This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
-
universal
-
glass cannon
Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Icathian Surprise (PASSIVE)
Kog'Maw Passive Ability
Introduction: Why the hell jungle Kog'Maw?
So why Kog? Thanks to Feral Flare, some long forgotten junglers can shine again. However, some of champions not known as junglers (yet) can have a great use for its properties. I haven't played jungle Kog before this item was introduced. However, after some games with Warwick, I though, "What if I applied it with Runaan's?" After some thought process, I came up with Kog'Maw who I played a lot on bot-lane and his huge range, magical damage on-hit and magical damage from all other abilities makes him an ideal candidate for on-hit builds.
Lantern's transformation to Flare requires 30 big monsters to be killed. It could be done on mid lane as well, by buying machete or razors on first recall and farming your or enemies' wraiths. However, Kog'Maw is not one of the strongest laners, so you might find it quite hard even without sacrificing gold for a jungle item. Jungling, on the other hand, is quite easy once you learn how to kite the monsters, and you can complete it in less than 15 minutes if your team doesn't whine too much that they need ganks.
Last, but not least, it's fun. I always liked to break the meta and Feral Flare gave me quite an opportunity to do so. Your enemies laugh when they see a jungle Kog, but then you laugh and they cry.
As for the farming itself, you should learn how to kite the monsters. There is a spot near the camp where you can hit the monster, but it can't hit you and doesn't regen either. You should especially kite all the kinds of golems. You can also kite the dragon and kill him on lvl 5, but this is quite tricky and I didn't find a reliable way of doing it without letting him to regen huge chunks of health almost instantly, so I prefer doing it with help of at least one other team member.
As for the ganks, your only CC tool is your E, so the laners should all have some CC themselves. If not, gank only if they are hugging the turret. However, you have one slight advantage compared to other junglers - you have huge range, so you don't need the gap closer to hit them. It's pretty much possible that you'll have to take the kills instead of giving them to the lane, but since you are basically a jungle carry, it shouldn't be an issue.
My jungling route to start depends on map side. You start on the buff where your bot lane is, be it blue or red. Then you continue through the mid lane to wolves/wraiths and the other buff, continue by golem/wight, wolves/wraiths again (as they respawn a while after you get back there), then clear the other side of map and you probably have 850 gold, so you can recall for Madred's Razors and a Dagger, farming the jungle much faster from now on.
Once in a teamfight, you have to realize you are still quite squishy. Before the boots upgrade and purchase of Warden's mail, you can't take too much beating or dive turrets for some prolonged duration. So play it safe and try to let someone else initiate the fights, then melt the enemies before they can harm you.
If your AD carry has long range (Caitlyn, Ez with his Q, ...) and has better result than you, leave the red buff to the carry, otherwise take it every time it revives, the slow makes chasing much easier. As for blue, give it to your mid unless he's manaless or ******ed.
You are now able to dive turrets for kills, since Feral flare heals you for (stacks+10) x3 health per autoattack (provided that there are enough enemies including minions), so don't get scared away by the sight of a turret. Take the objectives and secure your win as early as possible. Once you can't buy anything else than some elixir, you aren't getting much stronger anymore (other than by flare's body count), while they still have some items to increase their damage or defenses, becoming harder to kill every minute.
You should try to remove the major damage dealers from the fight and then your sustain should make it easy to outsustain the rest of them. Other users of Feral flare might be a problem if there is no other enemy near them with feral flare and your W just went on cooldown, in that case, throw a vomit carpet in the direction you want to run away, and run till someone helps you or there are some other enemies near the scumbag.
If you take the squishier build, play it a lot safer, always relying on your team's CC to make sure you don't get hit too much - you still have great sustain, but your armor and resist is much lower, making you an easy kill if CCed.
I tried it in some team ranked games as well, but the team was just made recently, so I don't have enough experience to tell if it works even in some higher leagues. However, I won all three games I played there, so it seems viable for teams, too.
Another very important champion is Kayle. As an enemy, she can save someone from Kog and the on-hit won't even proc the healing when used on an immortal champion. If you play against her and someone has ult on him, flash away or hit something else, even minions, to save yourself. However, if you play with Kayle in your team and you aren't seriously behind, she can help you greatly. If she ults you when you have some HP missing, you will heal in the meantime, so it's possible to even win a 2v5 fight unless your enemies can use some CC chain on you.
Some junglers may prove to be trouble, for example, if Kha'Zix kills you, you can't just explode him with your innate if he runs away with low health. Nocturne can leap at you from a great distance kill you while you are running erratically in fear. Evelynn is a nightmare of basically everyone, with her great speed and hate spikes twice a second. Nunu slows your MS/AS significantly and makes it hard to run away even with flash ready, unless you flash over a wall.
Basically any jungler will cause you trouble, you will probably have to burn your first flash or two on escaping someone counter-jungling you and it's probable that you die if counterjungled a lot. They might as well laugh to you, that you are no jungler. Don't get taunted by that, you will make them regret later in the game.
You must be logged in to comment. Please login or register.