All Guides Kog'Maw Guides An In-depth Guide to Jungle Kog'Maw | Season 6
2 years ago

Kog'Maw Statistics for Will Treaty OP

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

Games Played
Win %
KA:D Ratio
Gold Earned
Creep Score
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png - Flash

Flash is the most versatile summoner spell in the game. You can use it to dodge, chase, run away, or even just reposition during a fight. It is really useful because of Kog'Maw's low mobility. It allows you to dodge enemy cc and engage abilities. You should take this 99% of all your games.


6.png - Ghost

Ghost is a useful summoner spell on Kog'Maw, but requires you to have good peel (ex; 40.png or 201.png), and very little/no hard engage from the opposing side (ex; 54.png or 254.png ultimate). It allows you to chase or run very quickly. This is VERY situational. You should rarely take this.


3.png - Exhaust

Exhaust requires the same things as Ghost, but allows you to duel a lot more. It's great for snowballing in solo queue because you will deal lots of damage that they won't expect, and reduce damage taken. As with Ghost, it is also VERY situational.


11.png - Smite

Smite is a must for all junglers, it allows you to regain health, get buffs, and secure objectives during a fight.

New Runes Back to Top

Masteries Back to Top

Ferocity Tree: 18

Fury or Sorcery

This is a pretty easy choice. The attack speed from Fury is a lot more useful as it synergizes with you W, and helps you clear. You aren't going to be using many spells, so Sorcery is useless.


Double Edged Sword or Feast

Because Kog'Maw is very squishy, you don't want to be taking more damage. Your damage mid/late game is going to be massive anyways, so it is not worth it. I like the sustain from Feast more, it helps you clear with more HP.


Vampirism or Natural Talent

Kog'Maw already has enough late game damage, so Natural Talent isn't that good on him. I prefer Vampirism just for more survivability during clears or ganks. You also don't scale well with AD because your W reduces your AD to 55%. 


Bounty Hunter or Oppressor

Bounty Hunter requires you to get kills to do increased damage. Some games, you might farm until mid/late game and win from there. I much prefer Oppressor. It gives you a more reliable boost in damage, because your E, red buff, active items (3153.png), or even friendly cc can proc it.


Battering Blows or Piercing Thoughts

Battering Blows is obvious, you benefit more from AD Pen


Warlord's Bloodlust, Fervor of Battle, or Deathfire Touch

Warlord's is useless until you hit an enemy champion and you don't deal scale off of AD/AP, have dots, and cannot be used for jungle, which also makes DFT useless.  Fervor stacks really fast which allows you to do a lot of bonus damage.

Cunning Tree: 12

Wanderer or Savagery

Both are great, it's up to preference. I like Savagery more than Wanderer for the faster clear, but Wanderer is great because of the extra move speed you get, since Kog'Maw is immobile.


Runic Affinity, Secret Stash, or Assassin

Assassin is the worst of the three. You are rarely going to be fighting alone, because as a jungler, you are more likely to gank and fight with others. I prefer Runic Affinity because not only does it increase red/blue buff, but also krug buff, which allows you to have a safer clear, as well as helping your fights if you have one of the major ones. However, you can't go wrong with Secret Stash as well.


Merciless or Meditation

You already have an execute, so Merciless isn't really necessary. I prefer Meditation for Kog, but it doesn't make too much of a difference.


Bandit or Dangerous Game

You obviously aren't a support, so Dangerous Game is much better.


What about 12 in the Resolve tree?

It can work, the reduced cooldown on summoners allows you to use smite on Krugs and Red right after, as well as reducing your flash cooldown.

Why not 18 in the Cunning tree?

Fervor is just way too strong on Kog'Maw right now. He stacks it really fast, which is really good. You deal a lot more damage than using Thunderlords. You can take Thunderlords if you want more early game burst, but you sacrifice a lot of late game damage. You could also take Stormraider's Surge, it helps his immobility.

What about 18 in the Resolve tree?

An alternative is also to go 6/6/18. You go Fury, Feast, Savagery, Runic Affinity, Unyielding, Tough Skin, Runic Armor, Insight, Swiftness, and Strength of the Ages. It feels slower for some reason, although you don't lose too much damage. It, however, gives a much safer early game for Kog'Maw as he will gain extra HP, and later on will heal from siege minions/large monsters. It gives you a lot of survivability and sustain later on, at the sacrifice of 112 damage per auto attack. Once again, it's all up to preference.

Abilities Back to Top


kogmawpassive.png - 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 one of the worst, you should avoid dying at all costs, which makes this very bad.


kogmawcausticspittle.png - Caustic Spittle 

Active: Launches a corrosive projectile that deals 80/130/180/230/280 (+0.5*AP) Magic Damage to the first enemy hit and reduces its Armor and Magic Resist by 12/16/20/24/28% for 4 seconds.

It is really useful for the jungle because it will help you reduce the resistances of the jungle monsters and gives you passive attack speed.

Patch 6.3: After his passive attack speed is moved to W, you can get away with maxing W>E for more self-peel, which is very useful. It allows you to maximize your damage and peel without wasting some skill points in Q. You can also max Q instead if you don't need the peel and want more penetration.


kogmawbioarcanebarrage.png - Bio-Arcane Barrage

Active: For 6 seconds, Kog'Maw's basic attacks: Gain 90/120/150/180/210 attack range. Gain 100% Total Attack Speed, and his spell cast times are halved. Deals 5/10/15/20/25 additional base damage on-hit. Deal 55% damage to non-minions. Deal 2% (+.75% per 100 AP)% of the target's maximum health as additional magic damage. During this time, Kog'Maw's Attack Speed cap is doubled. On-hit effects are still fully applied.

This is what makes Kog'Maw jungle. The extra attack speed allows you to proc krug stun very fast, which makes safer clears. It is his main damage source, because he is an on-hit auto attacker.

Patch 6.3: The passive attack speed moving onto his W makes him so much stronger, as talked about above.

Patch 6.5: This was a pretty big nerf. He is a LOT weaker early game. I need to test him out for this patch, and I will come back with results.


kogmawvoidooze.png - Void Ooze

Active: Deals 60/110/160/210/260 (+0.7*AP) Magic Damage to enemies it passes through and leaves a trail on the ground for 4 seconds, briefly slowing enemies in it by 20/28/36/44/52%.

Void Ooze is how you would probably start a gank. You auto a few times with red buff (if you have it) to slow them, then you use Void Ooze again to slow them even more, allowing you to easily auto them. If your laner has hard cc as well, it will make it easier for you.

Patch 6.3: You can max this after W for more peel, it allows you to be much safer.


kogmawlivingartillery.png - Living Artillery

Fires an artillery shot, dealing magic damage based on the target's missing health, revealing them for 2 seconds. The cost of subsequent shots within 10 seconds increases by 50 Mana (max 500). Damage Dealt: 70/110/150 (+0.65*Bonus AD) (+0.25*AP). Living Artillery's damage is doubled against enemies below 50% maximum health, and tripled against enemies below 25% maximum health. Maximum Magic Damage: 210/330/450 (+195% bonus AD)(+75% AP)

This is a very useful ability. You can use it to scout bushes, as it reveals a small area. The execute is also very useful. If you have mastered it, you can easily shred one target, ult them, then switch to another one.

Items Back to Top

Starting Items

    3 Health Potions are much more effective than a Refillable Potion. You also do not do a lot of aoe early game, so Hunter's Machete is the best starting jungle item for sustain. You can later switch to the Refillable Potion and/or Hunter's Potion for increased sustain, although you may not need it if you have a vamp scepter.

Core Items

    Berserker's Greaves is great for Kog'Maw. It gives him attack speed and mobility. Boots of Swiftness is also good if you want to roam/kite more or better. Swiftness isn't as effective anymore however, since it was nerfed.
    On-hit items are what make Kog'Maw. His W allows him to proc Guinsoo and BortRK a lot faster and more frequently, allowing him to shred anyone. Wit's End is a very good item, as it gives you MR, MR shred, extra AS, and bonus damage on hit.
    Jungle Item All smites are useful, but I prefer Red for damage. Blue helps for kiting/chasing and Green helps with vision control.

Situational Items

    Both are great items for sustain. You can take Death's Dance if you want to take less damage (however, you should be positioned way back, unless they are going straight in). Hextech Gunblade is insane for healing, because it heals off of all damage dealt.
    Black Cleaver is another great item. It allows you to shred 30% of TOTAL armor, and increases your movement speed whenever you auto. It is a lot stronger than the Last Whisper items, which only give you 40% BONUS armor reduction.
    If you already do plenty of damage, and they aren't building tank, you can become a moveable tower. The tank stats, along with peel, will make you nearly indestructible. Visage also has increased healing, which is very nice.
    If you want to have even more aoe damage, this is the way to go
    QSS is really useful vs high cc teams, it allows you to keep dealing damage.
    I need to give it more testing, but on paper, it seems very strong. You will be an Ashe except a lot stronger.

Example Full Build:

1415.png  3124.png   3085.png   3146.png   3139.png   1305.png

Challenging smite allows you to deal massive true damage due to fast auto attacking

Guinsoo's makes you a hybrid damage dealer and scales really well

Runaans is strong for for the AS and increased AoE

Hextech gives you massive sustain

Mercurial is a QSS, helps you immensly

Alacrity Swiftness gives you more movespeed for kiting

You can also use Distortion if you want more flashes.

RIP Boot enchantments/Devourer 6.9

Matchups Back to Top

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

  • Amumu
  • Ekko
  • Evelynn
  • Gragas
  • Lee Sin
  • Malphite
  • Nunu
  • Xin Zhao




He doesn't do too much damage, just dodge his Q and you can easily win. Unless he builds AP, you will be fine most of the time. Get a 3139.png after your core items, he has a fairly good cc chain and aoe snare with curseofthesadmummy.png.




You can beat him in a 1v1 unless you get stunned/he gets his w shield or if he has his ultimate. You can usually burst him faster. 




Just like Lee Sin, she can invade you early because you are really squishy. It's even easier for her since she is invisible. 




Gragas is now a pretty hard matchup. With Runic Echoes, he can easily clear and counterjungle. He is also a pretty good counter for Kog'Maw in generally because of his ultimate. He can push you or your team apart to either collapse on you or to disrupt damage during a teamfight. 


Lee Sin


Lee sin is a VERY hard matchup for Kog'Maw. He does a lot of damage early game. A good Lee will invade you lvl 2 and get a free kill, and can continue to invade you. Avoid this matchup at all costs. The only way you can win this is by dodging his blindmonkqone.png.




Easy dives, he can also solo kill you if he has ultimate, since his landslide.png slows your attack speed.




Fighting a Nunu isn't hard. It's what he can do to you. To quote TheOddOne, ""Nunu's sole purpose in life is to make the enemy jungler as useless as he is." Nunu can easily counter-jungle you and make scaling hard. You will eventually reach A late game, but it might be one you won't win.


Xin Zhao


Xin Zhao buffs made him super strong. 

Who Am I? Back to Top

I am Will Treaty OP, Silver 2 on NA hovering around Silver 2 - Gold 5 MMR. Although I am low ranked, I'd just like to share my knowledge I've gained from watching countless streams, videos, and reading many articles. I'm looking forward to making more guides, especially on fun off-meta champions :)

Sadly now at Silver 4, but starting my climb to hopefully Gold

Edit: Silver 2 now, almost Silver 1! :D



Pros and Cons Back to Top


  1. Insane late game, you can shred almost anyone
  2. You will probably do the most damage on your team
  3. You can duel almost anyone due to your high sustain and damage
  4. Unexpected damage early on


  1. Low mobility
  2. Requires peel, otherwise engage will blow you up
  3. Squishy early game
  4. If you are against a good jungler, he will counter-jungle you 

Jungle Pathing Back to Top

After the nerfs, I was not able to do a full clear without a leash in a custom. You should be able to, however, with a leash. I could only do Krugs > Red > Scuttle > Raptors. I need to test doing Krugs > Raptors > Red so you can smite Red.

You always start at krugs, no matter what. The stun is necessary for a safe clear. Here is the path I take for both sides, just do the opposite for red side. 


  1. Krugs (Smite here)
  2. Red Buff (Use one HP pot)
  3. Raptors (Use HP pot here or at Wolves)
  4. Wolves
  5. Blue Buff (Smite here)
  6. Scuttle
  7. Gromp

You have to skip the scuttle on the side you started Krugs, otherwise you will lose the stun buff. 

You can solo drag at level 7. I had Red Smite/Bloodrazor finished and a refillable pot. After using one pot, I ended at around 50% HP. You can do this to easily get early Infernal dragons.
It's also possible to solo Baron with Bloodrazor/Wit's End/BotrK/Bloodthirster/Greaves, but it's suboptimal for teamfighting. At that point, you might as well just team fight.

Synergy and Team Comps Back to Top

Now, in solo queue, not everyone will make comps, but here are some champions that synergize with him. I'll also include comps for tryharding in ranked 5's.

Champions that Kog'Maw works well with

201.png - Braum

  • Great peel
  • You can proc the stun so fast, it allows you two to be a cc machine if Braum can get an auto/ability on everyone
  • Tanky
  • Has a shield that can block projectiles that are shot your direction
  • Armor/MR buff

40.png - Janna

  • One of the best at peeling
  • Shield increases AD, also is a shield
  • Healing
  • Extra movement speed from her passive, lets you chase/kite better during fights

25.png - Morgana

  • Has an aoe snare, and single target as well. The snare is very long, allowing you to shred them during that time
  • Black shield prevents CC, which is very strong

26.png Zilean/117.png Lulu

  • Their speed boosts are very valueable, they can help him so much during fights
  • Lulu and Zilean's ultimate heal him/revive, and knock up people around him which helps peel and keep him alive
  • Both have slows, polymorph (lulu), or stuns (zilean)
  • Lulu's shield gives Kog'Maw a high boost of damage due to his fast attack speed
  • Pix adds a MAJOR increase to Kog'Maw's damage

267.png - Nami

  • Her EnamiE.png gives each of your auto attacks a slow, which is great for chasing or kiting
  • Her Q/Ultimate help peel
  • W heals
These are some of the best champions to have on your team and there are many more, but they are mainly supports. Any tanky/engage top laner is also great with him. 57.png and other engage cc heavy top laners are very good with Kog'Maw because they can set up a gank, while Kog'Maw can deal the damage.


Example comps:

54.pngTop, 96.png Jungle, 43.png Mid, 15.png ADC (any adc is good, tbh), 201.png Support

Karma provides AoE shields and a speed up, and the combination with Sivir is really strong. Braum and Maokai provide CC/Tank, as well as some peel t

Early/Mid/Late Game Back to Top

Early game is mainly farming, however, you can gank overextended lanes or ones where your laner has strong cc, like a stun. You generally want to start the gank by letting your laner cc them, while walking up. You E them for the slow, stutterstep towards them, then you activate W. You want to get close enough to be able to use your W for a good amount of time, but also far enough from them. Interrupting your W reduces damage, so this part is crucial, but don't be afraid to stop auto'ing if needed. If you get a successful gank, you can help push the lane and get some good damage on their turret. Practicing kiting also helps a lot, as with any adc.

You can also invade the enemy jungle if you see their jungler ganking another lane or on another side, and you cannot gank the side you are currently on. You can take camps fairly fast due to your execute and stun procing really fast.

Mid Game is when you want to start fighting a bit more. You can easily help take towers with your team members, and contest objectives. You pretty much play like any other jungler would, except you are squishy and are based on mainly autos.

Late game is when you should all be grouped up for teamfights, either around baron or sieges. Elder/Baron are pretty big for both sides, so make sure you don't die easily, otherwise you will probably throw.

Thanks for reading! Back to Top

If I'm missing out on anything, please tell me! Give me feedback please, I'd like to grow from this.

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