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Choose Champion Build:
-
Killing Machine
-
Killing Machine (Alt Choices -
Recommended Items
Spells:
Flash
Heal
Items
Ability Order
Icathian Surprise (PASSIVE)
Kog'Maw Passive Ability
Introduction


Kog's strengths are that he is a hybrid hero. His skills all do two things, making him versatile but harder to play. Additionally, he CAN use ability power, cooldown reduction, and mana regen. So we should not exclude those attributes and focus on just attack damage. He is good as ADC, but his abilities give him great utility to a team for team fights and ganks. Kog's biggest strength is

This is balanced by Kog's biggest weakness, he is squishysauce. So we need to balance out Kog's weakness early and plan to give him items for late game perfection.
I intend this guide to be brief and offer an alternative viewpoint on playing Kog.
This is titled "Late Game ADC / Hybrid." That's because a Hybrid Kog plays a perfect ADC role.
The best first item for Kog in Season 2 was
Wriggle's Lantern. This dramatically helped with armor and farming (for last hit or sidestepping into Jungle). In a long game, you could sub out
Wriggle's Lantern for
Bloodthirster.
The two big items in Season 2 a good Kog player would get were Mordred's Razor and
Phage, building into either
Frozen Mallet or
Trinity Force.
Nashor's Tooth was my favorite hybrid item for Kog.
Season 3 has changed by eliminating Mordred's Razor, replacing with
Blade of the Ruined King. This is probably better for Kog over all, because it gives extra health regen/life steal.



The two big items in Season 2 a good Kog player would get were Mordred's Razor and




Season 3 has changed by eliminating Mordred's Razor, replacing with

Kog is not a Gankster. He can't be aggressive for kills like
Ashe. He's a little slow and famously squishy, so he's everyone's favorite ADC to focus fire in the Meta.
(1) Spring forth when least expected
Kog has to stay back, then jump forward and unleash unprecedented damage. Staying back in this game is hard. It's counter-intuitive. It makes or breaks Kog players.
(2) Don't run.
Another reason I don't like
Cleanse is that if you are getting ganked, the only way you MIGHT survive is to fight back. Drop W and pray for some life steal and a smart laning partner. When you die, you can usually get a revenge kill with
Icathian Surprise. Don't forget to move. This means early game, you will lead in death and assists, with a kill or two. That's life as Kog. Now, the haters will call you noob. Your laning partner will realize he is being fed as much as the enemy. You also get gold when he kills.
(3) Team fights.
You want to stay back. You can come in and level heavy damage, but only if you aren't easy to hit back. DO NOT INITIATE.
You may be tempted to drop E
Void Ooze to mess up the enemy and deals some AOE. Don't do that. Save it for someone trying to escape. Alternatively, you can cast it across the back, where the enemy will try to run. Your auto-attacks with
Bio-Arcane Barrage ends the fight. You can use Q
Caustic Spittle especially late game for team armor and magic penetration on a tank. Not that the damage is bad either.
(4) Don't use
Living Artillery to do damage. It slows your auto-attack. It has its uses, but in a straight up shoot out, auto-attacks,
Bio-Arcane Barrage, and
Runaan's Hurricane do a lot more. And gives you life steal.

(1) Spring forth when least expected
Kog has to stay back, then jump forward and unleash unprecedented damage. Staying back in this game is hard. It's counter-intuitive. It makes or breaks Kog players.
(2) Don't run.
Another reason I don't like


(3) Team fights.
You want to stay back. You can come in and level heavy damage, but only if you aren't easy to hit back. DO NOT INITIATE.
You may be tempted to drop E



(4) Don't use



Q
Caustic Spittle
Some players say this is worthless without AP. But, the armor AND magic penetration is really great in early team fights.
W
Bio-Arcane Barrage
This is a very imaginative way to take ADC carry and make it ridiculous: scaling bonus magic damage based on target's health. Tanks are anti-ADC. Well guess what? [Bio-arcane barrage]] is anti-tank.
2
Blade of the Ruined King
I put this chaing ability on 2, so it is right above W. EW combo now becomes EW2 or W2 combo.
E
Void Ooze
Void ooze deals damage as it rolls out. Any hero hit is slowed for 4s, even if they run out. Any hero to cross the grey goop is slowed until the spell's 4s is up.
This is great for crowd control in your lane. Also, slowing with E enables W to get more hits in a chase, making the famous

Note that E can go through walls, so you can cut off the escape from where they can't see you.
R
Living Artillery
This spell has many uses.
- First, scouting bushes. (Scout bushes so you can shoot people hiding in them -- the vision lasts for some time.)
- Second, last hit the cheap bastards running away (skill shot).
- Tag a hero running away to see if there is a trap set up OR help teammates find them.
- AoE on minions/enemy champs.
- Scout Baron from safety.
- Harass in your lane.
Many players will encourage new Kog players to use

You don't want to use

- Harass before a team fight. You will scare them away.
- Harass before a gank. You will scare them away.
- Drop in on a team fight to help. This will tell them you're coming and slow you down. Your auto-attack owns.
Skill priority: WER, 1 point in Q at level 4.
Putting 1 point in Q
Caustic Spittle gives you attack speed when you need it most: early lane farming. A lot of guides tell you to save this until the end, but they ignore how much Q can help to fight jungle monsters or team fight a tank.
With all things, this is a suggestion in my guide. My advice is not to underestimate Q.
Kog'Maw is famous for R
Living Artillery. It scouts bushes, it can last hit, it can harass. Reportedly, it chops, dices, and slices vegetables, too. However, one strategy I often employ is delaying to get R until level 10. So at level 11, I have level 2. Why? (1) Range and damage to make the mana worth it. (2) More importantly, I get to rank up E
Void Ooze sooner, which can mean lots more kills with increased slow.
As is the usual LoL Groupthink, if you don't have
Living Artillery at level 6, some noob will tower dive and then get mad you didn't get the kill when he dived with
Living Artillery. They'll think you are an absolute moron for waiting on
Living Artillery. However, I feel that early game, I need mana for EW combo. That's it. No more. Playing bot,
Living Artillery is great for playing peek-a-bush. But so is a 75 gold ward. Also, E
Void Ooze will hit them and reveal them.
Don't get me wrong,
Living Artillery has its uses, and a pro Kog can really use it to damage, reveal, and get vision for launching
Bio-Arcane Barrage into the bush on bot.
That's why it is a CHOICE. If you are having good success with EW takedowns, keep ranking E up. Also, if you start roaming into jungle and ganking other lanes, you'd rather have E for the level 9 mega-slow.
Putting 1 point in Q

With all things, this is a suggestion in my guide. My advice is not to underestimate Q.



As is the usual LoL Groupthink, if you don't have





Don't get me wrong,


That's why it is a CHOICE. If you are having good success with EW takedowns, keep ranking E up. Also, if you start roaming into jungle and ganking other lanes, you'd rather have E for the level 9 mega-slow.
For
Kog'Maw, there are two excellent Mastery selections, reflecting the summoner spells
Heal and
Cleanse.
Heal with
Summoner's Resolve
gives 5 health per level, helping sir squishiness get on with things.
Heal also gives you early game survivability and team utility.
Perseverance is a controversial choice, because it's considered a weak talent. But it grants extra health regen, when health is low, which is precisely squishy's problem.
Alternatively, a build others strongly recommend, with
Cleanse, you can get
Veteran's Scars
for more health.
Cleanse is a great escape tool, but I find I have a hard time using it. Also, it doesn't help much early game, not like a
Heal or
Flash can. Going for
Veteran's Scars
means you can't have
Summoner's Insight
for
Flash cooldown reduction.







Alternatively, a build others strongly recommend, with








Marks give us a few choices:
The best choice is for Attack Speed. This best synergizes with
Bio-Arcane Barrage. Armor Pen would be better long term than Attack Damage, and almost equal in effect (+10% vs +8.55 damage). Attack damage helps with killing minion farm, but that doesn't justify it when we have Quintessences for that.
We need
Greater Seal of Armor to survive.
Glyphs don't help AD Kog much. Best to go for defense with
Greater Glyph of Scaling Magic Resist. Cooldown help is a compelling possibility, but squishy is our #1 problem.
Greater Quintessence of Attack Speed is ideal for Kog. However, a good second choice is Greater Quintessence of Armor Penetration. The latter may help more getting last hits for early game farming.
I use
Greater Quintessence of Attack Damage, because I have other heroes use that rune, and I have already bought them. (I am still building rune sets.) It's just not optimal, not that it's bad.
Also, in the alternate build, damage and penetration will help you kill heroes if you get 1 or 2 shots. High attack speed can't do more damage by giving you 20% more speed -- you actually have to land that next hit (theoretical partial hits do not count). Arguably, this is better early.
Greater Mark of Attack Damage
- Greater Mark of Armor Penetration
Greater Mark of Attack Speed
The best choice is for Attack Speed. This best synergizes with

We need

Glyphs don't help AD Kog much. Best to go for defense with


I use

Also, in the alternate build, damage and penetration will help you kill heroes if you get 1 or 2 shots. High attack speed can't do more damage by giving you 20% more speed -- you actually have to land that next hit (theoretical partial hits do not count). Arguably, this is better early.
Here's the secret to playing Kog: W
Bio-Arcane Barrage is the most ridiculously OP on-hit effect in the game. Every choice you make should exploit it or synergize with it. That is why standard ADC carry is noob. ADC carry adds damage, which pales compared to
Bio-Arcane Barrage.
We need to focus on hitting our enemy with
Bio-Arcane Barrage. For item prioritization, that means speed and slows to chase, attack speed to hit more often, then attack damage, then ability power.
I also believe in the rule of 3 items. Your build should use the best 3 items in the game for your hero first. So, in early and mid game you do well. Also, in season 3, going for a tier 3 item right away may not be the best, because they are more expensive when looking at the stat bonuses per gold. (The designers said they did this on purpose.) Let's take a look at our plan for Kog.
(1)
Berserker's Greaves
Synergy: attack speed and chase
Normally, I wouldn't level up my boots first. However, Kog needs attack speed and chase.
(2)
Runaan's Hurricane
Synergy: amplifies on-hit attack
Many people will argue this is not an ADC carry item. Oh, so 100% bonus AD damage in a team fight is a bad choice for ADC? I don't buy that argument. Except for health and armor, Kog most needs attack speed early to take advantage of
Bio-Arcane Barrage and to kill minions for money.
This item applies on-hit effects.
Bio-Arcane Barrage is an on-hit effect. This items doesn't double Kog's damage, it gets somewhere in the 2.5x range with multiple opponents.
According to the wiki, the following are on-hit effects.
This item is also farmtastic. Finally, ADC can auto-attack and get gold. This item owns the jungle.
(3)
Vampiric Scepter
Synergy: life steal to survive, works with Runaan's
(4)
B. F. Sword
Synergy: more damage and life steal, works with Runaan's
In this build, we are teching to get
Infinity Edge, because of the synergy with
Runaan's Hurricane. The increased crit damage is just too good NOT to have.
Alternative to getting B.F. Sword is
Stinger. Attack speed and cooldown reduction mean more
Bio-Arcane Barrage. This also techs to
Zephyr for move speed and tenacity, which helps chase and survivability.
Past the big 3
Getting
Infinity Edge is quite a feat. Next comes
Phantom Dancer for crit and speed.
With
Zephyr, you've got speed, get
Frozen Mallet for the chase. Don't forget
Frozen Mallet is an on-hit effect.
Blade of the Ruined King
Synergy:
more damage and life steal
on-hit extra lifesteal works with Runaan's
complements
Bio-Arcane Barrage to kill high
health enemy champs
built in activated slow/speed boost for chase
Trinity Force is a great well rounded item for Kog. He's hybrid and it has everything. Spellbalde is an on-hit effect. Zoinks!


We need to focus on hitting our enemy with

I also believe in the rule of 3 items. Your build should use the best 3 items in the game for your hero first. So, in early and mid game you do well. Also, in season 3, going for a tier 3 item right away may not be the best, because they are more expensive when looking at the stat bonuses per gold. (The designers said they did this on purpose.) Let's take a look at our plan for Kog.
(1)

Synergy: attack speed and chase
Normally, I wouldn't level up my boots first. However, Kog needs attack speed and chase.
(2)

Synergy: amplifies on-hit attack
Many people will argue this is not an ADC carry item. Oh, so 100% bonus AD damage in a team fight is a bad choice for ADC? I don't buy that argument. Except for health and armor, Kog most needs attack speed early to take advantage of

This item applies on-hit effects.

According to the wiki, the following are on-hit effects.
- Criticals
- Life Steal
- Armor Penetration
- Bonus Attack Damage
- Red buff (true damage/slow)
Phage and
Frozen Mallet
Malady
Wit's End
- I might have forgot an item or two.
This item is also farmtastic. Finally, ADC can auto-attack and get gold. This item owns the jungle.
(3)

Synergy: life steal to survive, works with Runaan's
(4)

Synergy: more damage and life steal, works with Runaan's
In this build, we are teching to get


Alternative to getting B.F. Sword is



Past the big 3
Getting


With




Synergy:







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