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All Guides Kog'Maw Guides Jungle Kog'Maw 6.18
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Kog'Maw Statistics for A Real Pigeon

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

Value
Average
Games Played
9
6
Win %
44
45
Kills
7.9
7.1
Assists
7.1
7.0
Deaths
6.1
6.7
KA:D Ratio
2.5
2.1
Gold Earned
12.1K
12.4K
Creep Score
160.2
176.7
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

I don't advise any other summoner spells.

Smite -11.png is essential in the new jungle due to you being unable to purchase the jungle items without it. ALWAYS start Krugs and smite them to begin it. The Krugs smite bonus is the most beneficial to you since you're attacking so fast you will constantly stun the jungle camps.


Flash -4.png There are no champions flash is bad on. You're immobile and it gives you a free blink to get out of a bad situation. I don't advise you to flash aggressively because this is your only escape.


According to OP.GG there are a few Kog'Maw Jungles who take Ghost and this is a decent option so long as you're comfortable on the champion and the enemy team has no hard engage/dashes. I really don't like the idea of Kogmaw without flash but if you feel its needed go right ahead!

New Runes Back to Top

Masteries Back to Top

Personal Preference - Fervor of Battle
So I've seen some things ran by other Jungle Kog'maws which I've tested myself and I personally prefer Fervor of Battle due to the high damage output you get from continuous autos giving you anywhere between 8-112 bonus physical damage per auto based on stacks. This works extremely well with Kog'Maws continuous stream of autos and high attack speed from runes, items, and his W. 

Viable - Thunderlords Decree and Strength of the Ages.
Thunderlords Decree - gives you great damage... after 3 hits and afterwards is useless in a teamfight. While great on a bursty champion like Syndra it just falls flat on Kog'Maw. You don't get to much AD on a standard build so the 30% scaling of BONUS attack damage will be pitiful. Sure it does a minimum of 10-180 damage based on level but it just gets outshined by Fervor of Battle since with just base stats 3 autos from Kog'Maw with Fervor outdamages Thunderlords. The only reason I would take this is if you really wanted that Armor/Magic penetration from Precision.

Strength of the Ages - If you're really worried about being bursted down I can see someone wanting Strength of the Ages. It's a great mastery in my opinion since it grants you free 300 health (or health regen when maxed) which to get 300 HP you have to buy either 2 Ruby Crystals (800 gold) or hit level 9 and purchase an Elixir of Iron (500 gold but lasts 3 minutes) so it gives you some free stats that definitely help you out. The reason I don't take it is personal choice after a few test runs it's just not as satisfying. If you do decide to go x/x/18 I highly recommend grabbing Insight so you can flash more often and Swiftness for the Tenacity.


Viable but not Recommended - Warlords Bloodlust, Deathfire Touch, Stormraiders Surge
Warlords Bloodlust - is an awakward choice due to it giving some life steal based on your missing health. If you fall low in the jungle as Kog'Maw you're doing something a bit wrong and I advise trying to kite the jungle creeps in a custom game (don't worry about a leash because with your high attack speed and krugs you don't really need one it just speeds up the overall process).

Deathfire Touch - Deathfire is great on champions like Jhin who get a lot of bonus AD or Cassiopeia due to her consistent damage output however on Kog'maw you don't get a lot of benefit from this mastery since you don't get a lot of bonus Attack Damage or Ability Power in this build. The damage it grants is merely outshined by Fervor or even Thunderlords. 

Stormraiders Surge - I'm honestly on the fence about this being recommended or not. It doesn't grant you much in the early game but towards late game when you're attempting to melt down teams this can give you a lot of the mobility needed to chase down or flee from a fight. I honestly need to test this mastery out more due to the sheer mobility it gives which is great on Kog'Maw since the higher his mobility the better his kiting. 

Not Recommended - Bond of Stone, Grasp of the Undying, Windspeakers Blessing
Bond of Stone - You have no reason to want to tank damage for your allies on Kog'Maw since you're so squishy. If you want a mastery to help you survive a bit longer please go Strength of Ages. 

Grasp of the Undying - Grasp will do nothing for you in the jungle but will help you stay a bit healthy in fights. The reason I would NEVER take it is you need high amounts of HP to use it efficiently and on Kog'Maw thats unlikely. There are items you take such as Frozen Mallet, Spirit Visage, Deadmans Plate that all give you a decent sum of HP but it's not really worth it in my opinion but if you want to go health tank Kog'Maw I wish you the best of luck!

Windspeakers Blessing - There is such a low chance of you having any way to give an ally a heal or shield. Unless you're running smite heal or you build Locket of the Iron Solari and Mikaels Crucible every game please don't take this on Kog'Maw jungle or Kog'Maw in general. 

Abilities Back to Top

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

Your passive -kogmawpassive.png Icathion Surprise makes you slightly useful even in death. Upon dying you gain a surge of movespeed and after 4 seconds you explode dealing AOE true damage. The damage ranges from 125-550 depending on your level and is great to pick up kills or even flashes. 

Your Q -kogmawcausticspittle.png Caustic Spittle is a linear Skill shot that reduces the affected targets resistances by 20/22/24/26/28% and deals magic damage based on it's rank. While it does provide some shred I max it last due to champions getting bulky in the mid-late game. 


Your W -kogmawbioarcanebarrage.png Bio-Arcane Barrage sets your range anywhere between 590-710 units. While active this doubles your attack speed and enables you to break the attack speed cap of 2.5 therefor kogmaw is the only champion able to attack 5 times per second. This spell also gives you some slight base magic damage on hit and 2% of max hp damage per hit. While the spell does cause your autos to do 55% damage (except on minions) you still do more than your standard dps due to its % of health damage and you attack twice as fast enabled 10% more damage. The last thing to know about this spell is it cuts the cast time of all your other abilities in half.

Your E -kogmawvoidooze.png Void Ooze is your ganking tool. It's a linear skill shot that deals magic damage and slows all enemies within the area. This ooze lasts for 4 seconds and slows between 20% & 52%. While ganking with this spell I advise using it in a line where your enemy MUST run through it to escape. Typically when using this spell you encounter 1 of 3 things: 1.Enemy runs through it and dies, 2. Enemy burns flash to prevent the slow, 3. Enemy runs towards you or an ally typically earning you a kill.

Your R -kogmawlivingartillery.png Living Artillery is a long range execute skill shot. When an enemy has 50% health the damage doubles and 25% health the damage triples making it a great tool to catch the enemies just out of reach of your autos. One fun thing to do is late game ult a camp and sit behind a wall and kill all the creeps within it with your W. This spell grants vision so it can be used to scout bushes. Warning this spells mana cost is increased by 50 per use (will go up to 500 max) so spamming it is ill advised unless necessary.

Items Back to Top

Starting Items

    Machete gives you more sustain and faster clears vs the Hunter's Talisman on Kog'Maw
    Only get this level 1 if you're that scared of an invade. Afterwards pick one up after every back if you have the inventory space!

Core Items

    The only real damage items you should need. Work wonders in bursting down teams while giving you great attack speed. I generally only get 3 of the items and opt for 3 tank items (if I don't have boots)
    I'm always torn between these two boots. Greaves gives you better damage output while Swiftness gives you better kiting potential.

Situational Items

    Some generic items you may pick up. Get them as needed.
    Some items I've experimented with and had great results.

Matchups Back to Top

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

  • Amumu
    Medium
  • Blitzcrank
    Hard
  • Braum
    Medium
  • Evelynn
    Medium
  • Graves
    Medium
  • Jarvan IV
    Medium
  • Jax
    Hard
  • Lee Sin
    Hard
  • Malphite
    Hard
  • Quinn
    Hard
  • Rammus
    Medium
  • Shen
    Medium
  • Teemo
    Hard
  • Tryndamere
    Hard
  • Udyr
    Easy
  • Yasuo
    Hard

VS

Amumu

Medium

Avoid being hit by his Bandage toss and you should be fine. Ensure you get a Quicksilver Sash to save yourself from his ultimate. 

VS

Blitzcrank

Hard

A big issue for any immobile champion. His Rocket Grab is on a 20-16 second cooldown so you do have some safe time. If a Blitz is picked prepare to be invaded.

VS

Braum

Medium

Braums CC and his Shield prevent you from doing a lot of things. Late game his Unbreakable (e) will only allow him to live a bit longer however it will negate a lot of your damage. 

VS

Evelynn

Medium

Evelynn is dependant on her early game. If she  gets going she will be a threat that you won't see coming unless you have enough pinks. 

VS

Graves

Medium

The only thing graves can really do to hinder you is put you in his Smoke Screen (W) gravessmokegrenade.png. This spell hinders your vision so long as your within it. Avoid it at all costs because if you don't do damage you're basically worthless. 

VS

Jarvan IV

Medium

While you can burst him down an AD Jarvan can do the same to you plus his ultimate will keep you trapped and thus become easy pickings for his team. 

VS

Jax

Hard

Jax can easily burst down squishy champions and there really isn't much you can do to stop him. Thanks to his E Counter Strike he will be immune to your autos so when you see this spell activate just run don't sit and auto. Hopefully he won't be able to jump onto you with his Q Leap Strike. If this does happen you will need to flash.

VS

Lee Sin

Hard

In my experience Lee Sins will counter jungle you early on. If you're on Blue side ward and hope you don't see him in your jungle. There are very low odds of you surviving should he land his Q on you due to his high damage output early on. While Lee Sin does fall off a good one can kick you into his team with his blindmonkrkick.pngDragons Rage. 

VS

Malphite

Hard

The only thing Malphite can do to you is ult. Sadly his ult is difficult to avoid and will likely result in you dying. I hope you have flash.

VS

Quinn

Hard

Quinns Q Blinding Assault is in the same boat as Graves Smoke Screen where if it hits you you can't do much. Your only hope is to dodge the spell or if it does hit back off to a place you think is safe. 

VS

Rammus

Medium

Rammus is a bit of an odd ball (no pun intended) where the way he can kill you is by forcing you to attack him. His W Defensive Ball Curl with a Thornmail will make any weak Kogmaw worthless due to the fact every auto you do will hurt you more than it will hurt him. Rammus is a bit difficult to place on the list because it's entirely dependent on how you do. If you had a poor early-mid game Rammus will destroy you however if you had a decent to good early-mid game he's just another target you can burst down. 

Side Note - Runaans will proc his Thornmail and Defensive Ball Curl even if you don't want to attack him you may be forced to.

VS

Shen

Medium

The only way shen can be an issue is his W Spirits Refuge where he creats an AOE zone where basic attacks cannot harm those within it. While someone is within this zone don't even bother auto attacking them.

VS

Teemo

Hard

Teemos Q Blinding Dart negates your damage. The only thing you have going for you is that you can outrange him. 

VS

Tryndamere

Hard

You can easily burst down a Tryndamere but that doesnt mean much due to his Undying Rage. The fact he can become unkillable is a hassle for you and your best chance of living is to hope you have allies with CC. 

VS

Udyr

Easy

Early game Udyr can easily slap you around. Once you get BloodRazor and Guinsoos there is little Udyr can do to effectivly kill you.

VS

Yasuo

Hard

Yasuo is on this list due to his Wind Wall (W). If placed well enough him and his team can hide behind it negating your damage. When you see this spell go up the only source of damage you will have (so long as neither you or your opponent is near the wall) is your ultimate which does pitiful damage unless the enemy is low. 

So jungle Kog'Maw? Back to Top

Kog'Maw has a horrendous laning phase losing to practically every champion even other Kog'Maws. By removing Kog'Maw from the lane altogether he can power farm through the jungle and remain quite healthy due to his ability to kite and Krugs smite bonus (made better due to your insane attack speed) making his jungle really safe. Along with this you will receive a higher gold sum in jungle rather than lane. 



Ganking & Clearing. Back to Top

Ganking with Kog'Maw is kind of awkward due to you needing to throw your E- Void Oozekogmawvoidooze.png in front of the enemy's path so they either need to take a new route, flash, or die. I've found using your E directly on opponents while gives you more instant damage is less practical due to the shorter slow duration. When playing jungle Kog'Maw I typically camp top lane due to the length of the lane and expectancy for my top laner to have some form of CC making it easy to get most champions. 


You can gank Level 3 if you want to provided the enemy laner is pushed. If you're facing someone you know will push Start Krugs (smite) -> Raptors -> Red (smite) -> Blue -> Top Gank. Chances are you'll get a kill, a flash, or both. 

Kog'Maws jungle clear is heavily dependant on starting Krugs side (even on red team) due to its smite bonus giving you a stun on non champions every 6 auto attacks which due to your runes and W you can easily do eventually stunlocking camps. Thanks to this buff you don't even need a leash if a problem arises and you team cannot leash you. In the case of an invade do what you can to smite the krugs and back off this may force you to start Gromp but at least you can get this smite bonus. 

Invades happen often from the enemy junglers due to them underestimating your early clears. In a scenario which you do not get a leash you may lose at most 1/6th of your HP without using a potion. You should be safe from most invades unless you try to fight them in which case you are likely to lose. You lack early power so it may be best for you to give up the camp unless you are 100% sure you can kill them or you know your team will back you up. Invades are one reason I get E second (the other being Q isn't to valuable until late game). 

Some success Back to Top

So these are just some ranked games played with an older build. This will be updated when I have the time. 

Kog'Maw Guide.PNG

Orbwalking. Back to Top

So kiting with Kog'Maw takes a lot of practice especially once you break the normal attack speed cap. One thing I use to improve this is setting attack move to S and standard movement to A (Bind the keys to suit your preference). After doing this I bind the target champions only command to spacebar and with W active hold down spacebar and alternate between hitting A and S (Or whatever keys you assigned it to) in the direction you want to go. This enables you to "orbwalk" and is very effective in team fights. I find this trick gets really effective once you hit around 2.8 attack speed and above. If below this I advise just kite like you normally would. The better your movespeed the more effective this is aswell and will take some time to get used to. My best advice would be to try it in a custom game. 

WARNING: Using this is quite difficult to get used to as you will find yourself wanting to right click to move. Doing this while alternating between A and S will cancel a majority of your auto attacks and the second your W expires return your hands to your standard position. 

WARNING: Another issues with this keybinding is for some reason doing so makes it to where you CANNOT right click to buy in the shop. This is a keybinding issue and I'm not to sure why it happens. 

So I did not discover this trick but instead found it through this video by Today on the Korean Server. https://www.youtube.com/watch?v=hBwrGdUxr90 is a link to the video. The only issue I have with this video is you need to hold down spacebar. Despite this many thanks to Today on the Korean Server for releasing this tip to the public!

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