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Kog'Maw - The Counter Counter Mindset
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Spells:
Teleport
Ghost
Ability Order
Icathian Surprise (PASSIVE)
Kog'Maw Passive Ability
On the Author
I generally enjoy most types of video games. I'm a huge classic RPG fan and am the biggest Dragon Warrior/Quest fan that I know; I consider myself a 'competitive' FPS player with several console games; and I enjoy PC games of strategy such as Command and Conquer, Age of Mythology, and of course League of Legends.
On with what actually matters.
Kog'Maw - The Mouth of the Abyss
Kog'Maw, Kog, Koggy, a champ by many nicknames. And also important to note, a champ with many playstyles.
I am a firm believer that League of Legends is best taken as a game of strategy, and not as a game of pure combat. I developed this feeling on the game due to about 90% of the approx. 500 games I've played were spent tanking (Amumu, Shen, Galio [pre-nerfhammer], and to some extent Singed and Alistair [hey, he was 450IP, I was low level...we all make mistakes!] ). I had to learn how to best tank for the team, initiate, and win. The successful way it often NOT the simple 'waddle straight down the lane, Ult, and have the team mop up' strategy. While that CAN work (indeed ANY strategy can work on occasion, one could argue), usually the way that works best will be to use a more intense form of strategy, consisting of sneaking through the jungle behind enemy lines, patient bush camping, knowing when to give up the chase without overextending, or low-health baiting.
Think about it - How much time in an average game (30 minutes, to put a number on it) are you ACTUALLY in combat with enemy champions? Considering laning phase as a generally passive time of last hitting and mild harassment that you could dish out in your sleep, and the time spent backtracking to push back creeps on your side lanes, getting jungle buffs, dragoning, and the occasional time spent dead, you are maybe in INTENSE champion combat for half of that 30 minute game. The time spent not fighting, or rather in-between fights, is what I believe makes or breaks a player in this game.
That time you spend not fighting should be spent THINKING. Thinking about what you have done that works, what doesn't work, who's building what items, who is getting fed, what towers need defending, what tower needs to be destroyed next, how much gold until your next item, your personal and your opponent's summoner skill cooldowns.... a whole mess of situations. THINKING is what will help you win the game - not the 'Kill, Kill, Kill' mindset of many current players. This build is geared towards helping you gear around a intelligent, THOUGHTFUL mindset.
Kog'Maw, Kog, Koggy, a champ by many nicknames. And also important to note, a champ with many playstyles.
I am a firm believer that League of Legends is best taken as a game of strategy, and not as a game of pure combat. I developed this feeling on the game due to about 90% of the approx. 500 games I've played were spent tanking (Amumu, Shen, Galio [pre-nerfhammer], and to some extent Singed and Alistair [hey, he was 450IP, I was low level...we all make mistakes!] ). I had to learn how to best tank for the team, initiate, and win. The successful way it often NOT the simple 'waddle straight down the lane, Ult, and have the team mop up' strategy. While that CAN work (indeed ANY strategy can work on occasion, one could argue), usually the way that works best will be to use a more intense form of strategy, consisting of sneaking through the jungle behind enemy lines, patient bush camping, knowing when to give up the chase without overextending, or low-health baiting.
Think about it - How much time in an average game (30 minutes, to put a number on it) are you ACTUALLY in combat with enemy champions? Considering laning phase as a generally passive time of last hitting and mild harassment that you could dish out in your sleep, and the time spent backtracking to push back creeps on your side lanes, getting jungle buffs, dragoning, and the occasional time spent dead, you are maybe in INTENSE champion combat for half of that 30 minute game. The time spent not fighting, or rather in-between fights, is what I believe makes or breaks a player in this game.
That time you spend not fighting should be spent THINKING. Thinking about what you have done that works, what doesn't work, who's building what items, who is getting fed, what towers need defending, what tower needs to be destroyed next, how much gold until your next item, your personal and your opponent's summoner skill cooldowns.... a whole mess of situations. THINKING is what will help you win the game - not the 'Kill, Kill, Kill' mindset of many current players. This build is geared towards helping you gear around a intelligent, THOUGHTFUL mindset.
This Kog'Maw build is designed around being different (and in my opinion, better) then standard Kog'Maw builds. It is certainly powerful to build the Attack Speed/Damage Koggy - it can certainly shred through some champions earlier then some other builds through pumping of
. Also, the popular AP Kog build is effective - your
is a powerful champion harasser/borderline nuke, and
can become monstrous in complete builds.
The main issue I have with these standard builds are that they are just that - standard. The game evolves over time, not just because of patches, but because the meta itself changes. When people run standard generic builds on certain champions, over time eventually all players are going to realize that champion's gimmick. If a certain champion's only build was to build, say, attack speed - it can be countered through a
Thornmail. Just like that, through one item purchase, your build has been countered. This is only one example, but you get the idea of a counter.
I am here to stress the need to evolve the game of LoL by bringing something unexpected to the table.
Some people will consider this build to be, at it's core, a hybrid build. I prefer to call it a counter counter: A build designed to keep you as the dangerous ranged carry you are, as well as a build that shrugs off counter-build attempts against you by staying one item ahead of your opponents plans to keep you down - a true counter-counter.



The main issue I have with these standard builds are that they are just that - standard. The game evolves over time, not just because of patches, but because the meta itself changes. When people run standard generic builds on certain champions, over time eventually all players are going to realize that champion's gimmick. If a certain champion's only build was to build, say, attack speed - it can be countered through a

I am here to stress the need to evolve the game of LoL by bringing something unexpected to the table.
Some people will consider this build to be, at it's core, a hybrid build. I prefer to call it a counter counter: A build designed to keep you as the dangerous ranged carry you are, as well as a build that shrugs off counter-build attempts against you by staying one item ahead of your opponents plans to keep you down - a true counter-counter.
Recommended







Acceptable













Not Acceptable










Greater Glyph of Replenishment - Extra Mana/5 will help you stay in the lane after you used that mana pot already, or if your



You are an offensive character, so you need to gear you masteries offensively to fit your role well.
I went with an atypical 21-0-9 Mastery set-up
Grab the AP on the first tier, and a point in crit chance to move you up a level. Put it in Cripple if you are taking
Exhaust instead.
2nd tier has some sexy stuff - grab all of it. 4 points in both.
3rd tier you'll want that point in that sexy Magic Pen. The other 3 can go in Armor Pen.
4th tier just has the extra AD, so put in 3 points, and then backtrack to tier 3 and put a point in extra minion damage - unless of course, you took
Ignite, then you should grab Burning Embers instead.
Goose egg here.
Tier 1 - If you are following this build, grab the Improved Teleport and Improved Ghost, and tack the last two into the extra regen. If you are using a different summoner skill selection, naturally put the points elsewhere in this tree.
Tier 2 - The extra experience is underrated here. Snatch it up with all 4 points.
Tier 3 - I recommend Utility Mastery, but if you are on a team where the buffs are being taken by other teammates, then go with it and put the point in extra cash money. Unless you are taking
, then you should grab the improved Clarity here.
I went with an atypical 21-0-9 Mastery set-up
Offensive
Grab the AP on the first tier, and a point in crit chance to move you up a level. Put it in Cripple if you are taking

2nd tier has some sexy stuff - grab all of it. 4 points in both.
3rd tier you'll want that point in that sexy Magic Pen. The other 3 can go in Armor Pen.
4th tier just has the extra AD, so put in 3 points, and then backtrack to tier 3 and put a point in extra minion damage - unless of course, you took

Defensive
Goose egg here.
Utility
Tier 1 - If you are following this build, grab the Improved Teleport and Improved Ghost, and tack the last two into the extra regen. If you are using a different summoner skill selection, naturally put the points elsewhere in this tree.
Tier 2 - The extra experience is underrated here. Snatch it up with all 4 points.
Tier 3 - I recommend Utility Mastery, but if you are on a team where the buffs are being taken by other teammates, then go with it and put the point in extra cash money. Unless you are taking

Here's where this build differs from other builds, and where it's real character comes from. If you are unsure about any of my item decisions, be sure to read the whole section, and then contemplate if it could be due to a difference in play style we have from one another.
Start
Between the attack speed runes and masteries you have (hopefully!) taken, you are getting about 1 1/2
Dagger's at Lv.1 that you had to spend a grand total of 0 Gold on. That early attack speed will really help you in your last hitting creeps on mid or in the lane. Having this built in to Kog at Lv.1 will free up your starting gold for Kog's real issue - survivability. It doesn't matter HOW much damage you can do if you are just going to get creamed in a fight.
Start with
boots 1, and grab a single mana pot (because we aren't using Clarity) and spend the rest on health pots. The movement speed early will help you get in some quick harassing hits and back off without taking excessive minion aggro damage, and having the pots will help any mistakes you make with mana or damage be forgiven a little bit. Use the pots if you are even slightly considering it. Don't just wait until you are near death to use them - that's why you have Teleport to go back and heal fully. Use the pots early, because their effectiveness trails off early.
First trip - Stay in the lane or on mid until you have around 1000 gold. If your Teleport is up, then quickly head back to base, upgrade your boots to [icon=Berzerker's Greaves
Start
Between the attack speed runes and masteries you have (hopefully!) taken, you are getting about 1 1/2

Start with

First trip - Stay in the lane or on mid until you have around 1000 gold. If your Teleport is up, then quickly head back to base, upgrade your boots to [icon=Berzerker's Greaves
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