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But that may be unnecessarily confusing. I'll get some more input and then modify accordingly; thanks for the note!
So my initial thoughts are that Malignance is worth rushing as a first item. Also after my test game with AP Kog (end of the video), Rylais will likely return to the order. It's just so hard to land multiple hits on a row if you don't have it!
Or you could just swap out the resolve tree for the precision tree because adding a negligible amount of armor and HP doesn't actually help kog with being long range artillery, or even a mid-range mage. May as well have more mana and an execution damage amp instead.
1. I tested Phase Rush quite a lot prior, and found it underwhelming. I couldn't get it to activate when I needed it to (except like once or twice in the laning phase), and later on in the match when it was activating, it usually made no difference in the overall outcome of a fight. It wasn't useless, but generally wasn't making a meaningful impact.
2. Kog is only mana hungry if you exceed the barrage limit regularly. Otherwise, the amount of mana with biscuits and Manamune (which is now in the build order) is enough as long as the reserve bullets aren't dipped into regularly. Getting more mana options will only allow like, 1-3 extra shots later in the match because of the sheer amount of mana it takes to dip into the reserve.
3. Clarity is an option that can be picked from Unsealed Spellbook
4. I find the opposite to be true, that the amount of mana and damage added is largely negligible enough that I prefer having 15% more effective HP instead.
I didn't read your guide thoroughly because I am not planning to play this champion whatsoever, but again, I know your other guides as I have commented, so I know that this will be useful for my friends and probably will share it with them :>
Without flash, their range with the ult is pretty telegraphed, and you should be able to avoid getting hit directly by it.
It takes some practice, but once you get the feel of their maximum range, they can't touch you while you continue to farm well. They also HAVE to push the wave to get their stun charges up, which is handy for you. If you want to move in for some farm, move in when they use spells to farm, since their bar will be empty for a few precious seconds. Though don't get too close!
Also you said that AP Kog doesn't benefit much from AP. You wrote at a full build your AP will be around 180. I played AP kog and reached 1000AP and was able to wipe anyone before they got close to me.
My final build: Luden, Archangel, Rabs, Rylais, Morrelos, Void
Kog maw is supposed to be in the back line, so wouldn't dealing more (burst?) damage from the backline be better than sustained damage?
So AP Kog does benefit from AP, but benefit is relative. If you're getting AP, how much magic pen are you not getting? All the math I've done has shown that the magic pen offers superior gold/dmg compared to raw AP, and the mana regeneration of the Barrage Limit adds an additional layer of consistent poke DPS.
This doesn't mean a burst playstyle is bad, but rather a question of purpose. If AP Kog is being used primarily for their mid-range burst, why not just play Xerath who has higher base, scalings, and consistent burst range? Or Lux, for the same reasons? It isn't using Kog'maw's uniqueness to its fullest.
Again, this isn't saying burst is bad, but rather is questioning purpose. It's not a question of "is this good/bad" but rather "is this best for this purpose?" I feel Kog'maw's purpose is not maximized by just being a mid-range burst replica, and the incoming nerfs to both the blue buff's AP bonus and Void Ooze's AP Ratio will only solidify that.