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You outrange him, so just stay out of him range and you're good. Be careful about his wall though, as it can leave you very vulnerable for a gank.
Swain
You outrange him. Don't get hit my his W, or you're gonna take a lot of damage, or even die.
Brand
He can stun you through his E/Q, which will guarantee him free W. His damage is insane, so stay behing minions so he cant Q and stun you, and avoid his W. Farm and ask for jungle ganks, as he has no escapes.
Nidalee
Dodge her Q and you're good. If she jumps on you, slow her down and punish her hard with your ult. Be careful about her Pounce, as it can make dodging your ult really easy.
Lulu
Don't get hit by her Q and you're good. Be careful though as she can E a minion and then throw her Q off that minion, effectively allowing her to hit her Q when you don't expect it. If she hits her Q, the slow allows her to W you and get a lot of free dmg in. Don't get baited by her ult :P
Annie
You outrange her so hard it's not even funny. Just farm until you're 6, then poke her to death. Be careful about a flash Tibbers, as it can get you killed in a matter of seconds, or allow her jungler to come in and kill you.
Lux
Skill lane. Who hits more skillshots wins. You can poke her harder, but her burst is higher. Dodge her Q at all costs, as it leaves you open for a full combo, which HURTS.
Heimerdinger
You outrange him. Don't get too close to farm though as he can punish you hard by stunning you, and dealing a lot of damage through his turrets. Post 6, you can just ult and destroy his turrets from afar.
Diana
Pre 6 she can only poke you and shield herself. She's melee so you can punish her hard when she tries to farm. Care, as when she hits 6, if she lands a Q on you you're probably gonna die, as her burst is high.
Akali
You outrange her, but care as she can ult to a nearby minion and the ult onto you, and deal a lot of damage.
Kassadin
His passive/q shield allow him to absorb a lot of your damage, and his stupid mobility makes is easy for him to dodge your abilities. Ask for jungler ganks pre 6, as he's a really easy target. Post 6 just poke and farm.
Kennen
Stand behind minions to avoid his Q. Don't get too close and he can gapclose in with his E and ult you, which will force you to recall or even kill you.
Fizz
Dodge his ult and you're good to go. He's melee so harass him A LOT pre 6. Be careful as he can gapclose on with his E, making it easy to land his ult.
Lissandra
You outrange her so hard. If you see her using her E to gapclose in, back off immediately, as her W range is relatively short. Care for a flash ult, which can assure an easy gank on you.
Katarina
Stay out of her E range and she cant harm you, and poke her to death. Be careful about ganks, as her damage is insane. She's melee, so harass her a lot.
LeBlanc
I hate this champion so much. Once she puts 5 points into her W, she has a flash every 10 sec (without CDR). 2 flashes, if you count her ult. She can easily gapclose in with her double Distortion and kill you in seconds. Hug turret and play really safe. Request jungle assistance.
Orianna
Stay away from her ball, and she cant harm you. Try to not to take her Q/W combo, as it deals a lot of damage. At level6, you outrange her, so just poke her from afar.
Talon
Same as Katarina.
Lee Sin
Rare mid lane pick, but still a possibility. He can shield you poke and lifesteal back up with his W, gapclose in easily through a ward/minion, and deal a lot of damage. At lv6 his damage is insane. Stay away from him. Poke and farm. You outscale him later on. If you dodge his Q though, he cant do much to you, but then again, his ult makes it impossible for you to move while you're being knocked back, so Lee gets a free Q, unless he's really bad.
Jarvan IV
His Q/E combo makes gapclosing really easy, and his damage is scary. Post 6, his ult makes it impossible for you to espape, unless you flash. He's also really tank and has a shield, making him hard to poke.
Xerath
Outranges you. At lv 11, your ult has slightly more range, but it doesnt make much difference (about 100 units; really small difference). At lv 16, you do outrange him well. He's purely skillshot reliant, so if you dodge his abilities you're good. Farm and ask for ganks, as he has no escapes.
Vel'Koz
You outrange him. Just don't get hit by his E, or his huge burst will kill you.
Syndra
Avoid her stun, or her insane burst will 100-0 you.
Yasuo
His Sweeping Blade makes it really easy to avoid your skillshots, and his damage will hurt a lot. He can alos block your Q and your E with his W. Poke and ask for ganks, as he has no escapes.
Veigar
Avoid his stun and he cant do much to you.
Zed
Pre6 harass him a lot, since he's melee. Don't get in range for his shurikens, and avoid his W/Q combo, as it hurts quite a bit. At level6 just stay far back and poke him. If he flash ults you, just flash out of his range or Exhaust him (if you took Exhaust with you).
Hey! I'm BoundlessGamer, a Platinum 2 player on the EUW server. AP Kog'Maw has recently turned into one of my favourite mid lane picks. This is my way of playing him. I hope you enjoy ^^
Also, this is my first guide, so please leave any suggestion/comments you may have!
AP Kog'Maw relies on his long range to poke down his enemies from afar. Think of him as Nidalee 2.0 XD
Pros & Cons
Pros & Cons
Pros:
High damage;
Huge range;
Good facechecking;
Cons:
Low mobility (low CC and 0 escapes);
Weak early game;
Squishy.
Abilities
Abilities
When you know you're going to die, fight back, don't run! This passive might get you a return kill. Never plan on dying to use this though. Decent armor/mr shred that can turn a fight around. Max it second, after . Cooldown/mana don't go down with points in the ability. Gives you some good extra damage on your auto attacks and some attack range. Useful for AA poke and farming. Take 1 point in it at level 1 and leave it there. This skill is core for AD Kog'Maw, not AP. Your main damage source along with your ult. Has a good AP ratio and a long range. You can easily poke the enemy laner with it, and once you get some AP, a plus a on the melee minions will kill an entire wave. Mana cost goes up with points in the ability. The core of AP Kog'Maw. It's huge range allows Kog'Maw to become a poking machine. It also briefly reveals the area it lands on, making it for facechecking bushes. It's base damage and it's AP ratio may not be the best, but it's long range and low cooldown makmakee up for it. With a full build you will have a 1800 range missile on a 1 sec cooldown, hitting enemies for around 400 damage (plus ). It's mana cost goes up by 40 with each subsquent cast, so be careful!
Summoner Spells
Summoner Spells
On AP Kog, you normally take and , since Kog'Maw is a squishy champion with no escapes, so these summoner spells will help you a lot (that's why the Distortion Enchantment is so good in him).
Other viable Summoner Spells:
Good versus enemies who can burst Kog down in seconds, like Le'Blanc, Syndra or Veigar You can take this versus assasins who have an easy time gapclosing in on you, like Zed, Fizz or Talon. Helps a lot!
NOTE: Barrier/Exhaust are personal preference. You can take Flash/Ghost versus any matchup and do well, as long as you abuse Kog's range and don't get too close. If the enemy can't get to you, you don't need Barrier/Exhaust :)
Items
Items
Core Items: Kog'Maw needs a lot of mana to keep ulting and poking his enemies, so this item is a must have. Gives you a lot damage and some movement speed, which is nice, given Kog's lack of mobility. Increases your AP by a good amount. Turns into once you fully stack your Tear, giving you a nice shield, which can save you. Gives you some HP, a lot of AP and makes your abilities slow enemies, making it that much easier to hit your ults :)
Offensive choices:
Pick this up if you want an immense boost in damage. It's an extremely good item on any AP caster, and AP Kog's no exception. Enemy is stacking MR? Get this! The other magic pen option for AP Kog. Never tried it, but the HP, magic pen and passive hp% dmg, which is doubled due to Rylai's slow makes it a good purchase on Kog in my opinion. Try it if you want. If the enemy isn't building much MR then this item is a good option. Gives you a good amount of AP and some mana regen, as well as some CDR.
Defensive choices: Since Kog is a squishy champion with 0 mobility, it's often a good idea to get a defensive item to help keep you alive
Good versus poke teams, due to the spell shield and the hp regen, or if the enemy has a hard engage, like Malphite's or Vi's , for example. Good versus fed ADC's or AD Assassins.
Not recommended items: Given Kog's huge range, there aren't many things that can get to you. But for those that do, Flash/Ghost/Banshee's/Randuin's usually take care of the problem, so there's no need to buy this. Takes too long to fully stack, doesn't give as much AP/HP as Rylai's does and you get enough mana from your Tear anyways.
Early/Mid/Late Game
Early/Mid/Late Game
Early Game (Laning Phase):
Pre 6 just farm and poke your enemy with some W autoattacks and some long-range . Once you hit level 6, it's time to get more aggressive, as you outrange most mid laners by this point. Poke them hard with your and force them out of lane, or even kill them.
Mid Game (once a turret falls and roams start happening):
Group with your team and take objectives (drake/turrets). Poke the enemy team down to force them to back off, so your team secures the objectives. Once you hit 11 your poke is immense, so use this to your team's advantadge. Don't get caught or your team will most likely lose a turret/drake.
Late Game (when everyone is finishing their builds and both team stay grouped, looking for picks that can give them the game, as the death timers here are extremely long):
Group with your team, and look for picks. Once you hit 16 you outrange almost every champion in the game (expect for global/semi-globlal ults,like TF's or ziggs's obviously). 1 death can give a team enough time to end the game, as players take around 60/70 seconds to respawn, so never travel alone. ALWAYS use your / to facecheck bushes.
Warding
Warding
Warding is extremely important, especially for Kog'Maw, since he's a squishy champion with 0 mobility. Therefore warding is essencial to protect you versus ganks and roams. Green dots represent good spots for your Pink dots represent good spots for your
Wards are ALWAYS a good purchase. More wards = more team vision = more options for your team :)]
The End
The End
This is the end of my AP Kog'Maw guide. I hope you have as much fun reading it as i did writing it :) I'll probably add more chapters/images in the future, but the essencial information os here. This is my first guide, so please leave any suggestions/comments you may have :) Tell me if you liked it (or not) and if there is anything you would like to see added into the guide. Enjoy!
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