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All Guides Kog'Maw Guides Living Artillery Per Second: Season 6 AP Kog'Maw Guide
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Updated
2 years ago
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Kog'Maw Statistics for xiondisc

Author's performance with Kog'Maw compared to the ranked average.

Value
Average
Games Played
191
4
Win %
54
46
Kills
7.4
6.7
Assists
7.4
6.7
Deaths
8.3
6.2
KA:D Ratio
1.8
2.2
Gold Earned
12.9K
12.1K
Creep Score
146.9
191.1
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

There are many different combinations of summoner spells that are viable on AP Kog'Maw mid. Here I'm going to explain which ones I think are the best and ones that might work depending on the situation.

4.png

When choosing which summoner spell, besides the necessary Flash spell, to use on Kog'Maw, the first thing you want to look for is over-all effectiveness throughout the game. Currently, I use Ghost because you can use it similarly to Exhaust and Barrier to survive aggression in the early game. However, in the late game, it proves to be exceedingly more useful due to your long range.

6.png    21.png    3.png    12.png

The reason behind taking defensive summoner spells on Kog'Maw is that his kit has no innate form of defense or mobility. Also, I do not suggest the use of Ignite on Kog'Maw. Firstly, you shouldn't be in range to use it anyway, and if you are, Exhaust will always be more useful at that range. Secondly, Kog'Maw will eventually deal Tons of Damage regardless.

Another thing to note, if you're deciding between Barrier and Exhaust, is when and where the majority of potential damage may hit you. Barrier is more useful against long range poke champions, where as Exhaust is more useful against short range burst champions.

As for Teleport, this spell will likely always be useful on any champion in a solo lane. As long as you feel comfortable in your ability to disengage enemy aggression with Flash only, I see no reason against taking Teleport.

14.png    7.png    1.png

I have rarely, if ever, seen a situation where Ignite, Heal, or Cleanse would have been a better choice more than once in a game.

New Runes Back to Top

Masteries Back to Top

Most of these masteries are optional. Just make sure you get Meditation and Precision/Piercing Thoughts.

You can visit my LoLKing profile and check out my rune and mastery pages labeled 'Kog'Maw'.

Abilities Back to Top

E
W
Q
E
E
R
E
Q
E
Q
R
Q
Q
W
W
R
W
W
Passive
Q
3
8
10
12
13
W
2
14
15
17
18
E
1
4
5
7
9
R
6
11
16

Ability Priority

R        E       Q       W
kogmawlivingartillery.png > kogmawvoidooze.png > kogmawcausticspittle.png > kogmawbioarcanebarrage.png

It is very necessary to max out your Void Ooze first on AP Kog'Maw. Though, depending on the situation, you might want to place a second or third point into Bio-Arcane Barrage before you max out Caustic Spittle. Note that additional ranks in Bio-Arcane Barrage only increase the range and flat damage, and lowers the cooldown. Additional ranks do not increase the Percent Health damage or Attack Speed.

Items Back to Top

Starting Items

    Start with Doran's Ring. The Mana Regen and Ability Power is needed for wave clear and poke.

Core Items

    Go back when you can get a Tear. Then get Sorcerer's Shoes.
    Luden's is your first large item. Finish Archangel's after.
    Build Void Staff. Then get Rylai's. Get Giant's Belt early, if needed.

Situational Items

    Your last item is situational. Each item has its strengths and weaknesses. Choose the one that's right for each game.
    You might need one of these defensive items instead. You may want to build the resistance components early.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Ahri
    Medium
  • Akali
    Medium
  • Anivia
    Medium
  • Annie
    Medium
  • Azir
    Medium
  • Brand
    Medium
  • Cho'Gath
    Hard
  • Diana
    Medium
  • Fizz
    Hard
  • Jarvan IV
    Hard
  • Kassadin
    Medium
  • Katarina
    Medium
  • LeBlanc
    Hard
  • Lux
    Medium
  • Malzahar
    Medium
  • Pantheon
    Medium
  • Riven
    Medium
  • Taliyah
    Medium
  • Talon
    Hard
  • Vel'Koz
    Medium
  • Xerath
    Medium
  • Yasuo
    Hard
  • Zed
    Hard

VS

Ahri

Medium

VS

Akali

Medium

VS

Anivia

Medium

VS

Annie

Medium

VS

Azir

Medium

VS

Brand

Medium

VS

Cho'Gath

Hard

VS

Diana

Medium

VS

Fizz

Hard

VS

Jarvan IV

Hard

VS

Kassadin

Medium

VS

Katarina

Medium

VS

LeBlanc

Hard

VS

Lux

Medium

VS

Malzahar

Medium

VS

Pantheon

Medium

VS

Riven

Medium

VS

Taliyah

Medium

VS

Talon

Hard

VS

Vel'Koz

Medium

VS

Xerath

Medium

VS

Yasuo

Hard

VS

Zed

Hard

Role Explanation Back to Top

I would like to preface this entire section with the fact that I am not the best player, nor am I the best Kog'Maw player. Though, in this section I'll try my best to properly convey my thoughts on AP Kog'Maw's play-style in the mid lane. I'll start by sharing my perspective on early game and gaining advantages in lane with Kog'Maw.



Introduction

First off, Kog'Maw isn't the greatest champion in the game. While he has decent harass and is one of the best wave clearing champions in the game, he also has no innate form of escape. This means you're not going mid to destroy your lane opponent in any immediate way. The idea is that you crush your lane by farming your ass off and countering any of their attempts at beating you with a counter-play of your own.



Early Game

You always want to start with Bio-Arcane Barrage (W). You're going to want to pressure your opponent if possible. This is where your performance is extremely important. You must keep a health advantage on your opponent or they will take advantage of you, especially if they have a good jungler. Luckily, the range of your Void Ooze (E) is longer than the average spell. Stay as far back as you can for the entire duration of the game.

In my experience, both my opponents and my team often don't understand AP Kog'Maw's damage potential. Kog'Maw is pretty weak in early game engages. However, you can wear enemies down pretty easily over time. It might be a good idea to let your team know to back off when you don't feel like you're strong enough for a fight.



Jungler Awareness

When playing a champion without an innate escape ability like Kog'Maw, you must be aware of the enemy jungler. You must be conscious of their paths, cooldowns, and most importantly their position on the map. There are a few ways to lose lane as Kog'Maw. Two of which are by failing to respect the enemy jungler's potential position and by failing to inform your team of that position.



Level 6 and Beyond

The first rank of Living Artillery (R) doesn't have the greatest range or damage, but it's also a great tool for farming. Its main use at the first rank is executing the minion back line when they're low. Note: the damage of your ultimate increases based on your enemies missing health.

Once you hit level 9, with max rank of your Void Ooze (E), you can really bully people with a Blue Buff and Sorcerer's Shoes. Your Void Ooze (E) damage is how you poke targets down so you can utilize your ultimate's bonus damage.

At this point, your main focus is farming, pressuring your lane, and keeping track of what your opponents are doing. If you're constantly shoving mid, your lane opponent will always lose farm if they attempt to roam. If they do roam, and you see where they are going, it's usually better to follow them. Chances are they will either realize you're coming and back off, or they initiate a fight and you can turn it around or clean up.

Once you hit level 11, you have the potential to single-handedly bring enemy neutral objective attempts to a halt. Not only that, but you have the ability to chunk out enemy carries before an engage. If you keep one player at low health, they're essentially down a player and have a much harder time winning a fight.

If everything goes well and you've obtained your core items, you should be looking for picks with your team while keeping pressure around mid lane. So, ward up and keep shoving and looking for opportunities. Do not overextend if anyone is missing at all. Keep your jungle entrances warded and communicate any enemy movement to your team.

At level 16, you've become maximum Kog'Maw. Tell your team to group for an objective. Kog'Maw is pretty much anti-fun for the enemy team at this point. If you're ahead, it takes a lot of misplay by your team to throw the game, however it only takes one small mistake by you to lose the game for your team. Play smart, don't get cocky, and don't tunnel vision with your ultimate.



Abilities and Cooldowns

It's pretty obvious that combining Kog'Maw's abilities only makes you more of a threat in any trade. Whether it's early game or late game, you should combine your Living Artillery (R) with your Void Ooze (E). Landing your Void Ooze (E) lets you get more out of your Bio-Arcane Barrage (W) and makes your Living Artillery (R) easier to land. Since the slow on his Void Ooze (E) lasts for a minimum of 1 second, you'll often land at least one ultimate every time you land Void Ooze (E).

Don't forget that Living Artillery (R), with 40% CDR, has a 600ms cooldown. This means, in order to get the maximum damage per second, you must have a decent connection to the server and a fast finger. Since there is no form of 'spell queuing', you must be fast enough to hit your 'R' key the millisecond after it comes off cooldown or you lose DPS.



Managing Mana

Lastly, you must acknowledge your mana limitations as Kog'Maw. While your basic abilities cost next to nothing compared to a fully stacked Tear, you will destroy your mana pool by spamming your ultimate. Conserve your mana by limiting consecutive casts of ultimate. The second most important thing about late game AP Kog'Maw, next to your positioning, is your Living Artillery (R) stacks. You have a set number of casts before you run out mana. This number varies based on your total mana and your Mana Regen.

You're going to need to limit your stacks by only casting 2-5 times, then waiting for your stacks to fall off. Deciding when you should reset your stacks depends on the situation. A long siege might be best for you to stop at 2-3 stacks, where as a Dragon fight might require you to go upwards of 4-5 stacks. It's all based on whether or not the kill is worth expending the mana.

Morellonomicon can play a part in this as it gives you a 'mana reset' by replenishing 20% of your total mana on kills and assists. If you have this item, it may be worth depleting all of your mana for a chance at getting the last hit on that one that almost got away.

Matchup Explanation Back to Top

I feel like the entire Matchups section is mostly useless. There are definitely champions that counter Kog'Maw and champions that Kog'Maw counters/does well against. Though, in the end, it comes down to how well YOU play against those champions. Don't read too much into what this guide says about matchups. Just play to your strengths and read up on what the enemy champion does before you go up against them.


Hard

You should probably never attempt to trade with them and stay at your tower. You might be able to win trades if you play well or if their power comes from their ultimate (and they're not 6 yet). Just be sure you're safe from the enemy jungler if you attempt to trade.

Just watch out for these champions. The large majority of these champions are stronger than you at all parts of the game.


Medium

You should still stay at your tower the majority of the time, but if you know where the enemy jungler is, feel free to trade, but always acknowledge their potential.

Some of these champions are stronger than you at all parts of the game, but lack a way to force you to die. The others are just simply stronger in lane and fall off if you don't let them get ahead.


Easy

Against these champions, your main concern is the enemy jungler. You will likely win most trades easily, but again, be aware of all potential threats and know when to start playing at your tower.

Other

Any champion that isn't listed lies between easy and medium difficulty.

Guide Notes Back to Top

Keep in mind, I am always testing out items and finding new ways to play AP Kog'Maw. If and when I find a particular nuance that is suitable for my guide, I will update to accommodate. Also, there might be small changes that I do not list here. I'll try to add a few notes for every balance patch from now on. If there is anything I might have missed, or something you'd like to see in the guide, please comment below.

Patch 6.21:

Updated. Kog'Maw is pretty good again. :^)

  • Updated Runes section
  • Updated Masteries section
  • Updated Items section (Author Notes still unfinished...)




Patch 6.12:

Hey, I finally updated this guide. I'm really excited about this current build. One thing you'll note about the build is the heavy emphasis on Movement Speed. The one thing I never tried since Luden's was implemented was utilizing its Movement Speed. With Stormraider's Surge having slow reduction, not to mention its insane Movement Speed, I felt it gives Kog'Maw a way to transition from being oppressed to being oppressive sooner rather than later.

As for changes:
  • Updated Summoner Spell section
  • Updated Runes section
  • Updated Masteries section
  • Updated Items section (Author Notes unfinished)
  • Updated Abilities section
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