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Kog'Maw Build Guide by Spacemoose

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 Spacemoose

Spam R. Win Team Fights.

Spacemoose Last updated on July 24, 2011
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Ability Sequence

2
4
8
10
12
Ability Key Q
13
14
15
17
18
Ability Key W
1
3
5
7
9
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

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
4/
Veteran's Scars
Willpower
 
 
 
 
 
 
3/
Ardor
Reinforce
 
 
 
 
 
 
1/
Tenacity
 
 

Defense: 21

 
 
 
 
 
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 0


Guide Top

Why AP?

Upon getting bored playing AD kog, I asked myself why people played AP kog. The answer is simple. Kicks ***. I was very surprised taking whats nearly always used as an AD/hybrid champ and using it as pure AP. If you haven't tried it, give it a shot. Also, take mid. Your Q and E serve as a great harass and minion killer.


Guide Top

What's different than the other AP Kog build(s)?

Mana. Your early game mana is important, and the other guide that I saw just had flat AP and no mana. Q uses 60 (a decent chunk) and your E uses 80+ (essentially non-spammable). The early game Fiendish Codex gives you extra AP and decent mana, and can be upgraded to Morello's late game. Taking mana regen runes will also allow you to skip Clarity and take Teleport for map presence and Flash becuase kog can't escape ****.

Survivability. I included Rylais because not only will you get that health and AP boost, but your Q will let you slow them down first, letting you approach and continue the slow with E, and help you hit them easier with R. Most squishies can't sustain more than 2 or 3 Living Artillery with built AP.
This is a conservative build, and if you're bringing down the house you probably wont need Banshees and can go with Deathfire Grasp or some other heavy AP item. But in most lvl 30 matches you'll probably want some defense, especially if you're mid and they know your capabilities. If you find yourself in a well-matched competition, you should be dying less or not at all, and will be able to launch more Living Artillery before having to bail a team fight.

Also, I started with E because if you're laning you can use it to hit bushes, hit multiple targets AND slow them. Seems to work.


Guide Top

But Spacemoose, why no W? That's Kog's best ability!

With AD it is. Not AP. Most people dont build Q with AD and don't know how well it scales with AP. Always lead with Q, so your successive E and Living Artillery do extra magic damage.

While W is the crux of the AD/Attack Speed kog build, it's much less effective since you attack much slower and can spam R to do far more damage. Blue buff helps with this.


Guide Top

Get good at hitting with Living Artillery.

If you can't hit a moving target with your R, this is a useless build. This seems basic to pro Kog players, but like all skill shots, anticipate where your enemy is moving. For harassing purposes, don't use it more than once every 6 seconds or your mana will drain. In team fights, it doesn't matter if you drain your mana since you'll be going B after team fights 90% of the time anyway. Launch that **** all over their faces as many times as possible, hitting as many people as possible, and remember to use your E as a tripwire to slow runners.