Kog'Maw Build Guide by SWAGRID

This build has been archived and is for historical display only.

PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.


87%
279 Votes
Rate Up LoL GuideRate Down LoL Guide
League of Legends Build Guide Author SWAGRID

SwagSurfin ur way 2 success pt.2 - Kog'Maw (AP Sniper)

SWAGRID Last updated on August 4, 2012
477,090 140
Comments (page 7 of 14)
PM | +Rep
by SWAGRID » April 19, 2012 4:44am | Report

Duuuuurrr wrote:

Voted +1
Guide is awesome, the best among the likes. I wanted to tell people how to play Kog'Maw as untouchable sniper, but you susseeded to do it faster. I have some improvements in mind. One of them was Rod of Ages, but CasterMaster was faster.
I have another idea. You build second (third) Archangel's Staff only for AP, so why don't you switch it with Mejai's Soulstealer? It gives you even more AP and CDR when fully stacked. Didn't test this yet, gonna do it now.


Hey man, how was the test?
I considered the soul stealer, but cannot reccomend it. Getting 20 stacks is always very difficult and you die from tiem to time. So no CD here. Only high AP but even this is not guaranteed.
A third Archangel's Staff provides at least around the same anmount of ap! Maybe/probably more. We have now 9% mana to ap conversion + 45 base AP! This is TONS of AP. + you get more mana and mana reg. Thats acutally all you need and want. SO I would always go for the staff over the soulstealer.

But thank you for asking. Seems you are having fun while riding the swag wave to success!


Check out my "SwagSurfin ur way 2 success" series for ranked: pt.1 - Karthus, pt.2 - Kog'Maw
SWAGRID's Forum Avatar
SWAGRID
Prominent (153)

Posts: 67
Joined: 2012-03-05
PM | +Rep
by SWAGRID » April 19, 2012 4:45am | Report

morten852 wrote:

IMO u should RELLY RELLY HARD consider using smartcast!! It will help u so much spamming all of your spells! But that's my oppinion! I haven't tried AP kog (but i will soon) but i think it's be much better?


Hey man! Thanks for tuning in. I am using smart cast on all characters all the time. You can even see in the video. I just use the option to show the range (by holding down the button).
So all I can do here is hand out this tip to all other users who havnt tried it out yet. Because you are right, smart casting improves your game alot!


Check out my "SwagSurfin ur way 2 success" series for ranked: pt.1 - Karthus, pt.2 - Kog'Maw
SWAGRID's Forum Avatar
SWAGRID
Prominent (153)

Posts: 67
Joined: 2012-03-05
PM | +Rep
by SWAGRID » April 19, 2012 4:49am | Report

Goul66 wrote:

Could lich bane work on him? With his w range and spammable ult he could proc it multiple times and still be able to hit enemies from afar.



Hiho!

Lich Bane is not as good here. But only because you do not really want to auto attack a lot/ being too near.
If the bane proccs, you will have to be as close as your range attack. And since you can proc it so easily and often you would rather want to be near the enemy the whole time. This is not recommended. Not because it is bad, it just does not fit into this playing style / build.
You want to operate from max distance and only sometimes throw in an ooze or bio arcane barrage.
If I wanted to plain attack with kog'maw I would probably go to AD instead because the life leech helps me to stay in fight.
In short: In general its a power item, but here you do not really want it. And trust me you are doing more than enough damage ;)


Check out my "SwagSurfin ur way 2 success" series for ranked: pt.1 - Karthus, pt.2 - Kog'Maw
SWAGRID's Forum Avatar
SWAGRID
Prominent (153)

Posts: 67
Joined: 2012-03-05
PM | +Rep
by SWAGRID » April 19, 2012 5:00am | Report


(I asked, why you didn't used lich bane And you answered as the quote below, just making it easier to follow the arguement.)

Ok well i can understand how you've thought on this matter, and i guess it makes sense in some manners.
Then i guess it's your playstyle i dont agree with. While you talk about the power of being in the back, i talk about the powers of being in there. E-Q-W (with lichbane) is a sick dmg-dealing influence.

I can't agree that the far away range should be the essential thing that provides protection, the lich bane could easily shut down people getting to close for some reason, like a suprise gank or just a freaky olaf with ghost. When i've played AP-kog, i've always found reasons to use lich bane.
Kog maw got some serious close-range dmg aswell with his Q. And bio-arcance barrage isn't even tht much of a short-range abillity.
Staying back putting all reliance on your Living Artillery doesn't seem to fair to the team tanking for you once a engage is happening. You simply doesn't dish out as much dmg as you could, or might be needed at that living artillery range. And for that reason, i still think that the Lich Bane is a essential item.

Still thanks for replying, although i've not seen the answer until now.


Hey Toast! Thanks for your time and effort you put in here.
I cannot disagree on Lich Bane's raw power. But I am usually not this kinda guy to jump in and fireing everything out. This would be better on brand or veigar I guess^^
I fyou are having a full build with 3x archangel, your ulti and voide ooze is doing really enough damage, considering you can shoot 3 x living artillery within one proc of lich bane.
Like I said in generaly ou are right, so I dont want to say lich bane is a bad item or it does not enough damage. But I find myself rarely in the situation to abuse it.

I did use the bane several times already and found it most often that I am too close. And just using it with the range of an activated bio arcane barrage, I think every 8 seconds this procc is not enough.

Unfortunately I cannot record a whole game. It seems to me sometimes it is very dificult to explain people how to play this type of kog'maw. It is not only about the build. along with the build comes an entirely different playing style. This it what it makes so unique.
There are already plenty of lich bane works on moba fire for kog maw. But there you are charging into the enemy, which I usually do not recommend here.
I think it is important to understand the different playing approaches here and then being able to understand why such a powerful item as Lich Bane which relies on auto-attacking, is not as good here. it is something you cannot prove with math, as you just have to play differently.
However because so many people asked about it and I always appricate it, I will try it out again later and play a bit with 2 archangels and 1 bane. But I am sure I am rather sniper killing from far away.

sorry for the late answer!
keep on surfin


Check out my "SwagSurfin ur way 2 success" series for ranked: pt.1 - Karthus, pt.2 - Kog'Maw
SWAGRID's Forum Avatar
SWAGRID
Prominent (153)

Posts: 67
Joined: 2012-03-05
PM | +Rep
by SWAGRID » April 19, 2012 5:09am | Report

Trenditon wrote:

Oh, I forgot to mention in my earlier post, peoples' (and your above stated) reasoning on Manamune seems to be severely flawed, and even if Manamune's passive wasn't unique, Archangel's Staff is still a much better choice for damage, and here's why.

When comparing ability power and attack damage, ability power is easier to get in higher values. Rabadon's Deathcap comes with 140 flat AP and increases all AP (even its own) by 30%, while the similar item for attack damage, the Infinity Edge, gives 80 attack damage. That means if you have a skill that scales off of both equally well, and you need to use that skill for your damage, you should go with ability power stacking because you can wrack up higher values for it as opposed to AD.

Now I know what you're thinking, "But silly Trenditon, Living Artillery gains damage equal to 30% of your ability power, but 50% of your bonus AD! That means buying AD is more beneficial!" Well right, and very very wrong. If each point of ability power was just as expensive as each point of attack damage you would be right, but AP can be bought in much more abundance than AD can. So let's do the math and compare the damage you would get from a couple of Manamunes and compare it to the damage from two Archangel's Staves:


Two Archangel's Staves (given that you already bought Rabadon's):
  • 90 flat AP
  • 800 flat mana
  • 1000 mana from unique passive
  • 6% of mana as ability power
  • 30% AP increase due to Rabadon's

(1800[mana] * .06[2 * .03 AP per mana passives] + 90[flat AP]) * 1.3[Rabadon's unique passive] * .3[AP scaling on living artillery] * 2.5[250% damage on living artillery when it hits champions] = 193.05 bonus damage on living artillery

Without the Rabadon's passive multiplier, the bonus damage would only be 148.5. Now, this doesn't take into consideration the MR values of the target, and doesn't take into account any other sources of mana that the archangel's staves have to convert to ability power. Now let's look at manamune.



Two Manamunes (assuming passives were stackable):
  • 40 flat AD
  • 700 flat mana
  • 1000 mana from unique passive
  • 4% of mana as attack damage (with a theoretically stacking passive)

(1700[mana] * .04[2*.02 AD per mana passives] + 40[flat AD]) * .5[AD scaling on living artillery] * 2.5[250% damage on living artillery when it hits champions] = 135 bonus damage on living artillery

As you can see, even if you could buy multiple Manamunes and have the passives stack, Archangel's Staff is just a much better choice, as it gives you more flat mana to use, a LOT more mana regen per 5, and gives you 43% more damage (without adding in extra base mana and mana from other items) on your living artillery than two manamunes would have.



Hi!
first off: wow loads of calcualtions.
second: i have to apologize because I probably made the mistaker to not explain myself properly in this guide. I just quickly said Manamune could be a choice, because the ulti uses more ad, and it has alot of mana too. But I knew already all those details. I just wanted to mention the item and not saying "if i could i would use it over Archangel's Staff. Because Archangel obviously has a higher mana to AP conversion , etc.
I though it was clear right fromt he beginning. Thats why I did not even include the manamune in the item description and said from the very beginning that the archangel has EVERYTHING you want and is the real deal"
I will update my sentences about manamune so it does not confuse more people. However your calculations are helpful for other members who ask themselves why no manamune. For me it was always clear that the AA is the best choice here. But thank you very much still!


Check out my "SwagSurfin ur way 2 success" series for ranked: pt.1 - Karthus, pt.2 - Kog'Maw
SWAGRID's Forum Avatar
SWAGRID
Prominent (153)

Posts: 67
Joined: 2012-03-05
PM | +Rep
by SWAGRID » April 19, 2012 5:24am | Report

Trenditon wrote:

Like the build, well put together and does amazing damage (with blue buff you can spam Living Artillery much longer than the team fights should last). You do however have some problems with the details on your calculations. The calculation that caught my eye was with void staff, mainly. It's more situational than just "their team happens to have some of those champions with increasing base magic-resist". People will often build items that add to their MR, and you seem to ignore that in your comparison of Void Staff to the Archangel's Staff. Once people start getting over 100 MR, the m-pen from voidstaff becomes more and more valuable.

Anyways, +1 from me, good guide with good info, hope to see more AP kog players out there building like this!


First off: thanks for the compliments and the upvote!
I noticed you are putting alot thinking in here and I appricate this as I also did so and it kinda tells me people like this build alot.
As for the Void Staff problem:
I think here we have just a little misunderstanding. The void staff calculation is meant to be for the NATURAL MR. Obviously the more the enemy stacks MR the better the Void Staff becomes.
You said already this is situational, and therfore you cannot and should not put the staff into a core build. It is a situational item. You are always playing or should building towards the general playing population tendencies (if this makes kinda of a sense).
Only when you see then the item builds of your opponents differ from the general tendencies, you will have to adapt to it (e.g. buying the Void Staff).
In other words, you always have to start calculations with their base mr. This is what I did here. The original problem was how to treat champions with a higher base MR. And after the calculations we saw that using MR pen-runes over a core Void Staff is so much better! And those runes even got better in the Hecarim- patch!
Not only are we doing the right thing here with the runes, which is mathematically more optimal, BUT as said in the guide: it ALSO leaves us open to still buy the Void Staff if we need to adapt!
The previous calculations just helped us to notice runes are kick *** here and we do NOT need the Void Staff in a core build against the aggregated/general population tendencies (builds).

One last little thing for you and other who are interested:

If the opponent has 50 or less MR AFTER flat magic pen, you need the Abyssal Scepter.
If the opponent has 5o or more MR AFTER flat magic pen, you need the Void Staff.

This is the general rule of thumb based on math. It is a really helpful rule. Just keep in mind the Abyssal Scepter is not good in this particular kog'maw build because of the short radius (500 around us). So the only option is Void Staff and only when the opponents has 50 or less MR AFTER flat magic pen. Very important!
But as long as noone stacks mr except their tank, we are perfect to go with our runes, against every champ. Even vs those with a high base mr! Only when they start stacking you need to evaluate the situation and base on the result, buying a Void Staff.

I hope this helped you and got rid of the little misunderstanding.

Swagrid


Check out my "SwagSurfin ur way 2 success" series for ranked: pt.1 - Karthus, pt.2 - Kog'Maw
SWAGRID's Forum Avatar
SWAGRID
Prominent (153)

Posts: 67
Joined: 2012-03-05
PM | +Rep
by iGod LoL » April 19, 2012 7:01am | Report

Wow! Great build! Alot of detail too. Check my out my Teemo GUIDE on my profile too!


Check out my guide at: Teemo - The Magical AD Yordle [GUIDE]
I'd be more than glad to review your guides, an upvote or comment is always appreciated! Thanks!
iGod LoL's Forum Avatar
iGod LoL
Unremarkable (3)

Posts: 24
Joined: 2011-12-10
IGN: iGod LoL
PM | +Rep
by FudderBudder » April 19, 2012 10:29am | Report

This is a fun build to play, but I can never seem to do much with it in the early game, it in the mid-late game that I shine with the freakish range of his ult. Good build and keep 'em coming!

FudderBudder's Forum Avatar
FudderBudder

Posts: 2
Joined: 2012-04-06
IGN: FudderBudder on NA
PM | +Rep
by Trenditon » April 19, 2012 2:26pm | Report

Yeah, I realized that Abyssal Scepter wasn't that great on Kog'Maw because of Living Artillery, but the actual range on the Abyssal's passive is 1000 (Abyssal entry in LoL Wiki), so it would benefit everything but his ultimate, and even then it would benefit it if they got close enough.

Also, in your calculations you might want to figure in the 10% m-pen from Arcane Knowledge .

On another note, I did some testing with this build and found that you are wasting SO much of AP Kog'Maw's potential by staying at max range throughout the fight. As you already stated in your guide, Bio-Arcane Barrage deals boatloads of damage (14% of the targets max HP as magic damage each hit), plus the 863.148 damage from Caustic Spittle (along with it's flat resistance reductions), and the utility and damage from Void Ooze.

The thing is, when staying at max range, all you can do is spam your Living Artillery, yet you could be dealing so much more damage if you could get within that 720 range for your auto attacks and void ooze when you have bio-arcane barrage up. I realize that getting that close to the enemy makes it possible for you to be focused, but if you start the fight and get close enough about halfway through to start using your other skills, people will be desperate most of the time to kill the people they began the fight focusing, and your team may be in dire need of that extra damage and slows to either mop up or simply survive the fight. While being a veritable howitzer might be nice, in many cases I've found that the damage I was doing with just one skill wasn't impactful enough to warrant this playstyle. May want to talk more in-depth about when you should get in range for your other spells (because in all honesty you should need to at some point, unless the other team is being crushed already).


That +rep button could use some love!
Trenditon's Forum Avatar
Trenditon
Notable (20)

Posts: 94
Joined: 2011-04-10
PM | +Rep
by SWAGRID » April 20, 2012 7:01am | Report

Trenditon wrote:

Yeah, I realized that Abyssal Scepter wasn't that great on Kog'Maw because of Living Artillery, but the actual range on the Abyssal's passive is 1000 (Abyssal entry in LoL Wiki), so it would benefit everything but his ultimate, and even then it would benefit it if they got close enough.

Also, in your calculations you might want to figure in the 10% m-pen from Arcane Knowledge .

On another note, I did some testing with this build and found that you are wasting SO much of AP Kog'Maw's potential by staying at max range throughout the fight. As you already stated in your guide, Bio-Arcane Barrage deals boatloads of damage (14% of the targets max HP as magic damage each hit), plus the 863.148 damage from Caustic Spittle (along with it's flat resistance reductions), and the utility and damage from Void Ooze.

The thing is, when staying at max range, all you can do is spam your Living Artillery, yet you could be dealing so much more damage if you could get within that 720 range for your auto attacks and void ooze when you have bio-arcane barrage up. I realize that getting that close to the enemy makes it possible for you to be focused, but if you start the fight and get close enough about halfway through to start using your other skills, people will be desperate most of the time to kill the people they began the fight focusing, and your team may be in dire need of that extra damage and slows to either mop up or simply survive the fight. While being a veritable howitzer might be nice, in many cases I've found that the damage I was doing with just one skill wasn't impactful enough to warrant this playstyle. May want to talk more in-depth about when you should get in range for your other spells (because in all honesty you should need to at some point, unless the other team is being crushed already).



hi again.

you are having doing some minor mistakes here.
firstly, the radius is 1000 on Abyssal Scepter, but this is a total radius and youa re the center. thats why i told you that you only have 500 AROUND you. this is a huge (!) difference, many people overlook. if you had 1000 in front AND back, your radius would be 2000!

Second you do not need to figure in the 10% mpen from Arcane Knowledge because it is applied to EVERY calculation as it is independed from items. Meaning you get this 10% to your void staff or mpen runes or other items. so in a mathematical way it does not change anything, meaning it does not improve one item but not another. The calculations were only whether to get a core Void Staff or not, and in this example the 10% mpen does not matter.
But obviously you are skilling it anyways.

about the Lich Bane: as said in another post, I am testing it again for fun, but depending on playstyle you do not need it, besides it cost 600 more gold. The item build for now is perfect. If I see that Lich Bane works well too, I will include it in the alternative build, or maybe even put it into the core. But I will do so ONLY if I see the the gameplay you are having so far, is NOT changed. Otherwise youa re playing an indifferent kog maw, which I do not want. I built this because it plays so brutally good the way it is.

Swagrid


Check out my "SwagSurfin ur way 2 success" series for ranked: pt.1 - Karthus, pt.2 - Kog'Maw
SWAGRID's Forum Avatar
SWAGRID
Prominent (153)

Posts: 67
Joined: 2012-03-05
Mobafire

General Guides

League of Legends

More Guides

The Charts


Featured

30 Days

All Time

Popular
Top Guide by Champion

This Week's Free Champions

Free Champion: Free Champion: Free Champion: Free Champion: Free Champion: Free Champion: Free Champion: Free Champion: Free Champion: Free Champion:

About the Author

SWAGRID
MFTV

Latest on MOBAFire TV

More Mobafire Video

Scheduled Tournaments

MOBAFire Community Cup NA June
Registration Open
Dominate Dominion #62
Registration Open
MOBAFire Community Cup EUW June
Finished
Dominate Dominion #61
Finished

Drop-in Games

MOBAFire Inhouses
Registration Open