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Kog'Maw Build Guide by MrSexybeast

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League of Legends Build Guide Author MrSexybeast

Kog'maw - Unfinished

MrSexybeast Last updated on August 31, 2011
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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: 9

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Mystical Vision
Presence of the Master

Utility: 21

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Hello, this is my first build on Mobafire and I figured I'd show how I build Kog'maw. Basically, Kog'maw is a champion that excels at carrying his team whether he's AD or AP. The build above is how I generally build Kog as AP, but that does not mean that will always do well!

What this build will teach you?

My goal in this build is to show how to build Kog'maw based on the enemy team and your team and how to carry mid to late game.

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Pros / Cons

Since this build covers several ways to build the Kog'maw, I'm going to list some of the advantages and disadvantages of each build.


Lane Pusher
Ridiculous, Unmatched Range
Excels at farming
Great AOE Spells
Living Artillery is great for scouting bushes and preventing ganks.
Bio-Arcane Barrage melts through tanks and other bulky champions.
Great on defense or offense.
A hell of a lot of fun to play!


Prepare to be targeted, because you will be.
Squishy and easy to kill.
Easily mana starved.
Not as strong early game.
Slow movement; not good at escaping.

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Depending on how you build Kog, each spell can be used differently. I'll discuss each spell and its use further on in the build.

Caustic Spittle

Passive: Increases Kog'maw's attack speed by 10 / 15 / 20 / 25 / 30%.

Active: Launches a corrosive projectile that deals 60 / 110 / 160 / 210 / 260 (+0.7) while reducing target armor and magic resistance by 5 / 10 / 15 / 20 / 25 for 4 seconds.

Bio-Arcane Barrage

Kog'maw's basic attacks gain 130 / 160 / 190 / 220 / 250 range and deals magic damage equal to 2 / 3 / 4 / 5 / 6% (+0.01) of the targets maximum health for 10 seconds.

Void Ooze

Launches an ooze that deals 60 / 110 / 160 / 210 / 260 (+0.7) magic damage to enemies that it passes through while leaving a trail that slows enemies by 28 / 36 / 44 / 52 / 60%.

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 200).

IcathianIcathian Surprise

Upon dying, Kog'maw starts a chain reaction in his body that causes him to move faster and detonate after 4 seconds, dealing 100 + (25 x Current Level) true damage to surrounding enemies.

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What I use as runes and what I recommend as runes are two different things. What I use for runes are:

Greater Mark of Magic Penetration
Greater Seal of Scaling Mana Regeneration
Greater Glyph of Ability Power
Greater Quintessence of Ability Power

As every spell of Kog'maws is Magic based, you can't really go wrong with having Greater Mark of Magic Penetration. The only other Mark I would possibly recommend would be Greater Mark of Attack Speed, which is only good if you plan on using more of your Bio-Arcane Barrage early game.

Greater Seal of Scaling Mana Regeneration is another rune choice that is a huge benefit for Kog'maw. You'll find that you're fairly mana starved early game, so having an increase on mana regen will help you with lane sustainability and not having to rely on Bio-Arcane Barrage as much.

I like having Greater Glyph of Ability Power as it helps deal a bit of a bigger kick early game. Combined with Greater Quintessence of Ability Power and a Doran's Ring, you can be packing on 40 AP at level 1. Though, those runes become far less effective late game, so there are other options.

Other Options

Stats you should be looking to improve should be, but not limited to, Health, Magic Pen, Mana Regen, Ability Power.

Like I said above, though I believe Greater Mark of Magic Penetration has the best effect, getting Greater Mark of Attack Speed is really the only other Mark I would consider using.

Seals are nice for promoting health or mana regen. Greater Seal of Scaling Mana Regeneration is my favorite simply because you need a lot of mana and regen all game long. Greater Seal of Health is a nice choice based on the fact that Kog'maw is already easy enough to kill as is.

Going with either Greater Glyph of Ability Power or Greater Glyph of Scaling Ability Power is a nice way to go. Though Greater Glyph of Ability Power gives you more AP at the start of the game, Greater Glyph of Scaling Ability Power already gives you more AP by level 6, which makes it a more ideal rune. Other than that, Greater Glyph of Scaling Mana Regeneration is another good choice, especially paired with the Greater Seal of Scaling Mana Regeneration. Though, remember, Seals give more mana regen than Glyphs!

Lastly, Quintessences. Really, the best stats to boost would be Health, Mana Regen, Magic Pen, or Ability Power. Though Greater Quintessence of Magic Penetration puts on a few more points to Magic Pen, you still get more from Marks. Ability Power is always nice for packing more damage on, while Mana Regen is nice for spamming. Kog'maw doesn't have great starting stats, so increasing health is never a bad choice either.

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9 / 0 / 21 is how I go with Kog'maw. The Magic Penetration in Offense is extremely beneficial, so always get that.

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Now for the part people actually read: Items! There are plenty of items for Kog, but most tend to be situational. However, the most effective build depends on your team and their team. I'll explain later in the build what item is best to start with.

Items to Start With:

Doran's Ring My favorite starting item. Health, AP, Mana Regen, not really more you can ask for.
Meki Pendant You can't have too much mana regen with Kog'maw, because you'll be constantly using his spells. This is a good item to get if you're going for an early Tear of the Goddess. Getting those stacks early on will prove very helpful mid to late game!
Dagger If you're laning or their team is heavily AD based, then this is a nice item to start with. Only buy this if you know you're going to be buying Malady!
Sapphire Crystal A good starting item. The mana is a great bonus and builds into Tear of the Goddess which you'll need anyways and Catalyst the Protector which has excellent early-game stats along with a terrific Unique.
Amplifying Tome I rarely get this first. Kage's Lucky Pick and Mejai's Soulstealer should not be the first item you go for, and if you're going for Malady first, then buying a Dagger will probably be more ideal.

Mid Game Items

By now you should undoubtedly be able to tell if getting more AP or AD will be effective. But I'm not explaining how to know that here, so read the whole build if you're confused on what to build next.

Tear of the Goddess