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Spells:
Cleanse
Flash
Ability Order
Icathian Surprise (PASSIVE)
Kog'Maw Passive Ability
Introduction
I would like to thank Restrictnine, as he is the one that showed me this build. I have been playing Kog for a long time, but he opened my eyes to building this way. :)
- Upon dying, Kog'Maw starts a chain reaction in his body which causes him to detonate after 4 seconds (he can move in this time), dealing 100 + (25 x level) true damage to surrounding enemies. Kog'Maw will gain additional movement speed upon entering this stateRun at people when you die, you blow up and deal true damage (cannot be mitigated). I would like to point out to keep this in mind if you think you will probably die from a gank. You can turn around and get one of your gankers low enough to kill them with your passive. By no means TRY to die, but keep it it mind.
- (Passive) Increases attack speed (Active) Kog'Maw launches a corrosive projectile which deals magic damage and reduces the target's armor and magic resistanceWhen you use the active the passive does not go away, so there is no reason not to use it when you start DPS'ing someone. I usually wait to see if a level 1 fight breaks loose before I skill up, so I can take
- (Active): For 6 seconds, Kog'Maw's attacks gain additional range and deal a percentage of the target's maximum health as magic damage (max 100 damage to monsters).The wording here confused me when I first started playing Kog. From the wording it sounds like this effects his skills (caustic spittle, void ooze, living artillery) but in reality it only increases the range of his auto attacks. So do not use it to try to finish off people with your ult! :) This is the bread and butter of attackspeed Kog. This is what you should use every time you start dpsing in a fight, and to harass in lane.
- (Active): Kog'Maw launches a peculiar ooze which deals magic damage to all enemies it passes through and leaves a trail for 4 seconds which slows enemies who stand on it.Nothing much to explain here. I will go over positioning of this later.
- Kog'Maw fires a living artillery shell at a great distance dealing damage and revealing targets for 4 seconds. (150% bonus damage to champions).* Cost: 40 Mana (each subsequent Living Artillery in the next 6 seconds costs 40 additional mana, capping at 200 per cast)
* Area of Effect:
I just wanted to note the extra mana cost for Living Artillery's used in quick succession, and that it has a small area of effect (aoe). I will go over positioning of this skill later, it is very vital to success. After a recent patch this now scales with BOTH ap and ad, which with this build makes it great. We don't rely on this for the majority of our damage, but with this build it can do significant damage to fleeing enemies.
(recommended)
(going against a heavy AD harasser)
(going with a healer bot, easier last hits)I greatly prefer
Laning
I honestly believe the best spot for Kog is being bot with a good babysitter (ex:
Attackspeed Kog is very weak early game, but he needs farm. Look at the other team. Do they have strong mid heroes / mid heroes with gap closers? (ex:
IMPORTANT! Keep in mind if you're going mid against a heavy harass ad champ (
I don't usually bother harassing until level 4 or 5 because the creep aggro you get will often hurt you more than you hurt the enemy. If the enemy is being dumb and getting up in your face then by all means, hit them a few times with your W active. Once you hit 4 and they are within attack range throw out your E, your Q, then activate your W and hit them a few times, but don't chase them too much and get attacked by their minions. Keep in mind this combo is very mana intensive so don't waste all your mana doing this over and over.
Once you hit level 6 and get
Aiming Examples
Note how I try to get Ashe in the middle of my E so that as she runs she'll remain slowed for longer.
See how I am it just a little behind Ashe? Her natural instinct when she sees my ult coming will be to run backwards, right into where I actually aimed it! If you notice they aren't paying attention and REALLY bad at dodging, don't do this.First return
Your priority will be to buy
Here is a guide to effective warding if you are curious where to put them!
http://www.leagueoflegends.com/board/showthread.php?t=237514
If you have the opportunity to gank, Kog is a formidable ganker. However, you do not always get this chance if you're playing against a strong mid champion that you cannot manage to kill. If you do kill your mid counterpart and have at least half health, you can go ganking!
Head up to top or bottom lane (whichever one is either giving your team more trouble or the enemy has pushed up too far) and sit in the brush by the river. If you know there is a ward be prepared to run in (hopefully with ghost) and try to surprise them as best you can. Make sure your team is ready, ping the target you want to focus, and go in!
Throw down your E in such a way to ensure they run into it while they're fleeing and get slowed. Start pounding them with your Q + W. Once they are out of your slow and still might get away use your exhaust if you can. If they run into the brush to avoid you throw a R in their direction to get sight on them and keep hitting them with your W. Still not dead? Finish them as their running away with your R. Keep in mind during this time your teammates should be helping you kill them as well, so this should be easy as cake if you do it right. See the pictures below for positioning references.
I have just popped out of the brush and the enemy was past the river. So I use my E in a way to ensure they will run into it and be slowed.
Here I'm chasing Ashe and trying to finish her off with my R. When you're doing this ensure you lead the target with your ult so that you calculate the delay with where she will be at the time in lands. You will have to change this based on their speed, you will just have to guess and get used to it.
Work on farming up your
Be sure to participate in team fights if they need you. There's no point in farming if you're letting the other team get fed because you aren't helping with team fights / defending towers. This phase is all about map awareness and knowing where to be and when.
Kog needs red buff. Try to get Red Buff if you can. This will be a great asset in ganking and team fights in general. You are the AD carry so this should always be given to you unless you're doing poorly.
Blue buff isn't very good for you. You don't use too much mana and your cd's are relatively low, but hey if no one else wants it I guess you can take it and spam away with your R!
If the teams are duking it out seeing which one should initiate first, poke a little with your R. It won't do too much damage so don't spam it and blow all your mana, but even a little damage and sight on the enemy team is very beneficial, and you have the range to pull it off.
Once the fight is initiated throw a slow in the middle and pick out your first priority target. Usually this will be the enemy carry or mage (ex:
Make sure to finish off fleeing champions with your R if you can, but remember don't chase too far and leave your team still fighting without their carry. It is very vital for you to keep dishing out sustained heavy damage during the team fight.
Late game is all about sticking together and fighting / pushing / defending as a team. Like I mentioned in the Team Fights section, when roaming around make sure to stick behind the tank. If you are farming, don't be far from your team, and don't be in lanes far away from turrets. If you get caught with your pants down it could mean gg for your team because it will be hard to win a team fight 4v5.
By now you should be able to melt almost anybody on the enemy team. Because of this the enemy team will be really keen on killing you first. This is why it's so important to get survivability items and stay behind your tanks / melee. If you are having trouble staying alive consider buying a guardian's angel on top of your
Lots of times items are situational late game to counter specific heroes / teams. I will discuss situational items later.
You can snipe people turret hugging with low health. This is doable at every in-lane turret by hiding behind trees, or even just sniping them from the lane. If you are hiding in the forest be careful because their turret will still attack you if you are too close when you hit them.
Use it to check brush for possible ganks when enemies are MIA. Also check brushes that some teams like to sit and wait for you to walk by such as the brush by blue buff and baron.
Check to see if important neutral creeps are still up such as Dragon, Baron, Blue Buff, and Red Buff. Hopefully you should have wards to see if they're up but this is a good alternative if you don't have wards at all of these.
I've shown this earlier but I just wanted to reiterate the importance of leading your target when you're chasing with your ult. Keep in mind if they're ghosting / have a speed increase you will have to aim further ahead. This is roughly the distance you will need to aim ahead if they are just running with only regular boots as a speed increase.
Simply the best boots for Kog. This will net you much more damage than
I feel like this item makes up for Kog's relatively weak early game. The armor and lifesteal lets him be more aggressive in lane. Once Kog gets this item he can start properly participating in fights without losing trades.
I like getting this before IE since it's cheap and the movespeed will help you a lot in chasing / killing (with your W and R).
This item transitions you into being a true carry that deals massive damage. I like IE because it works well with your
Gives you much needed attackspeed and movespeed which work great on Kog. The crit chance will work nicely with your
Champions have built in armor gain through levels, and if the other team is smart they will be building armor (especially since the current meta promotes 3 AD champs on a team). Combined with the debuff from your Q this will make armor a non-issue.
This is a good survivability item for everyone, and I feel like it is quite helpful at this point in the game. This will make it cost a lot more for the other team to dive you, since if they kill you they have to wait for you to come back up and kill you again. In this time your team will be wailing in them since you should've been in the back of your team.
Before you go "WHY MORE THAN 6 CORE ITEMS?!" listen to me. I only list this as a core item because you should replace your
This is one of my favorite survivability items, but it is situational. I would get this if the other team has big suppresses / stuns that will kill you if you get caught. The reason this is better than
This is a good survivability item against a mostly mage team, or if one mage on the enemy team is owning you. Also a must against
This is in the situational items because many people prefer to get it instead of IE as your first big damage item. It is definitely a good first damage item, but I feel like the lifesteal is unnecessary since you have
A good option if you need some survivability and your team is being stingy with red buff.
A lot of people like this item on Kog, but to be honest I've never been a big fan. I don't like breaking my auto-attacks to use a spell for the proc, and it's very difficult to farm up. Still, the movespeed / crit / as / slow works pretty well. I would suggest replacing PD with this if you want to try it.
A great item if you are in need of magic resist because the other team's mages are owning you. I would suggest getting this earlier rather than later.
If the team is very high in cc, especially if they have assassins that will come for you such as
If you are getting owned by AD champs on the other team you might want to get these, but the more common use is replacing
Get this if you are having trouble facing heavy life steal / health regen heroes such as
- Cleanse is a great summoner spell for Kog because of his lack of escape abilities. It's really helpful for surviving kill lanes such as
- Flash is really good for saving your butt since you have no mobility without summoner spells. It also lets you reposition yourself easily in teamfights. It is simply the strongest summoner spell right now, as it gives you protection early game from ganks, and lets you escape those assassins that come after you during teamfights. Keep in mind you can Flash over walls when you get pinned in a corner.Since we go down the utility tree, keep in mind Ghost and Flash will be on relatively low cd's, don't be hesistant to use them if you're afraid you're going to die.
Optional Summoner Spells:
- I like this spell for both ganking and survivability, and if their assassin gets up in your face during a teamfight you can exhaust them. I've also had many situations where an enemy tries to kill you as you're fleeing. If it is a 1v1 you can often turn around and kill them with exhaust as long as you aren't TOO low.
- This is typically less strong than Cleanse, but if the enemy has almost no CC you could get this. The reason you take heal instead of your support is because it will heal you more than if your support had it, and you will usually be taking more damage than the support. Make sure to communicate with your support to make sure the support takes exhaust if you're taking heal. You can easily bait kills with this spell early game, you just have to make sure the enemy carry isn't doing the same thing!
greater mark of desolation - You are building AD, so you will want armor pen to do more damage. You don't really need magic pen for your W, it is more icing on the cake than the focus of your damage. Arpen marks are a nice mark that fits for most ad based champs, including offtanks.
Optional:
greater quintessence of desolation - Boosts your ad damage, but harder to last hit with than AD quints. These are still a good rune to have since they work on a lot of champs.
An alternate mastery setup would be to take the same 21 points in offense, and take 9 points in utility. Grabbing flash bonus, good hands, swiftness, and increased buff duration.
2/19/2011 - Switched seals from dodge to mp5 and added the summoner spells section. Added clarification about build 2 / copying in intro.
2/20/2011 - Changed Masteries to 1 point in perseverance and 2 points in Good Hands.
8/4/2011 - Changed Malady to Phantom Dancer in main build.
11/13/2011 - Completely reworked build in accordance to current Meta. Focused on AD damage rather than magic damage / magic pen.
11/17/2011 - Guide description rehaul to match new build / playstyle.
3/11/2012 - Changed summoners, masteries, runes, and switched out BV for GA
Thanks a LOT to Lord Fragamacrunch for helping me with calculating attack speed, posing in pictures, and all that good stuff. YTB! :D
Thanks to Searz for in depth feedback and suggestions that have made my build better.
Thanks to Restrictnine for helping me reevaluate my build on a more competitive level.
Thanks to Luther3000 for laying down the final straw so I finally updated my guide.
I am looking to continually update this guide, have a nice day, and a GG!





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