Build Guide by FireRoastedFire
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Hello world. Let me introduce you to my favorite little hungry champion, Kog'Maw. An adorable, deadly, funny little insectoid creature. He hails from that which none of use quite understand, the Void.
Let me start by saying that this build is my personal favorite and rarely, if ever, fails me. Unless you are purposely sacrificing yourself to the enemy team to feed them for some sort of twisted form of fun (or just utterly don't know how to play), it is near impossible to go negative with this build. To give a brief synopsis of this build: Start AP, switching to Attack Speed and Damage.
Let's look at Pros and cons:
Pros / Cons
Heavy AP Early Game
Keeps enemy confused
Destroys enemy tanks with ease
Insane damage output (Jax w/40% Lifesteal couldn't keep up)
Great ganking and DPS ability
Constantly focus fired (due to insane DPS)
Blamed for KS
Susceptible to ganking
Slow until late game (move speed)
Now, I will be the first to say that I am not the best LoL player. I am not experienced in Runes nor do I have very many, but this works for me. That's what I know.
Now, I am also not too experienced with embedding images, so reading is important.
I Start off with my marks set to increase attack speed. Greater Mark of Alacrity. "Why Attack speed if we are gonna build it anyway?" you might ask. Well, because early game, you have very little. Plus, who would argue Attack speed on DPS?
Next we have our seals, designated for mana regen. Seal of Clarity. The reasoning behind this is: my build doesn't account for mana, thus Clarity and these little seals. It's not a fountain of Mana, but it is helpful.
Now, glyphs aimmed at Cooldown Reduction (CR). "Why CR if Kog'Maw's ultimate is only a 2 second wait?" you may point out. Because Void Ooze is a heavy AoE slow for Kog'Maw and also helps you get Bio Arcane Barrage back faster, which will be your primary source of heavy DPS.
Finally, Qunits of Insight. If you have to ask why, you have no idea what you are doing on this site. Although once you are level 18 enemy MR won't do anything,this just makes it worse. An extra 5 and a half points of mPen is always fun.
Well, not much to say besides your standard 21/0/9 mastery build. Took heavy Savvy and Crit due to Trinity Force (or divine) and an extra 5% damage is nothing to scoff at. Took the 9 in utility in order to give you the Clarity buff, since there is a good chance you will be laning with a partner.
Now, this is how you confuse your enemy. They will be saying "What the heck, why is he hitting so hard at level 5?!?!" The explination is detailed as followed:
Caustic Spittle: Not as important early game as some might think. This is great for lowering the enemy's armor and hitting pretty hard, but it's not all too important until late game. The reason I don't even rank it until later is: You need that extra point for other purposes early game. The passive 15% attack speed boost isn't worth sacrificing pure damage. However, it is far from useless. Late game, when your enemy is building up their MR and Armor, this becomes a fun way to remind them that you are, in fact, a tank killer.
Bio-Arcane Barrage: Two words: Pure Destruction. This is why people will Fear the Maw. One moment you're hitting for like 70, then 80, then all of the sudden, 230! This attack is why Kog'Maw is known as a Tank Killer. The only reason this is the second ability to be maxed out is due to Void Ooze's linear AoE, slow, and one-hit damage output. Bio-Arcane at rank 5 does a hefty 6% of their maximum health (caps at 9% with this build, plus the Bloodrazor, caping at 13% total). Fully maxed out, you can make Singed, Rammus, AND Cho'Gath run in fear. It is similar to minus zero temperature: Fahrenheit or Celsius, negatives are the same at low temps. Damage at percents is PERCENTS. It's just plain painful.
Void Ooze: "Now why would you cap Void Ooze first?" you may inquire. It has sooooo many uses, that's why! "Well, what do you mean?" you might follow with. First off, it's a slow. Continuing on, it has a hearty punch to it. Continuing further, linear AoE, great harassment, great range, and amazing for farming. The slow isn't fantastic, but it does have a trail that slows and it has good damage output. The best part is, due to it's delay in "unrolling", you can hit well past a turret without pulling agro from it. Cap this first, as it is a great tool all around.
Living Artillery: The best harassment move if I ever did see one. The only reason you don't cap this first is: you really can't. If you wanted to, you could, but it would neglect the rest of the build. The range on this thing varies as so: Rank 1 - That's not so good for 'artillery'. Rank 2 - Ah, so this is what range is. Rank 3 - Enemy: *ssssssrrrr... SPLAT* WHERE THE HELL DID THAT COME FROM?!?! (and you're halfway into the jungle or at mid field.) Only problem is it's deceptive cooldown. Sure, two seconds, but at a huge jump in mana!! Luckly it caps at 200 mana per shot after five consecutive within 4 seconds of each other. This is your primary attack for defending turrets when being pushed. Enemies seem to forget that you can turn to avoid and decide a full reverse is the best option, not realizing that you are clearing their minions, stopping their advance.
NOTE: Icathian Surprise may be convenient, but NEVER I repeat NEVER use it as if it is an attack. Do not get yourself killed on purpose just to use it, unless you know for a fact that there is no way you will survive the onslaught you are ALREADY in.
Now for the fun part:
Here, I explain the nuances of thwarting the enemy tanks and a few counters for Kog'Maw's natural weaknesses.
Why are these your base? Because they are what make you hurt the enemy the way you do. Most of these are great for most any champion, but this set hurts with Kog'Maw the most. The only reason I didn't include the rest of my main build is to accomodate the possibility of the following:
Jax is a major hard-counter to Kog'Maw, due to his ability to hit fast, hard, and can leap to close distance. Even more a problem is his ability to dodge. To counter Jax (or any other dodger) easily, grab a Sword of the Divine instead of Phantom Dancer. This may take away your extra move speed and crit, but it will greatly improve your attack speed and deal a little extra side damage. Plus the active prevents dodges.
Another common problem is that when you have a caster-heavy team, or the enemy wants to hard-counter you specifically (I've had it happen), they will tend to build heavy MR. Now, this is if we are talking 250 - 350 MR. Instead of buying a trinity force, grab an Infinity Edge. This gives you the extra physical damage you need, plus in combination with Phantom Dancer, gives you great crit chance (almost 50%) and crit damage (250%).
An option to prevent global, linear, and unlimited ranged abilities, you can swap out the trinity force for a Banshee's veil without much loss.
Finally, in the event of a heavy lifesteal player, you can trade either the trinity AND/OR Phantom Dancer for a Bloodthirster AND/OR Black Cleaver (respectively). This give you a new dimension to Kog'Maw, making him hit hard with physical, giving him lifesteal, and causing him to have armor reduction. Luckily, the black cleaver does offer some attack speed compensation in return for the Phantom Dancer (albeit, not as much).
Before considering the above modifications during a game, just use the pre-set build I have at the top. It works well and I rarely have to modify it.
Now why would I pick Heal and Clarity? Easy! Heal is always versitile. Do to Kog'Maw's lack of natural speed, escape quickly is not always an option. This means you will take some damage. That's where Heal comes in. Also, with the number of players who use Ignite, Heal can prevent cheap kills (although Ignite does cut the quantity Healed in half).
Clarity is invaluable with this build. Kog'Maw is not well known for his sustainability in the lane. Clarity help with this, without having to wait half an hour for his mana to regen naturally. Also, with the inclusion of the mastery, clarity makes you able to help out your tanks and casters by allowing them to stun and slow more often. A good example is Jarvan with his Cataclysm. He uses alot of mana to prevent enemy escape, thus not having much to spare for Cataclysm. This solves that problem. Also, Maokai and Veiger have a similar problem as Kog'Maw where they have very little mana or their abilities consume large amounts. Clarity helps these champions, too.
Flash, simplifying the speed issue, but also preventing teammate support. (Plus it's the "noobs way out" for those who can't get out of their own messes)
Cleanse, but you shouldn't be close enough to need this.
Ignite, but you don't chase until late game.
Ghost, a viable option, but again, preventing full teammate support.
This is pretty simple. I'm not sure how you are used to playing this little guy, but this is how I roll:
Start with a Doran's Sword. The best way to approach the lane with Kog'Maw is to partner with someone Top or Bottom lane. If your partner has a check move, ignore the following. Go into the first set of brush. Go to the end of it, then use Void Ooze to check the second set. After that, use common sense depending on the result. Early game is pretty much harassment and damage dealing, while "getting your farm on". Don't forget that Void Ooze is a slow. People seem to forget his. They also seem to forget it's incredible range. KOG'MAW IS ALL ABOUT RANGE!!! The only time early game that you should be anywhere near the enemy is when you are autoattacking them without anything active (which shouldn't be often.)
This is when you start to hurt them. If you don't have at least your Rabadon's by this point, you have died far too much or haven't killed enough. This is when the enemy may start to identify you as a carry or a caster and will focus fire and/or build hexdrinker/ Banshee's veil. That's where they are going to mess up. Mid game, start building your Bloodrazor (assuming you haven't). Now, the key to building good attack speed and still enjjoying legendary items is to get the Stinger and a Zeal quickly after. Then, upgrade in the reverse (Phanton D, then Nashor's). This will give you an advantage over other ranged DPS by keeping them in your artillery range longer when chasing them.
This is when you should be heavily Focus Fired due to how fast you can drain their health if unnoticed. They should scatter like flies when they see a green trail gleaming from the sky. This is when you have to make your decisions as to counter items. Trinity Force is optimal because it buffs you all around. At that point, you also have to decide if the Physical build may hit harder. If not, you are the tank killer. Make sure you have your teammates call when they need a tank dead. You should have over 400 move speed, so not a problem in terms of getting somewhere.
The only words you will have to utter to make them run back to their Nexus to defend is... FEAR THE 'MAW!
You will have fun, as is the point of all games. This is my favorite build for my favorite champion. Have fun, and eat more meat.
*ANY AND ALL IDEAS, BUILDS, SETS, RUNE COMBINATION, AND GENERAL TALK CONTAINED IN THIS GUIDE THAT IS SIMILAR OR IDENTICAL TO ANY OTHER OF THE ABOVE ARE PURELY AND SUBSEQUENT OF COINCIDENCE. THE ABOVE BUILD AND FOLLOWED INFORMATION IS BASE SOLEY UPON THE IDEAS BROUGHT FORTH BY THE LEAGUE OF LEGENDS PAYER FIREROASTEDFIRE AND IS NOT INTENDED TO IMITATE, COPY, OR OTHERWISE PLAGIARIZE MATERIAL PUT FORTH BY OUTSIDE SOURCES.