IntroductionKog'Maw is simply one of the best AD's in the game. He is so strong at any stage of the game... Unlike Tristana who is strong early and strong super-late game, and MF/Cait who is primarily strong early, without the limitations of range like Corki/Vayne... Kog'Maw is just a perfect blend of early-game dominance and late-game scaling.
Update LogS3 masteries
You can also try 21/5/4, if you see yourself running out of mana.
15AD to make last hitting a breeze. I use this for almost all my AD's ATM.
13 Armor/MR so you can win exchanges in the laning phase.
Flash is absolutely necessary to make plays and manage situations.
Consider other Summoners: ,,
> : If you take Heal and the enemy AD takes Cleanse, then you can always try and force exchanges, because you will win in a full-on engagement. By constantly forcing trades, you will end up pushing them out of the lane. I run Heal most of the time, even without the 10% masteries, since missing out on 20% Buff Duration is a bit too much to pay.
> : For obvious reasons. But Ignite is usually taken on your support if it's an aggressive support such as Taric. But if you're in an aggressive lane such as Ali/Sona and they have CV/Flash, you always have the option of running Ignite. (Don't forget to pick the mastery)
> : Even though they are fairly even in the laning phase, Cleanse's usefulness into late-game is just unrivaled, being able to break all incoming CC is a dream for all AD's. Like Heal, I run Cleanse without the masteries.
: Barrier functions very similarly to Heal. It's very good against Cleanse in lane, but deals with Ignite all in's much better. Barrier also acts as a Giant's Belt, so you can go straight into damage, while skipping certain defensive items. Take barrier when facing against assassin's such as Irelia/Kha'zix/Akali.
Passive: Icathian Surprise
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.
His passive is a nice bit of true damage, 450 at LV18. This is enough to turn a fight around. Always plan ahead for your passive, as soon as you realize that you're 100% dead.
Remember that 450 true damage is no where close to Kog'maw's actual damage output while alive.
Q: Caustic Spittle
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
30% AS sync very well with Bio-Arcane Barrage. The active on this ability is mainly used for last hitting, as it can be used to replace or compliment an auto attack.
Rarely will you actually use this ability in a fight, since if someone comes within range, you're likely dead. Also because your auto attacks are more attractive than this ability.
If you do use this ability, it's likely in the early game laning phase, it may make or break a 2v2 skirmish bottom.
W: Bio-Arcane Barrage
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
250 range at level5 increases Kog'Maw's range to 750, even higher than lv18 Tristana (712), also giving him 1 and a half Madred's on his Autos.
Even at level 1, Bio-Arcane Barrage gives Kog'Maw 630 range, second only to Caitlyn's, which makes him incredibly hard to deal with in lane.
E: Void Ooze
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
Very useless in laning other than escape ganks, since it costs to much mana and doesn't do all that much.
Will be 28% slow for the majority of the game, as you max this last. However it is pretty devastating if melee champions have to run in a line of 60% slow to get to Kog'maw, A good Void Ooze on a ramp area may change the flow of the fight.
R: Living Artillery
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
Living Artillery is a superb ultimate and really defines Kog'Maw as a champion. At level 6 you can start poking in lane, hitting for about 150~ each time, which really adds up, especially that early on in the game.
Living Artillery gets exponentially better as it levels, Level 1 to 2 Living Artillery is a tremendous difference and Level 3 Living Artillery is THE LONGEST ranged poke in the game. That means Kog'Maw outpokes any other poke. A level 16 Kog'maw with blue is one of the scariest champions to deal with, he can essentially 1v5 without even taking damage as long as his team stands in front of him.
Early Game1. Decide on your item build -- either you need AD or AP damage.
2. Decide whether to be aggressive in lane (Kog'maw can be extremely aggressive against most AD's other than Caitlyn)
3. Farm extremely well.
4. Poke well with your ultimate, time their last hits!
Mid Game1. Complete your first item -- you want B.F and Shiv as soon as possible.
2. Position yourself well in fights! Abuse your range!
3. Farm extremely well.
Late Game1. Decide whether you need to farm more or team fight more.
Tip: sometimes finishing a QSS goes a long way before fighting!
2. Decide whether you need blue or not to poke.
Tip: You can sometimes win games by purely poking, if the enemy team lacks sustain/heals.
3. Must position well in fights.
4. Farm your last few items.
Team FightsKog'maw does not have any escapes. In teamfights, Kog'maw relies completely on his team to protect him, and your team relies on you completely to do the necessary damage. Half a second of running or hesitation may make or break a fight.
Since Kog'Maw's damage is so high, he is a very popular target for any team, but that doesn't mean he is defenseless against dive. You MUST maximize your damage while poking, and when they finally run at you your goal is to kill as many as you can.
Tip: Kog'maw does stupid amounts of damage, consider just standing still and auto-attacking with W instead of running away from dive, they may be squishier than you think!
Final CommentsKog'Maw is a siege tank, massive damage and poke, however lacks mobility. Being able to identify what build to use on Kog'Maw is half the battle for any new Kog'Maw player. Remember to rely on your teamates to protect you, and remind them to do so. Also be aware that your teamates are relying on you to output insane amounts of damage so you better man that siege cannon well!