Kog'Maw Build Guide

Acid Rain

Uploader Westrice
Updated 5 years ago
  • 9
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 9
    Greater Seal of Attack Speed (+0.76% attack speed)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Quintessence of Attack Damage (+2.25 attack damage)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

First of all, Kog'maw is known to be built either AP or AD. Both work very well in certain situations. In this guide, I'll show you how to be an AD carry with the largest attack range in the game that will absolutely melt tanks and everything else in that matter. His damage is high starting at very early into the game (with only his E ability) and starts to become very deadly when it hits mid-end game when you get Madred's Bloodrazer. Positioning with almost AD carry is key, especially Kog'maw because he has almost no form of escape. Just continue farming, sit in the back in every team fights, and auto attack away. Hes an artillary, so just think of him like that. I go AP Kog'maw sometimes, but only if the team does not want to pick any other AP carries because Kog'maw will almost require blue buff 100% of the time. He is mana thirsty even with full mana regen runes if you build him AP. So in the case where I build him AD, he does great damage with just his auto attack and his ultimate as he continues to do consistent damage without ever having to worry about mana. Also, if I build him AP, I'm too worried about trying to skillshot and relying on all of my moves to do damage. Instead of doing all that AP stuff, the time spent trying to skillshot (and sometimes missing) could be invested in being an AD carry and actually hitting your enemies 100% of the time.

[center][imgext=http://i56.tinypic.com/24vr909.png][/center] [title]Explanation:[/title] Armor Penetration Reds: Standard for any AD carry. Attack Speed Seals: Kog'maw is a strong auto attack champion with insane range and can benefit from stronger early game harass with attack speed. MR/lvl Glyphs: For more survivability in mid-late game team fights for when it matters. Attack Damage Quints: For better last hitting in early game phase and stronger harass. Recommended for most AD carries.

[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] I personally don't like this passive on a carry mainly because it requires you to die to use it. Even then when you do die, it is usually challenging to land it on one enemy (anymore than 1 enemy is usually impossible). If there are no enemies nearby for you to explode on them, I usually just walk to the nearby creepline and blow that up to keep the lane pushed and extra gold. [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] There is something about this ability that I see some people mistaken it by. Your W ability (Bio-Arcane Barrage) has a much larger range than this and should continue auto-attacking to be safer and keeping a distance between you and the battle. This ability should be used to a minimum, and should only be used provided the situation (someone jumps on you and you have no option but to Exhaust him and spam all your abilities on him). Basically it comes down to only using this ability when they come to YOU for the most safest route. The attack speed is good too, which is exactly what you need. Great to be used on Dragon, Baron, and other neutral monsters. [title][img=skills/kogmaw/w.png] W: Bio-Arcane Barrage[/title] [number]Kog'Maw's attacks gain 130 / 160 / 190 / 220 / 250 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 10 seconds. Cooldown 17 seconds Cost 50 mana Range 530 [/number] [title]Explanation:[/title] Kog'maw's main source of damage and also the largest ranged auto-attack in the game. It always puts you at the safest position possible in teamfights while dealing a significant amount of damage with attack speed and Madred's Bloodrazer. Red Buff is amazing with this ability as well. [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] As an AD carry, I mostly use this ability as a defensive move. Again, your W ability has a further range and should used only when required to. If someone is on your tail (say, Tryndamere) and you have no option but to escape, you should use Void Ooze in FRONT of you so that Tryndamere would have to chase in your footsteps, and at your footsteps is ooze and you would have an advantage. This isn't always the case, sometimes it would be better if you shot the Void Ooze AT them depending on the situation Of course you can use this ability offensively as well, but just don't put yourself at danger when you do. [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] A secondary damage ability for Kog'Maw as an AD carry that also scales nicely off AD. I mix this ability with my W auto-attack to maximize my damage and only spam it when you have enough mana, because this ability snowballs in mana cost the more you use it (so wait for the buff timer for when the mana cost will reset). The range on this ability is actually further than Kog'maw's W auto-attacking ability, so you can use this to snipe enemies that are out of range of your W ability. I only use this ability when it costs only 40 mana to farm creep waves, but I tend to spam this move more often in team fights to make the best for my team. Blue Buff is nice with this ability, but only if your AP carry does not need it or if youre 10x more fed than he is (over exaggerating btw). The recent change with this move granting it 50% increase AD damage made me very happy, because it makes him even more viable as an AD carry and not just an AP one.

[center][imgsmall=skills/kogmaw/w.png][imgsmall=skills/kogmaw/q.png][imgsmall=skills/kogmaw/w.png][imgsmall=skills/kogmaw/e.png][imgsmall=skills/kogmaw/w.png][imgsmall=skills/kogmaw/r.png][imgsmall=skills/kogmaw/w.png][imgsmall=skills/kogmaw/q.png][imgsmall=skills/kogmaw/w.png][imgsmall=skills/kogmaw/q.png][imgsmall=skills/kogmaw/r.png][imgsmall=skills/kogmaw/q.png][imgsmall=skills/kogmaw/q.png][imgsmall=skills/kogmaw/e.png][imgsmall=skills/kogmaw/e.png][imgsmall=skills/kogmaw/r.png][imgsmall=skills/kogmaw/e.png][imgsmall=skills/kogmaw/e.png][/center] Stack W first because the boost in auto-attack range will keep you at a safer position more than you think. The extra damage is nice too. Stack Q next because it increases your attack speed which is exactly what you need throughout the entire game. The decrease in armor and MR from this ability from applied effects is all the more reason why I stack this ability next. The mana cost is the same throughout all levels as well, which is also why I stack this move before E. Finally, stack E last because it costs a lot of mana and is only used in very situational times. Stack R whenever possible because the mana cost is the same at all levels and a more hurtful R that scales off AD is always a good thing.

[title]Starting Items:[/title] [img=items/dorans-blade.png] or [img=items/boots-of-speed.png][img=items/health-potion3.png] [title]Explanation:[/title] Doran's Blade when duo laning with a healer and when solo laning against a melee champion. Get boots of speed and pots mainly for solo laning against other ranged carries. [title]Core Items:[/title] [img=items/dorans-blade.png][img=items/dorans-blade.png][img=items/berserkers-greaves.png][img=items/madreds-bloodrazor.png] [title]Explanation:[/title] Get additional Doran's Blades for more security and extra damage (and minor lifesteal). Ideal for most AD carries as well. Get Berserker's Greaves for faster auto attacks (deadly with your W) and because you're always at a safe position and the gold should not be invested in something more expensive that wouldn't really help you, like Mercury's Threads. If you position well, Berserker's Greaves is the best boots overall. [title]More Damage:[/title] [img=items/malady.png][img=items/wits-end.png][img=items/phantom-dancer.png][img=items/trinity-force.png][img=items/void-staff.png] [title]Explanation:[/title] Malady and Wit's End are both very good first build damage items. I get Malady as a first item if they don't have threatening AP carries (like annie) or heavy AP in general. I get Wit's End if they do. After getting Malady or Wit's End, I get Madred's Bloodrazer thereafter and the enemy should be stacking armor/MR/health by then, so this is the best item to kick in at this time. After the core items, I get additonal movement speed and attack speed items to proc Madred's Bloodrazer and W bonus magic damage more often. Phantom Dancer or Trinity Force are both very good options for late game. I get Void Staff if I notice them stacking heavy MR, and because Kog'maw's abilities do passive Magic Damage, this is the right item to get to increase damage. [title]Defensive Items:[/title] [img=items/frozen-mallet.png][img=items/banshees-veil.png][img=items/vampiric-scepter.png] [title]Explanation:[/title] I get Frozen Mallet if your team does not have a reliable source of slow and you need more HP in general. If your team has Anivia or Ashe or something along those lines, I do not get Frozen Mallet. I find myself buying Banshee's Veil more often than I thought, mainly because that extra layer of security of not getting jumped on and stunned can be game changing (especially late game). I often buy a Catalyst and hold onto that for awhile until late game. With all that attack speed, Vampiric Scepter will get the job done to stay in the fight a lot longer. Just this very item will sustain you in any situation. You can turn this item into any other lifesteal if you prefer.


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