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Kog'Maw Build Guide by A.R.M.

A.R.M.'s Ultimate Kog'Maw

A.R.M.'s Ultimate Kog'Maw

Updated on August 24, 2012
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League of Legends Build Guide Author A.R.M. Build Guide By A.R.M. 21,979 Views 17 Comments
21,979 Views 17 Comments League of Legends Build Guide Author A.R.M. Kog'Maw Build Guide By A.R.M. Updated on August 24, 2012
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1
sirell (400) | March 28, 2013 9:31pm
Voted -1
I'm too tired to think of something creative to say. -1
1
A.R.M. (2) | July 2, 2012 4:58pm
The build now is not so great, and ap kog is not so great either... with the latest round of nerfs to him, there isn't much left of him, for he doens't have early lane dominance... and now it's far mroe difficult to get late game dominance for the nerfs wrecked his mid gameplay... i henceforth suggest cheap items like a chalice --> grail in place of a rod, and maybe dependant on how much you wish to poke (if it is less) then a wota becuase of the health you los in droping the rod. A reliable and non-dominating ap kog build isn't that practiacl anymore... for a kog can't get botha archangels and a rod simutaneously in lane becuase they cost too much and produce no reliable damage... for the ult was reliable enough in terms of damage until they 25% nerf on his ult vs champs. So if you can do the origional build without being dominated go for it, otherwise I strongly suggeast tear and challice first... for that allows for cheap ap or expensive ap first... aka the tombs or the wand.
1
blade1414 | May 30, 2012 5:45am
Voted -1
not so great
1
A.R.M. (2) | May 24, 2012 9:11pm
My previous posting i was naive in how Magic resist and armor work and how penetration to the repective types work, nonetheless, it still depends on how much mr they have, and if the oppoent is building none, it is probably more valuable to buil d a naunting guize than it is a void staff considering sorcerers shoes give you some magic penetration too... place a hauintingn guise is cheaper... if the build magic resis.... it comes down to how much teh oppoenent has... if they have over 200 that nears 60-70% resitance.... and if multiple member sof the oppoents team have that then it is wortht he void staff.... otherwise... leave it to the true damage or ad carry champs to rip apart the team that person who is of no use to his/her team for that person gets compleately ignored in fights..... thus does no tanking...
1
A.R.M. (2) | January 10, 2012 12:53am
Nighthawk wrote:

Ok, well let me say like omg those runes are ****ed up :P

Normally as AP you take Mpen marks, armor/hp per level seals, flat hp glyphs and ap quints. I don't see how Kog is any different since Spellvamp isn't a big help to him.

Second, I don't think a PD really fits on any Kog, let alone AP. I think a Zhonya's or BV would help you out since if you're this squishy and get caught out by yourself once your instantly dead.

Uhm other than that it's an ok build, although i'm wondering why build Kog AP at all? AP carries are meant to nuke down the enemy AD carry ASAP, which Kog can't do, he fits well with a poke comp but in actual teamfights can't do anything.

Please, prove me wrong. I understand this is your build and what not, but Kog has range as AD too, so I can't see why you would build him AP instead.


I know the runes are messy, although even without trying them I would always disagree on the hp runes for they are next to worthless in my mind, a couple hundred extra health vs health regen for sustain or an item that will increase ones damage output (for being able to take an extra hit isn't as nice as being able to deal some damage or heal up after an intense battle or while running. I understand the Ap runes... but prefer the 2 spell vamp and 1 lifesteal rune for with a full build kog hits 778+111 ad every 2 seconds and and 2% of that is 20... plus the 7% spell vamp (whith all abilities scaling ap provides for a significant boost in survivability... I have had alot of close calls, and a smidge more of ap wont make as much of a difference as compared to his spell vamp in situations that involve all but heavy lifesteal champs...

The reason phantom dancer is there is explained in the text... It replaces his boots if they ar3 not building magic resistance... you need some item that provides a speed boost... plus since this kog has no attack speed or critical strikes it provides him wiht a hint more deadliness than before... just once you do the trade out don't expect to escape as often. Also doing this helps you beat down their ad carry if the carry jumps you, even if they have insane amoutns of lifestea you can get them in a 1v1 if you go q w e r r r r... aka spam your abilities.

On another note with exliers you it exactly 778 ap thus that's 7% + 6% for your w totaling out to you hitting at 12% of the targets maximum health... herego it should take 9 hits to kill them if no lifesteal thus the phantom helps there... along with crits and the rest of the abilities making it faster. In other words The ult doing 250% of the damage it says it does to minions (150% bonus) to champions... The top rated kog guide has a max of 320 ad assuming the bloodthirster is full farmed... even at .5 ad scaling for his ult as compared to the .3 ap scaling is not nearly as much damage for his ult. Thus with this build all his abilities do way more damage. 320 * .5 = 160 extra damage vs 778 *.3 = 233.4 extra damage, on top of this his other abilities all scall off of ap and not ad. So if someone does get range on you all you have to do is nuke them down before they can you. So in all your ult does 160 + 233.4 with the ap... thus 393.4 magic damage per hit fully built... just over half of what lich bane will make you hit every 2 seoncds... and sicne you can fire your ult every .65 seconds... with a cast time bumping it near 1 second per ult. The ult does 983.5 magic damage when it hits a champion with kog built ap whereas the top ad build gives it only 480 with an extremely limited amount of uses (that's over double the damage and you can fire your ult as almost as fast as and as kogs autoattack!).

His q does 804.6 at full build for it's 260 plus 778 * .7 = 544.6.
His e does the same for it scales and has the same base damage as his q... thus 804.6 magic damage.

So if all 4 abilities are used once within 5 seconds you do 3481.7 + 11% of the targets hp - mr * 4 - armor * 1. Just one autoattack with w active and lich bane ready plus all other abilities used once.

If the opponent gets lets say 100 mr and 100 armor in total that would be able to stop you... you would sitll do 2981.7 damage in that timeframe (assuming you land everything), and the both his e and r are aoe's. Basically what you lose in being able to nuke down the opponents ad carry your more than make up for on the rest of their team... although I still believe you can nulke down the ad carry effectively, and with that your team can finish off their ad carry. Also I'm sure you can nuke them down... for the more mr they get the less damage they can do.... and the more the rest of your team can finish them off. You have an ult that does 393.4 * 2.5 = 983.5 magic damage to champs... so unless they have

NOTE: A teammate getting a Wil of the Anchients doesn't hurt for that bumos you up to hitting for 12% of the opponents health in magic damage with your w active.

On another note by the time you finish the rylai's if not while your building it you will notice entire minion waves fall to your e besides the large minion on every 3rd wave (not superminions) thus making it alot easier to farm... and by then laning phase should be over or near over so you don't have to worry too much about pushing.

As for survivability the 3082 health should be plenty and the 3522 mana should be adequete as well.

Zhonya's only gives them more time to get on you and kill your team, plus why bother... sure 100 ap is nice as is the 50 armor and thus the 20 magic pen has a good replacement but you lose all your speed, same goes for banshee's veil I feel crits are a smidge better although the attaack speed allows for increased chance to use the lich banes passive more often.

Basically when all his abilities scale off of ap, it seems a waste to build ad especialy when someone gets close they get nuked down... considering caustic spttle reducing their mr and armor makes you even more deadly. I dare an ad nuke to try to kill this kog... if people know what they're doing the nuke doens't stand a chance usually... if if the carry stands a chance you cna either escape or wait for your team to arrive due to your sustainability. Ap kog ends teamfights before they even happen... with a ult that does 590 magic damage - mr... so some if not all tanks would even fear kog... (if no will of the anchients on a teammate and/or Abyssal sceptar (preferrably and)). In other words lets say they havea total of 200 magic resistence each... (highly unlikely) well that's 390 damage per hit * 30 chances to hit it without blue if your actually picking your shots... usually you don't wiat for the ult cooldown to cooldown. With blue buff... well don't bother counting... It bcomes more than a poke and changes the game. It becomes either Whac-A-Mole with an occasional runner or who can get to kog and kill him first while the rest of his team attacks (for your team should act as a defensive barrier). I've suppressed entire teams that are on a turret while my team runs off to barron for my e clears out minions too fast for them to have much of a line of sight ad my ult keeps them suppresed, toss a xerath in and anyone that gets near is stunned and nuked as well... xerath is the ultimate bodygaurd for kog (next to hiemerdinger... although a good heim is hard to find).

All in all if they jump your team you nuke them down for they have to stand still to cast spells while your safely out of range... if they jump you you can nuke them down and your team will cleanup for your aoe's did alot. If your walking around solo and get caught... your doing something wrong... you shouldn't be walking around solo. AP Kog is about doing damage before they get to you and nuking them down when they do.

Everything after this was added after the 2nd setup for my kog was created:
You do over 4k damage with surge active + 13% of the targest health - 4 mr and 1 armor, so it's safe to land your final damage number in most cases to a nuke of 3.2k to even a heavily armored tank (assuming 200 armor and 200 mr and that they have aroud 2k health)
1
Nighthawk (684) | January 9, 2012 8:34am
Ok, well let me say like omg those runes are ****ed up :P

Normally as AP you take Mpen marks, armor/hp per level seals, flat hp glyphs and ap quints. I don't see how Kog is any different since Spellvamp isn't a big help to him.

Second, I don't think a PD really fits on any Kog, let alone AP. I think a Zhonya's or BV would help you out since if you're this squishy and get caught out by yourself once your instantly dead.

Uhm other than that it's an ok build, although i'm wondering why build Kog AP at all? AP carries are meant to nuke down the enemy AD carry ASAP, which Kog can't do, he fits well with a poke comp but in actual teamfights can't do anything.

Please, prove me wrong. I understand this is your build and what not, but Kog has range as AD too, so I can't see why you would build him AP instead.
1
Armus | December 31, 2011 7:08pm
Will do, you have a happy New Years your self!
1
A.R.M. (2) | December 31, 2011 4:17pm
Armus wrote:

Hi A.R.M,

Nice guide, I love playing Kog and have been having fun with him for months now (although mostly AD) and this looks like a viable AP build to me. I did want to let you know that spell vamp isn't applied to on-hit damage modifiers, so it isn't going to work with your 'W'. For any AD Kog readers out there, spell vamp also won't work with the magic damage you pick up with a bloodrazor or similar item. For this reason, I would take either magic pen or run-speed for your Quintessences.

I would also suggest experimenting with Flash over Exhaust for better positioning and survivability and speed-three boots for the same reason.

Thanks for taking the time to write a good Kog guide.


Thank you for the feedback Armus, they didn't have life steal runes availible at the time I made this build, idk if they have them yet. Now if I understand this correctly on-hit means autoattacks? AKA just his (w) does not get spell vamp but his e and ult do? Anyways since I go with 1 lifesteal rune and 2 spell vamp runes I always notice some health comeing back to me, and since it is ap it makes sense... the 1 lifesteal rune helps provide sustain early game due to mana issues making the spellvamp runes near useless until mid-late game (mid game usuall = base build = first 3 items (rod of ages, archangels staff, and sorcerers shoes (when the ap actually starts to kick in)).

As for the runes you suggested I have no idea how well they'd work since one would utilize their range. But it sounds reasonable, I find I have close calls somtimes and without the smidge of lifestal and spellvamp I woulld have died... Usually when I get jumped it's a cc party, or just 1 person, usually the 1 person doens't stand a chance at killing me, but if they do just used the combo of exhaust and ghost.

Once I found a crazy as lifesteal teemo hard to kill (a rare problem, and any assasin teamamte can solve that (It was also a noob move on my part where due to never finding a champ that could 1v1 me I just went ahead and faught him... I instntly half healthed him (for I had a full build)... just he healed too quickly, and by then it was too late to run for teemos built in speed boost... if I had ran I could have killed him from afar... So that's an excellent example of why knowing your limitations is important (note I did not havea phantom dancer))

Flash might actually help there... but flat ground flashing... ever since they nerfed flash isn't worth it to me. As for the boots the reason why they are that way is because of the 20% magic penetration... as as I noted in the guide if not one of the opponents is building magic resistance, then it is worth it to get a phantom dancer (aka be slower); for this provides increaced survivability... and it only slows you downa bit... and with ghost, exhaust, and his (e) (barf) you don't notice it that much.

Looks can be deciving, give the build a try or two?

P.S. Happy New Year
1
omagma (175) | December 31, 2011 3:43pm
HAPPY NEW YEAR!!!
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