The patch 4.3 Tear of the Goddess change (passively gains stacks, but this passive is lost when upgrading to Archangel's) is a nice buff, especially for slow tear stackers like Kog, and makes it best to just build tear and then upgrade it last.
If I'm not mistaken, the patch 4.4 changes (buffs for AD Kog'maw) are also quite good for AP Kog'maw. The biggest change is that we've essentially gone from one scaling nuke to two, because if we were in range to hit the previous Q we were likely doing something wrong. It's a skillshot now, which is more fun although somewhat hard to land, and is not not much worse than an Ezreal's Mystic Shot in speed and range. Because AP and CDR are now more useful stats early on, I'm switching to AP quints and Athene's Unholy Grail. The AP ratio was nerfed from 0.7 to 0.5, but AP is actually better than before for Kog because we have another relevant pre-6 AP nuke. Due to the increase in base damage, Q will due more damage until we have 100 AP, which is around the time we finish Athene's+Haunting Guise.
Other changes: Shredding 20-28% of resistances as a lategame carry is also extremely strong, and more useful against tanks than the flat shred. The new animation for resistances shredding is actually somewhat significant, as it'll help your team focus a target. The mana cost removal from W is nice for stacking tear and just for lower overall mana costs, and I'll try out a Nashor's build sometime. The W change also slightly increases the power of CDR, as there's no reason not to maximize uptime.
I'm making changes throughout the guide, and please let me know if you see a section or calculations which are out of date. Thanks!
Hi all, I'm Tinkady, a Diamond IV player on the NA server. This guide is a place for me to showcase my current build, musings, and math on AP Kog'maw. If you want a more thoroughly detailed beginner's guide with matchups, I recommend you try RudgimusMaximus's Solomid guide Spam Happy, to which I contributed a great deal of theorycrafting and editing. At the time of original writing, RudgimusMaxmius advocated a pure AP Lich Bane build (he came back to the pen eventually!), so I'll also use this guide to advocate for my magic penetration and mana focused which I consider superior for solo queue except in cases where it's impossible to keep distance (such as ).
My favorite champions have always been poke-heavy mids: AP Corki, AP Kog'maw, Nidalee, Jayce, etc. As a general rule, this type of champion is incredibly strong in solo queue due to a lack of coordination on the other team. You may know me from my Solomid guide on AP Corki, which was sadly nerfed from its OP state. As a result, I've switched back to maining AP Kog'maw. I have nearly 200 AP Kog'maw games played with a ~80% winrate in normals, and my ranked stats are shown below:
AP Kog'maw is quite possibly the most extreme champion in League of Legends (not overpowered). A lategame AP Kog is one of the strongest hypercarries, and can deal his damage from nearly an entire screen away (2200 range). I'm not exaggerating when I say that I almost always do the most damage to champions in the game, and quite often deal double the second highest value. On two occasions, I've won while doing more damage than the rest of my team put together:
- Best champion in the game from level 16 onward (not in every situation, my personal opinion, etc.)
- Longest range and most damaging poke in the game (one exception: Nidalee is stronger single-target)
- Extremely strong sustained AoE DPS
- Pretty good burst with E-R combo
- Instant long range waveclear at level 9- safe farmer, and best turtler in the game (comparable to Anivia/Ziggs)
- Can singlehandedly carry games after ~25-35 minutes (not exaggerating)
- Unconventional- people will counterpick you as an AD Carry, and not know how to play against you
- Lion Dance skin is awesome
- Very weak early laning phase and map pressure
- Long ramp-up time
- Squishy with no escapes if caught
- Hurt by blue buff denial
- Skillshot reliant- inconsistent damage and difficult to play
AP Kog'maw was buffed by season 4 changes:
- AP Corki, which was a much safer and more effective pick, has been nerfed to the ground
- Games last longer, with more gold
- We get free wards/there are fewer early jungle ganks- it's easier to hit level 6 without dying
- Inhibitor changes make comebacks easier (Kog is incredible at stalling/shoving one lane- think Anivia with more than twice the range)
- Tanks are more common than assassins
- More jungle gold to poach
- Splitpushing, a big Kog counter because he can only shove one lane at a time, nerfed slightly
- 10% less experience to level (experience gain per minion nerfed as well, but still an overall plus for Kog because he doesn't splitpush)
- Tears now generate stacks passively
It now takes less time for AP Kog to get huge and singlehandedly carry a game, and this is harder to stop.