Build Guide by LightningLord
Not Updated For Current Season
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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.
- The blue runes can vary. I chose to use CD reduction simply because you can't really go wrong with them. You can also get MP-5 runes if you want to harass more.
Greater Seal of Vitality - The HP yellow and quints greatly increase your survivability to gank/asassinate early game. By level 6 the per level yellow HP runes will give more HP than flat ones.
Greater Mark of Desolation - The red armor pen also helps kill early game with the Dusk-bringer -> auto-attack combo (not really a combo...)
Flash - One of the best skills on every carry, this greatly improve your getting in and out and escaping (that's what she said).
Exhaust - Helps Bio-arcane Barrage hit more, not to mention you can use it to escape.
Ignite - The extra damage is pretty useful but exhaust will allow you to land more hits and your physical attacks will always end up greater than ignite
Ghost - increase in survivability isn't bad, can also improve ganks.
Heal - NO
Revive- Initiate a team fight, die, revive, rush back to the team fight...I hope you realize I'm joking by now...
The passive is extremely useful
Passive: Increases Kog'Maw's attack speed. Active: Kog'Maw launches a corrosive projectile which deals magic damage and corrodes the target's armor for 4 seconds.
Passive: Increases Attack Speed by 10/15/20/25/30%.
Active: Kog'Maw launches a corrosive projectile which deals 60/110/160/210/260 (+0.7) magic damage and reduces the target's armor by 5/10/15/20/25.
The greatest asset of Kog Maw...Max ASAP
Kog'Maw's attacks gain range and deal a percent of the target's maximum health as magic damage.
Kog'Maw's attacks gain 130/160/190/220/250 range and deal additional magic damage equal to 2/3/4/5/6% (+0.01)% of the target's maximum Health (Max: 100 Damage vs Monsters). Lasts 6 seconds.
Slow for using Bio-Arcane Barrage
Kog'Maw launches a peculiar ooze which damages all enemies it passes through and leaves a trail which slows enemies who stand on it.
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.
Super Range ult that can finish off what thinks escaped
Kog'Maw fires a living artillery shell at a great distance dealing damage and revealing targets. Additionally, multiple Living Artilleries in a short period of time cause them to cost additional mana.
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 200).