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Kog'Maw Build Guide by ONS Pr0Archer

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.


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League of Legends Build Guide Author ONS Pr0Archer

[S5] Kog'Maw ADC [Master guide] OG Wreckage / OG Preacher

ONS Pr0Archer Last updated on October 15, 2015
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Ability Sequence

3
14
15
17
18
Ability Key Q
1
4
5
7
9
Ability Key W
2
8
10
12
13
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0



Threats to Kog'Maw with this build

Threat
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Threat Champion Notes
3
Draven You can use the Spinning Axe marker to your advantage by casting Living Artillery on it so that Draven will be forced to make a choice between taking damage or catching his axe. Also use your Bio-Arcane barrage to poke him right after he uses his Spinning Axe to kill a minion; he will usually prefer to catch the axe instead of trading back and the extra range will put you in a safe spot to prevent him from using Blood Rush to you
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Introduction

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Hello summoners, We are OG Wreckage and OG Preacher.
We both play marksman in the team, so why not share the in our opinion best way to master Kog'Maw.

If you dont agree with stuff or you have tips for us, feel free to put them in the comments:3 we will read them all and we will try to answer them all.
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Ability's

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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.

Once Kog'Maw dies, he’ll wander around aimlessly for 4 seconds and detonate causing true damage. When you die, don’t immediately go AFK for a drink of water; instead, target the nearest enemy champion and try to kill him or inflict some serious damage. If you’re too far from a champion, might as well try to get some farm and explode near minions, ranged preferably to deny pushing.


Caustic Spittle: // Passive: Increases Attack Speed by 10/15/20/25/30%.
Active: Launches a corrosive projectile that deals 80/130/180/230/280 (+50% Ability Power) Magic Damage to the first enemy hit and reduces its Armor and Magic Resist by 12/16/20/24/28% for 4 seconds.



Caustic Spittle allows Kog'Maw to shred enemy tanks while passively increasing his own attack speed. Although this all looks great on paper, you’ll want to max this last since 1) Bio-Arcane Barrage will provide the most damage possible and 2) the increased slow from E will save your life. Do keep in mind that Caustic Spittle does have a lower cast range than Bio Arcane Barrage so it might be best to use this while your target is CC locked and then create some distance. The attack speed passive also synergizes well with your W and any on-hit effects like Blade of the Ruined King.




Bio-Arcane Barrage: // Basic attacks gain 130/150/170/190/210 range and deal additional Magic Damage equal to 2/3/4/5/6% (+1% Ability Power)% of the enemy's maximum Health (Max: 100 Damage vs Monsters). Lasts 8 seconds.

Bio-Arcane Barrage is Kog’Maw’s primary form of damage and the reason to pick him as a marksman. When activated, your range increases to outtrade most champions in the duo lane and can chunk tanks who are stacking armor since it deals magic damage. If you’re getting bullied hard in your duo lane, you can activate Bio-Arcane Barrage to CS safely. During teamfights, you’ll want to activate Bio-Arcane Barrage and always stay at maximum distance since the slightest mispositioning error will mean your death.





Void Ooze: // Deals 60/110/160/210/260 (+70% Ability Power) Magic Damage to enemies it passes through and leaves a trail which slows enemies by 20/28/36/44/52% for 4 seconds.

Void Ooze is maxed second since it will save your *** during the laning phase and during teamfights. The only time it should be used offensively should be in sure situations where your entire team is moving forward and there aren’t any threats to flank you. During laning phase, cast this upon the jungler’s entry path ASAP to deny him coming into lane.



Living Artillery: // Fires a living artillery shot from a great distance that lands shortly after launch. Deals 80/120/160 (+50% bonus Attack Damage) (+30% Ability Power) Magic Damage and reveals non-stealthed enemies for 4 seconds (deals 100% bonus base damage to Champions).Subsequent artillery shots within 6 seconds cost 40 additional Mana up to a maximum of 400 Mana.

Living Artillery is a long range poke that reveals champions, making him ideal for tracking enemies who can stealth mid-fight such as Shaco, Vayne, and Rengar. Do be aware that the nuke has a delay time upon arrival so you’ll have to slightly lead targets. Living Artillery makes Kog'Maw invaluable during sieges since he can force the enemy team off towers without even getting into range of initiation. Living Artillery also works best when casted after Void Ooze since your targets movement patterns will be easier to predict.


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Runes

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Runes

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Attack Speed
3

We dont really have to explain this, since this is the standard ADC/ marksman runeset.
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Items

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Items


Item Sequence

Trinity Force
3733

Berserker's Greaves
1100

Blade of the Ruined King
3400

Phantom Dancer
2550

Infinity Edge
3600

Mercurial Scimitar
3600

Tri-force works great with Kog'Maw's Bio-Arcane Barrage and Living Artillery since you can continue to proc its passive and the movement speed helps since you have no escape

Not much special about these. They the main ADC/ marksman boots

Blade of the Ruined helps with chase potential as well having the % Health damage on top of your Bio-Arcane Barrage.

Every marksman needs dem attack speed

We are not going to explain this XD

Out of all marksman 's in this game you have like the worst escape possibility's, and CC is your death so alittle bit of CC denial will be good + it got damage so win win :D
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Pros / Cons

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Pros

+ Longest attack range in the game with Bio-Arcane Barrage
+ Long range poke with ultimate
+ % HP Auto Attack Damage with Bio-Arcane Barrage
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Cons

- Low mobillity
- Long range comes from ability that has cooldown, you can't use it too early

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