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Recommended Items
Spells:
Flash
Heal
Items
Ability Order
Icathian Surprise (PASSIVE)
Kog'Maw Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Teemo
^^ :3
Synergies
Ideal
Strong
Ok
Low
None
Introduction
Hello summoners, We are OG Wreckage and OG Preacher.
We both play marksman in the team, so why not share the in our opinion best way to master Kog'Maw.
If you dont agree with stuff or you have tips for us, feel free to put them in the comments:3 we will read them all and we will try to answer them all.
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Icathian Surprise: // Upon dying, Kog'Maw starts a chain reaction in his body which causes him to move faster and detonate after 4 seconds; dealing 100 + (25 x lvl) true damage to surrounding enemies.
Once Kog'Maw dies, he’ll wander around aimlessly for 4 seconds and detonate causing true damage. When you die, don’t immediately go AFK for a drink of water; instead, target the nearest enemy champion and try to kill him or inflict some serious damage. If you’re too far from a champion, might as well try to get some farm and explode near minions, ranged preferably to deny pushing.
Caustic Spittle: // Passive: Increases Attack Speed by 10/15/20/25/30%.
Active: Launches a corrosive projectile that deals 80/130/180/230/280 (+50% Ability Power) Magic Damage to the first enemy hit and reduces its Armor and Magic Resist by 12/16/20/24/28% for 4 seconds.
Caustic Spittle allows Kog'Maw to shred enemy tanks while passively increasing his own attack speed. Although this all looks great on paper, you’ll want to max this last since 1) Bio-Arcane Barrage will provide the most damage possible and 2) the increased slow from E will save your life. Do keep in mind that Caustic Spittle does have a lower cast range than Bio Arcane Barrage so it might be best to use this while your target is CC locked and then create some distance. The attack speed passive also synergizes well with your W and any on-hit effects like Blade of the Ruined King.
Bio-Arcane Barrage: // Basic attacks gain 130/150/170/190/210 range and deal additional Magic Damage equal to 2/3/4/5/6% (+1% Ability Power)% of the enemy's maximum Health (Max: 100 Damage vs Monsters). Lasts 8 seconds.
Bio-Arcane Barrage is Kog’Maw’s primary form of damage and the reason to pick him as a marksman. When activated, your range increases to outtrade most champions in the duo lane and can chunk tanks who are stacking armor since it deals magic damage. If you’re getting bullied hard in your duo lane, you can activate Bio-Arcane Barrage to CS safely. During teamfights, you’ll want to activate Bio-Arcane Barrage and always stay at maximum distance since the slightest mispositioning error will mean your death.
Void Ooze: // Deals 60/110/160/210/260 (+70% Ability Power) Magic Damage to enemies it passes through and leaves a trail which slows enemies by 20/28/36/44/52% for 4 seconds.
Void Ooze is maxed second since it will save your *** during the laning phase and during teamfights. The only time it should be used offensively should be in sure situations where your entire team is moving forward and there aren’t any threats to flank you. During laning phase, cast this upon the jungler’s entry path ASAP to deny him coming into lane.
Living Artillery: // Fires a living artillery shot from a great distance that lands shortly after launch. Deals 80/120/160 (+50% bonus Attack Damage) (+30% Ability Power) Magic Damage and reveals non-stealthed enemies for 4 seconds (deals 100% bonus base damage to Champions).Subsequent artillery shots within 6 seconds cost 40 additional Mana up to a maximum of 400 Mana.
Living Artillery is a long range poke that reveals champions, making him ideal for tracking enemies who can stealth mid-fight such as Shaco, Vayne, and Rengar. Do be aware that the nuke has a delay time upon arrival so you’ll have to slightly lead targets. Living Artillery makes Kog'Maw invaluable during sieges since he can force the enemy team off towers without even getting into range of initiation. Living Artillery also works best when casted after Void Ooze since your targets movement patterns will be easier to predict.
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Icathian Surprise: // Upon dying, Kog'Maw starts a chain reaction in his body which causes him to move faster and detonate after 4 seconds; dealing 100 + (25 x lvl) true damage to surrounding enemies.
Once Kog'Maw dies, he’ll wander around aimlessly for 4 seconds and detonate causing true damage. When you die, don’t immediately go AFK for a drink of water; instead, target the nearest enemy champion and try to kill him or inflict some serious damage. If you’re too far from a champion, might as well try to get some farm and explode near minions, ranged preferably to deny pushing.
Caustic Spittle: // Passive: Increases Attack Speed by 10/15/20/25/30%.
Active: Launches a corrosive projectile that deals 80/130/180/230/280 (+50% Ability Power) Magic Damage to the first enemy hit and reduces its Armor and Magic Resist by 12/16/20/24/28% for 4 seconds.
Caustic Spittle allows Kog'Maw to shred enemy tanks while passively increasing his own attack speed. Although this all looks great on paper, you’ll want to max this last since 1) Bio-Arcane Barrage will provide the most damage possible and 2) the increased slow from E will save your life. Do keep in mind that Caustic Spittle does have a lower cast range than Bio Arcane Barrage so it might be best to use this while your target is CC locked and then create some distance. The attack speed passive also synergizes well with your W and any on-hit effects like Blade of the Ruined King.
Bio-Arcane Barrage: // Basic attacks gain 130/150/170/190/210 range and deal additional Magic Damage equal to 2/3/4/5/6% (+1% Ability Power)% of the enemy's maximum Health (Max: 100 Damage vs Monsters). Lasts 8 seconds.
Bio-Arcane Barrage is Kog’Maw’s primary form of damage and the reason to pick him as a marksman. When activated, your range increases to outtrade most champions in the duo lane and can chunk tanks who are stacking armor since it deals magic damage. If you’re getting bullied hard in your duo lane, you can activate Bio-Arcane Barrage to CS safely. During teamfights, you’ll want to activate Bio-Arcane Barrage and always stay at maximum distance since the slightest mispositioning error will mean your death.
Void Ooze: // Deals 60/110/160/210/260 (+70% Ability Power) Magic Damage to enemies it passes through and leaves a trail which slows enemies by 20/28/36/44/52% for 4 seconds.
Void Ooze is maxed second since it will save your *** during the laning phase and during teamfights. The only time it should be used offensively should be in sure situations where your entire team is moving forward and there aren’t any threats to flank you. During laning phase, cast this upon the jungler’s entry path ASAP to deny him coming into lane.
Living Artillery: // Fires a living artillery shot from a great distance that lands shortly after launch. Deals 80/120/160 (+50% bonus Attack Damage) (+30% Ability Power) Magic Damage and reveals non-stealthed enemies for 4 seconds (deals 100% bonus base damage to Champions).Subsequent artillery shots within 6 seconds cost 40 additional Mana up to a maximum of 400 Mana.
Living Artillery is a long range poke that reveals champions, making him ideal for tracking enemies who can stealth mid-fight such as Shaco, Vayne, and Rengar. Do be aware that the nuke has a delay time upon arrival so you’ll have to slightly lead targets. Living Artillery makes Kog'Maw invaluable during sieges since he can force the enemy team off towers without even getting into range of initiation. Living Artillery also works best when casted after Void Ooze since your targets movement patterns will be easier to predict.
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Precision
Fleet Footwork
Phase Rush
We dont really have to explain this, since this is the standard ADC/ marksman runeset.
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Runes
We dont really have to explain this, since this is the standard ADC/ marksman runeset.
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Items
Item Sequence
Trinity Force
3333
Berserker's Greaves
1100
Blade of the Ruined King
3200
Phantom Dancer
2800
Infinity Edge
3300
Mercurial Scimitar
3000
Tri-force works great with Kog'Maw's Bio-Arcane Barrage and Living Artillery since you can continue to proc its passive and the movement speed helps since you have no escape |
Not much special about these. They the main ADC/ marksman boots |
Blade of the Ruined helps with chase potential as well having the % Health damage on top of your Bio-Arcane Barrage. |
Every marksman needs dem attack speed |
We are not going to explain this XD |
Out of all marksman 's in this game you have like the worst escape possibility's, and CC is your death so alittle bit of CC denial will be good + it got damage so win win :D |
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Pros
|
+ Longest attack range in the game with Bio-Arcane Barrage + Long range poke with ultimate + % HP Auto Attack Damage with Bio-Arcane Barrage |
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Cons
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- Low mobillity - Long range comes from ability that has cooldown, you can't use it too early |
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