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Spells:
Teleport
Flash
Ability Order
Icathian Surprise (PASSIVE)
Kog'Maw Passive Ability
Introduction

Icathian Surprise
Upon dying, Kog'Maw starts a chain reaction in his body which causes him to move faster and detonate after 4 seconds; dealing 100 + (25 x lvl) true damage to surrounding enemies.
I personally have a love hate relationship with this passive mainly because it requires death to activate but none the less a good finisher for a team fight

Caustic Spittle
Passive: Increases attack speed by 10 / 15 / 20 / 25 / 30 %
Active: Kog'Maw launches a corrosive projectile which deals 60 / 110 / 160 / 210 / 260 (+70% of ability power) magic damage and reduces the target's armor and magic resist by 5 / 10 / 15 / 20 / 25 for 4 seconds.
This is what i call a sneak attack because not only does it scale very well with AP thus dealing good beefy damage it also makes the target more vulnerable to your other attacks as well as the attacks of your teammates

Bio-Arcane Barrage
Kog'Maw's attacks gain 130 / 150 / 170 / 190 / 210 range and deal an additional 2 / 3 / 4 / 5 / 6 % (+1% per 100 ability power) of the target's maximum Health as Magic Damage (Max: 100 Damage vs Monsters). Lasts 8 seconds.
more often then not i use this on characters with very high health such as singed or cho' gath but does find its place filling in gaps in your artillery cycle.

Void Ooze
Kog'Maw launches ooze which deals 60 / 110 / 160 / 210 / 260 (+70% of ability power) magic damage to enemies it passes through.
Additionally, it leaves a trail which slows enemies by 28 / 36 / 44 / 52 / 60 % for 4 seconds.
From levels 1-5 this is your primary nuke and even there after really. it has huge base numbers along with good over all scaling the only down side being its relatively high mana cost.

Living Artillery
Kog'Maw fires artillery from a great distance. After a 0.6 second delay, the artillery falls dealing 80 / 120 / 160 (+30% of ability power) (+0.5 per bonus attack damage) magic damage and reveals targets for 4 seconds. It deals 250% bonus damage to Champions. Each subsequent Living Artillery in the next 6 seconds costs 40 additional mana (Max 200).
Post level 6 Living Artillery is your primary poke for champions because of the 250% damage boots vs champions, but this comes at a cost if you spam too quickly you end up OOM way too quick so you fill in the dead space of cooldown with your other abilites.


Acceptable alternates:


MP is huge when facing any type of enemy but especially those nasty tanks with your spells skipping a layer of defense means they are even more devastating.

The over time AP glyphs are arguably the best glyphs for AP casters just because of their boost in the late game

More mana means more spells, more spells means more damage, more damage means more death simple as that.


15 flat AP how can you argue with that, especially when its early game
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