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Kog'Maw Build Guide by EVElution

ADC Time to feast!

ADC Time to feast!

Updated on January 9, 2019
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League of Legends Build Guide Author EVElution Build Guide By EVElution 24 4 86,404 Views 0 Comments
24 4 86,404 Views 0 Comments League of Legends Build Guide Author EVElution Kog'Maw Build Guide By EVElution Updated on January 9, 2019
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Runes:

Precision
Lethal Tempo
Triumph
Legend: Alacrity
Coup de Grace

Sorcery
Absolute Focus
Gathering Storm
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Heal

Heal


In this adc guide i will show you which runes you´ll use and how you use Kog'Maw´s abilitys and some tipps and tricks. This guide is all about the important stuff i wont explain here how you flash or heal. I main the adc role for more than 3 years now. My championpool as an adc is pretty big and i can handle all adc´s pretty well. Im not the best player overall but my tipps and tricks should help everybody that is below diamond to reach it. Especially because of my change to use attackmove on leftclick and some other stuff that i will explain ,im pretty sure you´ll learn something new here.

I'll be uploading montages from time to time and I‘ll be posting my latest video in this section.




I know what you will think now if u see the title.. either you think ´´ I dont need this i hit the enemy always with my autoattack`` or you just straight up think ´´ I dont like it , i cant play with it``.. just so you know attackmove is very important for adc´s especially for kiting so you dont walk accidently into the enemy . And i guess if you look up this guide you will be playing as an adc. Some people of you maybe already use attackmove and know how important it is. Most people will have it on the A key on the keyboard, this can be changed pretty easy. I will explain to you how to put it on the left mouse button.

Attackmove (as i sayd above) is pretty important for kiting so you dont accidently walk into the enemy, but thats not the only good thing about attackmove. Especially in teamfights you can controll better which enemy you attack and how you position yourself, you dont need to concentrate completly on hitting the right click directly on the enemy. Attackmove makes fighting in general more easy. It will be a bit weird at the beginning for people who never used attackmove or only used it on a button on the keyboard.. after like 10-20 games (please not in a ranked) you will see the improvements. I saw the improvement for myself and it was awesome.

Ok as i see you are interested in the attackmove but you maybe still think ´´ Why on the left mouse button?``. A doesnt sound that bad but if you press A you cant use your Q or W while doing the attackmove. S key would be possible too but you´ll have the same problem like with A and the other keys are just to far away from the important keys like Q W etc. So why not on left click? You only click on enemys to look up theyre stuff or to open the shop. So left click would be a good option to take care of the attackmove. If u put attackmove on left click you can put the shop on any key you want to use. And if you want to click on the minimap or skill your skills (which would be better with Ctrl+Q/W/E/R anyways) you can just use shift+leftclick ,this will work like the normal leftclick.

On the image right below you will see the directory where you can find the PersistedSettings file. You´ll find this on whatever harddrive you installed league of legends at. On this file you press right click , choose ´´open with...`` and open it with the editor. In the second image below you´ll see where you need to go.. you need to scroll down like 60% then you´ll see evtPlayerAttackMoveClick and there you type Button 1 in it like you see it on my image. Then you just save and close the file .. from now on you´ll have attackmove on the left click. You can start a custom game to try it out and be happy about it.

Picture 1


Picture 2



PROS + slow on his e
+ long range autoattacks while w is active
+ long range snipes with ult
+ hybrid scalings on abilities
+ very very good vs tanks
+ strong lv 1
+ very strong in long fights cause of rageblade stacks
- no hard cc or dash to escape a rengar/zed
- lose 1 vs 1 vs crit adc in late
- no dash or speed up ability
- Vulnerable to cc
- Squishy
CONS



Starting items

Doran's Blade vs Doran's Shield: The only similarity between those two items is that they give you both 80 health points. It´s more easy to farm with doran´s blade than with doran´s shield.. doran´s blade gives you 8 attack damage while the passive of the shield only gives 5 bonus damage against minions. Draven Q , the passive from Miss fortune and every other ability that scales with attack damage gets bonus damage from doran´s blade while doran´s shield only gives bonus onhitdamage against minions. With doran´s shield you have more sustain in the lane if you play passive .. with doran´s blade you sustain better if you play an aggresiv lane to benefit from the lifesteal.

Conclusion: Doran´s shield is better against lanes with twitch or heavy poke, doran´s blade is better for early all-ins with champions Blitzcrank,Tresh or Leona. Doran´s shield is better if you wanna play with an E-Girl heal/shield supporter.

Rush
this item is good for waveclear and hiting multiple enemys in a teamfight. It scales pretty good with crit then if the primary autoattack crits the secondarys will crit aswell. runaans is good on on hit adc´s too because the secondary hits trigger hiteffects too. You can heal alot better with lifesteal because the 40% damage per bolt will heal you too.
rageblad is a hybriditem you get everything from it, AD AP and attackspeed. So if you have some AP scalings adc this item could be interesting. When you stacked your rageblade full after 6 autoattacks you do double the onhiteffects with every autoattack. Good to combine with Items like blade of the ruined king its very strong in midgame.
for adcs this item is a must have because you need the attackspeed. The only alternative would be armor boots against full ad teams or enemys with a lot of lethality but most of the time berserkers are the better choice.

Use your brain
You need this item if the enemys have a lot of CC or AP because if your support cant protect you from a Anni/Malzahar ultimate you will be pretty much dead in lategame without this item and because the adc is very important in lategame you could lose alot of objectives because of dead. You´ll need some time to get used to this item but its worth it.
this item is a must have in lategame because you get a free revive which can denie a failure on your part. Its only one of the last 2 items.
If the lane is that good you can still buy just long swords or daggers. Through vampiric scepter you get lifesteal pretty early in laningphase which helps you out in trades and even in lost trades you can just heal up on the minions. This item is basically made for champions with high attackspeed or against tanks with a lot of hp or lets say a swain midlane. Especially after patch 8.11 which made this item cost less gold its better to get this instead of the weakend adc krit items. This item heals you even for the damage that your items do like rageblade or runans hurricane.
Should always be combine with an attackspeed crit item because it basically doubles your crit chance and its pretty good against tanks to because 15% of the damage you deal will be true damage
you get a lot of mana and cooldown reduction. essence reaver is pretty good if you use a lot of abilitys and it lets you spam a lot. When you use your ultimate you get for the first autoattack after the ultimate 30% attackspeed and for every autoattack the cooldown of your abilitys gets reduced by 20%. This items makes you very strong for 8 seconds after you used your ultime so use this time.



Keystone


Press the Attack
  • Press the Attack: This rune is like the W from vayne. If you hit 3 consecutive hits you deal damage based on your level ( 40-180 normal damage) and you will deal 8-12% more damage for 6 seconds based on your level. The 40-180 damage will be your main source of damage early game so be sure to prog your rune in trades especially against fleet footwork users. The 8-12% bonus damage for 6 seconds is pretty good for ganks and teamfights in lategame because your whole team will deal more damage to this target. The 8-12% can be pretty usefull earlygame to if you have a good damage support like Brand,Bard etc.

Lethal Tempo
  • Lethal Tempo: Lethal Tempo gives you 1,5seconds after you attack an enemy 40-100% attackspeed based on your level for 3 seconds but if you hit an enemy in between those 3 seconds you get 6 seconds. The cooldown is 6 seconds till you can activate it again. This rune ignores the 2,5 attackspeed cap. This rune is good for long trades in the laningphase. So try to keep fighting against fleet footwork or press the attack users. Supports with a lot of CC are pretty good for this to so you can fight longer. Especially in lategame this rune is pretty good because you get alot of attackspeed which ignores the attackspeed cap. The rune is very effective with onhit builds but its pretty decent with other builds to.


Fleet Footwork
  • Fleet Footwork: Fleet footwork basicly works like Statikk Shiv. When its fully charged and you attack an enemy you get some hp and movementspeed.the heal is based on your level and attack damage. Fleet footwork gives you pretty good sustain early game and even in late is this rune pretty good because it scales with your attackdamage and level and heals you even more. Try to have short trades with your enemy especially if they use press the attack. Try to use your fleet footwork prog on enemy champions because the heal is higher. Just stop fighting after you progged it so they cant prog press the attack on you. If they prog press the attack on you they basicaly won the trade. If the enemy uses fleet footwork to you can look out if he progs it on minions, if that is the case you can trade better against him because you´ll get a good heal from your fleet footwork on him. You can combine this rune pretty good with overheal because you´ll get a shield from overheal if you are fulllife.

Conclusion: lethal tempo 100%


Slot 1

Overheal
  • Overheal: healing while beeing fulllife adds a shield with a value of 10% of your max hp +10 health as shieldcapacity.
    40% of your own and 300% of your teammates healing gets counted as shield. This rune is pretty nice if you use
    bloothirster or Blade of the ruined king as first item. You can combine this rune with fleet footwork too, its a good
    rune if u got a heal sup and you prefer a passiv laning phase.


Triumph
  • Triumph: This rune gives you 12% of your HP back and 20 bonus gold after a kill. This rune can save your life because those
    12% hp may save you from the second botlaner or a jungler. You can survive a ignite or a redbuff because of this too but
    remember that ignite will halfes the hp gained, you´ll only gain 6% health back. And 20 more gold are always good.

Conclusion: overheal would be good too if you got a good matchup and you got the right support but i would still prefer triumph because this rune is very strong and saves you more often than you think.


Slot 2

Legend: Alacrity
  • Legend: Alacrity: this rune gives you 3% attackspeed and for each stack additional 1,5%. You get stacks for champion,monster and minionkills.
    This rune is pretty usefull for every adc and its fully stacked pretty fast. The rune gives you up to 18% attackspeed and
    why would you ever say no to 18% attackspeed as an adc?


Legend: Bloodline
  • Legend: Bloodline: This rune basically works like the attackspeed rune but for lifesteal. It gives you 0,8% lifesteal per stack up to 8%.
    This rune is pretty good if you dont want to buy lifesteal or only pretty late. This rune works good with overheal because this lifesteal will generate a shield for you.

Conclusion: most of the time Legend: Alacrity will be better but if you want to buy lifesteal pretty late Legend: Bloodline
would be decent too.


Slot 3

Coup de Grace
  • Coup de Grace: with this rune you do 7% more damage on enemys below 40% health and you´ll gain 9 AD for 10 seconds after a kill.
    Coup de Grace is good to finish off enemys that are already low on health. Especially good on botlane because you can
    kill the second botlaner better with the ad buff after finishing the first one off.

Conclusion: Coup de Grace is the only relevant rune for adc in the current patch.


Slot 1/2

Celerity
  • Celerity: you get 3% movementspeed and ad worth 4.8% of your bonus movementspeed. This rune gets used by almost everybody who go´s in this tree then 3% movementspeed by itself are pretty worth for chasing or escaping. I really dont need to explain why movementspeed is good huh?. The additional AD you get after buying shoes or stuff is pretty neat to.


Gathering Storm
  • Gathering Storm: After 10 minutes you get 5 AD and for every additional 10 minutes this value gets raised pretty high. This rune is good for ad in lategame. This rune scales perfect and you´ll do more damage the longer the game goes on and for adc´s its pretty important to do a lot of damage lategame.


Conclusion: Stuff like Absolute Focus is not bad but Celerity and Gathering Storm are to strong to not use them on a adc.


Icathian Surprise (Passive)



INNATE: Upon taking fatal damage, Kog'Maw remains active for 4 seconds, becoming pacified, invulnerable, untargetable and gaining up to 40% bonus movement speed over the duration. He then explodes, dealing 125 - 550 (based on level) true damage to all nearby enemies.

Kogmaw deals absolute damage with his passive so you can kill tanks with high armor or magic resist pretty good. Sometimes its better to walk into your minions to small down the wave and to farm instead of focusing the fulllife enemy which whill heal himself anyways. Try to hit as much as possible with them it has a nice hitbox.If multiple enemys are low be aware of who could jump away and the decide then which one to follow.

Caustic Spittle (Q)

RANGE: 1175
COST: 40 MANA
COOLDOWN: 8

PASSIVE: Kog'Maw gains bonus attack speed.

BONUS ATTACK SPEED:
15 / 20 / 25 / 30 / 35%

ACTIVE: Kog'Maw launches a corrosive projectile in a target direction, dealing magic damage to the first enemy it hits and reducing their armor and magic resistance for 4 seconds.

MAGIC DAMAGE:
80 / 130 / 180 / 230 / 280 (+ 50% AP)
RESISTANCES REDUCTION:
20 / 22 / 24 / 26 / 28%

You get a armor and magic resist penetration so always try to hit this on the target you wanna focus. Be aware of your teammates focus, because they will do bonus damage to if you hit the Q no matter if AD or AP.

Bio-Arcane Barrage (W)


COST: 40
COOLDOWN: 17
ACTIVE: For the next 8 seconds, Kog'Maw's basic attacks gain bonus range and deals bonus magic damage on-hit, capped at 100 against minions and monsters.

ENHANCED RANGE:
630 / 650 / 670 / 690 / 710
BONUS MAGIC DAMAGE:
3 / 3.75 / 4.5 / 5.25 / 6% (+ 1% per 100 AP) of target's maximum health

You get allot more damage and range for your autoattacks so you should always be aware of the cooldown so you have it up in important situations. Within this ability is most of your damage potential especially against targets with a lot of health like blitzcrank or tresh. Try to stack up your rageblade before you activate your W and engage the teamfight, just attack minions or jungle camps.

Void Ooze (E)

COST: 80 / 90 / 100 / 110 / 120 MANA
TARGET RANGE: 1280
SPEED: 1350
COOLDOWN: 12
ACTIVE: Kog'Maw spews a ball of ooze in the target direction, dealing magic damage and slowing enemies for 1 second.

MAGIC DAMAGE:
60 / 105 / 150 / 195 / 240 (+ 50% AP)
SLOW:
20 / 28 / 36 / 44 / 52%


This ability is good to chase enemys or to slow enemys down which chase you. But if the enemy is right behind you dont use it,it has a little cast time which could possibly kill you. Dont expect damage from this ability, its only a tool to chase down enemys or slow down any enemys that chase you.


Living Artillery (R)

TARGET RANGE: 1200 / 1500 / 1800
EFFECT RADIUS: 100
COST: 40 - 400 (based on casts) MANA
COOLDOWN: 2 / 1.5 / 1
ACTIVE: Kog'Maw launches a ball of acid into the air that drops after 0.6 seconds at the target location, dealing magic damage, increased by 0% - 50% (based on target's missing health), and revealing enemies hit for 2 seconds. Living Artillery's damage is doubled against enemies below 40% maximum health. Each subsequent Living Artillery within the next 8 seconds costs an additional 40 mana, capping at 400 per cast.

MAGIC DAMAGE:»
100 / 140 / 180 (+ 65% bonus AD) (+ 25% AP)

Be aware of your mana because this ability gets more expensive the more you use it, the mana costs will be reset after 8 seconds. This ability is pretty good to snip people or to last hit them, it gets more range the higher the level is and it does more damage the lower the enemys health is. Its good to combine with your E which has a high range too which makes it harder for the enemy to dodge your ultimate. You can time your ultimate in fights right after a autoattack so you get a very high damage output.
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