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[center]Hello everyone, I figured there's a lack of a good, well-detailed Kog'maw guides here on Solomid. Of course, the guides provided by Chaox/Westrice are great, but I feel I can go into detail just a tad more. Now, it may occur to you that I'm currently sitting around 1550-1640. While some of you may cringe at that fact, let me reassure you that I've been playing games competitively (not necessarily MOBA-style) for quite some time now. I always love competition, and LoL has plenty of it. I also have PLENTY of Kog'maw games played, and I feel I have a solid grasp and a firm understanding of the champion. He's basically the only AD carry I play consistently, maybe with the exception of Sivir. So with that out of the way, I hope you enjoy reading this Kog'maw guide as I did typing it up. I love to help newer players out with how to work an AD carry in bot lane with a support (whether it be sustain or non-sustain/aggressive). Hopefully some veteran players reading this will also learn a thing or two about Kog'maw. Also, please note [highlight]this guide is for a duo bot Kog'maw[/highlight]. This guide is not meant for a AP mid Kog'maw. Kog'maw shines in bot lane, especially with a sustain support, although aggressive supports can be equally as helpful. Enjoy! ~[/center]

For Kog'maw, I run standard AD-style masteries, a 21/9/0. Here's my reasoning behind the masteries 21/9/0 for Kog'maw. [highlight]Offense[/highlight] 1st row - 3 pts Brute Force (BiS, extra AD to help last hit), 2 pts Butcher (unlocks next slot, helps last hitting) 2nd row - 4 pts Alacrity (BiS, attack speed is always welcome on Kog'maw) 3rd row - 1 pt Weapon Expertise (BiS, 10% armor pen is great on an AD carry), 4 pts Deadliness (Bonus AD yes please), 2 pts Havoc (1% damage increase may not seem like a lot, but it helps in the long run...a little) 4th row - 1 pt Lethality (BiS, 10% critical strike damage increase? Yes please. This will make you that much scarier of a champion to deal with) 5th row - 3 pts Sunder (BiS, +6 armor pen helps quite a bit when exchanging in lane ... on top of armor pen reds you'll be doing close to true damage early game) 6th row - 1 pt Executioner (Increase in damage by 6% to targets below 40% health ... this is great when it comes to crunch time. This increase in damage could be the difference between you grabbing the kill or them walking away from it. 6% damage increase is huge) [highlight]Defense[/highlight] 1st row - 2 pts Resistance (+4 MR? While this may seem pointless early game when exchanging with another AD carry, supports typically deal magic damage. This is just a little bit more MR for Kog to make him that much tankier), 2 pts Hardiness (+4 Armor? Great little bonus when exchanging with the other AD carry early/mid game, although this will essentially disappear late game. Still a nice early game bonus) 2nd row - 4 pts Durability (BiS, +108 health at level 18. This gives you just a little more HP than you should have, and although it does not seem like a lot at first, every bit helps, especially late game) 3rd row - 1 pt Veteran's Scars (+30 starting health? Yes please. Any starting health is welcome on Kog, especially if you are prone to taking too much harass, even with a sustain support helping you) --------------------------------------------------------------- Please note that BiS = Best in Slot, or another way of me saying "this is the only one I'll really take over the others. Of course, these can be argued over what should be taken. I chose the masteries that compliment my own playstyle, everyone is different. I'll briefly discuss other options these masteries COULD be: For my 21/9/0 -> [highlight]Why no lifesteal?[/highlight] - I find that lifesteal on kog'maw is simply unneeded after you obtain Wriggle's Lantern. I suppose an extra 3% COULD be helpful when stacked with a Lantern, however, I feel Lantern provides enough lifesteal to sustain in lane. If you want the extra life steal, go for it. [highlight]Why 2 pts in bonus damage to minions (Butcher)? Why not take 2 pts in extra AP (Mental Force)? Doesn't Kog scale off of AP?[/highlight] - While Kog's Q, E, and R scale off of AP, an extra +2 AP will get you absolutely nowhere. I suppose going this mastery if you're mid AP Kog'maw is helpful, however, for a bot lane Kog'maw this is unneeded. Also, an extra 4 damage to minions helps last hitting immensely, especially with flat AD quints. We all can't have mechanical skills like Doublelift, so some of us need a little help last hitting. [highlight]Why not 1 pt in Summoner's Wrath for that -10 Armor/MR when you hit them with Exhaust?[/highlight] - I feel that the -10 Armor/MR when using Exhaust is more or less a waste. While it may scream "OMG YOU CAN DO MORE DAMAGE TO THEM!" it really translates to "if you needed -10 Armor/MR on your enemy while you exhausted them, you shouldn't of picked up the kill." Honestly, the -10 Armor/MR isn't worth it - exhaust is a great skill as-is. Just ... leave it. --------------------------------------------------------------- Now for COMPLETELY different masteries, I don't recommend anything else that deviates away from 21/9/0 much. Anything else will turn Kog'maw from an AD carry to a bruiser, which he isn't. In fact, I can't believe I typed that. He isn't a bruiser, he's an AD (or sometimes AP) carry. Leave him as that, do not deviate away from 21/9/0 much.

[highlight]For Reds[/highlight], I take armor pen. You get +15 Armor Pen from this. This is great for exchanges, and topped with +6 armor pen from the masteries, you're basically dealing true damage early game. (*Please see flat AD reds as well, these are on-par, if not better than armor pen. at the moment*) [highlight]Alternate options for reds[/highlight] - flat AD (helps last hitting if you feel you suck at it), AS reds (if you really want more attack speed on Kog). *An Update on flat AD Reds - these are becoming increasingly popular AND are a VERY solid choice over armor pen. reds now. [highlight]For Yellows[/highlight], I take flat armor. This gives you extra beefiness against the opposing AD carry early/mid game, gives you +15 armor starting, along with +4 from masteries gives you +19 starting. This is great. [highlight]Alternatives for yellows[/highlight] - I would say dodge, but they're taking it out of the game. QQ anti-fun. AD/level yellows (each one is +1.09 at level 18 ... they're honestly better than the flat AD ones but I still don't recommend these at all), or even HP/level yellows (each one is +19.44 at level 18 ... 9 of these will give you roughly 175ish HP, which isn't terrible but I still prefer flat armor to help early game). [highlight]For Blues[/highlight], I take flat MR. While this may seem initially stupid, I feel that a lot of aggressive supports that hit HARD early game (I.E. Sona, Alistar, Karma, Leona, etc.) get crippled when you get flat MR to start off with. It just makes you tankier, and that's a good thing early game. [highlight]Alternatives for blues[/highlight] - AS blues (Not a great choice, but extra AS nonetheless) [highlight]For Quints[/highlight] I take flat AD, this helps immensely with last hitting, and its the norm. for AD carries. As some would say, TONS OF DAMAGE. [highlight]Alternatives for Quints[/highlight] - MS Quints (If you feel your positioning sucks, or you just want to move like Janna, these help a bit) or HP Quints (If you feel you take too much harass early game, or you just want to play Tank'Maw, these help a bit early game). Any other rune I did not mention I feel is a terrible choice for Kog'maw, and should not be considered. I probably missed one of the alternatives, but that's besides the point. :)

[title][img=skills/kogmaw/p.png] Passive: Icathian Surprise[/title] [number]Upon dying, Kog'Maw starts a chain reaction in his body which causes him to move faster and detonate after 4 seconds; dealing 100 + (25 x lvl) true damage to surrounding enemies.[/number] [title]Explanation:[/title] This passive is undeniably one of the best, "oh, you thought you were going to get away?" passives. Early game exchange where you lost? You're now going to deal true damage in an AoE, that will either force them to ghost/flash away from you, or take massive damage. I feel that a lot of players completely forget Kog's passive until after it happens the first time in the game. Please take advantage of this. If you KNOW, 100% that you WILL die in a fight, attack the squishiest person nearby and get near them. Chances are, you'll pick up the kill that will make your death actually meaningful. Granted, I don't encourage running into teams just to proc your passive, but is still a great passive for players that get caught too much. Remember, this is TRUE DAMAGE. Alistar's ult can't negate it, Armor/MR can't negate it, etc. Go for whoever's low, and COMMIT TO THEM. I've seen one too many times Kogs that switch targets too late when they are on their passive, and get nothing as a result. Commit to someone. It many fetch you a kill/help your team. [title][img=skills/kogmaw/q.png] Q: Caustic Spittle[/title] [number]Passive: Increases attack speed by 10 / 15 / 20 / 25 / 30% Active: Kog'Maw launches a corrosive projectile which deals 60 / 110 / 160 / 210 / 260 (+70% of ability power) magic damage and reduces the target's magic resist and armor by 5 / 10 / 15 / 20 / 25 for 4 seconds. Cost 60 mana Range 625 [/number] [title]Explanation:[/title] While you won't be using Q's active much, the passive is great. I grab one point in it at level 4 just for that 10% increase in AS, mid/late game this is great. An extra 30% at level 5 is great, perfect for an AD carry. Q's active has a short-ish range. If you're in range for this, you probably - A.) are out of position, B.) do not have W up or C.) Thought it did good damage. It scales off of AP, which isn't what this guide is about. Of course, that's a different story for AP Kog'maws. TL;DR -> Passive AS. [title][img=skills/kogmaw/w.png] W: Bio-Arcane Barrage[/title] [number]Kog'Maw's attacks gain 130 / 150 / 170 / 190 / 210 range and deal an additional 2 / 3 / 4 / 5 / 6% (+1% of ability power) of the target's maximum Health as Magic Damage (Max: 100 Damage vs Monsters). Lasts 8 seconds. Cooldown 17 seconds Cost 50 mana Range 530 [/number] [title]Explanation:[/title] This is what makes Kog'maw, Kog'maw. This skill has been hit with the nerf bat recently, however, is still a great active. When activated, you're now dealing extra %HP damage, as well as an increase in range on your attacks. You WANT to have this up during any - A.) Exchanges in lane B.) Dragon/Baron contests or C.) Any skirmish/teamfight. Having this down because you were farming with it then a teamfight broke out is crippling to Kog'maw. His normal auto-attack range isn't great, and he'll be too close to the action before he's able to do enough damage with his regular auto-attacks. Please save your W only for harassing/exchanges/fights. **Please note that level 5 W still hits baron outside of his little grotto. I'm not 100% sure this applies to dragon, however, if you're on purple side and your team is doing baron, I sometimes like to just sit back outside of baron area and just pop my W and auto-attack him to death. While this may seem like baiting your team, it is. [title][img=skills/kogmaw/e.png] E: Void Ooze[/title] [number]Kog'Maw launches ooze which deals 60 / 110 / 160 / 210 / 260 (+70% of ability power) magic damage to enemies it passes through. Additionally, it leaves a trail which slows enemies by 28 / 36 / 44 / 52 / 60% for 4 seconds. Cost 80 / 90 / 100 / 110 / 120mana Range 10000[/number] [title]Explanation:[/title] Kog'maws only "escape 'n' chase" ability. This ability allows Kog'maw to fire out an AoE slow, similar to Singed's slow, but more linear. I max this third, but I get a point in it at level 2 mainly because I like to get myself out of a level 2 gank/early aggression/bad positioning/etc. When chasing someone, try to hit them with even a little bit of your slow. It applies for .5 (?) seconds after they "step off" of it. That extra slow will put them in range for you. When running from someone, put it in a line IN FRONT OF YOU. I see too many Kogs that fire it backward to slow the opponent in a line. It may seem like a good idea at first, however, most of the time you'll only get a little bit of slow before they're off of it. Putting it down in front of you effectively stops them from chasing you, mainly because they need to run on it to get close to you. [title][img=skills/kogmaw/r.png] R: Living Artillery[/title] [number]Kog'Maw fires artillery from a great distance. After a short delay, the artillery falls dealing 80 / 120 / 160 (+50% of ability power +50% of attack damage) magic damage and reveals targets for 4 seconds (deals 150% bonus damage to Champions). Each subsequent Living Artillery in the next 6 seconds costs 40 additional mana (Max 250). Cost 40 mana Range 1200 [/number] [title]Explanation:[/title] Longest poke in the game. This skill hits HARD at level 6 and 11 (moreso 6). This ult deals bonus damage to champions, making this skill that much scarier. Spamming this ability is NOT recommended, mostly due to the increasing mana costs if spammed, similar to Kass' riftwalk. An occasional poke here or there is perfect. Leave it at that. Note: I do not recommend smartcasting this skill until you understand the AoE of the skill. Also please do not spam it unless it will guarantee you a kill. Out-of-mana Kog isn't necessarily a crippled Kog, however, it does help to have mana to poke. Also Note: This skill reveals champions, and will keep them revealed for 4 seconds. Akali OP? Psh. Shroud that, bish.

For level 1 I take one point in W. Level one W isn't really ... impressive, however, it gives you that little extra range and damage, which is nice level one. Level 2 I take one point in E, that AoE slow comes in handy if you get early ganked/get pushed fast. Then back to W. Level 4 I take one point in Q, which gives me nice passive AS. After this, I max my W, with priority on my ultimate. After that I max E, the slow % really helps with kiting. Then I max Q last. If you want to max Q before E, go for it. But I personally recommend this priority: R[img=skills/kogmaw/r.png] > W[img=skills/kogmaw/w.png] > E[img=skills/kogmaw/e.png] > Q[img=skills/kogmaw/q.png]. As mentioned, if you WANT to max your Q before E, be my guest. This is, more or less, user preference, kind of similar to maxing Singed's fling or slow first.

Early game: [img=items/boots-of-speed.png][img=items/health-potion3.png] or [img=items/dorans-blade.png]? You want to consider your support in bot lane before you grab your starting item. If you have a sustain support, such as Sona/Soraka/even Alistar, grab Doran's blade. If you have a non-sustain support, such as Janna/Leona, grab boots and 3 HP pots. This will give yourself some sustain, as well as nice MS. (*Special Note - If you're going up against a Graves, get boots and 3 pots, regardless of what support you have. He's just too strong right now.*) On first buy back, you want to (optimally) get this: [img=items/berserkers-greaves.png] On the second buy back, get this: [img=items/madreds-razors.png] OR [img=items/dorans-blade.png] Madreds will help you last hit minions, as well as give you better dragon control early/mid game. The AS boots are great on Kog'maw. A dorans provides better trading and is more cost-effective in terms of survivability/DPS. Early game (before 16-ish mins): [img=items/bf-sword.png] + ([img=items/wriggles-lantern.png] OR 2x/3x [img=items/dorans-blade.png] You want to ideally upgrade your razors into a wriggles ASAP. The ward + lifesteal + damage + armor is too good to give up. A B.F. sword is a great buy to build into an I.E. If you back and don't have enough for a B.F. sword after your Wriggles/Dorans, either buy Zeal or a Pickaxe. I would recommend Zeal, if you can afford it. If you're deciding between Dorans and Wriggles, consider this: [.]More Dorans (2-3 total) will give you better trades, and more DPS overall. [.]A Wriggles provides good sustain, as well as better lane control. Less DPS, slightly better Dragon control. Also, if you think you need sustain but really don't want Wriggles, just buy the lifesteal component of it (Vamp Scepter) and keep that until late game, where it will become a BT. End Early/Early Mid game goal: [img=items/infinity-edge.png] This is what you want to farm for. This is the backbone of many AD carries. Crits hit harder, TONS of damage, etc. You want this. Badly. With Wriggles, farming shouldn't be difficult. If you B and you don't have enough to buy I.E, buy pickaxe. Mid game goal: [img=items/infinity-edge.png] (if you haven't already) + [img=items/phantom-dancer.png] The P.D. gives great AS, MS, and Crit chance. This is great in every aspect for an AD carry. If you cannot build into P.D. immediately, buy Zeal and dagger. You want to prioritize AS over Crit chance (most of the time). After I.E. and P.D., build DEFENSE! (For a defensive build, offensive build explanation is a bit further down the chapter) [img=items/banshees-veil.png] This is great when they have some hard CCs, or even when they have a strong poke. This could mean the difference between you getting caught out of position and you getting away from a bad spot. [img=items/guardian-angel.png] This is a great endgame item where the next teamfight will determine who wins. An extra "half-life" is great, as well as the MR/armor it provides. Get this if you feel the next teamfight will determine who wins. GA can swing a fight around. I would recommend getting this defensive item as your last or second-to-last item, rushing this item too early will delay Kog'maws ability to deal good damage. [img=items/quicksilver-sash.png] If they have hard CC. This item can be built before P.D. or even I.E. if needed. This is great if they have a stun/taunt/AoE heavy team, works great against Fiddle/Kennen/Galio/etc. You could potentially opt to switch out your AS boots for Merc boots instead of getting a QSS, if you so choose. I find QSS works better against hard CC such as taunts, while Merc boots helps with smaller CCs such as slow durations, silence durations, etc. *Please note that building a 3rd offensive item BEFORE one of these defensive items isn't a bad idea, depends on the scenario* [highlight]You can opt to choose just 1 defensive item then build into a last whisper + BT.[/highlight] Besides those 3 "main" defensive items, you really won't be building much else. Defense on an AD carry does not vary much. A good idea for building offensively would be after your I.E. + P.D., do this: If they have good magic damage, grab [imgsmall=items/negatron-cloak.png] and then get your [img=items/the-bloodthirster.png] or [img=items/last-whisper.png], then turn that negatron into [img=items/banshees-veil.png]. If they have good physical damage, grab [img=items/chain-vest.png], and then get your [img=items/the-bloodthirster.png] or [img=items/last-whisper.png], then turn that chain vest into [img=items/guardian-angel.png]. Also, endgame, please make sure to pot up IN THIS ORDER: [img=items/elixir-of-fortitude.png][img=items/elixir-of-agility.png][img=items/elixir-of-brilliance.png]. Red pot first because of extra HP/flat AD, Green for extra AS/Crit, and Blue for slightly extra damage on artillery/Q/E. (But please don't get in close range in a teamfight just to land your Q for less armor. Please don't.) Other items I've seen built on Kog'maw that ... work? (A.k.a. Not the greatest but they'll still help, with the exception of some of the AD items for an offensive build) [img=items/frozen-mallet.png] This item, I don't know why, but is becoming ever-increasingly popular with AD carries, at least at my ELO. This item is a great "you're not getting away from me" item that also provides quite a lot of HP, however, I feel is not worth it. As an AD carry, you want to prioritize damage, then armor/MR. Health is more or less a "bonus" for an AD carry. If you like it, go for it. But if you really needed that extra HP to win, you're probably doing something wrong. [img=items/the-bloodthirster.png] This is a great item if you want massive AD and lifesteal. This is more of a pubstomp item, however, I like it if the enemy team starts building thornmails. Bloodthirsters are great against thornmail. Other than that, like I said, it's a pubstomp item. Get it at your own risk. All or nothing. Also, remember to get the stacks! If you don't, you're missing on +40 AD and +10% lifesteal! Eek! Also, this should be built more toward end game than early game, rushing a bloodthirster on Kog'maw is not recommended, although is a good idea to build if you want a super-offensive build for late game. I wouldn't recommend buying this item before a defensive item or even 3 offensive items (such as I.E. + P.D. + L.W.) [img=items/the-black-cleaver.png] Some Kog'maws like to build crazy AS items, and the mindset behind this item is that the longer you stay on them, the more damage you're essentially doing to them. While this may be a good idea initially, I think I.E. + P.D. is a great combo and is plenty damage. If you want even more AS and armor reduction, go for it. I don't recommend it. Also, please note that even though you can get a TON of AS, the "cap" is really around 2.5. You will only attack after your previous attack has landed. Kog'maw's auto-attacks are pretty fast, however. [img=items/hexdrinker.png] Extremely situational. If you're deathly afraid of that LeBlanc mid, and you just got the "Mid MIA" call, go for hex. I personally believe this item isn't worth its cost, however, if they have a dual AP composition, go for it. Sometimes the unexpected pays off. But I still don't like it. [img=items/last-whisper.png] A great DPS item for any AD carry. The damage output from I.E. + P.D. + L.W. is outrageous when your W is on. That's stupid damage. But then again, you could get hit by a pebble and die. If you want to switch P.D. with this, go for it. If the other team is stacking armor, this may be a good idea. You can either opt to buy this BEFORE your first defense item or AFTER your first defensive item (I would recommend getting defense first). Also, note that sometimes getting a L.W. before finishing your P.D. may be a good idea if you notice a high amount of armor on the opposing team. [img=items/trinity-force.png] This is only really good for AS/On-hit Kog'maw. This on an AD Kog'maw is not worth its cost. While it does provide literally a little bit of everything, it isn't being used to its full potential when used with AD Kog'maw. Don't get this unless you're going AS/on-hit instead of AD. [img=items/wits-end.png] This is only good for AS/On-hit Kog'maw. While 42 bonus magic damage along with extra AS/MR is tempting, don't get it on AD Koggy. Get it if you're going AS/On-hit. Other than that, don't even bother. [img=items/malady.png] Same reasoning as above. [img=items/mercurys-treads.png] Sacrificing AS for MR/Tenacity is a tough trade for an AD Kog'maw, however, if they have heavy CC and your positioning and/or team sucks, get this. It may be tough to accept, but Merc treads on an AD carry IS a posibility. This item is actually not a bad choice late game, seeing as the attack speed from the Berserker's boots is a good trade-off to get Tenacity and MR, if you think you'll get caught. *This could act as a 2nd defensive item if you want to go for an offensive build early/mid game, but then transition late game* [img=items/madreds-bloodrazor.png] This is only to be used in conjunction with AS/On-hit style Kog'maw. Also, you can opt to change your madred's razor into this instead of Wriggles if you choose the AS/On-hit path instead of the traditional AD carry build. Note that this item does a significant amount of damage to tanks, and is actually not a bad choice if the enemy team is super tanky. [img=items/manamune.png] This item is ... interesting, to say the least, on Kog'maw. Kog'maw can spam his abilities and make this item SOMEWHAT useful, however, takes too long for it to actually kick in and isn't worth the hassle. If you want to try Manamune Kog out, go for it. But I personally don't recommend it. With this, you sacrifice early game. All of it. ---------------------------------------------------------------------- If I missed an item you would like listed here, please let me know and I will give my opinion on it. Besides the ones currently listed here, I really can't imagine anything else (unless I overlooked something really, really silly).

I can't believe I neglected to put this in the original release of this guide. Woops. [highlight]Defensive[/highlight] I find that going defensive may seem counter-intuative for an AD carry. However, I find that if you are struggling to snowball Kog'maw into the late game monster that he's supposed to be, building defensive can give you a nice leg up in the next team fight. Consider this if you think you should build defensive: [.]Do they have a lot of gap closers? (i.e. Riven, Udyr, Fiddlesticks, etc.) [.]Do they have anyone who's completely fed and needs to be taken care of? (i.e. If the AD carry is fed, armor is a good choice. If the LeBlanc is fed, MR is a good choice) [.]Do they have hard CC? If so, is your positioning good enough to avoid it? [.]How prone are you to getting caught in a 1v1 situation? If you think you may end up in that 1v1 with the bruiser or AP carry, defense works well against them. This is the reasoning behind building 2 defensive items on Kog'maw. It gives him this awkward tanky-ness that makes him a hard AD carry to kill. The longer Kog'maw is alive, the better. You want those auto-attacks! Also, Kog'maw has no good escape, and if you know they can get you, you're going to be stuck fighting them or you're forced to flash/ghost out. [highlight]Offensive[/highlight] I find that going offensive is more along the lines of that "glass-cannon" build. Now, I'm not going full-offensive items, I'm going to incorporate 1 defensive item, be it B.Veil, G.A., QSS, etc. Consider this if you think you should build offensive: [.]Are you fed? Did you snowball early? If yes, then stomping even harder with offensive items is a great thing. [.]Are they stacking thornmails in an attempt to counter you? Building lifesteal items will effectively counter thornmails to a certain point, so you don't wreck yourself immediately. [.]Are they stacking armor? Armor pen offensive items would be a good idea here, especially if your team can't kill that 250 Armor Singed that is running through your team. [.]Do you feel your positioning is top notch? If you think you can position yourself away from harm in team fights, then build offense. Offensive Kog'maw is extremely hard-hitting, however, his health/armor by nature isn't the greatest. If you know you can sit in the back of the fight and just melt everyone you come into contact with, then go for an offensive build. [highlight]Last Note on this offense v. defense:[/highlight] Kog'maw, as stated, has no "real" escape. For example, Tristana has both a knockback AND a jump, effectively giving her more mobility in a teamfight/skirmishes. Kog'maw's only slow ability is his E, which may not even work well if it is placed down wrong. This is why I sometimes will build a more tanky-style AD carry than a full-out glass cannon, because if they can get to me, I'm not going to be alive for long. This is what you must consider before you build either 1 defensive item, or 2. You must also be aware of what items your team has, and what items their team has, in order to correctly buy your build in an effective order. Also, I'm always an avid fan of streamers, so I like to sit back and learn when I'm watching. It makes me happy to see a lot of the professionals using the same build as listed in this guide, which means I did SOMETHING right. Although, I will be honest, I see a lot more "pros" shifting away from Wriggles and leaning toward 2x or 3x Doran's Blades, along with a vamp scepter, to get the same lifesteal. This is fine, it's all user preference. I'm personally liking the 2x and 3x Doran's Blades build a bit better myself ^_^ Tl;Dr -> User preference, reliant on user skill. Defense for surprising tanky-ness to get in more auto-attacks and live through the fight, or offense for that pure-AD carry feeling.

Early game is not a fun time for Kog'maw. In fact, early game is Kog'maw's weakest stage of the game. As the game drags on, Kog'maw gets increasingly stronger, which makes him a great AD carry. [highlight]Early Game[/highlight] Early game priority with a sustain support -> Farm! You need to get that snowball rolling! A farmless Kog'maw is a near useless Kog'maw. You need to farm. If you have trouble last hitting minions, go into a private game and just practice last hitting. AD Quints help with last hitting, as well as 21/9/0 masteries. But practice makes perfect. Early game priority with an aggressive/non-sustain support -> Still farm! However, if your support is Nunu/Leona/whatever and they land a nice stun or set you up for a nice kill, go for it! Don't hesitate to use your exhaust to secure a kill, and DO NOT FLASH into tower range for a kill. It's extremely risky, and I find that many players (especially low elo, no offense) that flash into tower range for a kill either A.) Miss completely and get killed, B.) Miss the kill and get away, but burned flash, or C.) Pick up the kill. A good CS to aim for by 10 minutes is at least 60-65, while having over 100 by 15 minutes is good. This is what you need to aim for. If you reached it, good job! I hope you didn't go 0/5 doing it. If you didn't reach it, don't feel bad. If you picked up a kill or two along the way, each kill (except first blood) is worth about 15 CS. So just add that in, if you're that concerned.

By mid game, which could be as early as 15 mins or as late as 25 mins, you should have farmed up well. Your wriggles/boots SHOULD be complete, and having a B.F. sword is essential. I.E. and Zeal is what you want to focus on mid game. [highlight]Mid Game[/highlight] Still farming! I hope you didn't miss it, because it's going to haunt you for another 15-ish minutes. Hopefully your team hasn't fed or weights 5,000 lbs, because Kog'maw is slowly becoming an absolute monster. With that Wriggles, make SURE Dragon is warded. In fact, make sure your support keeps warding dragon until you have your wriggles, then it is optimal if you keep it warded. Kog'maw has great dragon control, since he can A.) Melt dragon fairly quickly with his W up, and B.) Poke the enemy while they're doing dragon to soften them up for your team. If you need to give up dragon because your support/mid died, please just give it up. Do not be superman. You aren't a monster just yet. But, when the dragon is dead/respawning, back to farming for our little Kog'maw. Be sure to poke with your ultimate from time to time, and make sure you're using W to harass and not to farm. It's not bad to farm with it now and again, especially if you're getting zoned, however, using it to harass is using it to it's full potential. Also, try to get that bot tower down. Global gold is a great thing. Getting it TOO early can have bad "side-effects," such as letting the other AD carry safely farm near his/her own jungle as you sit back and watch. Optimally, getting bot and mid tower at the same time is a good thing. Pushes both lanes at the same time, sets up dragon easily. Remember, if your team is going for dragon, push your lane to tower. This will force the enemy bot lane to push it back while your team is doing dragon. Mid should push out to, but that's not your concern.

Late game is where Kog'maw shines. If you haven't fed your bot lane and you farmed well and did mostly everything correctly, you are now doing "stupid damage." Yes, that much damage. [highlight]Late Game[/highlight] Late game is where you and your team need to gather to try to either A.) Push to win, B.) Turtle in your base because your team got raped, or C.) Force baron and hopefully win so you can push to win. Kog'maw has great Baron control as well. Kog'maw's maxed-out W has enough range to hit Baron outside of his little area, although he will still attack back. With W on, hopefully an I.E. + P.D., a Wriggles, and a team that didn't feed, Baron should be done fairly fast. Keeping Baron warded is key, even if you have to do it. Remember, just because you're the AD carry doesn't mean you're "immune" to buying wards. You still need to help out. Pushing towers/lanes with Kog'maw is fairly easy. 2-3 shotting minions as well as being able to poke towers down with W up is crucial to pushing when the rest of your team can't. Getting a shot or two into an enemy tower before they come up to push you back is great, because towers can't regen (unless there is a Heimer, which is low regen anyway). Spamming artillery at this point is acceptable up to a certain point, but make sure you keep an eye on your mana! Kog'maw, as stated, is now a monster. If the enemy team is smart, they'll focus you down (which is common in mid-high ELO). Dying at this point in the game could spell game over, so make sure your positioning is top-notch. Also, at this point in the game, Kog'maw is actually a fairly good duelist. If you get caught in a weird 1v1 situation, fight 'em. Chances are if you're really out of position, you're not getting away, so you mine as well fight. The basic combo for dueling is you E[img=skills/kogmaw/e.png] forward to them, pop your W[img=skills/kogmaw/w.png], hit them with Q[img=skills/kogmaw/q.png], then auto-attack while backing up. This is also called kiting, which is a common thing in a variety of strategy/MOBA games. Also, while auto attacking, throw in a R[img=skills/kogmaw/r.png] a few times, because they certainly won't dodge it if they're that focused on killing you. If they do manage to kill you, remember about that passive! You're dealing a TON of true damage at level 18, and even if they're only slightly low, you may pick up the kill/set your team up for a kill if you can hit them with it. Remember not to give up after you "die," you still have damage to lay down!

A common problem in Low-Mid ELO is positioning. An AD carry should NEVER be at the front of a fight, rather trying to position themselves in a way where they can melt the enemy AP/AD or even support if that chance comes. Focusing the tank is never a good idea, ever.* Ever. (*Let me make myself clear on this statement, because apparently it wasn't clear enough for some people, cough. To stay out of harm's way, you are probably going to position yourself in the back of the teamfight. IF the ONLY person you can hit is the tank because they are doing a good job zoning/CCing you, then go for them. If you have to make a decision whether to attack the tank or another, get the other guy. Despite the W HP% shred, focusing others instead of a tank is always a better option, but only force yourself to attack the tank when need be. Happy?) If you think they're about to dive you, or they keep doing it, right as a teamfight starts, throw down an E [img=skills/kogmaw/e.png] in front of you. This way, you can buy a little bit more time for yourself as the fight unfolds. If you do manage to get caught in the thick of the fight, flash out. If you're using other summoners, I suppose you can ghost out but besides that good luck. Flash should be used defensively when you're out of position. Staying behind your bruiser (if they didn't dive the AD) is essential to winning a fight. Let's put it this way. You're a siege tank. You do tons of damage from far away, but if anyone gets close they can cut you down fast. That's the idea behind Kog, sacrificing survive ability for a range increase. Please position yourself well. Here's a real bad drawing I made of where you should be in a teamfight: [imgext=] Where the black is your team, the red is their team. Just be in the back and away from danger, is all. I hope you took me seriously when I said "real bad drawing," because it is.

[center]Bot Lane Matchups[/center] [img=champ/alistar.png] -> He will be against you in lane as support. Alistar is super aggressive, especially at level 2. If they're on blue side and they do golems, they're going to hit level 2 faster than you, which is a bad thing. His W + Q combo will wreck either you or your support. Play extremely defensively against Ali, take cheap shots at him. He can spam his heal, however, chipping away at him is a great way to get rid of him. When he pops his ult, ignore him unless he's < 100 HP. [img=champ/ashe.png] -> A fairly easy lane. Ashe can't harass back well, however, she can spam volley to keep you at bay. If you have a sustain support, you'll win this lane. If you have an aggressive support, you'll probably win this lane. Do not get hit by her first crit, coupled with a volley and an aggressive support will result in a dead Kog'maw. Harassing Ashe with W is fairly easy, after level 3-4 you can keep her almost zoned out of CS just by yourself. If she has an aggressive support be careful - there's no running from an Ashe. When she hits 6, be alert for her arrow! [img=champ/blitzcrank.png] -> A support that I see quite often in bot lane, I used to hate playing against Blitzcranks. However, Blitzcrank is utterly useless early if you stand behind your creeps. Pay attention to your own creeps' health, so you know when the ones you're standing behind are about to die. Blitzcrank is a hit-or-miss support, where if he can't help feed his own AD carry by mid game, he struggles with his items. However, he can make a comeback and just start pulling your team to their deaths mid/late game, so know where he is, know his grab range, and play safe. Be mindful of his passive, don't get tricked into diving a Blitzcrank at tower! He could potentially pull you, pop you up, and blow his mana shield while he lives and you're eaten alive by tower. If he gets away with low HP, fine, leave him. Do not chase him. Don't feed him any kills, and you'll win your lane. [img=champ/caitlyn.png] -> A harder lane for Kog. Caitlyn's auto-attack range is large, and her traps don't tickle. If she's paired up with an aggressive bot lane support such as Alistar or Taric, you need to play defensively. A Caitlyn trap followed up by a Taric stun (or vice-versa) is probably a dead Kog'maw, or a very hurt one. You want a sustain support against Caitlyn, if possible. Harassing her with your W is only a good idea after you get level 3 W. This is where you start gaining good range, but you won't out-range her until that hits level 5. Do your best to CS against her. Fed Kog > Fed Caitlyn. [img=champ/corki.png] -> With Corki losing popularity, I don't see this often. But when I do, I make a meme reference. Besides that bad meme reference, Corki is an interesting lane for Kog. Corki can burst hard, especially coupled with an aggressive support, mainly Leona (her passive is proc'd easily by Corki), or Alistar/Taric. You can outrange him with your W at early levels, try to poke him down. His W (Valkyrie) has a long cool down, so if he's forced to use it to get away from your harass, he's going to stay out of the fight. Take cheap shots at him, don't take too much harass from him. Corki has a dangerous burst, especially when he hits 6. [img=champ/ezreal.png] -> Another interesting pick. Many Ezreals that I've seen are completely trash, and can almost never hit me with their Q. Poking Ezreal is the best way to deal with him, and your W will be a great harass tool against him. Staying behind minions is a good way to deal with Ezreal as well, he won't be able to harass you effectively if he can't land his Q on you. Be careful when your minion wave starts disappearing before the next one appears, he may just poke you down. If he's coupled with a sustain support, you're better off farming. [img=champ/fiddlesticks.png] -> Oh lawd, Fiddle support. I see this occasionally it bot lane, and it ticks me off every single time. Fiddle is another hit-or-miss support where he either helps feed his AD carry lots (or even himself) early game, or he gets little to no kills and gets insta-melted when he goes to ult late game. Lots of wards counter Fiddle, especially keeping side lane bushes warded. This way, you know when he's about to come out and Dark Wind -> Fear -> Life Drain. Fiddle can help his AD carry quite a bit early if he's smart - he'll just fear you when you go to harass, rendering you useless for a few seconds and allowing his own AD carry to harass you back. Please get wards against Fiddle, especially when he hits level 6. You don't want another "LULULULULULLUCAWCAWCAWCAWCAWCAWCAW" happening in your game. Fiddle DOES have a skill to keep himself healed, however, harassing his AD carry will effectively make them play passively, take advantage of this. Keep him at bay early game, and you'll win this lane. [img=champ/garen.png] -> Yes, he DOES APPEAR in bottom lane. He is usually coupled with Taric or even Alistar, which is an extremely deadly combo. If you can avoid Garen getting first blood against you, he'll be useless. Avoid getting killed early against Garen, he has great early game damage. After that, he's all yours. Kiting Garen is not hard, especially if you go to poke him when he takes CS. He is one of the easiest champions to poke, but one of the easiest champions to get jumped by. Avoid getting jumped, tell your support to buy wards for the side-lane pushes, and try to farm. Early game you may get zoned, but poking him down will solve that. Garen is usually never with a sustain support. [img=champ/graves.png] -> A tanky son of a gun. Graves is undoubtedly one of the harder AD carries to lane against. His passive will give him good tankyness, and if he's coupled with a sustain support, you need to farm. His basic combo to harass is to smokescreen, dash forward, buckshot, auto-attack once, go back. That, by itself, is a ton of burst. You want a sustain support against Graves, his burst and sustained damage is too great for Kog'maw to deal with. You can attempt to harass him when your W gets level 3-ish, but you'll probably recieve lots of harass damage back. Do your best to farm against Graves, and snap him when he doesn't expect it. Beware when he hits 6, he'll burst you down fast. [img=champ/janna.png] -> One of the supports you'll be laning against. A good Janna is, without a doubt, one of the harder supports to deal with. While she may seem like a passive support, when a jungler goes to gank, or if the enemy AD carry goes to chase you, she can slow you down/knock you up like crazy. Her shield will negate most, if not all of your harass damage. Timing your harass is key. Baiting out the Janna shield, THEN harassing is an effective strategy to deal with Janna shields. Be careful of shield-baiting, don't get baited to your death. Also be mindful when she hits 6 ... if she manages to end up behind you, be careful. She'll push you halfway back down the lane. Note that Janna is extremely, EXTREMELY squishy early game - take advantage of this. [img=champ/karma.png] -> An extremely hard-hitting early game support-ish champion that you will rarely see in bot lane. Karmas that play bot lane typically have lots of flat AP runes to deal heavy early game damage. Karma does deal crazy damage early game, especially if she has those flat AP runes. Do your best to withstand her harass, take a sustain support with you. If you manage to break even with her, she'll fall off mid-late game. If you feed her, she's going to become a problem. Just remember she's a hit-or-miss support, where if she nets no kills before the first 15-20 mins, she'll fall off. Hard. [img=champ/kayle.png] -> A rare sight to see a Kayle bottom nowadays, however, you'll see Kayle as a support champion when she IS in bottom lane. Kayle has a ranged slow, a ranged attack, and a heal. Her heal isn't exactly as good as let's say Sona's or Soraka's, So she's not really much of a problem. The major thing about Kayle is that if she slows you when the jungler ganks, you'll either need to burn your flash/ghost or pick up a kill somewhere. An aggressive support works well against Kayle, she can't do anything when more than 1 is on her. Harassing Kayle is fairly easy early game. Even if the Kayle does decent against a Kog (which she shouldn't), she won't do much with it. Kayle is still UP, unfortunately. Win this lane. [img=champ/kogmaw.png] -> Only in blind pick will this happen. Baiting out the enemy team's Kog'maw's W is key to harassing him back. Know the duration of the W, know when his is down and yours is up. When both Kog'maw's hit 6, it turns into an artillery fight, more or less. If for whatever reason you hit level 6 first, poke him down and get him out of exp range, if you can. Keeping him from level 6 is also key. CS better and you'll win this lane. [img=champ/leona.png] -> Personally, I like Leona bot lane as a support, she's fun. But if she's paired with a burst-style AD such as Corki/Graves, good luck. Leona is, in fact, quite squishy early game and has no means of negating the damage besides her shield. She has no sustain, and if she's playing support, she probably spent a lot on wards/hp regen/mana regen early. Harass her early, know when she's going to combo (sometimes its obvious), and keep her out of range of stunning you. Leona can keep you locked for quite a while, especially when she hits 6. When she hits 6, her ultimate has a LONG range, more than people think it has. Please be careful when she hits 6. Ward the side bushes, and you'll shut down Leona. [img=champ/lulu.png] -> Purple. She's really, really annoying in lane, and continues to stay annoying all throughout the game. In-lane, she'll try to harass you with her E + Q, and if you ever try to hard engage, she'll W her AD carry or W you. Lulu can't spam her skills constantly, so if you notice her in a bad spot OR she's low on mana, jump on her. Also, her W has a long CD, take advantage of that. When she hits 6, don't fall for her R bait, it's similar to heal baiting. Her R can not only stop you from a free kill, but can set up a gank for their jungler very easily. Just be careful when going against Lulu, keep your distance. [img=champ/lux.png] -> Another hit-or-miss style support that is becoming more popular in bottom lane. If you've ever played Lux, you'll know that you're skill-shot reliant on ALL of your skills. Her slow AoE has a long range, so mind that. Lux can easily bait you into a bind, so do NOT dive a Lux near her tower, nor chase her if her AD carry is nearby. Note that Lux has no means of sustain, and that harassing her or her AD carry is a good thing. They have no means of healing it back, and HP pots only heal for so much. You should win this lane if you didn't get hit by too many Lux binds. Also note when she hits 6, she CAN burst for more than people think. When coupled with a bursty AD like Corki/Graves, any AD carry or support will melt. Please take caution when she hits 6. [img=champ/maokai.png] -> Ugh, support Maokai. I don't know where I saw this, but I cringe everytime I see it. Maokai is one of the harder supports to play against. He has a always-hit ranged bind, a knock up, and he can heal himself. If he's coupled with any AD that can either A.) Burst or B.) Slow, you need to play extremely defensively. A good way to counter a Maokai's binds is to ward the side bushes so you know when he's about to strike. Harassing a Maokai is hard, mostly because he can A.) Heal it back and B.) If you're too close, prepare to take serious harass. Not giving away kills to Maokai early game is good, but he can recover from a slump early game in a teamfight, so be careful. Also note that his ultimate negates lots of damage and does quite a bit as well. Be careful. [img=champ/missfortune.png] -> Miss fortune is all about shutting down sustain supports. She has insane move speed when she's not being hit, and can harass you with Double Up. Do not position yourself behind minions when you know she's going to Double Up them. You'll be taking too much harass. Be careful during exchanges with MF, getting too close will result in her winning the exchange. If she's coupled with an aggressive support, play with caution. If she has sustain support, poking her down and just CS'ing better than her is the best way to beat her. Also note her ult will clear waves of minions, which is a good giveaway that she's going to B after she does it. If she does this, push the next wave to her tower and B to buy, or possibly take her tower. [img=champ/nidalee.png] -> Support Nidalee is not uncommon, and is actually quite fun to play against. When she's in the brush, you're not going to catch her. Her spears won't hurt early, and her heal has been nerfed to oblivion. She isn't a great support, but she'll definitely keep her AD carry alive. Her traps don't do much, so if you can poke her down so she wastes her heal on herself, go for it. When she hits 6, she won't do a ton of damage but she can be a threat. Hitting Nidalee with Artillery is also another challenge, try focusing her AD carry with it instead. Her spears will hurt late game, so be careful! [img=champ/nunu.png] -> Oh god. Nunu support, ugh. Ward the side bushes to shut him down. Kite him when he goes to harass you with his ice ball. Unfortunately, harassing a Nunu is nearly pointless because he can consume a minion to heal it back. Although, it does have a long cooldown, and if you can get enough harass in between his consumes, he'll back up. Beware his ultimate - make sure those side brushes are warded. You don't want another "EMPIREEEEEE" moment happening. If he gets no kills early game, he'll fall off. But he can catch up, similar to Maokai. Do not focus him in teamfights, and play cautiously against him. Sustain supports are great against him. [img=champ/sivir.png] -> I can't believe I forgot to mention her ... I think I was waiting for the "re-make" and then completely forgot, my bad. Anyway, Sivir is very hard to deal with in-lane now. Her boomerang does a LOT of damage during the laning phase, especially if she has an aggressive support such as Taric/Ali that can set up a perfect boomerang for her. Her Ricochet is basically a free auto-attack reset, and her spell shield is really freaking annoying when she can block a ton of your artillery. When playing against Sivir, try to nuke down her support instead of her directly. Her spell shield will only block your Q and R, so do not give her free mana because you wanted to spam at her with artillery. Try to poke her support down, unless she's in auto-attack range. A level 6 Sivir can set up an easy kill on you (especially if their jungler comes), so just be aware of her current mana and level. Not fun to deal with. [img=champ/sona.png] -> My main, actually. Sona is an all-around great support. Can do great damage early game with her Q->Power Chord, can heal with ease, and can provide speed ups/can slow you down. Sona, by herself, is extremely squishy early game. I find that harassing Sona to force her to blow her heals on herself is a great way to drain her mana. When Sona mana is drained, she is utterly useless. At this point, she'll either A.) B, or B.) auto-attack for nearly no damage. If she B's, harass her AD carry down. If she plans to stay and auto-attack, take advantage of her. Be careful when she hits 6, a flash -> Ult from Sona can set up ganks perfectly, or even just set up kills for her AD carry. Her Ult is a skillshot, so if you get in a skirmish with either her or her AD carry and she starts moving toward you, run left or right to avoid it, or even flash if you can react fast enough. [img=champ/soraka.png] -> The mother of sustain. Soraka's priority in bot lane is to keep her AD carry at near full health at all times. Her heal does have a long CD, so taking cheap shots at either her or her AD carry between heals is a good idea. Be careful, anyone healed by Soraka has massively increased armor for a few seconds, so you'll be doing significantly less damage to whoever was healed early/mid/even late game. Soraka can also harass slightly with her Q and E, although her Q should never become an issue unless you're too close to her. Also, watch out for the heal bait when she hits 6 - if she is level 6 and she hasn't popped her ult yet, don't dive. Other than that, farming/poking down constantly is a good idea, although Soraka excels at keeping poke damage to a minimum. [img=champ/taric.png] -> A more common support in bot lane, Taric has a "always-hit" ranged stun and has a little nuke with his W (and his R when he hits 6). Please note that Taric support is an aggressive support, he will be worthless if he just sits in the bush and watches his AD farm. Taric is meant to set up kills - turn the tables on him. Taric's stun may have a decent range, however, you will be able to safely and effectively kite him when your W is around level 3. Keeping side lane bushes warded is a plus, so you know when he's about to strike. Be careful of Taric flashing for a stun to set his AD carry up for a kill. He's especially deadly when paired up with a Vayne or Caitlyn, so play cautiously early game against him. After early game, kiting him isn't necessarily hard, although he will have quite a lot of armor due to his W passive. Harass him down, survive early game, and you'll beat him. [img=champ/tristana.png] -> The AD carry I hate the most when I play against her. Tristana is, most of the time, paired up with an aggressive support, mainly Alistar or Taric. A Taric stun will set her up perfectly to jump on you, while an Alistar combo will do the same. Tristana deals great damage even at level 2 with her Rocket Jump and Explosive Shot, so be careful. Tristana CAN be stunned while she's jumping, so if you have an aggressive support with a stun or some sort of knock up, make sure to keep her stunned when she jumps. Get away from minions when she last hits, or you'll take unnecessary harass from her Explosive Shot passive. Also remember when she hits 6, she can jump behind you and ult you back halfway down the lane, which will probably result in your death. Your best bet to fighting Tristana if you get caught in this combo is to fight back! Playing safe/having side lane bushes warded is a good idea, harassing her with your W early is also key if the chance arises. Remember, she gains range as she levels, similar to your W. Be careful! [img=champ/twitch.png] -> Twitch bottom is rare, he'll mostly be roaming and either act as the AD carry or support, when in reality he's just roaming. Twitch is excellent at setting up ganks, however, he can be countered for the low, low cost of 125 gold every 3 minutes - pink wards. Pink ward is Twitch's enemy, and effectively counters him in lane, as he will not be able to get behind you to nuke you. Playing with an aggressive support works well against Twitch, he is naturally VERY squishy. However, a sustain support against Twitch works equally as well. Make sure to call the MIA if he's been out of lane for a while, even if he's still in your lane but just invisible. Harass him hard with W, get that pink ward, and win this lane. Feeding Twitch is a bad thing. [img=champ/urgot.png] -> A rare see in lower ELO, you'll see him more in mid/high ELO. Urgot excels at poking, his corrosive charge + acid hunter is a real pain in the butt. If you get hit by his corrosive charge, you have no option but to take the harass, which is why having a sustain support is a good idea against Urgot. Urgot, early game, HAS to farm in order be effective mid/late game. Try to take advantage of this and harass him every now and again early game, but please take caution if you know his corrosive charge is up. Also, please be careful when he hits 6 - if he ults you, you're the easiest target to kill. Stay out of range of Urgot's ult, and play safe. [img=champ/varus.png] -> Varus is an interesting champ, to say the least. Think MF/Ashe hybrid. He's going to try to poke you down with his Q, and if he gets his W stacks on you, it's going to hurt bad, especially if he's paired up with an aggressive support like Leona/Taric. Try to win exchanges in lane with your W and E basic combo, and just farm up. Once Kog'maw gets around level 3 W, you can outpoke him. Watch out when Varus hits 6, he'll want to hard engage. Out-poke him, farm up, and win. You have a better late game. [img=champ/vayne.png] -> Vayne is deceptively good at hiding her damage until the fight breaks out. Early game, Vayne's tumble hits quite hard, however, poking her with your W even at an early level is a good idea for keeping Vayne low. Keeping away from the walls of your lane is a good idea, Vayne's knockback/stun and tumble will hit for a truckload of damage, all while she procs silver bolts on you, which will just add to the hurt. Do not get baited into a bush where you think the Vayne will stun you and potentially set you up for a death. Keeping Vayne low forces her to play passively instead of aggressively, however, she is usually paired up with an aggressive bot laner, such as Taric or Alistar. These guys can set up kills for her quite easily, be cautious. When she hits 6, be careful. She turns into quite the "I'm going to chase you all the way to your nexus" type of champion. Also note that running from Vayne isn't effective, she'll catch up to you in no time flat. Turn and fight, even if you have the slightest doubt about not getting away. Harass her down, play cautious. [img=champ/zilean.png] -> I don't see many Zileans in bot lane, however, he is occasionally played as an unconventional support that honestly hits quite hard early game. Similar to Karma, Zilean time bomb will hit for quite a bit early game, and you honestly can't dodge it at all. Keeping the side bushes warded against Zilean will force him to play in lane, at which point he'll either A.) Push up too far trying to bomb you and take too much harass in the process, or B.) Sit back in lane. Zilean has no means of healing, so harassing him will force him to play more passively. Be careful of his speed up/slow down, he can set up his jungler for a nice easy kill on you or your support. Also note, when he hits 6, don't get baited into their tower just to realize he ult'd himself or the AD carry. If Zilean ults, completely ignore that person (unless they're doing serious damage) until the effect wears off. If Zilean isn't fed or did very well by mid game, he's going to turn into an Ult + Speed up Bot. Besides that, I think that's all the champions you'll see in a "normal" bottom lane. Granted, every champion can be seen bottom lane, but these are the main ones you want to read up on. Don't feel discouraged if you lost to a champion that I said was "an easy kill" and you completely fed them. That stuff happens, and keeping your head high throughout the game will help your own gameplay. You probably noticed the main thing about Kog'maw is effectively farming early, and it is. But picking up that early kill/even a double kill is HUGE on Kog'maw - the faster you can get him to snowball, the better.

Since everyone seemed to enjoy reading the bot lane match-ups, I figured a section on champs to pay special attention to ALL GAME would also be very informative and helpful, so here we go. *Note: Really, anyone with a stun/gap-closer/slow/etc. will be listed here. Yeah, there's a lot. Deal with it. [img=champ/akali.png] -> Obviously you won't see her early game, but mid/late game she's a threat to Kog'maw. She'll jump on you and chop you up, no lie. Pay close attention during teamfights where akali is, and who she is focusing. If she's smart, she'll go after you, so heads up! It's hard to peel an akali off of you, so do your best to stay out of her range, if you can. Remember, she's hard to peel off once she's on you, so if she does jump you, don't try to run - just attack back. [img=champ/amumu.png] -> 99% of the time he's a jungler, and you won't see him until he hits at least level 6. His bandage toss + ult combo will really get you, for a lack of a better term, "tied up." If you can avoid his initial combo, which is mainly used to initiate a teamfight mid/late game, then you'll beat him. But please, for the love of god, don't focus him if others are in range. He's a tank. [img=champ/annie.png] -> Although she has no gap closer, bad positioning on your part mid/late game can set her up to flash + full combo (R + Q + W + Ignite) you to death. If she doesn't have her flash up, you can play a bit more aggressive against her. If you know she has flash up, or are unsure if she has flash up or not, play cautiously. A flash + full combo will burst you down, guaranteed. If you keep getting caught in this combo, a banshee's veil is a good way to negate some of the damage and stun. [img=champ/blitzcrank.png] -> Fairly easy to avoid grabs early/mid game, but when it comes to late game, sometimes there are no minions around to intercept blitz's grab. If you get grabbed by blitz, and his team is there to follow up, you're better off just opening up the shop tab and searching for what you want next than using summoners to survive. Avoid his grab, period. If you feel your positioning is bad, grab a banshee's veil to stop that grab - it could save your life. [img=champ/chogath.png] -> Although he has no real gap closers, a Cho that can land his Q (the knock-up skill) will decimate you. His Q + W + R (+ possibly ignite) WILL bring you to either very low, or death. He relies on his skill shot to set up himself and his team for kills, so pay attention where he is at all times. Try not to focus him in a teamfight, he's a tank. Banshee's veil could save you from getting hit by his Q, so if you need to consider that option, go for it. [img=champ/evelynn.png] -> Yes, I know this champ is MOSTLY a troll champ and there are a very select few who do well with her, but an Eve that is put in the right hands will murder a Kog'maw. When playing against Eve mid/late game, her primary target is you, period. After a teamfight starts, she'll pop out near you and give you hell. If your support/jungler has oracles, she should be no problem. Without oracles, she's hard to peel off of you, so you're better off fighting her. Make sure you let your support know that Eve will jump on you after the fight starts, so they're ready for her too. [img=champ/fiddlesticks.png] -> Classic. Fiddle is great at starting teamfights, and turning teamfights around. Please, for the love of god, do not let him get his Ult + Fear on you. It WILL set his team up to kill you, or he may even do enough damage to kill you himself. If you notice he's ulting and you're in range, flash out. Yes, that's right - FLASH OUT. A 3 second fear severely cripples an AD carry, especially in a teamfight. Fiddle is usually squishy, so taking him down fast is key. Once he gets an hourglass, he's a bit more of a problem. You'll have to be patient when he does have an hourglass. QSS is a good choice if you get feared. [img=champ/fizz.png] -> I swear, I hear the Jaws music playing every time he throws that fish. Fizz has his "avoid-every-skill-jump" gap-closer skill, a dash, and a high-damage skill shot knock-up ult, which will usually set him (or his team up) with a dead Kog'maw. If, in a teamfight, you see him jumping for you, do NOT let him hit that fish on you. If he hits the fish on you, you're more or less screwed if the Fizz is doing decent damage. If need be, flash away when he throws the fish. Fizz CAN BE deceptively tanky, so pay attention to what items he has. If you can, melt him before he can melt your team (or you). A banshee's veil is a decent idea against Fizz to negate some of his damage, a QSS does NOT cleanse the fish. [img=champ/galio.png] -> The ONLY reason you should be scared of the champ is when he has flash up. His Flash + ult combo not only hurts you a LOT, he will set his team up to roast you. If he doesn't have flash up, you can poke him here and there. Remember that any damage to a shielded enemy HEALS him, so pay attention! A QSS is a good idea against galio if you think you're going to get caught. [img=champ/gragas.png] -> Although he does have a gap closer, his main "scary skill" is his ult, which can displace you TOWARD their team, which would obviously be a bad thing. Make sure you're aware where the Gragas is in a teamfight, and if he has his ult up (he should always have his ult up for ANY teamfight, it's not a long cooldown). Gragas is also a tempting target to focus down, mainly because his character model is huge (I'm not kidding). If he hasn't done a ton of damage to your team in a fight, and you successfully dodged his ult (or at least didn't get pushed toward their team), focus him down if he's in range. A banshee's veil is a good idea against Gragas to avoid his barrel poke. [img=champ/irelia.png] -> Irelia, although nerfed to oblivion, still poses a threat to Kog'maw. She has a gap closer, which instantly makes her a threat to any AD carry, especially an AD carry that doesn't have a real escape (*cough* Kog *cough*). Irelia is EXTREMELY hard to peel off of someone, mainly because her passive basically allows her to become CC-immune in a teamfight. Try to avoid getting jumped on by Irelia, because once she's on you, it's life or death. Any defensive item will negate SOME damage from her, but it won't peel her off of you, play cautiously. [img=champ/jarvaniv.png] -> The Jar-man poses a threat to Kog if Kog doesn't have flash up. His E + Q gap closer, along with his DEMACIA jump will instantly set his team up for a kill on you. When fighting against Jarman, make sure you know where he's E + Q'd to, and if his ult is up or not. If it is, stay out of range of it. If he ults you, flash out as soon as possible, TOWARD YOUR TEAM. If your flash is not up, and you got caught, nuke him down as fast as possible. The ult lasts for quite some time, and will usually result in a dead Kog. Just be mindful of when his ult is up, and when your flash is down. [img=champ/jax.png] -> I'm curious to see the re-work to dodge on Jax, however, as of now he's a major threat to any AD carry. In a teamfight, he'll jump you, stun you, and do work. Stay out of range of his jump so he can't stick to you, because if he does, he'll probably win the fight. His dodge chance is crazy good against AD carries, which is what makes Jax strong. Avoid his jump, don't focus him unless forced to, and pray your team hasn't fed him. A SotD is a good idea against Jax (for now). [img=champ/kassadin.png] -> The classic anti-carry. Once Kass hits 6, he's instantly a threat to any squishy champ, which unfortunately includes Kog'maw. His Riftwalk + Combo is nasty damage, especially if Kass has a few kills under his belt. In a teamfight, try staying out of range of his FIRST riftwalk, so he can't combo you after he tries to dive you. If you notice he's wasted his riftwalk and he's out of range of you, try nuking him down so he's forced to riftwalk back toward his team. If he manages to catch you with full combo, get ready to land your passive, because you're probably dead. Kass has a very strong mid game, so don't feed him in that time frame and you should be fine. A banshee's veil is a good way to negate some of his damage. [img=champ/katarina.png] -> You may first look at Kat and say, "I've seen so many bads play her." But put in the right hands, Kat will take Kog'maw and put him up for sale at the local sushi market. Yeah, she's supposed to jump you. Yeah, she's supposed to do a lot of damage. No, you're not supposed to catch her immediately. Do your best to stay away from her when she ults, if your team is competent and has SOME FORM OF CC, they'll lock her down quite nicely. Be patient when fighting a Kat, because only the good Kat players are patient themselves (in a teamfight, of course). [img=champ/kennen.png] -> HIIIIYAHHHHH should be the last sound you hear as you frantically flee for your life because your support forgot to ward river and now he's in bot lane ganking your overextended butt. Kennen is meant to dive in, stun everyone, then slowly back out. If Kennen is built tanky, try to force him to ult so he can't stun everyone in your team while he stays alive and his team cleans you up. If he's squishy, CC him immediately - taking out Kennen quickly is a GOOD THING. QSS works well against Kennen if you get stunned, it could save your life. Remember, he CAN dive you and initiate a teamfight, so heads up. [img=champ/leblanc.png] -> One of the worst AP casters to deal with for Kog, similar to Kassadin. However, LB has MUCH more burst than a Kassadin if she gets her full combo off on you. Please, PLEASE ward the river and make sure you know where LB is early/mid game, she's supposed to snowball mid game into a very strong carry. LB has a ridiculous amount of burst, especially when she's fed (she snowballs HARD), so making sure you know where she is in a teamfight is crucial. If you notice her coming after you, don't hesitate to flash out of her range, because you're almost useless if you're dead (see what I did there?). LB typically isn't very tanky, so if you notice her blow her full combo on someone else and she's within range, melt her. If both LB and the AD carry are in range of Kog, focus LB ONLY IF LB hasn't used her full combo. If LB blew her full combo, melt the AD carry, THEN LB. Banshee's Veil is an ok option against LB. [img=champ/leesin.png] -> Ree Shin shouldn't be TOO MUCH of a threat to Kog late game, however, early/mid game he can devastate you if he lands his Q. Please try to avoid getting hit by his Q, because a Ree Shin is hard to peel off of a Kog. Late game he's more tanky and supposed to be able to take punishment, so he may not be the best choice to focus down in a teamfight, unless he's gotten caught, of course. Playing smart is the best way to counter Ree Shin, no lie. [img=champ/leona.png] -> Read the description in the "Bot Lane Matchups" chapter for Leona. Ugh. So ... much ... stun ... [img=champ/lux.png] -> Same as Leona, read description in "Bot Lane Matchups," only real threat is getting caught by her bind. [img=champ/malzahar.png] -> The only reason you should be concerned about a Malz is if he ults you. Sure, you can QSS out of it, but that's assuming you HAVE A QSS. If he ults you, he has essentially set up his team to kill you, so stay out of his ult range, for the love of god. Malz typically isn't tanky, so melting him before he can full combo someone is a good idea. [img=champ/maokai.png] -> Once again, see "Bot Lane Matchups" for him ... friggin' tree. [img=champ/mordekaiser.png] -> J/k, you shouldn't be scared of him. Huehuehue. Actually, I take that back. The ONLY reason you should be SLIGHTLY concerned is if he ults you then you die. Then you'll decimate your own team, dear lord it's an awful feeling. It is, I've been there. [img=champ/morgana.png] -> Morgana is a bit difficult to deal with, mainly because her bind can catch your team off guard/in a bad spot, her W clears waves fast near towers, and her ult is literally a game-changer. On top of this, Morg is usually tanky, so melting her sometimes isn't an option. The best time to "melt" a Morg is if you, along with your team, can focus her down right before she ults, or while she's ulting. This way, you can stop her multi-target stun and clean up her team. Her spell shield typically stops CCs, so physical damage is the way to go if you're wanting to melt her (Oh, good thing this is an AD KOG'MAW BUILD, EH?). [img=champ/nautilus.png] -> A tanky bugger to deal with. His passive is a freaking mini-root, along with a gap closer, an AoE slow, and a ranged knockup. He can almost keep you out of a fight indefinitely if he's played right, so be careful when going up against Nautilus. If you notice he keeps ulting you in teamfights, get a Banshee's Veil to counter it. This way, he wastes his ult AND cannot catch up to you easily. [img=champ/nocturne.png] -> DARKKKKNESSSSSSS should be the sound you cringe at. Nocturne excels at initiating fights, primarily through his ult dive. If he dives you, he's going to immediately fear you. You can either A.) Attempt to melt him ASAP or B.) Flash out of his fear range. I personally don't care what you do, as long as you get the job done. Nocturne can be built tanky, so pay attention to his items to see if he's going dps or tank build. Also, remember he has a spell shield that increases his AS when its popped, just a heads up. [img=champ/olaf.png] -> Yeah, you should be scared of Brolaf. When he pops his ult, usually your screen will fill with "CANNOT BE DISABLED," which is normal. At this point, he ... uh ... can't be disabled, obviously. Olaf is typically tanky and can really zone out AD carries when given the chance, so be careful if you see a crazed-ass brolaf steamrolling through your team to get to you. Also note his axe slows a LOT, so if you're hit by it, have fun trying to run 5 inches an hour. Try to flash-juke out of the way of him if he's on you. [img=champ/pantheon.png] -> No, I'm not making a 300 reference here, nice try. Pantheon is only a threat if you're close enough for him to stun you, which can effectively set up an easy kill on Kog. Also please be aware when and where he's ulting, and don't hesitate to flash out of his ult range if you're in a bad spot - you don't want to get stunned by him. Pantheon CAN be built tanky, although I see a lot of DPS Pantheon out there, so he shouldn't be impossible to kill. After he stuns someone, he really can only run around and throw spears at people like a scumbag. [img=champ/poppy.png] -> Rarely seen, not much explanation needed here. She's an anti-carry, which means she's going after you. Don't be near a wall so she can't stun, and when she ults someone else when she's attacking you, just do your best to run/flash-juke away from her. [img=champ/rammus.png] -> Ok. Taunt absolutely WRECKS anyone it comes into contact with, but it really decimates AD carries when used in conjunction with Rammus' W and a possible thornmail. Rammus is NEVER OK TO FOCUS DOWN unless he's caught way out of position. Avoid his initiation, and you'll survive through his few seconds of terror. Just know when he's heading for you, it shouldn't be hard to see a ball of "OH GOD NO" heading your way. Banshee's veil and QSS will stop a taunt, ok? [img=champ/renekton.png] -> Really, really annoying to deal with. A renekton that is given the opportunity to dive a Kog'maw usually results in a dead Kog'maw. Renekton is naturally tanky, has 2 dashes, an AoE DoT ult, a stun, and another AoE. Don't let him stun you, if his fury is up and he stuns you, you're now locked in place for a good 1.5 seconds while Renekton and his team take free shots at you. Renekton is also good at doing moderate to high dps on a single target, so please be aware where he is at all times during a teamfight. If he's building DPS, you could melt him fairly quickly. If the renekton is building tanky, try to avoid him completely unless you're forced to fight him. QSS can get you out of his stun, which may save you. [img=champ/riven.png] -> Another hard champion to deal with for Kog'maw. This bunny girl jumps around a teamfight then decides to stun everyone in an AoE, then use her ult to hit everyone in a cone in front of her. Fun stuff. Riven excels at mobility, so she has the potential to dive you in a teamfight. Riven typically isn't tanky mid game, however, late game she can be a hell of a tank to deal with. Banshee's Veil may negate her stun/some of her damage, but she's still a pain to deal with. Stay out of her range, period. [img=champ/ryze.png] -> Ryze is another irritating champion to deal with, solely because of his bind. Yes, you can still attack while you're in his bind, however, you're stuck there for a good 2 seconds, which REALLY SUCKS when its late game and you getting caught was the last thing your team needed. Please, please do not get within his range. Ryze is also built tanky, so he won't be an easy target to take down. Also, Ryze's "burst" is a constant DPS, so focusing him down at any time may help your team significantly (if you can). [img=champ/shaco.png] -> When playing against Shaco, the joke really is on you. If he can get behind you and successfully slow you down/set up a box so it can fear you, you're probably screwed. In a teamfight, he's going to try to insta-nuke you down. KNOW where Shaco is, KNOW when he's going after you, and expect him to jump you. Make sure your team is aware when he jumps on you, because a tanky Shaco is difficult to deal with. Flash is probably a good idea if you can juke him with it. [img=champ/sejuani.png] -> The streaker of Freljord. With a gap closer, a permaslow, and an AoE ranged stun, she's not easy to deal with in teamfights. If she jumps you, do your best to kite her. Any Kog'maw can 1v1 a Sejuani, she doesn't do enough damage to kill you. She's very reliant on her teammates, so take advantage of that. If she keeps landing her ult on you, try investing in a QSS. [img=champ/shyvana.png] -> FUS RO no. Many laugh at her inability to properly keep a target locked in a position, however, if a decently farmed/fed Shyvana jumps on you, have fun getting her off. Her speed-up skill almost completely negates early level slows, and her damage output is surprisingly good over the course of around 5 seconds, which is how long it'll take for her to chop you up. Know where/when Shyvana is going to gank you from jungle (if she's jungling), and know where she is in a late game teamfight. Peeling a dragon off of you isn't exactly easy. [img=champ/singed.png] -> Raid boss Singed is a threat to any AD carry, especially Kog. If you get caught out of position, and he flings you into his team, you're probably dead. Do not hesitate to flash/ghost yourself away from Singed if he gets too close. Late game, you should be doing a considerable amount of damage to him with your W on, so do not be afraid to auto-attack him if he's the only one in range. For dealing with a jungle Singed, do not let him get behind you. His slow/fling will set bot lane up for an easy kill on you (or your support), so keep wards up in tri-bushes/river/in-lane. [img=champ/sion.png] -> He should only scare you early/mid game if he ganks from mid. Sion's mid game damage is great, like most AP carries. His ranged stun is not a fun thing to get hit by, especially when you're playing as Kog. The reason I never fear over a late game Sion is because when late game arrives, popping his shield is VERY easy. Once his shield is popped, his only damage is his stun and his auto-attacks, that's it. An AD Sion is easily kite-able, and an AP Sion is easy to deal with late game. Avoid feeding him, and you'll have him beat. [img=champ/skarner.png] -> Oh god why. FEEL MY STING. Skarner is mostly played as a jungler (sometimes top, but meh) and is an excellent ganker, even pre-6. Please keep an eye on your wards to make sure Skarner isn't creeping up on your lane, because a level 6 Skarner is near impossible to get away from. A Flash + Ult from Skarner usually results in a dead Kog, so just be careful. In a late game teamfight, avoid Skarner COMPLETELY until he blows his ult. Skarner with his ult up = dead Kog. Period. No questions. Kiting him is somewhat difficult, but a well-positioned Kog in a teamfight will turn that fight around. [img=champ/swain.png] -> Another champ that you should be MODERATELY scared of, your main concern should be his Nevermove, aka his AoE-bind-thingy. If you're caught by this, you're in a heap of trouble. Other than that, Swain should not be a huge problem if you keep your distance from him. An early gank from Swain is nasty, so pay attention to when he's missing from the mid lane - ward your river! [img=champ/talon.png] -> Actually, now that I think about it, he's not seen much at all anymore. Talon's skillset is designed to insta-gib a target, preferably an AP. Although, since Kog is squishy, you'll do just fine as a target for Talon. Be aware where he is in a fight, he can easily jump you and full combo you to 0 HP if you're not careful. If Talon hasn't blown his full combo yet, keep your distance. Many good "assassin" players are very patient players, they wait for a perfect opportunity to strike. Do not fall into a trap. Dueling Talon is obviously a no-no, since he can burst you for an obscene amount of damage. Late game you should be able to melt him if he hasn't jumped you, so just be aware where he is, and if he's used his combo. [img=champ/teemo.png] -> Ignore the Global Taunt. That's really all I have to say here. [img=champ/trundle.png] -> Only reason he's in here is due to his displacement skill, his pillar. Getting caught out of position with this skill can have some pretty bad consequences, so do not hesitate to flash out if you get caught. With correct positioning, he shouldn't be a problem in a teamfight. If he's jungling, keep an eye on your river early/mid game, his ganks aren't that bad, especially with his pillar/red buff. [img=champ/tryndamere.png] -> DA TRONDOMERE. If he's fed, just /surrender @ 20. Tryndamere is extremely hard to peel off of someone, such as Kog. A fed Tryndamere can literally carry his team by himself. BY HIMSELF. He's more or less a hypercarry (if you're familiar with that term). In a teamfight, if you see him pop his ult, just switch targets. Do damage to someone else, THEN re-focus him. Most, if not all Tryndamere players will run from the battle after their ult is done, so after his few seconds of TRONDOMERE SMASH MODE, he's pretty much done. If he's jungling, his ganks are decent with his mocking shout (which, by the way, WRECKS your DPS. Try not to get hit by it in a teamfight). If he has red buff, you're in trouble. Just keep river warded if he's jungling. [img=champ/twistedfate.png] -> His ult can really, really mess you up. When playing against one of these guys, try to be alone as little as possible. AP TF is not a fun thing to deal with, especially if you're out of position and he ults right next to you. Just stay with a buddy, you know, the classic buddy system. If, for whatever reason he doesn't stun you and/or hit you with his triple card, melt him. TF is not known to be tanky. In that case, the house doesn't always win. [img=champ/udyr.png] -> OH GOD ALL THE STANCES ARE KILLING ME. Literally. Udyr's main problem is actually getting to his target. He is very kite-able, and you need to keep him that way. If you see him charge in headfirst for you, kite him to death. Udyr does 0 ranged damage, so take advantage of that. Keep him at a distance, and he should be no problem. If he hops on you, good luck. He's not easy to get off. [img=champ/veigar.png] -> The tiny master of MY HEALTH BAR IS MISSING. The only threat with Veigar is if he catches you in his AoE stun. If he full combos you, you're done. I'm sorry, but you're done. Veigar is typically squishy, but little threat after he uses his standard burst. If you can melt him before he pulls off his burst, do it! If you can't, melt someone else before him. Banshee's Veil is a great item to save yourself from one of his stuns. [img=champ/viktor.png] -> I've played with him quite a bit now, and he's only a true threat if he captures you in his AoE slow/stun. If this happens, he can pull off quite a bit of burst with his laser/ult/ranged shield combo. If he can't stun you, he should be little to no threat to you. Pay no attention to that floating cloud of bullsh*t that he throws at you, it's only really effective against casters. [img=champ/volibear.png] -> Oh hey Voli--NO STOP, DON'T COME ANY CLOSER! Volibear is only here because of his speed-up/fling ability that he has. If he catches you with this, he just threw you into the local sushi market where the enemy team is going to cut you up and eat you raw. As disgusting as that sounds, don't let it happen. Keep volibear at a distance, and don't get baited by his passive. Using ignite against him works fairly well to counter his passive, and just kiting him in general works. Just be wary of his fling. [img=champ/warwick.png] -> Warwick isn't too big of a threat, however, can set up an easy kill on you if you're out of position. Know where WW is, don't let him ult you easily, etc. If WW is focused on ulting you, try QSS or just staying far back within your team so he has to dive away from his own team. [img=champ/wukong.png] -> Garen v2.0 over here is quite a threat if he can get you within his ult. Keep yourself distanced from Wukong, he has a gap closer and does a ton of upfront damage. Good positioning and a coordinated team is the way to beat Wukong. [img=champ/xerath.png] -> Someone who can actually outrange you and out-DPS you. When Xerath goes into artillery mode, run. I'm not kidding. If Xerath manages to land his full ult on you with the help of his stun and Q, you're probably dead. Xerath does a ton of damage when he lands his full combo, and should not be taken lightly. Try to get someone on your team to try to zone Xerath for as long as they can, because Xerath can be a huge problem for any AD carry, not only Kog. [img=champ/xinzhao.png] -> Meh, he has a gap closer and a knockup, but other than that you should be ok against him. He can be built tanky, so heads up. Also remember his gap closer has an AoE slow associated with it, so if he jumps to the guy next to you, you're now his new favorite target. [img=champ/ziggs.png] -> Big threat. An out of position Kog caught in a bad spot with Ziggs will result in Ziggs exploding your body in 5 different directions. Just be careful of his AoE slow, and know when his ult is up. Don't get yourself into a tight spot, Ziggs can land his ult easily if you do so. Keep your distance from him, and remember he can get away with his Satchel Charge. [Brand-new champs are not listed here because I do not have enough experience against/with them. Once I do, they will be added here. Any champ not listed here and is not new is not a major threat, IMO]

I know this chapter sounds kind of ... odd, but I figured this chapter is a great place to discuss when I personally see Kog'maw used in competitive play, as well as different ways of building him. I also feel that many points that the readers (YOU) bring up are very important to discuss, and I will list certain ones in this guide. I enjoy watching streams, it is my go-to for how to learn a champion. More specifically, TSM's streams are the ones I'm usually watching. (YES, AND YOU XPECIAL. YOU AND YOUR SWTOR.) Yeah, I'm a fanboy. G@M. [center][highlight]-----2 Dorans + Wriggles Discussion-----[/highlight][/center] Recently, I've heard Chaox (on his stream) is in the "habit" of buying two Doran's (Blades) and Wriggles on AD carries. I'm assuming this applies to Kog'maw as well. This brings up an interesting discussion in its own ... is 2 Dorans and a Wriggles worth it? Advantages: [.]More lifesteal than just a vamp scepter. Total lifesteal would be 21%, not including any masteries/runes. [.]Better dragon control early/mid game. [.]More survivability, meaning that you now have some nice armor to compliment the health from the Dorans. [.]Free ward! Yay! Disadvantages: [.]Sacrificing "glass cannon" build for a more defensive, well-rounded build early/mid game. [.]Probably out-DPS'd by opposing AD carry, unless they mirror you. Of course, I'm sure there's more I could list, but that's just off the top of my head. He claims it is "cost-efficient," which I have a hard time understanding completely. The Wriggles may be worth your money, however, that damage that is supposed to be coming out of you mid game really isn't there. You're essentially building slightly more defensive/utility-wise than offensive, which isn't a bad thing! Anyway, I thought this was a good thing to think about on any AD carry, not only Kog'maw. My guide suggests you pick either 1 Dorans + Wriggles, or 2 Dorans + Vamp Scepter, but this build is definitely worth looking into. Thanks, Chaox. [center][highlight]-----Appearance at IEM Kiev (Rushed PD Build)-----[/highlight][/center] I'm going to try to keep tabs on when Kog'maw is used during big matches, such as the ones at IEM Kiev. Out of all the games I've watched, I've only seen one with Kog'maw, which was in aAa v. M5 (Empire). M5's AD carry is Kog'maw, and this brings up an interesting item build -> Using Dorans and Wriggles as the only AD while maximizing attack speed. The build by 21 mins (roughly) was 2 Dorans, Wriggles, AS Boots, and a PD. You may notice that there is no IE or BT in there, which is what you would expect, right? It seems that this build effectively utilizes Kog'maw's W HP% damage. From watching the game so far (I'm watching it now, lol), it is working quite nicely, although I'm not sure if I would prefer rushing a PD over an IE. It's an interesting build, nonetheless, but I'm not sure of the exact numbers. This AS works quite well with all the life steal from Wriggles/2 Dorans as well. Regardless, the rushed PD is working quite nicely for M5's Kog. Plenty of attack speed, and with W on, it's a truckload of damage. Try it out for yourself, see if you like it! [center][highlight]-----Domination at IEM Hannover-----[/highlight][/center] Kog'maw got to see more of the limelight at Hannover, and boy did he see a bit of it. However, one performance stands out with Koggy - Curse's use of Kog'maw against TSM (sorry TSM lol). With a final score of 14/0/3, Kog'maw really secured the victory for Curse. I won't go real in-depth to the video, I'd rather watch it than explain it :) Here is the video from IEM Hannover (Game starts at 22:34): [youtube][/youtube] Key points throughout this match (for Kog): -Kept up in CS (fell behind only very slightly) -Kog'maw's kill on Sona at around 39:00 "officially" put him ahead in lane -After completing IE, kept constant lane pressure so Chaox could not go back without losing significant CS -Positioning at the mid lane fight around 45:15 (video time not game time) -Positioning at the mid lane fight around 51:00 (my times are off, but w/e) After all that, it mostly snowballed, with more good positioning in teamfights, and good shields from Morg onto Kog. Just a side note: 2 x Dorans + Wriggles is becoming very popular and is quite a nice choice for early game Kog, despite Curse only picking up 2 Dorans in this particular game. It is worth noting that 2 x Dorans + Wriggles is good for lane control/dragon control early and mid game, especially for our friend Kog'maw.

Well, if you managed to survive my wall of text, good job. I hope this was a detailed-enough guide for many, I know it took a toll on my keyboard :( I hope many of you learned a thing or two about Kog'maw, or maybe you just scrolled right to the bottom to see if I put any awesome pictures or criticize me. Well guess what? I didn't. My bad. If you have any [highlight]questions/comments/concerns/complaints/trolling[/highlight] to do, please post below or even feel free to add me in-game, IGN: Tehjman1993 Thank you for your time, this guide [highlight]will[/highlight] stay updated, a changelog will appear when needed. Good luck with Kog'maw out there! Oh, I lied. Here is a cool picture: [imgext=] *All credit goes to the respective creator of that plushie-thing for this picture* [center]Shoutout to Mac/Mint/Tic/Alex/Jeremy/James/Randy/Shinkai/Ziccanneo/m0o/geekgonemad/5olid and by special request, >>>CHEEBA<<<[/center] Want more guides? Certainly! Check out my (always updating) "Unconventional" Support List [In Depth] @

11/29/11 - Neglected to put a "full build" picture in item build section. Thanks Cholo. Updated. Also sent in for approval. *crosses fingers* 11/29/11 - Fixed a few numbers that seemed off to begin with. Now corrected. 11/29/11 - Added 18 bot lane matchups. Not done yet. Will update later. Oh, and shoutouts. 11/30/11 - Added 9 Bot Lane Matchups, added more detail to certain defensive items. Also cleaned up other sections that were a little too messy. 11/30/11 - Re-worked item builds, added a defensive build and an offensive build. Thank you for pointing that out in the comments section. Added more explanation in the 'why this item build' section, as well as a new chapter, when to build offense v. defense. 12/2/11 - It's December already, my god. Added in slightly more explanation to the "offense v. defense" chapter, as well as brushed up the wording on some of the items in the item build. 12/2/11 - Added a few shoutouts b/c they're awesome ^_^ 12/8/11 - Re-vamped the build for early/mid-ish game. Now offers alternative to Wriggles. ***12/17/11 - Guide got approved! Thank you, to whoever approved it. I put a lot of time/effort into this guide, and will always be adding more as I see fit. Thanks!*** 12/31/11 - End of December, oh boy. Added a new section, not complete yet. Will continue working on it at a later date (probably tomorrow, lol). Also added a bit more to offense v. defense. 1/1/12 - HAPPY NEW YEAR E'RYONE! Updated few more champs in the new section. 1/12/12 - Added a few "warning" signs about Graves, god I hate him. Touched up a few other sections, as well as added a lot more champs to the new sections. 1/13/12 - Friday the 13th, ooOooOoOoOOOOoo. Made a new chapter on good discussions that I feel shouldn't be pushed under the rug. Added a few more champs to the other chapter as well. 1/20/12 - Updated new chapter on high-elo Kog appearances. M5 makes him look OP, shh. 2/9/12 - Edited a section to include a side note, as well as fixed a typo or two (or five, shush). 3/6/12 - Officially "finished" the guide with the update of 10 or so more champions to the "look out" section. Also clarified a few things, such as the AS cap, a few typos, etc. 3/9/12 - Updated discussion on Kog'maw @ IEM Hannover. Also, 100k views! Yay! :D 5/2/12 - Added Lulu to bot lane matchups, re-named 'Scared of' section, cleaned up some masteries and skill order. 5/11/12 - Added Varus to bot lane matchups.

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