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Recommended Items
Spells:
Flash
Ghost
Items
Ability Order
Icathian Surprise (PASSIVE)
Kog'Maw Passive Ability
Threats & Synergies
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.
Introduction
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
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!
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 :)
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.
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.
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 :)]
-BoundlessGamer
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