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Build Guide by Naryl

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League of Legends Build Guide Author Naryl

Kog'Maw attack-speed+%hp

Naryl Last updated on July 13, 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

Welcome to my Kog'Maw attack speed guide!

First of all let's check the champion known as Kog'Maw:

- Insane attack range.
- His attacks deal % of target hp as damage.
- His ultimate is unique and can be used in many ways.
- Can kill any kind of target in a few secs.
- When he rebirths he does it dancing!.

- Probably nerfed soon.
- Squishy.
- Can't lifesteal when using Bio-Arcane Barrage (probably bug).
- Weak against fast lifesteal melee champs.
- Needs to have a good team, specialy for early game.

- Exhaust: why? it's the best defense against your worst enemies, fast AD champs. Also the improved version lowers the target defenses so it boosts the damage dealt and the slow can help in ganks. The only problem is that you attack too far from the target to cast this spell on him without having to risk and go close to him.

- Ghost: well this one is my choice, flash could work also, or even cleanse. I choose this one to escape but more to get kills. Arcane barrage with red buff/frozen mallet and ghost is a sure kill.

Skills: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.

Need description? when you die make sure to run close to the nearest enemy with low hp to finish him off!
Caustic Spittle - Passive: Increases Armor Penetration by 13/16/19/22/25%.

Active: Kog'Maw launches a corrosive projectile which deals 60/110/160/210/260 (+0.7) magic damage and doubles his passive armor penetration for 4 seconds (Removes the passive until available again).

For this build this skill is great mainly for its passive part. It will boost your damage quite a lot, and if the other team has a tank with a lot of armor using this active on him will make you delete him in seconds.
Bio-Arcane Barrage - Kog'Maw's attacks gain 140/180/220/260/300 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.

Ok! This is the main skill this build is focused on. It gives you INSANE attack range plus a awesome damage boost of % of the target max HP, add here the damage of the madred and the sword of divine with a high attack speed and that's it: total destruction. Also this skills has low cost and its CD isn't that long. The main problem is that for now you can't lifesteal when using this skill (i tried both lifesteal and spellvamp, neither works), hopefuly this will be fixed in the future.
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.

Without any AP and with only 1 point til the end of the game one could think this skills was useless for this build... then you are wrong! This skill has one and unique purpose for this build: SLOW. Why? because until you get your hands on a frozen mallet any player who knows your range and damage can easily outrun you and escape. Try to toss a path of ooze on their escape route and watch they die. This skill is specialy usefull also for defense, both for you and for your teammates to run away. I often use it to draw a line across a path to slow ALL the enemies pursuing my team and got some kills sniping them from the other side of the jungle with the barrage and ulti.
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). Each subsequent Living Artillery in the next 6 seconds costs 40/40/40 additional mana (Max 250).

What to say about this skill... it's GREAT. Even without any AP it deals quite a decent damage, more than enough to finish fleeing enemies. It also costs close-to-nothing mp so you can spam it with a golem buff. The skill also reveals targets for a while after hiting them, so it's kinda nice to explore and uncover ambushes.

Item build + playing tips:
First get one of the items of the berseker's, I usualy choose the attack speed one but sometimes, if you know who will you be facing in the line, it's better to get the boots. Also get a healing potion. Now go to your line and be DEFENSIVE, until higher levels you are total ****, with no damage, no escape, nothing. Unless you are sure your teammate in line can deal some damage don't risk it. At level 3 you have 2 points on Barrage, so you can start to harass from a nice distance, Ooze -> Barrage can deal quite a bit of damage at these levels and if your teammate can either do damage or stun that means a sure kill.

When you have enough money to turn your first item into the bersekers you should go to base and get them, the extra speed is important and the next item you need to get cost quite a lot. This part is the worst of the game, you need to save money for Madred's. Start with the bow for the extra speed and then turn it into the full item when you save enough. At level 6 you can solo both golem and lizard without much trouble with the arcane barrage.

When you get your hands on the Madred's... it's game over for the other team. Now you can start to gank and kill almost any champ, the level should be arround 10 at max for both your and their team and at those levels dealing aprox 10% of the target's HP with EACH hit and attaking fast as hell is sure death to most champions, even tanks.

Next item is the Sword of the Divine, for even more attack speed and the added damage every 4 hits, also the active of this item lets you obliterate high dodge enemies. At this point of the game you have enough damage to kill anything, and with exhaust the poor fool who tries to gank you from melee range is gonna regret it. But remember than your are also weak as hell so try to don't jump between multiple enemies, specialy if they have stuns or other disables, and don't try your luck against a strong damage dealing champion unless you can snipe him from a save place.

Frozen mallet is meant to ensure kills, from both you and your team, also it will disable the target you are attacking, slowing him a lot and making him hard to both attack and escape. It will also boost your health, making you harder to kill, even tho you are still squishy, so be careful.

From here on it's all about the situation. If you think you can die easily get a Rebith armor, if the other team has too many disables get a Veil. I often go for Phantom Dancer for the added attack speed, movement speed and the chance to make crits. Let's make this clear, this build doesn't focus on crits, but your Arcane Barrage CAN score criticals, so why don't add some chance when the game is longer than expected? If you want to add more crit damage get a infinity edge but I rarely need it to kill anything.

The best part of this build it's only the 4 first items are needed to be a total destroying machine, the other 2 are left to your choice.

Well that's it for my 1st build, comment any errors/things you would improve please!