
Greater Quintessence of Life Steal:
Having 2 or 3 of these quints has become the standard in runing for an AD Carry because of the sustain it provides at low levels, and as a result, is nearly indispensable forKog'Maw. Combining these with a starting
Doran's Blade will instantly reap results for your survivability. Feel free to get 3 of these quints instead of 2 if you want.
Other Options
- greater mark of hybrid penetration/ greater quintessence of hybrid penetration:
This is actually a really effective rune choice onKog'Maw. While you sacrifice a little damage on your autoattacks at the start of the game, your damage will ramp up violently as you start to harass heavily with
Bio-Arcane Barrage and especially
Living Artillery.
Kog'Maw, unlike many AD carries, continues to rely on his magic damage even through the late-game, and these runes will stack perfectly with the 8% armor/mr penetration you get from your masteries, making him hit deceptively hard early-game and helping his scaling into the late-game. Credit to HeadinPants for mentioning it to me!
Explanation
OFFENSIVE: 22
I essentially take max ranks in all the AD masteries and fairly standard






DEFENSIVE: 5
I only go for the damage reduction and percentage resistances because I find the extra health unworthy of the points. With the loadout we choose on

UTILITY: 3
I chose to put 3 point in


Explanation
In choosing these two summoner spells, the reasoning should be fairly obvious. As an AD carry in particular, your main goal is to not die, and these two summoners are simply the best at achieving just that.



















Other Options
Ignite
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I know I just finished calling ![]() ![]() ![]() ![]() ![]() |
Ghost
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While I recommend ![]() ![]() ![]() ![]() ![]() |
Barrier
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While I admit I haven't used this summoner spell much outside the many ARAMs I have played, in theory, this could actually be a very interesting alternative to ![]() ![]() ![]() ![]() ![]() ![]() |
Heal
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While I was getting very pumped over the multitude of uses ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() |
Teleport
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So, I try to have an open mind, and when I passed over ![]() ![]() |
Smite
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Jungle 'maw? |
The reason I made this section is because I KNOW I will be getting a lot of negative feed-back solely due to that fact that I have no
Infinity Edge nor
Phantom Dancers in a late-game
Kog'Maw build.
Note: I included the standard AD
Kog'Maw build at the top so you can see the differences in my build and that build in case you have no idea what I'm talking about. In the end, there are definitely instances in which I believe that crit
Kog'Maw may be the way to go. In any rate, this build is just an expansion on
Kog'Maw's already illustrious anti-health power.



---
Essentially, I don't think critical chance and critical damage synergize too well with
Kog'Maw's kit anymore. Certainly you can still do tons of damage (TM) with an
Infinity Edge and
Phantom Dancer, but then again, really any champ can. What
Kog'Maw specializes in is his percent-health damage, and so it is with that in mind that I tried to facilitate his build.
It mainly revolves around the use of
Runaan's Hurricane to hit 3 enemy champions instead of just one. While the generic AD carry focuses on primarily single-target damage with the occasional area of effect burst, this build does slightly less single-target damage but focuses the entire tank/tanky dps line at once. Certainly this will require you to be slightly closer, but
Bio-Arcane Barrage's range completely makes up for it, and the near-3k health,
Frozen Mallet perma-slow, as well as bullsh*t amounts of lifesteal and escape (
Cleanse,
Mercurial Scimitar,
Blade of the Ruined King active) will make you incredibly hard to kill. It is entirely possible, with
Runaan's Hurricane, to turn the AD carry role from that sniping glass-cannon, to a sieging war machine, and
Kog'Maw happens to work best with this build. In particular, because
Bio-Arcane Barrage has a duration of 8 seconds, the higher attack-speed, the better, and this build supplies the highest natural attack-speed I have seen in an AD carry build.
Trying to build crit along with this item will only reduce the damage you can potentially do, as
Runaan's Hurricane gives no crit chance or AD, AND the 2 shots it fires WON'T crit, forcing you to abandon all survivability for more damage items if you want to make it work somewhat. Instead of trying to make love with critical damage on every single AD carry you play, making your build and champion synergize with itself will instantly show increased amounts of survivability, damage, and overall usefulness to your team.
I hope you now understand where I am coming from and give this build a try for yourself, and see how it holds up next to the standard AD carry meta.




It mainly revolves around the use of









Trying to build crit along with this item will only reduce the damage you can potentially do, as

I hope you now understand where I am coming from and give this build a try for yourself, and see how it holds up next to the standard AD carry meta.
Note: I included the standard AD




STARTING ITEMS
This is the standard opening for an AD Carry these days, and for good reason. The small amount of health, AD, and sustain makes this item a very potent opening choice in almost every situation. Especially since the price reduction of ![]() ![]() |
This alternative to the standard ![]() ![]() ![]() ![]() |
CORE BUILD
This is really a no-brainer. As an AD carry you need to be able to have as much attack-speed as you can safely have, and these boots are a really cheap way to do it. Most other boot options are just not as efficient. If you are being truely overwhelmed by AD or AP, you may choose to substitute for ![]() ![]() |
|
Because we can use ![]() ![]() ![]() ![]() ![]() ![]() ![]() Note: Always try to go: ![]() ![]() ![]() However, in the end, this is an ideal build, and if you are getting destroyed and cannot afford the early 1550 cost as well as need some sustain in lane, you may need to go something along the lines of: 2nd ![]() ![]() ![]() ![]() This will give you some cheap damage and lifesteal early-game, but shouldn't mitigate your mid-game damage by too much. |
It is completely thanks to the changes to this item in the last patch that this vision of a non-crit ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
MID-GAME TRANSITION
This enchantment is simply the best choice out of the other enchantments for an AD carry. Even with ![]() ![]() |
This is finally the item we have been all waiting for. This is the baby that turns ![]() ![]() ![]() ![]() ![]() ![]() ![]() -> In the next patch this item is expecting a radius increase from 300 to 375! This means it will be much more effective in targeting more enemies in mid-game and late-game teamfights. Rejoice! |
END-GAME BUILD
Even though ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Out of all the items I put in the main build, this is the one that I am least sure about, which explains why I added so many alternatives below. The reason this is in here is because it gives you an incredible amount of health, which is extremely powerful in keeping you alive in the current meta, and it allows you to kite 3 enemies combined with your ![]() ![]() ![]() ![]() |
OTHER OPTIONS
I still stick by what I said about ![]() ![]() ![]() ![]() |
This item is a substitution mainly for ![]() ![]() ![]() ![]() |
If your magic resist deficiency is seriously killing you, and you know you can't give up health, as it is another factor in keeping you alive against the enemy ![]() ![]() ![]() ![]() |
Giving you a massive 1000 health, this item is probably the most defense for your buck you will find in the current meta. Even though this ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
These days, most new players have a difficult time judging if a situation warrants building a ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
This is a very fun item in my opinion. Even though it isn't the best, it is one of those unique items that I end up building on almost every champion just because I like it so much, for no real reason. However, I was thinking about it recently, and this item would be downright hilarious with this build. One of the great things about this unique "On-Hit/AD" ![]() ![]() ![]() ![]() |

Omg, why are they so adorable.
When choosing your support, you need to be very conscious of several things.
- What kind of game are you planning on playing in the laning-phase? Passive? Agressive?
- Are there any tank/tanky dps on your team that will be peeling enemy champions off of you?
- Do you know the person supporting you?
- Who is the enemy AD Carry playing? (Ranked only)
Choosing a support can be either a reaction to the opponent's bot-lane choice or specific to your play-style and AD carry choice. In an ideal world, your support will fit both of these descriptions, but it's not the end of the world if you have to choose one or the other. As

In Ranked:(Whenever possible, do not first-pick ![]() "What support will keep me alive against the enemy bot-duo? Do I need a sustain support for unavoidable harass, or a peel support to keep me alive when they try to dive?" |
In Blind-Pick:"How am I planning on playing this game, aggressively or passively, and what support will facilitate that play-style the most?" |
Note: A lot of these supports actually would fit in multiple supporting categories, so I mainly added them in the category based on a combination on how well they countered the champions that I listed prior to them and what they offered to

Supports!
SUSTAIN SUPPORTS:
You want to consider these types of supports when you go in a lane with a stranger, and you are not entirely sure about how good they are, or if you are in a lane against opponents with high amounts of unavoidable harass. E.g.
These champions can easily damage to you without actually engaging in a fight, and so often they are considered very strong early-game champions. It is because of this that

PEEL SUPPORTS:
These kinds of supports are



Ashe (You need a peel support in case she chain slows you.)
Corki
Draven
Graves
Miss Fortune (Healing reduction discourages sustain supports.)
Tristana
Quinn
Vayne
You will most likely need champions that can give you clutch shields as well as slow/CC the enemy so they can't engage on you while you try to farm. In many situations, this type of support will also be able to use that very CC to set up kills, which is why most

KILL SUPPORTS:
The final category I am splitting the supports into refers to the supports with the ability to certainly keep


Your best bet is to run this kind of lane against a champion that doesn't have an incredibly powerful early-game, like another

Format from DarkPercy's AP Master Yi guide. Thanks for your help in coding this section!
After you get your starting items, you have only two jobs in the early game.
That's it! But unfortunately, it's a lot harder than it sounds, especially for our little
Kog'Maw.
Because he is known to have one of the strongest late-games and one of the weakest early-games, if your enemy is at least somewhat capable, they will try to kill you. A lot. This said,
Kog'Maw can actually do some serious damage in the early-game. He has no burst on like
Corki and
Graves which is why he is commonly thought as a total weakling before he starts getting his items, but over a long period of time, his damage racks up. So remember this:
You will have to trade damage with the enemy as
Kog'Maw at some point. You won't be able to free-farm like you want in most scenarios. So never trade for burst, always remain untouchable.
This means be careful of all forms of CC, like a
Taric stun or a
Caitlyn trap, as getting caught in a stun will allow the enemy AD carry to unload their entire combo on you. It is important to know the burst-combo ranges of the enemy bot-lane, and to stay out of this range while trying to harass the enemy between last hits when you have your
Bio-Arcane Barrage up. This way you can get the enemies to a comfortable health where they can't go aggressive, and your support may be able to turn them into a kill. (Try to let your support set up the kills, just focus on last-hitting.)
As for last-hitting itself:
This is the most important thing to succeeding as
Kog'Maw. If you can last-hit minions well, you will get items faster than everyone else, will reach late-game builds faster than anyone else, and destroy teams before they can even react and build armor. And last-hitting means last hitting. Don't autoattack minions if they are not about to die. It pushes lane and
Kog'Maw does NOT feel comfortable in a pushed lane, unless he is fed to good hell.
A goal I always give myself is 100 cs (creep score) at 15 minutes. If you can do that, especially as
Kog'Maw in a high-pressure lane, you are in good shape. (The numbers are an estimate obviously, but this should supply you with around 1850 gold from the minions, or an estimate of about 8-10 kills spread equally among the enemy AD carry and support. I hope you see now the importance of last-hitting.)

That's it! But unfortunately, it's a lot harder than it sounds, especially for our little

Because he is known to have one of the strongest late-games and one of the weakest early-games, if your enemy is at least somewhat capable, they will try to kill you. A lot. This said,



You will have to trade damage with the enemy as

This means be careful of all forms of CC, like a



As for last-hitting itself:
This is the most important thing to succeeding as


A goal I always give myself is 100 cs (creep score) at 15 minutes. If you can do that, especially as

Mid-game is generally defined as that point in a game where members of a team start to roam en masse to gank lanes and push down towers. It is usually a couple of levels after everyone reaches their level 6, or soon after bot hits level 6, as they level more slowly.
At this point, what are
Kog'Maw's objectives?
Keep on farming.
Yep, you have to keep on farming. Your objective is to farm enough gold to have
Berserker's Greaves,
Blade of the Ruined King, and a
Bloodthirster. These three items will allow you to make a serious difference in mid-game teamfights. You will not have your
Runaan's Hurricane at this point, so you will not yet have the incredible aoe damage you desire, but your single target damage will be very good.
When to join your team in their roaming pursuits and when to just stay safe in a lane and farm is a very difficult decision to master. More often than not, you will want to simply farm. Your team should realize this and simply choose their fights better knowing you aren't there. Obviously if a nearby lane is being pushed to oblivion, and your team needs your help, help them, but remember the continued use of farming.
Once you get your
Runaan's Hurricane, that is the point at which I believe
Kog'Maw's late-game begins.
At this point, what are

Keep on farming.
Yep, you have to keep on farming. Your objective is to farm enough gold to have




When to join your team in their roaming pursuits and when to just stay safe in a lane and farm is a very difficult decision to master. More often than not, you will want to simply farm. Your team should realize this and simply choose their fights better knowing you aren't there. Obviously if a nearby lane is being pushed to oblivion, and your team needs your help, help them, but remember the continued use of farming.
Once you get your


In late game, with a
Runaan's Hurricane, farming will be a breeze. Whenever you see a patch of red on the map that is safe to farm, farm it. This should be second nature to you at this point. But now, farming isn't the first priority, it's winning teamfights.
At this point you should always be taking
Blessing of the Lizard Elder the second it comes up, if it is safe, and always remaining in close proximity to your entire team, especially when the enemy team is missing from the minimap. An overextended ally in the late-game is, in my experience, the number one reason why I lose games against very evenly-matched teams. Once one person gets caught out of position, it's almost as good as over.
Once in a teamfight, you may be used to the AD carry maxim, "Stay far away, attack the closest target." This still holds somewhat, but a slightly modified approach is required.
You can afford to be slightly closer to a teamfight, as incredible as it may sound to seasoned players. Also, while moving to escape assassins, tanky dps, etc. might be inevitable, if you can find a spot to lay the full 8 second duration of your
Bio-Arcane Barrage, with your +2.00 attack-speed, the enemy tank line will cease to exist, regardless of their build. The
Frozen Mallet will help in this regard. Even with your
Bio-Arcane Barrage on cooldown, you can still do damage. But there are things you must do to pull this off.
Obviously the introduction of gap closers amongst the enemy ranks, like a
Jax, will make it so that you have to be more on your toes, but generally, once you can do these three things sufficiently, you will be able to prowl the exterior of a teamfight, melting their team like lava does a village. This is essentially the gist of winning teamfights in the late game. If you can't pull off all 3 of the aforementioned necessities, 1) practice them, and 2) follow the first maxim and stay as far back as you can as to not be caught.
Once you can get closer to a teamfight is when the adrenaline starts. Ask any
Vayne player, and they will agree. Things get very exciting, and that feeling when you rack up that final kill and push to the Nexus... priceless!

At this point you should always be taking

Once in a teamfight, you may be used to the AD carry maxim, "Stay far away, attack the closest target." This still holds somewhat, but a slightly modified approach is required.
"Stay moderately far away, attack the closest line of enemies near you, and try to find a position that doesn't require you to move."
You can afford to be slightly closer to a teamfight, as incredible as it may sound to seasoned players. Also, while moving to escape assassins, tanky dps, etc. might be inevitable, if you can find a spot to lay the full 8 second duration of your



- You must have an on-hit slow like
Blessing of the Lizard Elder or
Frozen Mallet.
- You must know how to use
Cleanse,
Mercurial Scimitar,
Blade of the Ruined King, anything that gives you a boost when suddenly under a lot of fire.
- You must know how to orbwalk and kite. (A necessity if you are playing any AD carry really.)
Obviously the introduction of gap closers amongst the enemy ranks, like a

Once you can get closer to a teamfight is when the adrenaline starts. Ask any

So yeah,
Kog'Maw melts face.

As you can see, I have some more sections that I may add at a later time, after I do some more tests with this relatively new build.
Sections to add:
- Choosing a Support
- Enemy Bot-Lanes
If you have experimented with this build as well and have any recommendations, please leave a comment as well.
Also, this is my first build, so I would appreciate any constructive criticism in making these builds look better, and be more useful. :D
I would also appreciate advice on how to add more colour and pictures, and where I could find said pictures, because with all the information, it might appear to be a bit too blocky.

I would like to point out I took a lot of information from the League wiki, so thanks to everyone who maintains it.
http://leagueoflegends.wikia.com/wiki/Kog
Thanks so much to jhoijhoi for the amazing BBCode and format guide.
http://www.mobafire.com/league-of-legends/build/making-a-guide-101506
Thanks to DarkPercy for letting me use and helping me with the coding for the "Choosing a Support" section.
http://www.mobafire.com/league-of-legends/build/ap-master-yi-and-his-dark-sides-128998
"Kog'Maw KNKL 05" picture by Knockwurst
http://knockwurst.deviantart.com/art/Kog-Maw-KNKL-05-203454692
"CHRISTMAS MUNDO" picture by purplekecleon
http://browse.deviantart.com/art/CHRISTMAS-MUNDO-190813322
"Lulu + Kog'Maw" picture by Unknown Artist
If you know the artist please tell me, I have been looking everywhere. D:
"Kog'maw Rag" picture by O-mie
http://www.deviantart.com/art/Kog-maw-Rag-270137492
http://leagueoflegends.wikia.com/wiki/Kog
Thanks so much to jhoijhoi for the amazing BBCode and format guide.
http://www.mobafire.com/league-of-legends/build/making-a-guide-101506
Thanks to DarkPercy for letting me use and helping me with the coding for the "Choosing a Support" section.
http://www.mobafire.com/league-of-legends/build/ap-master-yi-and-his-dark-sides-128998
"Kog'Maw KNKL 05" picture by Knockwurst
http://knockwurst.deviantart.com/art/Kog-Maw-KNKL-05-203454692
"CHRISTMAS MUNDO" picture by purplekecleon
http://browse.deviantart.com/art/CHRISTMAS-MUNDO-190813322
"Lulu + Kog'Maw" picture by Unknown Artist
If you know the artist please tell me, I have been looking everywhere. D:
"Kog'maw Rag" picture by O-mie
http://www.deviantart.com/art/Kog-maw-Rag-270137492
- 03/01/2013 - Guide goes live!
- 03/02/2013 - Added alternate Hybrid Penetration runes
- 03/03/2013 - Added "Choosing a Support" section
- 03/06/2013 - Expanded alternate options in "Items" section
- 03/07/2013 - BotRK hotfix; altered build order
- 03/08/2013 - Expanded on build order at top of guide
- 03/08/2013 - Added some juicy Spirit Visage theorycraft
- 12/24/2013 - Quick S4 pre-season changes
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