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Kog'Maw Build Guide by Xairek

AD Carry [S6] Kog'Maw ADC Build [UPDATED]

AD Carry [S6] Kog'Maw ADC Build [UPDATED]

Updated on February 26, 2016
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League of Legends Build Guide Author Xairek Build Guide By Xairek 13 3 3,973,017 Views 27 Comments
13 3 3,973,017 Views 27 Comments League of Legends Build Guide Author Xairek Kog'Maw Build Guide By Xairek Updated on February 26, 2016
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Spells:

LoL Summoner Spell: Heal

Heal

LoL Summoner Spell: Flash

Flash

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Introduction

Hey all, this is my season 6 Kog'Maw build. With the changes to Kog'Maw's kit, he is finally capable of the face-melting hypercarry levels of damage he was meant to have. His early game is rather weak, and its likely you will be playing the passive farm game, however if the enemy lets you farm to the mid game, you will easily outscale any other champion, and you will terrorize any team that cannot pick you off in the teamfights.

With this build you will have a manageable early-mid game, and an absurd late game that will make even Nasus quake in fear of your scaling.


The End-Game stats (with Guinsoo's Rageblade ramped up) are as follows.

347 Attack Damage

50% Crit chance

3.8 Attack speed

51 Flat On-Hit damage

2.5% of the enemy max health On-Hit

6% of the enemy current health On-Hit

120 On-hit damage on first Muramana proc, slightly decreasing per shot.

2000 Max Mana

10% Lifesteal

72 AP (derp)
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Pros / Cons

Pros

+ Highest damage potential of any champion
+ Longest ranged basic attacks when W is active (710)
+ Insanely long range, low cool down execute with ult
+ Can auto attack Baron and Dragon from behind the wall >:D

Cons

- Squishy as heck
- Must stand still for maximum damage
- Slow even while not attacking
- Relies on having a decent team to keep him alive
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Best supports for Kog'Maw


Braum can protect Kog'Maw from skillshots, ganks, and anything else that he might get killed by. What truly stands out here though is the fact that Kog'Maw procs Concussive Blows VERY quickly, due to his attack speed, making the laning phase significantly easier and more reliable in general.


Janna is the go-to support for protecting a carry. Her shield gives Kog'Maw AD, she can CC lock anyone who tries to kill you, and allows you to move a bit faster with her passive.


Lulu is probably my favorite support with Kog'Maw. She protects him very well with shields, lock-down CC, speed buffs, and the mother of all protective ults, Wild Growth. She can also bully quite well, and her shield provides an on-hit effect to further increase Kog'Maw's damage.


I like her with Kog'Maw simply because she can block out any life-ending CC from the enemy team. She protects from ganks well and can even bully reasonably well.


Zilean is probably my second favorite support for Kog'Maw. He provides massive speed buffs, good lockdown CC, an EXTREMELY useful ult, and a few extra levels on top of that.
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Core Items

I won't give descriptions of the items, since they are something you should already know. If you do not know what an item does, just hover your mouse over the icon, and the wiki will download its bountiful knowledge into your head.


Take either one of these depending on your play style. Doran's Blade gives you a stronger early game, Cull gives you more money for a stronger mid game. I prefer Cull, however Doran's Blade seems to remain the popular choice. (Another option popular in Korea is to start Doran's, then get Cull on your first back.)


This is a stellar item on Koggy. It is extremely cheap, gives higher AD than Blade of the Ruined King, a stronger on-hit effect early on, great wave-clear, and a MASSIVE amount of attack speed. The AP given by this item should not be ignored either, as it increases the damage of all of Kog'Maw's abilities, including his W, and also the on-hit effect of the item itself.


Grab this item early on in order to get it stacking. You won't need the upgrade until later in the game, but the mid-game mana is quite substantial and late-game Muramana has the the strongest on-hit effect you can get from an item.


Boots are an obvious choice, however you should sell these in order to get a 6th damage item late in the game. These help you survive and farm the early game, but in the late game you are going to want more damage, since you aren't fast anyway, and you have to stand still to deal damage.


A powerful item on Kog'Maw for the on-hit effect, lifesteal, ASI, and active that it provides. It doesn't have as strong an early-mid game as Guinsoo's Rageblade though, so get it after your boots.


The trademark Kog item, and for good reason. This allows you to attack 3 targets at once and, even though the damage is reduced on the secondary targets, it still applies on-hit effects fully and is unaffected by the damage modifier from Kog'Maw's W active, meaning it effectively scales twice as well with him as with any other champion. Buy this after Blade of the Ruined King because you are going to want another on-hit effect to proc with the extra bolts before you buy this.


This item, though it takes a while to stack, gives you 65 AD, 1000 Mana, and the strongest on-hit effect you can achieve from an item. It is also now not so stupid hard to manage with the toggle ;P as well as the fact that it only procs on champions now means that it scales very well with Runaan's Hurricane. Upgrade your Tear of the Goddess into Manamune once you are stacked or close to being stacked.


Although Kog does a lot of magic damage, he is mostly physical damage, as he still crits, deals AD, and has two physical damage on-hit effects. The armor penetration from this item will be invaluable against tanks, as well as 15% increased physical damage against tanky champs.


Typically you will want Essence Reaver simply because it gives great AD and crit chance, and the CDR is very nice. However, in the case of a heavily Thornmail reliant team (or a single Rammus) you should replace it with Wit's End as it counters Thornmail due to the magic damage on-hit effect and the magic resist ( Thornmail deals magic damage).




You want your healing support to build this. This item in the hands of a shielding/healing support gives you extremely useful ASI and an on-hit effect whenever they shield/heal you.
I would suggest, regardless of your ELO, asking your support to build this item if they are a healer/have a shield as it is a no-brainer to use


This Item is something you would like any support to build for you. When the passive procs, the extra crit chance will make you deal significantly more damage. If you are in a low ELO (Bronze-Silver), I wouldn't suggest asking your support to build this, they probably don't know how it works. If they DO know how it works, they'll probably build it without you asking.
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Alternative Items

(A big thanks to Zekirora for suggesting some defensive options!)

These items are less desirable than their counterparts, they are often more expensive and scale less on Kog'Maw, but sometimes they are necessary to build in order to survive long enough to be useful.
The ideal situation would be that your team keeps you alive so you can build full damage, but that doesn't always happen, and sometimes there is nothing they can do. Building one or two of these can greatly increase your survivability.


This is a highly defensive item that is fantastic for countering any debuff that could single-handedly bring you down. Replace Essence Reaver with this against heavy lock-down CC ( Lissandra, Veigar) or Zed. If you run this item, make sure you get Quicksilver Sash early and finish the item itself later on.

This item is still very useful on Kog'Maw due to the large amount of AD, and the defensive lifesteal it provides. The shield and healing makes him much harder to kill. Replace Essence Reaver with this if you are fighting a heavy sustained damage champion ( Xin Zhao Hecarim Udyr).


Basically a situational version of Lord Dominik's Regards. Replace Lord Dominik's Regards with this if you need to stop a high health-regen tank ( Dr. Mundo, Swain, Warwick)


Zero damage, zero attack speed, and zero mobility. Seems perfect for Kog'Maw. Only replace Essence Reaver with this if you are getting so thoroughly bursted by an assassin that you are guaranteed to die.
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Abilities (you really should have read the wiki)


PASSIVE: Icathian Surprise

Upon dying, Kog'Maw turns into a running, drooling, untargetable Kog'Bomb for 4 seconds. At the end of the duration, Kog'bomb explodes, dealing true damage based on his level to all enemies in the area.


Q: Caustic Spittle

Kog'Maw spits in a line, dealing magic damage to the first enemy hit, and reducing their armor and magic resist for 4 seconds.


W: Bio-Arcane Barrage

Passive: Kog'Maw permanently has bonus attack speed. Active: For 6 seconds, Kog'Maw gains attack range (710 total range at full level), doubles his attack speed, gains an on-hit effect that deals a % of the enemy's maximum health as magic damage, and modifies his basic attack damage by 55% (does not affect on-hit effects).


E: Void Ooze

Kog'Maw spits a ball of slime in the target direction, dealing magic damage to all enemies hit, and leaving a slowing ooze along its path for 4 seconds.


R: Living Artillery

Kog'Maw launches a ball of acid into the air, which lands on the target area after a brief delay, revealing and dealing magic damage to enemies hit, which is doubled if they are below half health, and tripled if they are below a quarter health. Each subsequent cast of Living Artillery within the next 10 seconds increases its cost by 50 mana, up to a maximum of 500 mana per cast.
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Relevant Changes

Patch 6.4


Kog'Maw:
- BASE ATTACK SPEED 0.665 ⇒ 0.625

Manamune:
+ Now gains +1 mana every 8 seconds

Muramana:
~ Can no longer be toggled 'on' or 'off'

+ NEW PASSIVE Shock - Single target spells or basic attacks on champions consume 3% of your current mana and deal twice that as bonus physical damage. This effect only triggers when you have more than 20% maximum mana.
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Gameplay (probably should just watch the LCS)

Early Game


In the early game you have little to no power, assuming the enemy is good enough that they remembered to buy items, you should have a relatively hard time killing them. Your primary goal here is to farm and prevent being pushed out of lane.

Mid Game


By now you should have a Guinsoo's Rageblade and be working on your BotRK. You will still not be at all bursty, and you should stay near your team unless you are just AFK farming bot lane. In the teamfights however you will be able to contribute very well assuming you stay safe.

Late Game


You know what you are supposed to do here. You should now have at least 3 of your main items, and probably are the highest damage source in the game. Stay behind your teammates and melt anyone who gets in range.
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Mechanics and Math

W Scaling Explained


Kog'Maw's scaling can be a bit tricky to understand, but fear not, I shall explain it... he scales with everything

Bio-Arcane Barrage has 5 parts to it.
  1. 15-35% passive bonus attack speed.
    This passive is permanent and does not require Bio-Arcane Barrage to be active.
  2. 90-210 bonus attack range for the duration.
    At max rank, Kog'Maw's total attack range when Bio-Arcane Barrage is active is 710 attack range1. This is slightly longer than a "typical" ADC's Rapid Firecannon proc range, and is long enough to attack Baron or the Dragon from across the back walls.
  3. 2% (+.75% per 100 AP) of the target's maximum health on-hit for the duration.
    This part has some weird AP scaling, but what you need to know is that when Guinsoo's Rageblade is stacked, the AP it gives will grant you .54% max health2 damage on-hit
  4. Doubled attack speed for the duration.
    This causes Kog'Maw to have doubled scaling with on-hit effects (including the one from Bio-Arcane Barrage itself). Runaan's Hurricane also gains the attack speed buff, but is not affected by the damage modifier, meaning it has effectively doubled scaling with on-hit effects and AD/crit.
  5. 55% basic attack modifier (does not affect on-hit effects) for the duration.
    This modifier is here to prevent Kog'Maw from dealing doubled damage on an AD/crit build. When combined with the attack speed modifier, his total AD/crit scaling is 110%3. This means Kog'Maw still scales very well with plain AD/crit, just not nearly as well as with on-hit effects.

Demonstration Videos


Wit's End vs Thornmail.


Note the difference in Kog'Maw's health after each clip. In clip 1 (without Wit's End) Kog'Maw is nearly dead after killing Dr. Mundo using 20 shots. In clip 2 however, Kog'Maw has about half of his health remaining after using 22 shots.


1 | 210 bonus attack range + 500 base attack range = 710 attack range
2 | .75% per 100 AP = .75%/100 = .0075% per AP * 72 AP (from Guinsoo's Rageblade) = .54%
3 | 55% AD scaling per basic attack * 2x attack speed = 110% AD scaling over the same amount of time
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