This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated.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.
We recommend you take a look at this author's other builds.
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
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Spells:
Heal
Flash
Items
Ability Order
Icathian Surprise (PASSIVE)
Kog'Maw Passive Ability
Threats & Synergies
Lucian
In lane, he can maneuver around you and exit a trade whenever he wants with his E. His poke is on much less of a cooldown than yours, and he has a very strong laning phase and mid game, the polar opposite of Kog'Maw's strengths.
Introduction
Pros
|
+ Late game gigacarry + Lives off on-hit damage, so tank killing is no problem + Bio-Arcane Barrage does % health damage and has good range + Form of self-peel with Void Ooze + Living Artillery useful in fights and for locking down kills + Can destroy anyone who can't burst him late game |
Cons
|
+ Very weak early and mid game compared to other ADCs + Highly dependent on smart positioning and peel from team late + Gets targeted a lot + High risk damage dealer in laning phase |
When you die, your body turns into basically a controllable time bomb that explodes after a few seconds. Basically this is a good way to ensure 1v1 trades are "worth" (unless your opponent has high mobility) and to have an impact in fights even after you die.
Q: Caustic Spittle
You fire a wad of spit, pretty much. This deals a little magic damage but also reduces enemy armor and MR for a bit, allowing you to get in good damage when trading. Make sure to kite though!. Also provides passive attack speed with each rank.
W: Bio-Arcane Barrage
Your main source of damage. When Bio-Arcane Barrage is activated, your basic attacks gain range and deal extra on-hit magic damage (percent health). This makes it easier to kill tanks with the percent health damage, and easier to kite effectively with the range (and Phage passive). The first auto of Bio-Arcane Barrage also backs quite a punch early game with Sheen proc.
E: Void Ooze
This is your self-peel. While it may be AP Kog's hallmark, you shouldn't really be using this ability for damage unless you can get a kill with it. In general, save it for disrupting teamfights or when someone's on your tail, as you're pretty immobile without kiting.
R: Living Artillery
You spit really high into the air. The spit then lands on someone. The spit does damage based on missing health (more missing health, more damage). While its range is pretty small at rank 1, it still can be potent for trading, poking, or dueling. However, it really comes online in teamfights, as a way to do consistent, safe damage. Just watch out for the increasing mana costs.
Standard boots for ADC. I recommend getting them fairly early for earlier movespeed and DPS.
Trinity Force
An all-around item that fits your kit and helps you through the early and mid game. The Sheen proc from Bio-Arcane Barrage does surprising damage, and Phage makes it much easier to kite and position well. Note: in the late game, you COULD sell this for a second attack speed item for more DPS and higher crit chance. Note that you do lose Phage passive with this, making it harder to kite.
Blade of the Ruined King
This helps establish your on-hit damage base. Both the lifesteal and attack speed also make you more well-rounded and capable of fighting.
Runaan's Hurricane
Here's where you start becoming a teamfight monster. By now you have good on-hit damage, which, when added to the attack speed you have as well as the distribution of damage thanks to Runaan's bolts, makes people think twice before walking up to you.
Phantom Dancer
Alternative to Hurricane. Gives overall more attack speed and better dueling/single-target focus at the cost of damage distribution and on-hit.
Infinity Edge
This gives the last major push in your offensive power. Adding some juicy crits to your arsenal never hurts, and this helps to kill priority targets like carries much faster.
Mortal Reminder and Lord Dominik's Regards
You don't really need pen like other ADCs do, since your way of killing tanks is through the percent health on-hit damage from your W. Maybe take a Lord Dominik's if they have someone with an absurd amount of armor, like a Rammus, but then again, you're Kog'Maw, if you auto attack Rammus you'll die just because of his W and Thornmail. If they have heals that are annoying to deal with and none of your teammate will get it, get Mortal Reminder. You shouldn't have to get either of these, though.
Edge of Night
This gives you some insurance in fights, especially if you're going after their mid laner. Remember to charge the shield before you go in.
This is usually a good idea if they have a bursty mage. This way, you can (probably) live through their assault was well as get some bonuses when the shield pops to kill them.
Good lifesteal and damage, but also provides the component of Quicksilver Sash, which can make or break a teamfight, as if you get locked down, there's a high chance of death.
Good damage and the best lifesteal in the game. Take if you think you need sustain.
Sterak's Gage
Take if you have a hard time lasting through fights, although BT would be better.
Guardian Angel
Take if you're your team's only hope of winning.
You must be logged in to comment. Please login or register.