This build guide for Kog'Maw is for duo lane, by Crs Cop a 2600 player.Kog'Maw is an AD carry with longest attack range in the game and huge poke damage.
+0.15 magic resist per level (+2.7 at champion level 18)
Greater Glyph of Scaling Magic Resistx9
Masteries
Points Available:30 / 30
Summoner Spells
Barrier
Shields your champion for 95 + (25 × level) for 2 seconds.
Barrier
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Cleanse
Removes all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds.
Cleanse
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Skill Order
Caustic Spittle
Caustic Spittle
Passive: Increases Attack Speed by 10/15/20/25/30%.
Active: Deals 60/110/160/210/260 (+0.7*AP) magic damage and reduces the enemy's Armor and Magic Resist by 5/10/15/20/25 for 4 seconds.
Cost
60 Mana
Range
0
Cooldown
8/8/8/8/8 Seconds
Caustic Spittle
Passive: Increases Attack Speed by 10%.
Active: Deals 60 (+0.7*AP) magic damage and reduces the enemy's Armor and Magic Resist by 5 for 4 seconds.
Caustic Spittle
Passive: Increases Attack Speed by 15%.
Active: Deals 110 (+0.7*AP) magic damage and reduces the enemy's Armor and Magic Resist by 10 for 4 seconds.
Caustic Spittle
Passive: Increases Attack Speed by 20%.
Active: Deals 160 (+0.7*AP) magic damage and reduces the enemy's Armor and Magic Resist by 15 for 4 seconds.
Caustic Spittle
Passive: Increases Attack Speed by 25%.
Active: Deals 210 (+0.7*AP) magic damage and reduces the enemy's Armor and Magic Resist by 20 for 4 seconds.
Caustic Spittle
Passive: Increases Attack Speed by 30%.
Active: Deals 260 (+0.7*AP) magic damage and reduces the enemy's Armor and Magic Resist by 25 for 4 seconds.
Bio-Arcane Barrage
Bio-Arcane Barrage
Basic attacks gain 130/150/170/190/210 range and deal additional magic damage equal to 2/3/4/5/6% (+0.01*AP)% of the enemy's maximum Health (Max: 100 Damage vs Monsters). Lasts 8 seconds.
Cost
50 Mana
Range
0
Cooldown
17/17/17/17/17 Seconds
Bio-Arcane Barrage
Basic attacks gain 130 range and deal additional magic damage equal to 2% (+0.01*AP)% of the enemy's maximum Health (Max: 100 Damage vs Monsters). Lasts 8 seconds.
Bio-Arcane Barrage
Basic attacks gain 150 range and deal additional magic damage equal to 3% (+0.01*AP)% of the enemy's maximum Health (Max: 100 Damage vs Monsters). Lasts 8 seconds.
Bio-Arcane Barrage
Basic attacks gain 170 range and deal additional magic damage equal to 4% (+0.01*AP)% of the enemy's maximum Health (Max: 100 Damage vs Monsters). Lasts 8 seconds.
Bio-Arcane Barrage
Basic attacks gain 190 range and deal additional magic damage equal to 5% (+0.01*AP)% of the enemy's maximum Health (Max: 100 Damage vs Monsters). Lasts 8 seconds.
Bio-Arcane Barrage
Basic attacks gain 210 range and deal additional magic damage equal to 6% (+0.01*AP)% of the enemy's maximum Health (Max: 100 Damage vs Monsters). Lasts 8 seconds.
Void Ooze
Void Ooze
Deals 60/110/160/210/260 (+0.7*AP) magic damage to enemies it passes through and leaves a trail which slows enemies by 20/28/36/44/52% for 4 seconds.
Cost
80/90/100/110/120 Mana
Range
1200
Cooldown
12/12/12/12/12 Seconds
Void Ooze
Deals 60 (+0.7*AP) magic damage to enemies it passes through and leaves a trail which slows enemies by 20% for 4 seconds.
Void Ooze
Deals 110 (+0.7*AP) magic damage to enemies it passes through and leaves a trail which slows enemies by 28% for 4 seconds.
Void Ooze
Deals 160 (+0.7*AP) magic damage to enemies it passes through and leaves a trail which slows enemies by 36% for 4 seconds.
Void Ooze
Deals 210 (+0.7*AP) magic damage to enemies it passes through and leaves a trail which slows enemies by 44% for 4 seconds.
Void Ooze
Deals 260 (+0.7*AP) magic damage to enemies it passes through and leaves a trail which slows enemies by 52% for 4 seconds.
Living Artillery
Living Artillery
Fires a living artillery shot from a great distance that lands shortly after launch. Deals 80/120/160 (+0.3*AD) (+0.3*AP) magic damage and reveals enemies for 4 seconds (deals 125% bonus damage to Champions).
Subsequent artillery shots within 6 seconds cost additional Mana up to a maximum of 400 Mana.
Cost
40/40/40 Mana
Range
0
Cooldown
2/1.5/1 Seconds
Living Artillery
Fires a living artillery shot from a great distance that lands shortly after launch. Deals 80 (+0.3*AD) (+0.3*AP) magic damage and reveals enemies for 4 seconds (deals 125% bonus damage to Champions).
Subsequent artillery shots within 6 seconds cost {Cost} additional Mana up to a maximum of 400 Mana.
Living Artillery
Fires a living artillery shot from a great distance that lands shortly after launch. Deals 120 (+0.3*AD) (+0.3*AP) magic damage and reveals enemies for 4 seconds (deals 125% bonus damage to Champions).
Subsequent artillery shots within 6 seconds cost {Cost} additional Mana up to a maximum of 400 Mana.
Living Artillery
Fires a living artillery shot from a great distance that lands shortly after launch. Deals 160 (+0.3*AD) (+0.3*AP) magic damage and reveals enemies for 4 seconds (deals 125% bonus damage to Champions).
Subsequent artillery shots within 6 seconds cost {Cost} additional Mana up to a maximum of 400 Mana.
W
Bio-Arcane Barrage
Basic attacks gain 130 range and deal additional magic damage equal to 2% (+0.01*AP)% of the enemy's maximum Health (Max: 100 Damage vs Monsters). Lasts 8 seconds.
E
Void Ooze
Deals 60 (+0.7*AP) magic damage to enemies it passes through and leaves a trail which slows enemies by 20% for 4 seconds.
W
Bio-Arcane Barrage
Basic attacks gain 150 range and deal additional magic damage equal to 3% (+0.01*AP)% of the enemy's maximum Health (Max: 100 Damage vs Monsters). Lasts 8 seconds.
Q
Caustic Spittle
Passive: Increases Attack Speed by 10%.
Active: Deals 60 (+0.7*AP) magic damage and reduces the enemy's Armor and Magic Resist by 5 for 4 seconds.
W
Bio-Arcane Barrage
Basic attacks gain 170 range and deal additional magic damage equal to 4% (+0.01*AP)% of the enemy's maximum Health (Max: 100 Damage vs Monsters). Lasts 8 seconds.
R
Living Artillery
Fires a living artillery shot from a great distance that lands shortly after launch. Deals 80 (+0.3*AD) (+0.3*AP) magic damage and reveals enemies for 4 seconds (deals 125% bonus damage to Champions).
Subsequent artillery shots within 6 seconds cost {Cost} additional Mana up to a maximum of 400 Mana.
W
Bio-Arcane Barrage
Basic attacks gain 190 range and deal additional magic damage equal to 5% (+0.01*AP)% of the enemy's maximum Health (Max: 100 Damage vs Monsters). Lasts 8 seconds.
E
Void Ooze
Deals 110 (+0.7*AP) magic damage to enemies it passes through and leaves a trail which slows enemies by 28% for 4 seconds.
W
Bio-Arcane Barrage
Basic attacks gain 210 range and deal additional magic damage equal to 6% (+0.01*AP)% of the enemy's maximum Health (Max: 100 Damage vs Monsters). Lasts 8 seconds.
E
Void Ooze
Deals 160 (+0.7*AP) magic damage to enemies it passes through and leaves a trail which slows enemies by 36% for 4 seconds.
R
Living Artillery
Fires a living artillery shot from a great distance that lands shortly after launch. Deals 120 (+0.3*AD) (+0.3*AP) magic damage and reveals enemies for 4 seconds (deals 125% bonus damage to Champions).
Subsequent artillery shots within 6 seconds cost {Cost} additional Mana up to a maximum of 400 Mana.
E
Void Ooze
Deals 210 (+0.7*AP) magic damage to enemies it passes through and leaves a trail which slows enemies by 44% for 4 seconds.
E
Void Ooze
Deals 260 (+0.7*AP) magic damage to enemies it passes through and leaves a trail which slows enemies by 52% for 4 seconds.
Q
Caustic Spittle
Passive: Increases Attack Speed by 15%.
Active: Deals 110 (+0.7*AP) magic damage and reduces the enemy's Armor and Magic Resist by 10 for 4 seconds.
Q
Caustic Spittle
Passive: Increases Attack Speed by 20%.
Active: Deals 160 (+0.7*AP) magic damage and reduces the enemy's Armor and Magic Resist by 15 for 4 seconds.
R
Living Artillery
Fires a living artillery shot from a great distance that lands shortly after launch. Deals 160 (+0.3*AD) (+0.3*AP) magic damage and reveals enemies for 4 seconds (deals 125% bonus damage to Champions).
Subsequent artillery shots within 6 seconds cost {Cost} additional Mana up to a maximum of 400 Mana.
Q
Caustic Spittle
Passive: Increases Attack Speed by 25%.
Active: Deals 210 (+0.7*AP) magic damage and reduces the enemy's Armor and Magic Resist by 20 for 4 seconds.
Q
Caustic Spittle
Passive: Increases Attack Speed by 30%.
Active: Deals 260 (+0.7*AP) magic damage and reduces the enemy's Armor and Magic Resist by 25 for 4 seconds.
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Items
Starting Build
Doran's Blade
Standard Mid Game Build
Boots of Speed
Doran's Blade
Vampiric Scepter
Berserker's Greaves
Infinity Edge
Standard End Game Build
Berserker's Greaves
Doran's Blade
Vampiric Scepter
Infinity Edge
Phantom Dancer
Doran's Blade
Quicksilver Sash
Doran's Blade
Last Whisper
The Bloodthirster
Enchantment: Furor
Mercurial Scimitar
Pro Commentary
Pros and Cons
Pros
Longest attack range in the game
Long range poke with ultimate
AoE slow
Attack speed steroid that lowers their resistances
Cons
Low mobillity
Long range comes from ability that has cooldown, you can't use it too early
I still feel like he's a little too easy to kill with something as glass cannon-y as this. While Cop is without a doubt a much better player than I'll ever be, and this Kog build obviously works, I think I have a viable way to keep Kog alive longer and still put out the necessary damage.
3000 health, ~2 AS, 11% healthdamage (with W up), 33% Lifesteal (30% with Sanguine,) much harder to initiate on a Kog who has both a Banshee's Veil shield AND a Cleanse at his disposal (and, as we all know, the second a Kog gets caught the fight is pretty much over.) The Frozen Mallet provides not only a metric fuckton of health, but a noticeable AD increase, and most importantly the passive (which works perfectly in tandem with the furor enchantment). The Banshee's Veil obviously provides the excellent shield, but also gives Kog a significantly higher Mana pool so that spamming his ult is a more viable option, and an early/mid game Cata will give Kog some MUCH needed sustain, allowing him more time to go about his business in the main area of the map instead of having to go back to fountain every time he gets into a bad engage/any teamfight when he gets caught.
I'm not sure which Runes/Masteries I would recommend running with this build, but I'd imagine Attack Speed/Movement Speed and either flat or scaling MR and Armor, depending on personal preference. I came up with this build idea while brainstorming a decent 3s comp (btw, that comp is Kog, Singed, Nunu, but it has some severe CC issues :/), and it seemed to me to be a decent way to improve someone who is inherently counter-tanky (Kog's W DOES do % max healthdamage, after all) and make him more viable in a 3s situation, when a normally built Kog (such as the type of Kog cop builds in this guide) could get wiped out after one bad decision.
What's inherently wrong with this build? Is the % max healthdamage worth the significant drop in the actual AD from a standard build? Is there a better way to build a tankier sort of ADC?
Last edited by OhTyphlosion on 5/4/2013 4:23:37 PM
Better pick kog when you have some protection, this build provides low damage because your crits don't hit a lot without IE and you don't have a last whisper to protect against armor.
Well, yeah, but that's the reason for the % max healthdamage. If his W is up he's doing 11% health per attack + his AD, and at 2 attacks every second (even more with a nunu buff...) it'll take like 5 seconds to take pretty much anyone down 1v1 (if that's actually how it works, anyway.) I do think that replacing the Frozen Mallet with an IE would be a good idea as far as maximizing damage output with this build goes, but overall I feel like this Kog build provides more reliable DPS for a longer amount of time, as opposed to the typical Kog build which does insane amounts of damage but which is also incredibly easy to deal with if you catch him out.
*Note: Everything about this build is dependent on that % max healthdamage to make up for the lost AD. I'm still new to the game so I don't know how everything works exactly, but is there any way to ignore the % max healthdamage? Does a higher armor rating protect against it, or is the max healthdamage always going to do that % damage regardless?
Last edited by OhTyphlosion on 5/5/2013 7:41:38 PM
I agree on Kog'Maw since he is such a late game carry BotrK would be viable. Personal my order would be Doran's Blade, Berserker's Greaves, Vampiric Scepter, finish The Bloodthirster, Phantom Dancer, BotrK. That build seems to me more viable than boots and pots from the start because even though you don't have that early game move speed, you still have some early game damage and hp so you can still sustain your lane and only back whenever necessary.
Last edited by KyoIchiban on 3/10/2013 11:47:42 PM
boots and pots vs doran's blade? Either works, it depends more on how you play kog, really. If you want the extra damage, go blade. If you want mobility, boots. So, tbh, it depends more on how you play kog against certain champs.
I've done some calculations recently and found that Kog'maw is better off getting a Statik Shiv than a Last Whisper in both the case of a tank with 4K health and 200 armor/150 MR, as well as a squishy with 2500 health, 100 armor and 70 MR. The difference isn't amazing, but I didn't factor in the damage from Statik Shiv yet. This was mostly due to upping your crit chance from 55% to 75% and your attack speed from 1,629 to 1,895, making your W proc more often.
I still think Last Whisper can be a decent item but only if your opponent also has huge amounts of magic resist paired with his armor and health (which they usually don't at this time). If they don't, you're better off building more attack speed/crit and get more W damage.
Just some food for thought that LW isn't always the required item on every AD carry. I can imagine the same thing for Vayne.
Cop, have you ever tried to build kog with a AB build instead of damage so that you could just deal out the damage with your abilities instead of relying on your auto attack? and also the fact that if you build him with deathcap, deathfire, mercurial, sorceror's shoes, thornmail, and zeke's herald you can have more survivablity, and damage output?
AP Kog is a legitimate middle lane, though still weak early game like AD. I'm sure NyJacky has an AP Kog guide on here.
As for Thornmail, it's a bad choice for defense in the current meta. You're better off buying health instead of resistances e.g. warmogs
Zeke's Herald is something your support should be picking up, not yourself.
For survivability, you want life steal and attack speed e.g. BT + PD (with the buff to BotRK in the next patch, you might want that instead of BT against a tanky team)
AP kog might be viable, but I'm pretty sure it's outclassed by the other potential mids out there.
Also, would FRozen Mallet be a viable alternative to Last Wisper? It has comparable AD plus health. So I'm thinking that it's LW's passive vs FM's health and slow.
Most people will get armor at some point of the game, this is why in 99.9% of the games carries get LW.FM isn't that useful for kog, even though it helps kiting, it is better to get a warmogs for health or a BotrK for damage.If you want a slow, play ashe, not kog...
Yesterday I had to be an ADC and I used Kog'Maw, but i had Tiget Stance Udyr runes (AD marks and Movement Speed Quints) and I found out it is very useful on Kog since he is really slow, with boots you move about 371 (with quints) and I think it is great even if you lose 6 AD, I was able to move better and If we were ganked on bot we could escape way easier.
Hi, I would like to ask you how do you deal with so many gap closers in the game now a days... I mean I can easily win against a team that as no gap closers but if the enemy team as a fizz or an akali, I know my game is ruined.
I'm asking this in solo q perspective meaning, I have a team of cowards where top is trying to build an ad carry build and mid is a lb (for example)... Usually if the team actually plays well you can hide behind them and dish out dmg while staying out of range, although if the fizz or akali want they can just use their skills to get closer to you in no time. I'm still testing how to properly play your build (specially because I didn't get QQS) but still this the biggest problems I face in game are the gap closers and when their team understands that all they have to do to win is kill me and the game is over for me (this is probably bad positioning but it is hard when you tank doesn't engage and hides behind you)...
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Posted 5/4/2013 4:20:44 PMI still feel like he's a little too easy to kill with something as glass cannon-y as this. While Cop is without a doubt a much better player than I'll ever be, and this Kog build obviously works, I think I have a viable way to keep Kog alive longer and still put out the necessary damage.
Flash/Cleanse; Beserker's (Furor), BotRK, Bloodthirster (Sanguine Blade in 3s,) Phantom Dancer, Frozen Mallet, Banshee's Veil.
3000 health, ~2 AS, 11% health damage (with W up), 33% Lifesteal (30% with Sanguine,) much harder to initiate on a Kog who has both a Banshee's Veil shield AND a Cleanse at his disposal (and, as we all know, the second a Kog gets caught the fight is pretty much over.) The Frozen Mallet provides not only a metric fuckton of health, but a noticeable AD increase, and most importantly the passive (which works perfectly in tandem with the furor enchantment). The Banshee's Veil obviously provides the excellent shield, but also gives Kog a significantly higher Mana pool so that spamming his ult is a more viable option, and an early/mid game Cata will give Kog some MUCH needed sustain, allowing him more time to go about his business in the main area of the map instead of having to go back to fountain every time he gets into a bad engage/any teamfight when he gets caught.
I'm not sure which Runes/Masteries I would recommend running with this build, but I'd imagine Attack Speed/Movement Speed and either flat or scaling MR and Armor, depending on personal preference. I came up with this build idea while brainstorming a decent 3s comp (btw, that comp is Kog, Singed, Nunu, but it has some severe CC issues :/), and it seemed to me to be a decent way to improve someone who is inherently counter-tanky (Kog's W DOES do % max health damage, after all) and make him more viable in a 3s situation, when a normally built Kog (such as the type of Kog cop builds in this guide) could get wiped out after one bad decision.
What's inherently wrong with this build? Is the % max health damage worth the significant drop in the actual AD from a standard build? Is there a better way to build a tankier sort of ADC?
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Posted 5/5/2013 6:07:20 AMBetter pick kog when you have some protection, this build provides low damage because your crits don't hit a lot without IE and you don't have a last whisper to protect against armor.
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Posted 5/5/2013 7:30:44 PMWell, yeah, but that's the reason for the % max health damage. If his W is up he's doing 11% health per attack + his AD, and at 2 attacks every second (even more with a nunu buff...) it'll take like 5 seconds to take pretty much anyone down 1v1 (if that's actually how it works, anyway.) I do think that replacing the Frozen Mallet with an IE would be a good idea as far as maximizing damage output with this build goes, but overall I feel like this Kog build provides more reliable DPS for a longer amount of time, as opposed to the typical Kog build which does insane amounts of damage but which is also incredibly easy to deal with if you catch him out.
*Note: Everything about this build is dependent on that % max health damage to make up for the lost AD. I'm still new to the game so I don't know how everything works exactly, but is there any way to ignore the % max health damage? Does a higher armor rating protect against it, or is the max health damage always going to do that % damage regardless?
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Posted 3/27/2013 6:19:27 PMHey Cop, it says "and finish the build with a Mercurial Scepter" xD
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Posted 3/7/2013 10:07:21 PMno BotrK?
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Posted 3/10/2013 11:46:14 PMI agree on Kog'Maw since he is such a late game carry BotrK would be viable. Personal my order would be Doran's Blade, Berserker's Greaves, Vampiric Scepter, finish The Bloodthirster, Phantom Dancer, BotrK. That build seems to me more viable than boots and pots from the start because even though you don't have that early game move speed, you still have some early game damage and hp so you can still sustain your lane and only back whenever necessary.
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Posted 3/28/2013 9:54:10 AMboots and pots vs doran's blade? Either works, it depends more on how you play kog, really. If you want the extra damage, go blade. If you want mobility, boots. So, tbh, it depends more on how you play kog against certain champs.
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Posted 2/22/2013 5:13:06 AMI've done some calculations recently and found that Kog'maw is better off getting a Statik Shiv than a Last Whisper in both the case of a tank with 4K health and 200 armor/150 MR, as well as a squishy with 2500 health, 100 armor and 70 MR. The difference isn't amazing, but I didn't factor in the damage from Statik Shiv yet. This was mostly due to upping your crit chance from 55% to 75% and your attack speed from 1,629 to 1,895, making your W proc more often.
I still think Last Whisper can be a decent item but only if your opponent also has huge amounts of magic resist paired with his armor and health (which they usually don't at this time). If they don't, you're better off building more attack speed/crit and get more W damage.
Just some food for thought that LW isn't always the required item on every AD carry. I can imagine the same thing for Vayne.
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Posted 2/18/2013 5:03:53 PMCop, have you ever tried to build kog with a AB build instead of damage so that you could just deal out the damage with your abilities instead of relying on your auto attack? and also the fact that if you build him with deathcap, deathfire, mercurial, sorceror's shoes, thornmail, and zeke's herald you can have more survivablity, and damage output?
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Posted 2/19/2013 9:47:00 AMObviously I'm not Cop, but my advice:-
AP Kog is a legitimate middle lane, though still weak early game like AD. I'm sure NyJacky has an AP Kog guide on here.
As for Thornmail, it's a bad choice for defense in the current meta. You're better off buying health instead of resistances e.g. warmogs
Zeke's Herald is something your support should be picking up, not yourself.
For survivability, you want life steal and attack speed e.g. BT + PD (with the buff to BotRK in the next patch, you might want that instead of BT against a tanky team)
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Posted 2/20/2013 8:56:25 AMAP kog might be viable, but I'm pretty sure it's outclassed by the other potential mids out there.
Also, would FRozen Mallet be a viable alternative to Last Wisper? It has comparable AD plus health. So I'm thinking that it's LW's passive vs FM's health and slow.
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Posted 2/20/2013 10:29:52 AMMost people will get armor at some point of the game, this is why in 99.9% of the games carries get LW.FM isn't that useful for kog, even though it helps kiting, it is better to get a warmogs for health or a BotrK for damage.If you want a slow, play ashe, not kog...
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Posted 2/27/2013 6:01:57 PMThanks for the advice!
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Posted 2/5/2013 4:04:07 PMHey guys
Yesterday I had to be an ADC and I used Kog'Maw, but i had Tiget Stance Udyr runes (AD marks and Movement Speed Quints) and I found out it is very useful on Kog since he is really slow, with boots you move about 371 (with quints) and I think it is great even if you lose 6 AD, I was able to move better and If we were ganked on bot we could escape way easier.
Any opinions if it is a good idea?
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Posted 1/26/2013 9:54:49 AMHi, I would like to ask you how do you deal with so many gap closers in the game now a days... I mean I can easily win against a team that as no gap closers but if the enemy team as a fizz or an akali, I know my game is ruined.
I'm asking this in solo q perspective meaning, I have a team of cowards where top is trying to build an ad carry build and mid is a lb (for example)... Usually if the team actually plays well you can hide behind them and dish out dmg while staying out of range, although if the fizz or akali want they can just use their skills to get closer to you in no time. I'm still testing how to properly play your build (specially because I didn't get QQS) but still this the biggest problems I face in game are the gap closers and when their team understands that all they have to do to win is kill me and the game is over for me (this is probably bad positioning but it is hard when you tank doesn't engage and hides behind you)...