About This Team Comp
One of the biggest mistakes players make when playing this composition is not prioritizing their tempo enough. For example, item augments on 2-1 are specifically very strong, because you want to be able to itemize your main carry as soon as possible. Thus, augments like Pumping Up may sound good in theory, but without a 3 item carry in Stage 3, you will find yourself struggling to close out fights.
Another major mistake is not finding ways to cap out the board. Options like 4 Boombot, Draven 3*, Zeri 2*, etc. are available to cap out the board. These win conditions are detailed below.
Kog'maw Reroll




This is currently the strongest 1 cost reroll comp in the game. Play from ahead with a lot of copies early and try to preserve HP as much as possible. You want to get to 6 Vanguard as soon as possible.




















Team Carries
















Recommended Augments







Early Game (Stages 1-3)



During the early game, you should prioritize saving your HP while trying to make econ thresholds as much as possible. Generally speaking, you want to angle this composition if you find a lot of Vis or Kog'maws before 2-1 (4-6 copies total), with ideally a bow start. Item augments are slightly higher priority in the early game, because you want to be able to itemize your kog'maw with 3 items as soon as possible. Make sure NOT to pump level during stage 2.
Mid Game (Stages 3-4)



On 3-1, you should still be level 4. Roll down to 32 gold and pick up as many copies of Kog'maw and Vi that you can. You can also hold Sylas, but he isn't very necessary. If you're one off Kog'maw or Vi, you can consider digging deeper to hit, if you think you can still realistically find the other soon. After rolling on 3-1, once your economy is back up to 50G+, you can begin slow rolling (rolling until you're back to 50G to maximize interest every turn) until Kog'maw 3* and Vi 3*. Ideally, hold onto every Skarner you see as well, and replace Kindred with Draven. Kindred 3* is not worth chasing, but Skarner 3* is. He will be your main tank if you happen to find him. Below is a very common level 5 version of the board, with 3 Vanguard. As you level, put in more Vanguards. If you'd like, you can sometimes sneak in a 1-turn Cypher cash out on 3-3 or 3-7, to get the 30AD/AP bonus from cashing out Cypher. Make sure that if you do this, scout to ensure that you will win the fight, even if you play 3 Cypher.
Late Game (Stages 5+)




You should be 6 Vanguard, 2 Rapidfire. Below is a very common version of the board on level 8. You can roll for Draven 3 if you have a lot of copies on 8, or push to go 9 to cap out. Draven can hold utility items like Red buff or Last Whisper if necessary.
Capping OUt - Variation 1 - 4 Boombot



If you manage to get to level 9 since you aren't playing around Draven 3*, and you can find Urgot 2, transfer Draven items to Urgot, and play 4 Boombot, 6 Vanguard (no Rapidfire). Urgot is now your primary carry with Draven items, or feel free to shuffle items around so that Urgot's make the most sense.
CAPPING OUT - VARIATION 2 - ZERI Kog'maw

If you don't think you can realistically get to Urgot 2* or Draven 3*, feel free to play Zeri 2* instead. Frontline is still 6 Vanguards.
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