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Build Guide by SgtJohn

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League of Legends Build Guide Author SgtJohn

Attack Speed / Attack Damage Kog'Maw

SgtJohn Last updated on October 2, 2010
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ADC Role
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ADC Role
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Brute Force
Improved Rally

Offense: 21

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 9

Attack damage/Attack speed Kog'Maw.


My Goal:

To provide a simple and solid build for Kog'Maw that is easy to understand and gets straight to the point.

*Note that this is my first guide so if I am missing something or if you have any criticism, I'm all ears.



- One of the longest ranged champions in the game.
- Huge damage dealer.
- Annoying to enemies.


- Somewhat squishy.
- You need to know how to predict enemies' paths with your ultimate.
- Mana problems.


How to Play Kog'Maw:

1.Early Game (Approx. Beginning - 15 minutes)

I tend to play Kog'Maw very offensively at the beginning of the game. With a dagger and Bio-Arcane Barrage, Kog'Maw has some pretty good damage output early on, not to mention his annoying range. If you play aggressive, you have a good chance to get first blood or 300 gold very early on.

2.Mid Game (Approx. 15 minutes - 30 minutes)

By now, you should have Madred's Bloodrazor. At level 10, with Bio-Arcane Barrage, you will be hitting for 10% of the targets' life per hit. Grabbing blue buff would also be helpful once you hit level 6, when you learn your ultimate.

3.Late Game (Approx. 30 minutes - End)

By now, you should almost have Guinsoo's Rageblade. You will have great pushing power and be hitting hard. Guinsoo's Rageblade will give Kog'Maw some temporary ability power which will increase the damage of his ultimate and the percent of life he takes away with each auto attack.



[Passive] 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."

Just another cheesy way for Kog'Maw to pick up some kills, but who doesn't like cheese?

[Q] 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 (+0.7) magic damage and reduces the target's armor by 5/10/15/20/25."

I will agree that with the patch that came out not to long ago, Kog'Maw can get some serious attack speed early, which makes me believe that he is somewhat on the overpowered side. His active is great to spam on others to reduce their armor before a team fight or just to deal some extra damage.

[W] Bio-Arcane Barrage

"Kog'Maw's attacks gain 130/160/190/220/250 range and deal an additional 2/3/4/5/6% (+0.01)% of the target's maximum Health as Magic Damage (Max: 100 Damage vs Monsters). Lasts 6 seconds."

This is what makes Kog'Maw unique in his range and damage dealing. This ability, combined with his ultimate, adds up for some serious range that he can use to pick off enemies from long distances or stay out of a team fight and still deal some crazy damage.

[E] Void Ooze

"Kog'Maw launches ooze which deals 60/110/160/210/260 (+0.7) magic damage to enemies it passes through."

"Additionally, it leaves a trail which slows enemies by 28/36/44/52/60% for 4 seconds."

A great slow that can help you line up other abilities like your ultimate and also to get some more hits with your Bio-Arcane Barrage. With an AP build this can deal some good damage but I tend to have more success with an Attack Damage/Attack Speed build.

[Ultimate - R] Living Artillery

"Kog'Maw fires artillery from a great distance. After a short delay, the artillery falls dealing 80/120/160 (+0.3) magic damage and reveals targets for 4 seconds (deals 150% bonus damage to Champions)."

This is what makes Kog'Maw, Kog'Maw. This becomes more useful at level 11 and 16 with the increased range but it does take a bit of time to get used to predicting the enemies route and being able to still hit them with this, when they are on the move.



I believe that you can get almost any runes you choose with Kog'Maw. Whichever you pick, Health, armor/magic penetration, AP, AD, AS, Dodge, ect. They all will find a way to work well on Kog'Maw. I however picked attack speed and health runes, but its all preference.


I hope I have provided some incentive on how I feel Kog'Maw should be played. I welcome your thoughts and/or criticism.


*More guides to come.