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Spells:
Ghost
Flash
Ability Order
Icathian Surprise (PASSIVE)
Kog'Maw Passive Ability
Introduction

THIS BUILD IS FULLY BASED ON SHREDDING ANY THING THAT COMES INTO YOUR WAY(tanks too)
(there is no such thing as squishy, at least not if you play smart.)
Post you scores or send them to me i am sure to upload to this guide :D

Introduction
hello everybody this is my first guide i have ever built, before we begin i just want everybody to know that this is the way I - ME, play him, that is my play style, and even if you don't like it please TRY it before voting.
this build is purely based on SHREDDING apart what ever you attack, for example attacking a tank and still pretty much ignore his defenses.
i love kog because he is one of the strongest late game ranged carries, and if built correctly he can even surpass most of them, from the start of the game i have always loved his skill set, but i was always missing something, and as result i kept feeding, so i took it to my hands, bought him, and decided to try and play with him as much as i can until i can find the correct way to build him and master him. unfortunately other guides were not using kog in my play style, so i have played with him testing every item i could just to get a perfect list of items for him and his benefit from them, i hope you enjoy the guide and i would love some feedback because there is always place to be better :)
Some awesome music to listen to while reading the guide:
http://www.youtube.com/watch?v=lTx3G6h2xyA
- fantastic damage output in just a few seconds mid\late game.
- can change his items path to counter enemies and such without harming the damage output overall too much. versatile build
- one of the best harassers in the game, with both the living artillery, void ooze and bio-arcane barrage to annoy, kill, and bruise from afar.
- due to his ultimate living artillery he can also see champions hit by it and where they go, can be used to check bushes and other gankable places.
- not much cc to help the team, but his slow is fantastic to place in small places to slow enemy champions that are running in a narrow place where they will have to walk constantly on it.
- with a kog'maw in the team neutral monsters such as baron nashor and the drake are much easier to kill with kog's caustic spittle which reduces armor and his bio arcane barrage that deals damage by % of hp.
- great farmer that can also finish off pushing waves of minions with spell spamming.
Cons:
- one of the weakest early game carries in the game, that can deliver very low damage unless he's ad which helps his early game a lot.
- fairly squishy and no Actual escape mechanism.
- very mana dependent\thirsty early game unless buys mana items.

Sadly it is INSANELY Bugged.



tips for usage:
A. blocking a path:you know someone is going to walk in somewhat direction to chase an Allie or you or hes running, so place it horizontal to his walk path, that way he has to walk through it or around it.
B. filling the whole place with it: place it in a corridor to make it fill up with that vomite so they are stuck in that corridor. (Examples can be found down)

this spell has a very big advantage to it, using this on an enemy unit will show you them wherever they go for a few seconds, so if you have some extra mana just check the bush with an ulti before face checking.
Examples for ability uses:
Examples of


This Should ONLY be used if you wish to block a path and not necessarily slow him. If this is done, he will most likely run in theblue path. if you wish to both slow him and pretty much block a path just place it a little closed to him, so it will slow him by the edge and still block in some what way.
Examples of


As you may see or not this picture isnt the best example, since im in range to simply auto attack him, but this is for showing you where to place your ulti most of the time, since usually when they see Kogmaw uses the ulti they will immediately run back, taking the hit, this is just an example, to understand more you will have to actually practice.
Another example:

Here i came to gank, since i came from behind him he was forced to run sideways to avoid getting closer to me. i place the ulti where i predict by his speed he will reach.
most ganks like that dont end with a kill unless summoner spells are invloved
BIG TIP: this ulti can reveal enemy units right? well then one of the best methods to do is when suspecting a certain enemy champion is comine to gank or just want to know where and what they do in the area, lets say near dragon, go from behind him, and ulti him, the dragon will be revealed and some of the area around him, and thats not the good part, the good part is when he starts to fly to you from the otherside, he will go right or left depending on the angle u are standing on the other side of the wall, he will WALK AROUND TRYING TO REACH YOU, AND REVEAL THE AREA SAME TIME, its like a walking ward
Example:

Skill Sequence:
I start out with

Up next move on to


You should max out


NOTE: I USE A DIFFERENT SKILL ORDER IN RANKED, GO TO "Ranked" CHAPTER TO READ MORE.
Skill use:
Damage\Fight:
if you have



Juking\kiting:





Harass:


Team Fights:
Too risky: Harass. (look above)
Moderate Risk: Harass, and Juke\Kite. (look above)
Safe: Damage\Fight. (look above)
WHAT I USE:

without doubt my favorite summoner spells, for you guys it might not seem very important to kog'maw, but in my build, this baby is your life. my main use for this spell is for farming, i think kog is a good farmer and he should farm ALL THE TIME in early game, since he is weak he should try to rush some items first, so what i do is take that spell, that way i can return to base get some items or regenerate after a gank or team fight, and teleport back to lane to farm, or do something very nice i call it to "nurture the minions", go to a lane, only last hit, that way more and more waves of friendly minions join to your side with the time without pushing too much, then go help your team in team fight or whatever, and when it finishes go to a brush without being seen, teleport to a minion that is currently under attack from a turret, (teleport makes the minions invulnerable for a sec) and then you can push with the same minion wave you nurtured last time.
also teleport allows you to "telegank" by teleporting to a hidden ward in a bush or a minion in case someone in the other lane is overextending, that way you can just show up when they are not expecting it and no ss was even told yet on you.
Here's an example of a certain teleport usage: (not the best example i know)
http://www.youtube.com/watch?v=BPIB8yG_ZdA

currently the strongest utility spell in the game, i take use it in normal games mostly, to juke chasers, to escape if i am not positioned well and for that last bit of distance you needed to reach with the ultimate range to enable a sure kill. can be used in ranked too, but people there are more skilled and will probably **** you up anyway.

best chasing ability in the game, works wonder when running away or chasing.
NOTE : i always take TELEPORT + FLASH\GHOST, but if you still feel like bieng focused too much or not enough utility then you can take the mastery


Still didnt get a chance to play with it, but to be honest, this looks so AWESOME. this is perfect for this guide theoretically, i cant wait till i can test this, Attack speed + Ability power, its like they built this spell for you. (or for teemo)

good summoner spell for almost every champion, both cooperates with caustic spittle and the build itself, and its always good to shut down that pesky melee that picks on you, also good for 1vs1 and in lane it shines the most in my opinion.

great spell, i seldom use this, but it can be VERY effective say in ranked you see enemy team has 3\4+ stuns or immobilizes this will save your *** and remove some focus from you, even extra awesome when you combine it with

But, in blind picks Etc, i wouldnt pick it, since not always enemy team has stuns and immobilizes and you wont use the spell during the game almost at all, and you can always jsut buy

The "Maybe"

i cant find a very good use for this, but if you want to feel safe with some map awareness or to know where to land your ulti to kill when he's across the wall.

nice summoner spell, people tend to call it " noob " and stuff but its only because they have failed to kill you with that " lucky heal noob ", i dont use it with kog but it can work with any champion in the game, nothing feels better then getting tower dived and then you cc them in the turret and heal up whatever looked like a low hp state. always brings up double kills. this spell is purely for pubstomping, to use it properly you need to mind trick enemies into attacking you without knowing that you have a secret heal in you sleeve, use it only in the very last second before you die and surprise buttsex him.
(NOT RECOMMENDED FOR RANKED)

if you really, just cannot get used to the idea of conserving mana and using it only when needed, then you may pick this, another good use for this except for the lane sustainability is when using that mana thirsty ulti to pick off that last hit from afar and your out of mana.
Not Recommended

has use only for a handful of champions such as Evelyn and Karthus, but you are not one of them.

i have heard of double jungling pair Kog'maw + Janna with koggy holding a smite, but this is not part of this guide or build, if you are interested google it, i heard it works not bad.

Useless for you as a kog'maw, even in dominion i cant find anything useful in this.

if you are in range to use ignite then something is wrong, ignite may have some good things like countering regen *****es like mundo or life steal pumped nocturne, but the point with Kogmaw's squishiness and no escape mechanism is that you out range almost anything, and it should stay like that.
Runes




Attack Speed is the most important thing when playing as kogmaw, it enables you to maximize the potential of the:
A. All the magic damage items proc and the damage itself.
B. it maximizes the potential of

Secondary Runes
Runes







Runes



Greater Seal of Vitality Gives you some really nice health scale will make you less squishy.





Also took







Optional mastery pages:
HAVOC
Introduction
here come the big part of the guide, what you see up there is just a guide in a normal game where you are not focused and have no issues at all or just fed. now here comes my big list of items that are situational, but still keeps you a strong carry.
team comps:
enemy team has a


if enemy team has alot of cc just buy it anyway, believe me it can save you bazillion times.
the reason i get


say enemy team has a malz the build will AT LEAST look like:




you may also add any other personal preference of countering.
against teams with a strong: either- large amount of auto attackers, damage over time abilities (such as Katarina's ulti) or just delayed effect such (such as Morgana's ultimate) then buy an early:

if enemy team has a large amount of casters but so is your team full of casters should consider getting an:

CORE ITEMS
NOTE: the idea with this item versatile build, is that there is no real item build which is perfect, it always depends on the situation, so just look at both teams, and then try looking at this item list or at shop for more items, and just buy considering the need for the team or to just buy to maximize your damage~survivability equation considering the enemy team. so what you do is just try keep as much as possible loyal to these core items:
#1= (damage)



#2 (survivability\utility)



Reasons for this build assembly:

kogmaw even when not full ap deals ALOT of magic damage, whether its from his nonstop ability spam or from his



this item is just a casual survivability item "on the way" to get the real strong items that makes you a monster.








then you really SHOULD buy this item.lets shorlty review this item comparing it to the frozen mallet and phantom dancers:
this baby holds them both, its the best option if you wish to pick on of the above, unless you want to get both phantom and frozen in the same build, but other then that, this item is much better then each of them alone.
comparing to frozen:
slow is slightly worst, with a chance to NOT apply it. BUT you always have the move speed, then if you wont slow on the first few hits you always have move speed to catch up, same goes for the mallets slow, maybe mallet slows more, but you can equate this with the move speed.
hp- mallet has a bit more, but mallet does not have the move speed that can save your *** more then any amount of hp.
on hit proc and the crit chance\attack speed- mallet doesnt those, mallet loses here.
comparing to phantom dancers - move speed- phantom wins here, but phantom has no slow effect, which is very important if you dont have it.
hp\mana\proc\slow- trinity has phantom does not.
crit chance\attack speed- phantom clearly wins in that, but is it really worth taking a slot just for that? i mean were not ad pumped, so crit will not benefit us very much, the attack speed is nice, but its just not worth it.

So if you have no enemies that really bother you or some special "need" to counter someone over there, the build should look about like that end game:
(left to right buying order)






(As you can see, pretty balanced:
utility- slow\move speed.
survivability\sustainability- hp\mana\lifesteal\spellvamp\around 100 MR and 100 Armour.
Damage- tons of attack speed and some special on hit effects that enhance damage by a lot.
SECONDARY (SITUATIONAL) ITEMS
Tank Shredding:
Survivability\Damage:
Survivability:
Utility:
Early Game:
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

this is the most important item any kog'maw should get, ap, ad, hybrid, this is undoubtedly the best item in the game for him. it combines so well with

(Copied From Above)

the combination of the attack speed, the ap, and that fantastic passive proc, that reduces magic resist in my opinion this is one of the best items in the game for kogmaw. you need attack speed of course, and the ability power is always nice to have to enhance the magic damage dealt by abilities, and the armor reduction is so important since its not just increasing Your damage output, it also increases your whole team damage output against that target, and combined with


(Copied From Above)

most important item for any kog that is not full ad:
kogmaw even when not full ap deals ALOT of magic damage, whether its from his nonstop ability spam or from his


(Copied From Above)

Great item, not too much cooperation with this particular build, and it will make you more hybrid styled kogmaw and can be seen below in the optional item builds
(ap\ad\hybrid), but this is nethertheless a great item and will make you shred tanks even more easly, but it will make you have almost no resistances like from wit's end's 40 mr.
if you buy it, get it as a first item. (flat AD stronger in early then most options)

if enemy team has a large amount of casters but so is your team full of casters then this item will fit great, this will give you a considerable amount of magic resist, and the recipe is simple efficient and cheap. also your teams caster will love you more :3 .

INSANE item, this will pump your late game damage by ALOT ("Tons of damage" - Phreak) 40% magic pen pretty much means you will Ignore 40% of the targets Magic resist AFTER Malady's proc and your magic pen:
Target with 100 Mr, you have no penetration whatsoever. you will consider the target to be with 60 Mr.
Target with 100 Mr, First Malady will reduce his armor to 76 (-24), then your magic pen (20) will reduce it to 56, and after all of this the staff will reduce it by 40% leaving it with STAGGERING 22 Mr !!!! dont ever forget, that you will NEVER EVER buy this Early\Mid game, as a simple

( i am actually considering to swap this as a core item )
Happy munching. goodbye tanks.

At first i used to buy it purely as survivability when i had against me strong casters, but after a while i saw that it is almost always beneficial to you as your always under constant fear that a freaken caster will pop out of nowhere in the middle of a teamfight and slaughter you, so its rather optional core item, "less core" the other items, you can just rush madred's or malady instead if you wish for extra damage.
this item is just a casual survivability item "on the way" to get the real strong items that makes you a monster.

An excellent choice for This build, since were not building an ad kog'maw, you cannot build such items that benefit from AD too much, yes its good, but you will lose an item slot for much more important items that fit better into THIS build and since it brings also some spellvamp its always nice to have something to heal of that does not necessarily make you auto attack it from close range ,+ you have a big whole lot of attack speed, so whether you have ad items or no, you still need the life steal from that item. this is a survivability- utility item, it is not a must, but it can help alot, especially when you dont have any CRAZY slow such as frozen mallets slow, rylai's scepter, or exhaust.
(COPIED FROM ABOVE)

For those of you that just CANT go without this item, and those that are interested why i don't generally take it.
dont get me wrong, it is a great item in general, the probleme is that this item is too much of utility and not enough of actual damage output. yes, it might help you survive some stuff with the extra HP, and yes, the slow is great, but really, if you get focused in team fights, unless its a small fight with only several people (1vs1,1vs2,2vs2 Etc)
the frozen will be just an item taker, since you wont need the slow for fighting, and the amount of hp is just incomparable to the amount of damage you may inflict instead, in general i think that lets say life steal or other unique items that has a way of protecting you are just much much better, lets say wits end with the nice amount of (40 i believe?) MR when stacked, that can save your *** against any hybrid or ap sustained damage such as singed and Cassiopia it will help a bunch, well.
the slow: i don't find it necessary at all, i never have problems with runners, the ultimate is more then enough to kill them if they somehow managed to escape your imba slow goo-vomite-of-void-thingy pile, and you can always flash to get that last hit on someone, if you REALLY REALLY MUST HAVE a slow, dont forget you can always get it from


frozen mallet has really big advantage on the other hand, which is that 700Hp IS ALOT OF HP, it will probably save your game if you have trouble staying alive in these next stages: early, early mid, and mid game. but sell it later game since then 700 hp is really nothing if you get focused by anything but a support

used to run with this until koggy's recent patch that tweaked his cd for the bio arcane barrage and now the CDR wont prove any useful anyway now, pick it if you still like it for the insane attack speed some ap and mana regen.

If enemy team has a large amount of casters but so is your team full of casters then this item will fit great, this will give you a considerable amount of magic resist, and the recipe is simple efficient and cheap. also your teams caster will love you more :3 .
(COPIED FROM ABOVE)

Great item i tend to buy it in many games, this item is just a HARD COUNTER for any long duration Ability and the ones that will cry the most from that are :





I have never played with it, but i can see its potential as it gives a nice boost for health, ap, and that awesome slow that can be used with the ulti from afar to slow enemies.

Really nice item, gives high amount of Armour and small portion of magic resist, in general its a really nice item and can be quiet the LOLZ to die and right after death to activate


Awesome item, the second favorite defensive item in the game, basically it will save your life. also awesome with combination of zhonya's hourglass activation. cooperates fantastic with a



Not such a fan of this item, i only buy it sometimes just for the awesome combo of banshee +

Utility:

An excellent choice for This build, since were not building an ad kog'maw, you cannot build such items that benefit from AD too much, yes its good, but you will lose an item slot for much more important items that fit better into THIS build and since it brings also some spellvamp its always nice to have something to heal of that does not necessarily make you auto attack it from close range ,+ you have a big whole lot of attack speed, so whether you have ad items or no, you still need the life steal from that item. this is a survivability- utility item, it is not a must, but it can help alot, especially when you dont have any CRAZY slow such as frozen mallets slow, rylai's scepter, or exhaust.
(COPIED FROM ABOVE)

Great item,but the WHEN to buy it is the probleme here, since this item is very very expensive and untill its completed it takes up a bunch of slots and time. from what i see, in most games you will want to buy it right after


then you really SHOULD buy this item.lets shorlty review this item comparing it to the frozen mallet and phantom dancers:
this baby holds them both, its the best option if you wish to pick on of the above, unless you want to get both phantom and frozen in the same build, but other then that, this item is much better then each of them alone.
comparing to frozen:
slow is slightly worst, with a chance to NOT apply it. BUT you always have the move speed, then if you wont slow on the first few hits you always have move speed to catch up, same goes for the mallets slow, maybe mallet slows more, but you can equate this with the move speed.
hp- mallet has a bit more, but mallet does not have the move speed that can save your *** more then any amount of hp.
on hit proc and the crit chance\attack speed- mallet doesnt those, mallet loses here.
comparing to phantom dancers - move speed- phantom wins here, but phantom has no slow effect, which is very important if you dont have it.
hp\mana\proc\slow- trinity has phantom does not.
crit chance\attack speed- phantom clearly wins in that, but is it really worth taking a slot just for that? i mean were not ad pumped, so crit will not benefit us very much, the attack speed is nice, but its just not worth it.
(COPIED FROM ABOVE)

I have never played with it, but i can see its potential as it gives a nice boost for health, ap, and that awesome slow that can be used with the ulti from afar to slow enemies.
(COPIED FROM ABOVE)

For those of you that just CANT go without this item, and those that are interested why i don't generally take it.
dont get me wrong, it is a great item in general, the probleme is that this item is too much of utility and not enough of actual damage output. yes, it might help you survive some stuff with the extra HP, and yes, the slow is great, but really, if you get focused in team fights, unless its a small fight with only several people (1vs1,1vs2,2vs2 Etc)
the frozen will be just an item taker, since you wont need the slow for fighting, and the amount of hp is just incomparable to the amount of damage you may inflict instead, in general i think that lets say life steal or other unique items that has a way of protecting you are just much much better, lets say wits end with the nice amount of (40 i believe?) MR when stacked, that can save your *** against any hybrid or ap sustained damage such as singed and Cassiopia it will help a bunch, well.
the slow: i don't find it necessary at all, i never have problems with runners, the ultimate is more then enough to kill them if they somehow managed to escape your imba slow goo-vomite-of-void-thingy pile, and you can always flash to get that last hit on someone, if you REALLY REALLY MUST HAVE a slow, dont forget you can always get it from


frozen mallet has really big advantage on the other hand, which is that 700Hp IS ALOT OF HP, it will probably save your game if you have trouble staying alive in these next stages: early, early mid, and mid game. but sell it later game since then 700 hp is really nothing if you get focused by anything but a support
(COPIED FROM ABOVE)

Tried it out of suggestions from random people in the game and found it in other guides. my only comment is: There are much better items to take place of this one.
the item is just too expensive to get it unless you got fed early, and until you do its complete you dont have much use of it, since it ends up stealing all of your slots untill completed. also your not AD so you do not benefit from it as much as you can.
Why i dislike it so badly? well lets see, hmm, critical, not bad, movement- not bad, attack speed- great. whats my probleme then? that it takes a slot out of much much much useful items, if you really want it, then get trinity force instead, its just so much better with the extra slow and extra movement speed and everything else. all of the games i tried out the phantom dancer i just ended up being considerbly weak compared to in the same phase being stron with my own build.
if you really must have it then be my guest, but i really do think that trinity can fit in this role much better.

At first i used to buy it purely as survivability when i had against me strong casters, but after a while i saw that it is almost always beneficial to you as your always under constant fear that a freaken caster will pop out of nowhere in the middle of a teamfight and slaughter you, so its rather optional core item, "less core" the other items, you can just rush madred's or malady instead if you wish for extra damage.
this item is just a casual survivability item "on the way" to get the real strong items that makes you a monster.
(COPIED FROM ABOVE)
wit's end is in early game section aswell as others since it is not much of a great late game item, the magic resist isnt enough to actually save your ***, it does take away a big chunk of damage from what it could be, but later game if you get focused it means your gonna die anyway. it is still a heck of an item with the 40% attack speed which is awesome so i still use it later game unless i have some special counter need.

Moderate item, it is has some real nice perks in early and mid game, but it fails horribly late game, whenever and whoever i buy guinsoo with, i always sell it later game for something better, since the AP even when fully stacked is just really insignificant, and the attack speed comes too late in fights to actually do something, late game fights you need to be in your tip top condition in all times just in case, this item does not deliver that. however this item is rather strong and underrated in the early stages in the game, and most importantly, its cheap, and easy to build as first second item.
AD Build![]() ![]() ![]() ![]() ![]() ![]() |
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AP Build![]() ![]() ![]() ![]() ![]() ![]() |
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Hybrid![]() ![]() ![]() ![]() ![]() ![]() |
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Semi-tank![]() ![]() ![]() ![]() ![]() ![]() |
TANK MELTING - AD Style (Optional Build)
(Still Testing)
as i said at the start this guide is meant for shredding ANYTHING, you may deal less damage against carries and squishies, but you will be able to deal high sustained damage against anything no matter who or what, so these are AD builds for kog to do this effect.
Items:
A normal build if you have no special needs for defensive etc will be as following:






with these as your core items. (Stark's can be swapped later game)



Tank Shredding:




Survivability\Damage:





Survivability:



Utility:





Early Game:





Runes
Runes




Greater Mark of Desolation Since the build's purpose is to destroy everything armor penetration is a must when going Ad build.


Greater Quintessence of DesolationSince the build's purpose is to destroy everything armor penetration is a must when going Ad build.
Masteries:
Summoner Spells:




Everything else pretty much stays the same.
First time going this build:

TANK MELTING - AP Style (Optional Build)
(Still Testing)
as i said at the start this guide is meant for shredding ANYTHING, you may deal less damage against carries and squishies, but you will be able to deal high sustained damage against anything no matter who or what, so these are AP builds for kog to do this effect.
Items
A normal build without any survivability needed should look something like this:





Where in the last slot you should have one of these:
Tank Shredding:


Survivability\damage:






Survivability:



Utility:



Early Game:


Runes
Same runes.
Masteries
Summoner Spells
Personal preference should be the key factor here, just remember you can now stay from afar to attack and might not need certain masteries.
First time going this build:
(had enemy fed Sion focusing me the whole ******* game and eventually enemy Twitch backdoor us and won the game)

TANK MELTING - Tankish Supportish Aura Anti-tank Build
this just came up to my mind i will check it out a couple of games in time and edit this section the moment i have it. (IN PROGRESS)
TANK MELTING - TANKY STY-wait what? (SemitankyDPS Optional Build)
this just came up to my mind i will check it out a couple of games in time and edit this section the moment i have it. (IN PROGRESS)
why i start with




Early game items: Get dorans blade and head for lane. next time your back you should have enough money to buy an optional second dorans blade (great choice gives alot of early game hp and damage) and boots. i always buy a second doran,but you can do whatever you wish.
Farming
LAST HIT dammit, it annoys me to see people just standing there attacking nonstop and ****ing up my lane that i worked hard on. last hit nonstop, when u want to push auto attack or waste mana but make sure u still get all the kills. for laning just just last hit and if its far then use bio arcane barrage since it costs almost no mana. if wasting mana do it on the caster minions they are more fragile.
short video just so you can understand pretty much how it goes (takes some practice) :
http://www.youtube.com/watch?v=ypWlD69aEVo
money states:
1) (Money in bank) < 75 Buy potions if you need.
2) (Money in bank) = 75~325 Buy wards if the lane needs, buy elixirs or potions if you want or need.
3) (Money in bank) > 325 Buy an item if you can, if not repeat steps 1+2. (beware not to waste money all the time on those, try to save most of the time if you don't need.
Boots




these are the boots i recommend you to pick, but you can pick whatever you want suiting your own playstyle.
Game phases:
Early Game:
constantly farm, if your lane enemy champions are farming or just feel to free to move around prove them wrong, use [bio-arcane barrage] to keep them away from the minions, Important Side Note- people underestimate auto attacks, i know it may seem little, and so will your enemies will think so too when you attack them to keep them away, but if you do that a couple of times, before you know it, and without any mana wasted, they will have around 300 hp less then what they had before. this is how you can abuse easily melee champions and some short range champs.
so keep harassing with bio arcane and try not to miss minion kills, try to last hit its important for you not to auto push it will get you killed or zoned from exp.
watch the map when have more then 50% hp to see if some team fights are happening or someone has overextended in their lane, and then teleport to a ward in a bush nearby them or just a minion that is behind them and its called "telegank", and just pop up and start killing perhaps even help them push the tower if you got a double kill.
Middle Game:
this is where you need to get money. participate in as much team fights possible, if the allies do something stupid and initiate badly and fear for you life, just don't go in, its not worth it, try spamming them to go back and keep just spamming from safety your ulti and the slow, its better 3 dead from the team then 4.
whenever you can go take blue and red, only if there's some mana starved harasser like you or a support or a tank such as amumu give blue to them, otherwise just take it, red is yours.
farm farm farm farm farm farm farm farm farm farm farm farm farm farm farm farm farm farm
farm farm farm farm farm farm farm farm farm farm farm farm farm farm farm farm farm farm
farm farm farm farm farm farm farm farm farm farm farm farm farm farm farm farm farm farm
use telepushes\backdoor, a nice trick is to go "nurture" a group of minions by letting them stack , then go to the other lane or to a team fight or what ever, push there too, and when you see many people are coming to gank you for overextending by pushing a lane, teleport to the other lane and push the tower there. always works unless there's a ***** tf or pantheon.
Late Game:
you are pretty close to a full build, this is the part where you must place wards everywhere, since late game a single bad team fight or a gank can lead to a lose.
ward everywhere, try not to get greedy, since you dont need the urgent kills and money anymore,then try to play rather defensive, wait for your tank to do his job, only then enter and still stay behind someone or your gonna be focused. still take buffs.
Very Late Game
this is the most dangerous part of the game, this is the part that a single bad move will most likely end the game, play safe, don't go solo, don't overextend, just stick to someones *** and stay there the whole game to be safe, in tf just auto attack the tank don't focus him if u can hit someone else, don't waste abilities or cd for the tanks, just auto attack them if they cant cc you and initiate, so stay in a smart distance, being ready for anything to happen.
at this part of the game you can also pretty much "deal" with anything that comes to your way, though you will need to be careful with those non effort tons of profit meele carrys or ranged that really take much less skill to master or play then at least at a good level such as vayne, trynda, or nocturn; that will just suicide into your team killing everybody, so what you can do is stay in safty distance and whenever the tank sometimes gets aggressive so try to kite him abit ( very fun ) lets say singed, use your slow that is almost as strong as his in case he comes close, and just snipe him with your auto attack from afar, do it once in a while and always do it when you are in absolutely NO danger at all, and your team is protecting you, in a few seconds almost every tank will be in around 30% of his hp just for standing abit in front of his own team. OF course if you can do it to something else such as a carry then pick him instead like duh, what im saying is dont ignore the tank completely, auto attacking doesn't cost anything.
! important !
wards
its underrated, ward is probably the best thing this game has to offer for map awareness, and its cheap. wards will be your safety net in the lane, every time you go back to base, buy as many as you can with the spare money you have, if they have a jungler, place them in places such as the dragon, every bush near your lane. after early game try buying them as many as possible and just walk around the map and place them, save some in inventory in case you need wards in fights like purple ward to **** up akali that placed that pool of invisibility, or in a bush you know an enemy is going to walk to, so you can see who what and can target them aswell. wards. win. games. its your duty as a player to buy them, not as a kog, so don't order your tank or support to get them, its your responsibility aswell.

example map for ward spots, map isn't mine found on Google.
RED is yours aswell, since im not taking


When fighting dragon keep in mind that its better to pull him out of his "pocket" to have more visibility of the environment while attacking him.
Example:

Green: the visibility when attacking the dragon without pulling it.
Red: the visibility when pulling the dragon out of his pocket. you can see people that sneak into the nearby bushes and more range for general sight of the river.
Start out with












also notice her












Middle Game:
The most versatile part of every game, everything can change in this phase, this part of a game is the chance to redeem yourself, whatever happened in lane phase wont have much effect on this part of this game, if you had a bad lane, this is the time you can fix it by farming, gathering kills\assists, warding around the map, getting drake, early barons, mid lane fights, sudden pushes, if you are already fed or well farmed your job is to keep the enemy team from earning global gold and try to hold them by the balls in terms of winning chances, don't give them any chance to push, farm, or take drake, if you see that




Late Game:
You are pretty close to a full build now, this is the part where you place wards everywhere if you can afford it\have slots, since in late game a single bad team fight or a gank can lead to a lose.
Try not to get greedy, since you no longer need the urgent kills anymore,then try to play rather defensive, wait for your tank to do his job, only then enter and still stay behind someone or your gonna be focused.
(Sort of copied from above)
Very Late Game:
This is the most dangerous part of the game, this is the part that a single bad move will most likely end the game, play safe, don't go solo, don't overextend, just stick to someones *** and stay there the whole game to be safe, in teamfights just auto attack the tank don't focus him if u can hit someone else, don't waste abilities or cd for the tanks, just auto attack them if they cant cc you and initiate, so stay in a smart distance, being ready for anything to happen.
At this part of the game you can also pretty much "deal" with anything that comes to your way, though you will need to be careful with those non effort tons of profit meele carrys or ranged that really take much less skill to master or play then at least at a good level such as vayne, trynda, or nocturn; that will just suicide into your team killing everybody, so what you can do is stay in safty distance and whenever the tank sometimes gets aggressive so try to kite him abit ( very fun ) lets say singed, use your slow that is almost as strong as his in case he comes close, and just snipe him with your auto attack from afar, do it once in a while and always do it when you are in absolutely NO danger at all, and your team is protecting you, in a few seconds almost every tank will be in around 30% of his hp just for standing abit in front of his own team. OF course if you can do it to something else such as a carry then pick him instead like duh, what im saying is dont ignore the tank completely, auto attacking doesn't cost anything.
(Copied from above)
Couple of notes: if you have a certain enemy champion that picks on you, try to get an item to counter him, if its a cc tank



(go to item chapter)
If item counter doesnt work there is only one option: FOCUS THEM. i know it may seem weird or stupid if say the enemy

TIP: If the enemy team has any aura buff\debuff related item (



Runes:
You might want to change some stuff, first of all ranked is no joke, so taking

Skill order:
Start with either






Items:
Here you have two main options on how to develop your build accordingly:
Item Sequence













Item Sequence














NOTE: that if you use this build you need to start with



Notable laning partners:























Try to here and there show some signs that you are alive and give some orders or use the ping to warn etc, they might just eventually follow you and do as you ask, which is great in times of anarchy in "lost" games.
try to coordinate ganks, explaining shortly and or pinging.
EX: Making yourself look like you overextended by mistake and then when they rush to kill you lure them into your team in a nearby bush.
Sascop
also if you wish to play with me a game or two i play in the Eu West under the name Sascop. ill try to find time to play with you.
18.9.2011: added some notes on several items tested.
runes were too general so they were tweaked.
24.9.2011: changed the summoner spells due to confusion between what i recommend in my own play style and what you should pick if you feel differently. (like i said, Its MY playstyle guide, but i also always add sections of what you can pick instead. (aka situational items\others)
also added some items tested to the list of items.
added an additional section of game start and early game optional items.
27.9.2011:
core item build changed ( added trinity force to the core section )
updated several sections withing the guide.
fixed some grammar mistakes.
12.10.2011: Inserted a last hitting video, and new in game pictures.
15.10.2011: ADDED AD AND AP BUILDS SECTIONS IN THE GUIDE.
17.10.2011 Re-organized the ITEMS Chapter.
25.10.2011 Re-organized the whole build, in progress you can expect to see the new format in the next few days.
26.10.2011 Organized the items section and the optional builds i compressed into one chapter. expect even MORE changes by the end of the week i am currently sick so i have more time at home to work on this.
6.11.2011 Finished the "Ranked" chapter, adding a new layer of playing. added some music to hear while reading the guide. uploaded a short video of a

11.11.2011~15.11.2011 Re-worked large parts of the guide, slightly new format, updated many chapters, changed the main build item order slightly, fixed some grammar mistakes.
27.1.2012 Due to the removal of dodge stat from the game (riot are good at taking OUT unique things) and the removal of

Updates that effect Kog'maw:
Graves Patch:
"Kog'Maw

kinda lame nerf, it didn't effect the game play too much, a bit annoying and its noticeable, now you need to think just a little bit longer before spamming the W casually you need to calculate if you will need the range and damage in the near future.

"Attack Damage reduced to 40 from 60
Ability Power reduced to 70 from 75
Life Steal reduced to 15% from 20%
Spell Vamp reduced to 20% from 25% and is now UNIQUE"
Uber nerf, but it was needed; AD Nerf: this was probably the hardest fall this item has with kogmaw, removing 5% lifesteal and 20 AD is just cruel. this is what really nerfes this item in terms of kogmaw using it. AP Nerf: Not too much, no longer katarina\akalis stacking them up for spellvamp, but still just as strong.
Fizz Patch:
"Bio-Arcane Barrage attack range bonus reduced to 130/150/170/190/210 from 130/160/190/220/250"
UNCOOL RIOT, UNCOOL. Koggy just got kicked in his balls, real hard. 40 range nerf at max level, this is one of the hardest hits koggy had to take in a big while. that pretty much degraded koggy's safety zone for attacking by A LOT. im pretty sure this nerf is unnecessary, kogmaw is pretty balanced and has been untouched for a long time, suddenly people decided his range is too much? uncool...
ok what this means is that from now on as kogmaw you will have to pay x5 more attention to positioning in teamfights, as you are no longer capable of sniping from afar just as much.
(GONNA REMAKE THE ITEM SECTION SOON)
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