Build Guide by nutspanther
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
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.
Proccing Kog'maw utilizes his Bio-Arcane Barrage and Madred's to acheive 10% max hp per shot at unspeakable ranges. His other items allow him to reach AS cap as well as add many different on-hit proc's that add to his DPS.
I go Attack Speed Marks for a little extra, but ArPen Marks are a completely acceptable replacement. For Seals I use Dodge because I can't tell you how many times it has saved my life early game. For Glyphs, I use flat CDR to lower Bio-Arcane's CD. For Quints, I use flat HP to aid with your squishiness early game.
I go 16/0/14 for maximum AS, ArPen, MPen, as well as Mana Regen and Neutral Buff extension. Kind of self-explanatory.
Passive: Icathian Surprise
Upon death your character becomes invulnerable for four seconds and after those four seconds you explode and deal 100+(25*Lvl) damage to nearby enemies (both creeps and champions).
Don't rely on this ability for kills, but it is really nice if you almost kill someone and happen to be able to run up and explode them. Sometimes they even get really pissed and /all about how it needs to be nerfed. :P
Caustic Spittle [Q]
Passive: Increases Armor Penetration by 13/16/19/22/25%
Active: Deals 60/110/160/210/260 +(70% Ability Power) damage to the target as well as doubling your passive armor penetration for four seconds (while the ability is on cooldown the passive is deactivated). The cooldown is
I use this only if I really need to smash whoever I am killing, the bonus 260+ damage at level 18 is nice along with the minor amount of bonus damage from the armor penetration. The range isn't super long so don't try to use it too often, you are usually better off just decimating people from far away with your Bio-Arcane Barrage.
Bio-Arcane Barrage [W]
On use causes your attacks to have an increased 140/180/220/260/300 unit range as well as making your attacks do an additional 2/3/4/5/6% of the target's health in damage (+1% of your AP). This effect lasts for six seconds.
This is your primary ability. Use this to both harass and scrape enemies in battles. Paired with your Madred's Bloodrazor, Wit's End, lizard buff and Sword of the Divine you will be doing absurd amounts of damage on each hit, at an extremely long range. Because of its low mana cost you can use Bio-Arcane Barrage to harass early game as well, and potentially even get off some early kills.
Void Ooze [E]
Sprays ooze in front of you at a fairly long range which deals 60/110/160/210/260+(70% AP) to any enemies it passes through. Additionally it slows enemies who pass through the trail left behind by 28/36/44/52/60% of their movement speed.
This ability is great paired with your Bio-Arcane Barrage. Having your enemies slowed along with your increased range allows you to stand still and attack with no movement in between for a few seconds while your enemy is trying to flee.
Ultimate: Living Artillery [R]
You fire an artillery ooze at an incredible range (1400/1700/2000) which falls after a short delay dealing 80/120/160 + (30% AP) magic damage and reveals targets for 4 seconds. Damage to champions is increased by 150%. Every subsequent cast within 6 seconds costs an additional 50 mana, up to a maximum of 250 additional mana.
This is a great ability for killing fleeing foes who have managed to escape your spit storm, revealing potentially trapped bushes and farming minions when you need a bit more area damage. Do not use this as your main source of damage... it is good harassment, but it comes at a high cost if you are spamming it.
I build him generally R>E>W>Q because his barrage only needs to be maxed at lvl 13 which is when people start getting higher HP. I go longsword>madred's razor>zerk boots>bloodrazor here is where you can play around. If the team has 4 mana users or more go with Wit's End next if not go Sword of the Divine. If you took Wit's End first proceed into SotD>Malady, if you took SotD then go Malady and either Stark's Fervor(more LS and AS), Last Whisper(if heavy tank), Wit's End(if a lot of magic users, its still good for MR, and AS). Now a lot of people will say that malady and zerker greaves are bad, but with this build it isn't so, the added AS and on-hit effects make you a beast and you attack from so far away that you shouldn't be getting hit by other people or CC.
On-hit DPS added from items over 5s:
300 HP SotD
523.32 HP/MP Wit's End
298.8 HP Malady
49.84% HP Max HP dmg Madred's Bloodrazor
DMG/Slow from Lizard Buff
1-6: early game - Here you can take mid or side lane it doesn't matter, I prefer sidelane because you can own your lane with any lanemate and it allows for other carries to load up. When in sidelane harass, harass, harass. Void Ooze them, then activate Bio-Arcane Barrage and auto attack them off your minions you can do this and keep them out of exp range. Here you will really frustrate your opponent which will cause them to play poorly later on. Last hit when you can once you get your razor it is easy to farm.
6-14: mid-early late game - Here you go from lane to lane Popping Bio-Arcane Barrage and Void Oozing to trap and gank your opponents. By now you should have at least Bloodrazor, Zerker Boots, and Wit's End/SotD. And with your attack speed your on-hit effects hurt like hell. Make sure you keep lizard buff up all the time, stealing the other teams if necessary, because the slow and added on-hit damage effect hurts even more.
14-18: Late game - Now that you have your full build you can take down any champ solo in under 5s(this includes heavy tanks). Your strategy here is to let your team initiate and poke with Living Artillery once the fight starts, Caustic Spittle the tank, hit your Bio-Arcane Barrage and fire away at the tank. This will drop him fast and cause panic in the other team. Once the panic sets in use Void Ooze to slow the team and proceed to explode them.
ALWAYS, ALWAYS TRY TO KITE AS BEST YOU CAN IN ANY 1V1 SITUATION. With Void Ooze you can really do it well to whittle down opponents, then once they get to around 60% or so pop Bio-Arcane Barrage and punish them.
Thats my guide so far, let me know what you think and how you do.