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Kog'Maw Build Guide by nrj6490

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League of Legends Build Guide Author nrj6490

The Void Puppy: Kog'Maw ADC S7 (edit: my guide mysteriously

nrj6490 Last updated on Today @ 06:36am
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Ability Sequence

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

Masteries

5/
Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
5/
Vampirism
 
 
Natural Talent
 
 
 
 
 
 
 
 
5/
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Offense: 18

Wanderer
 
 
5/
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Defense: 12

Recovery
 
 
Unyielding
 
 
 
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Utility: 0



Threats to Kog'Maw with this build

Threat
Low
High
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Threat Champion Notes
4
Graves He needs to get close to do damage, while due to your W, you can deal damage at pretty long range. However, at ALL costs, do not let him get close, or you'll be combo'd into oblivion.
4
Draven Draven's famous for his trading, but his DPS comes in large chunks between periods of a second or two. You have much more consistent DPS, so you should win trades if you don't leave yourself exposed to CC in the form of Draven E or support peel.
4
Vayne Don't think that this low-ish danger rating means you should go aggressive. If she gets close to you, she can probably get off all 3 stacks, but you have your E to zone and your W to poke, so you actually get off good damage. That said, if she gets close or an E against the wall, you're donezo. She snowballs HARD.
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Introduction

Hello, this is my Kog'Maw guide. Kog'Maw's been famous throughout his existence as a late game hypercarry, and even though his kit's been reverted (and for good reason) from his update, this is still true. The key to Kog'Maw is positioning and kiting, because if you get jumped on, it's usually game over unless you can outdamage your assailant (usually not the case due to bursty assassins). While his early game trading and harass with W is pretty good, he usually gets outclassed by other ADCs in the early and mid game. If you farm well, try not to feed, and hit your item spikes, you'll be a monster in the late game.


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Pros and Cons

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


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Spells

Heal
The most basic summoner spell for ADCs. Can give you the boost you need to survive a teamfight, live through a gank, or save a teammate (or to get in range for one last auto).

Flash
Most basic spell for champions in this game. Unrivaled usefulness. I shouldn't really have to explain it.


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Abilities

Passive: Icathian Surprise
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.


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Items

Berserker's Greaves
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.


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Supports


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Early Game


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Mid Game


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Late Game


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Teamfights


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Conclusion