Why?
What are the benefits, what does he bring to the team as an Off-Tank?
Edit: Build looks more like a Tanky-DPS build than an Off-Tank.
What are the benefits, what does he bring to the team as an Off-Tank?
Edit: Build looks more like a Tanky-DPS build than an Off-Tank.
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I mean, you've built him kind of like how I build my Tanky-DPS Teemo.
I've never played Kog-Maw before, so I wouldn't know how effective this is, not to mention I don't own him.
I've never played Kog-Maw before, so I wouldn't know how effective this is, not to mention I don't own him.
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That is similar to how you SHOULD build Kog. Bloodrazor, Frozen Mallet, Banshee, an on hit item and Void Staff.
By far the most effective way to play him.
You should go with CDR, MR or MR/lvl glyphs and MrP or ArP marks though.
And yes, Kog is supposed to be built kinda like Teemo.
By far the most effective way to play him.
You should go with CDR, MR or MR/lvl glyphs and MrP or ArP marks though.
And yes, Kog is supposed to be built kinda like Teemo.
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Here's a criticism:
Test it out in-game first?
Also, I find Ghost + Exhaust to be a workable combo on Kog'maw.
Kog'maw made issue right now that prevents him from being viable (he really isn't), is that he is designed to be artillery. And, artillery gets crushed hard in team fights if people get close, while people can also run out of range if they so choose.
In short: He needs CC.
He needs something or someone to hold his target down, to keep them away from him, but also within range.
Exhaust does pretty well, but it also means you lack the wall-hopping powers of Flash.
Test it out in-game first?
Also, I find Ghost + Exhaust to be a workable combo on Kog'maw.
Kog'maw made issue right now that prevents him from being viable (he really isn't), is that he is designed to be artillery. And, artillery gets crushed hard in team fights if people get close, while people can also run out of range if they so choose.
In short: He needs CC.
He needs something or someone to hold his target down, to keep them away from him, but also within range.
Exhaust does pretty well, but it also means you lack the wall-hopping powers of Flash.
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JunSupport wrote:
Here's a criticism:
Test it out in-game first?
I have and I won, but I'd still like people who play Kog'maw on a reg. basis to try it for me =3
Quoted:
Also, I find Ghost + Exhaust to be a workable combo on Kog'maw.
Kog'maw made issue right now that prevents him from being viable (he really isn't), is that he is designed to be artillery. And, artillery gets crushed hard in team fights if people get close, while people can also run out of range if they so choose.
In short: He needs CC.
He needs something or someone to hold his target down, to keep them away from him, but also within range.
Exhaust does pretty well, but it also means you lack the wall-hopping powers of Flash.
I chose Ghost/Flash because he has no escape but Exhaust is still a strong choice by all means. For CC you have the slime trail and FM but he does lack hard CC so you kinda need a team based around him.
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Adonikam wrote:
I chose Ghost/Flash because he has no escape but Exhaust is still a strong choice by all means. For CC you have the slime trail and FM but he does lack hard CC so you kinda need a team based around him.
Yup.
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Take Ghost/Flash obviously lol
Here are links to the build;
Item Sequence
Masteries
Runes
Anyway post any criticisms you have, I don't play Kog'maw so this is basically all ideas.