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All Guides Kog'Maw Guides Unlocking ADC Kog'Maws Potential {WIP}
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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
4
Win %
44
46
Kills
7.9
6.7
Assists
7.1
6.7
Deaths
6.1
6.2
KA:D Ratio
2.5
2.2
Gold Earned
12.1K
12.1K
Creep Score
160.2
191.5
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Standard Summoner spells
7.png Is pretty much mandatory for ADCs at the moment. I personally wouldn't take anything else until you're confident in your Kog'Maw abilities!

4.pngYou're about as mobile as a dead chipmunk. Sure you may get blown by the wind from time to time but thats rare. Flash is 100% needed.

Potential Options!
6.pngTake this if heal is not needed. This spell will let you kite better due to increased movespeed and will let you ignore that pesky unit collision. 

3.pngIf your support took 14.png Exhaust is an option. This will increase your power in lane trades as Ignite + Exhaust is devastating. My only issue with exhaust is you should almost never be in range to use it however it is typically safer than heal. Exceptions to this are long range spells.

1.pngIf you're rather bad at dodging skill shots this spell has potential. NEVER use this against the oh so dreaded support Malzahar as it will not work. 

New Runes Back to Top

Masteries Back to Top

Ferocity

T1 -Sorcery - I may rant about how good Kog'Maws kit is with attack speed but that doesn't mean it's always the best choice. Sorcery works well due to Kog'Maws main damage coming from his W and this will amplify that %HP damage he does with it. Feel free to swap this for Fury as it is a bit of personal preference.
T2-  Feast - Any sustain works wonders and this is slightly beneficial. Making allies deal more damage isn't what Kog is about and 10-28 bonus damage is worthless if it isn't consistant. 
T3 - Vampirism & Natural Talent - Kog'Maw scales well with AP and AD so Natural Talent seems like a clear winner thus why I put the majority of my points into it. I put 1-2 points into Vampirism as I find any increase from 0 is rather large. If you are less confident in your laning phase feel free to take 5 points into Vampirism.
T4 - Double Edge Sword - This is a preference thing as it lets you pack a bit of a punch in laning. While it isn't as strong as a fully stacked Bounty Hunter it's consistent and if you have a poor game you will still be dealing a decent chunk of damage. Feel free to swap this with Bounty Hunter!

Cunning
T1 - Savagery - Helps with last hitting and you're not going to miss 3% move speed. With upgraded boots (excluding Swiftness or Mobis) you'll only gain 11.1 movespeed out of combat. While this helps you move about it simply isn't great on Kog as any mobility you want you're going to want while in combat. 
T2 - Assassin - This one is a bit odd however helps whenever your support goes to roam. What league considers nearby is 800 units which is a little shorter than Twitchs autos while ulting. This is a preference thing and can be linked to my dislike of biscuits. I don't think the mastery is good as it only provides 25 extra HP and 15 mana. This will almost negate the damage of a level 18 champion hitting you with Fresh Blood. 
T3 - Meditation & Merciless - I like to use spells a lot in laning. They help poke, last hit, poke etc the extra mana from Meditation seems small but over the course of a game adds up. Merciless is there to help shred through weaker targets which you might not even target if you grab a Runaans. 
T4 - Dangerous Game - Getting kills adds to your sustain in fights something you desperately need. I personally would have replaced this with Greenfathers Gift had it been 3 %Max HP bonus damage as opposed to 3% Current HP. While it is good against high HP targets you won't notice it later on. 
T5 - The bonus Magic Penetration and  ̶A̶r̶m̶o̶r̶ ̶P̶e̶n̶e̶t̶r̶a̶t̶i̶o̶n̶ Lethality help out quite a bit. I don't see the bonus CDR from Intelligence to be worth it on Kog'Maw as it doesn't provide damage. You can argue it lowers Q and E cooldowns but those honestly don't do to much for you. 
T6 - Stormraiders Surge - Youre going to proc this in every fight. This should (with boots) boost you up to 518 movespeed (this is ignoring Riots soft cap as I don't know the equation) and grant you slow resistance for 3 seconds. This is huge when it comes to your kiting and can easily win you fights. This mastery is underloved as it isn't as flashy or straight up damage but in my opinion is one of the best. 

Abilities Back to Top

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

Icathian Surprise kogmawpassive.png - When you take lethal damage you will continue to control Kog'Maw for 4 seconds and eventually explode dealing AOE true damage (125/150/175/200/225/250/275/300/325/350/375/400/425/450/475/500/525/550) based on level. Along with it you will gain 40% movespeed while "Dead" however you cannot cast spells or auto attack (outside of bugs). If you know your opponent will survive this spell and there are no allies to clean up avoid chasing them and go for minions. As depressing as this sounds it will still grant you gold. 


Q - Caustic Spittle kogmawq.png - Every time you rank this spell you gain % ATK speed 15/20/25/30/35% (875 gold of free stats) and this is the only reason it is maxed second. When cast you fire a linear skillshot that stops at the first enemy hit dealing magic damage and reducing their MR and Armour by 20/22/24/26/28%. This spell is most effective against tanks as you will shred more and in lane can be used to last hit. Keep in mind this spell only scales with AP so don't expect a large chunk of damage. Should the %ATK speed ever be removed from this spell it would be maxed last. 

W - Bio-Arcane Barrage kogmawbioarcanebarrage.png - Every auto attack for 8 seconds will deal 3/4/5/6/7% Max HP magic damage and increases your auto attack range. This spell is the reason Kog'Maw scales better with On-hit items and attack speed as opposed to AD and crit. You need to max this spell first on Kog'Maw as the %HP damage and range are to good to give up and his other spells are a bit lackluster. Note this spell only scales with AP,

E - Void Oozekogmawvoidooze.png - Kog'Maw fires a trail of vomit which deals magic damage and slows all enemies it hits. The spell leaves a trail that lasts for 4 seconds and slows all enemies who enter it. Note that this spell can go through minions unlike Q. While running away it is best to fire this spell in front of your path to slow enemies chasing nearby. In cases of you having a sizeable distance gap fire behind yourself. Note this spell only scales with AP.

R - Living Artillery kogmawlivingartillery.png - Kog'Maws ult deals more damage the less health an opponent and every cast will increase it's mana cost by 40 (up to 400) so spamming it will be costly. The spell has insane range being able to kill people a screen away max rank and grants vision thus allows you to scout bushes. Thanks to this spell you never have to facecheck. Note: This spell scales with AP and Bonus AD. The damage initially is lackluster so only use it as an execute. 

Items Back to Top

Starting Items

    First buy. Cull only if cocky.

Core Items

    Against heavy AP
    Against heavy tanks.
    General needed items.
    Needs additional testing

Situational Items

    Boots. Details on best scenario below.
    Armor options
    Magic Resist Options
    Health Options
    Glass Cannon.
Core
3091.png - When against a primarily AP team Wits End is the best possible choice. The MR it grants lets you survive longer while the MR shred makes both its on hit effect and all your spells deal bonus damage. 
3153.png - Movespeed, On hit, Attack speed, and lifesteal. Works wonders against most compositions and the components will let you survive laning phase due to the sustain of Bilgewater Cutlass. 
3124.png - The AP, ATK Speed, and AD all work well together although the item is bought mainly for the passive. Once stacked every other W empowered auto will do 14% max HP damage (this isn't adding in the AP scaling). Along with other on hit items this item is a must buy.
3085.png - The attack speed and passive is why this is purchased. Spreading your damage to 3 targets is insanely strong. The only time I would refrain from getting Runaans is against Rammus as you will quickly kill yourself. 

Glass Cannon Options -
3031.png - If you're a fan of traditional marksman IE can be a bit fun. The 50% crit chance with IE and Runaans is a fun build. I'd only purchase this if ahead.
3072.png - A follow up to IE. Bloodthirster works better the more AD you have. Keep in mind with Kog'maw following the core build above you deal mostly MAGIC damage so this isn't as good unless you run down a crit route. 
3115.png - AP allows additional W (and Q E R) Damage. With this and Guinsoos W will deal 8.5% on hit damage (17% with guinsoos rage) and an additional 40ish on hit magaic damage.
3812.png -  Deaths Dance lets you sit in fights longer due to you taking less burst damage. This works well with a glass cannon build due to this along with the sustain.
3135.png  - Void staff > Last whisper items on Kog'Maw. Dealing mostly magic damage means that you don't really care when enemies stack armor and %HP damage means health is also not a big deal. MR is by far the best way to deal with Kog and this item helps much more than expected. Also the bonus AP works with your scalings.

Boots
3009.png - Swiftness boots work well as they help you kite around. They're probably the least helpful boots out of the four.
3006.png -  Beserker Greaves grant you attack speed so against teams where you don't need additional tankyness.
3047.png -  Ninja Tabi are my personal favourite as against standard auto attack based champions you are taking 12% less damage. This is absurdly strong and work in almost any matchup. Don't buy these versus a caster based ADC such as Varus.
3111.png -  Mercury Treads in case you need bonus tenacity. MR is just a bonus.  

Tank
As far as tank items go you need to build whatever fits the scenario. Keep in mind unlike most carries you have no mobility or hard cc so you need a way to survive in cases where you have poor peel. With just three damage items you should be fine as far as damage goes. Remember you can't carry if you're dead. 

Matchups Back to Top

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

  • Ashe
    Easy
  • Caitlyn
    Medium
  • Corki
    Easy
  • Draven
    Hard
  • Ezreal
    Easy
  • Graves
    Medium
  • Jhin
    Medium
  • Jinx
    Medium
  • Kalista
    Easy
  • Lucian
    Easy
  • Miss Fortune
    Medium
  • Sivir
    Easy
  • Teemo
    Easy
  • Tristana
    Easy
  • Twitch
    Medium
  • Urgot
    Hard
  • Varus
    Hard
  • Vayne
    Easy
  • Ziggs
    Easy

VS

Ashe

Easy

She can easily push you under tower which is where you're safest. Her low damage output makes her a rather easy target and the only threat she holds is her ultimate. Get an early QSS or run Cleanse and you should be able to dominate most Ashes. 

VS

Caitlyn

Medium

A decently hard matchup due to her outranging you early on. Level 9 with Bio Arcane Barrage active you hold the range advantage by 50 units and should abuse this at all times. Care for her traps as stepping in them during a fight will likely result in your death. 

VS

Corki

Easy

Using the Wits End rush build you will simply win this lane. Due to Corki dealing 55% magic damage with his attacks you can easily build against both him and his support making for an easy time. 

VS

Draven

Hard

Draven is a high damage threat at all stages of the game and requires you to play defensively. This is the only matchup I advise you take Warlords Bloodlust for sustain as Stormraiders simply wont cut it. When laning against him stay at max range and abuse your W bonus range. A BOTRK or Gunblade rush is advised for sustain. 

VS

Ezreal

Easy

You both take a while to scale into the late game. You have an overall edge on Ezreal due to higher DPS at the cost of mobility. Poke him down with W and stay behind your minions to avoid a large portion of his damage. Start whatever item you want against him although I advise Wits End. 

VS

Graves

Medium

While typically a jungler he can be played bot and when he is you need to be prepared. Avoid standing by walls to negate his Q from instantly proccing and during a fight he will attempt to Smoke Screen you. Walk out of this ASAP walking near your tower in most occasions. His Smoke Screen will prevent you from auto attacking and thus is the largest threat. 

VS

Jhin

Medium

On a scale of 1/5 in difficulty I'd rate Jhin as a 4. He has rather high damage and an execute on every fourth bullet and thus needs to be respected. His long range W and R can snipe you easily and you need to be prepared for it. Getting Ninja Tabi after you back will help tremendously and if you want to and or need to grabbing an Iceborn Gauntlet can provide you with bonus damage and tankyness to survive. 

VS

Jinx

Medium

Jinx herself is easy prey to Kog'Maw however the threat of her comes from her E and R. Should you both decide to fall back in a fight you have potential to snipe her with your ult and she can do the same only hers is a better execute. Along with it should you be CC'd by her jungler or support she can lay down her E beneath you to add an additional layer. BOTRK Rush works well due to her semi pokey nature with rockets. 

VS

Kalista

Easy

You outrange her. Kalista while mobile is fairly weak in duels and relies on her support something which is an issue in Solo Q. Staying at a range and casting E while running back when she ults is a good idea to prevent her support from dealing high damage. BOTRK or Wits End rush work well. 

VS

Lucian

Easy

Lucian suffers from the fact he is short ranged. Due to this you can easily poke him down with W enhanced autos and secure lane. The only threat he really poses to you is Q poking through minions and his ultimate which is fairly easy to dodge. 

VS

Miss Fortune

Medium

You need to watch your minions health against Miss Fortune. Should she Q a minion kill it and have it bounce to you you can and will lose 40%+ of your HP. With that her Ultimate is great at shredding through teams with Black Cleaver, Lethality, and Last Whisper. Respect her ultimate while its up as any CC based Support can ensure you stay in it. 

VS

Sivir

Easy

Sivir has little going for her in this matchup other than supporting her team with her ult. The best case scenario for her is she pokes you a small bit with her slow moving Q and spell sheilds an ult cast for some free mana. You have the range, damage, sustain, etc bonus over her. 

VS

Teemo

Easy

Teemo ADC/APC bot is rare but is a thing. His blind is a bit of a pain to deal with but you're not going to die before it wears off and along with it he needs to rush at you to use it. When you see his "Engage" Cast E on him and kite backwards. Once his blind wears off activate W and enjoy the kill. Wits End Rush beats him fairly hard even if he is AD as he still does plenty of magic damage. 

VS

Tristana

Easy

She does outrange you until you activate W. Poke her down with it when possible and simply enjoy the lane. Tristana is weak early while you're fairly strong. While she is a hypercarry so are you. The only differences is you scale better and can get tanky. 

VS

Twitch

Medium

A harder matchup as with his ult active he has the range advantage and can force you into his range by his stealth engages. Throughout the lane you will be able to poke him down and keep in mind he has less CC than you do. 

VS

Urgot

Hard

This is an odd one to put as hard but makes sense. Urgot can be tanky and scales decently. Along with this he is an early game bully who has spells that not only slow but can lock onto targets. A flash ulti from a Urgot while risky can take you out of any fight (Similar to any surpression) and the fact it swaps your place with his means you can and will die. QSS Is a must. 

VS

Varus

Hard

A lethality abuser who has amazing poke and a CCing ultimate. You need to constantly be aware of his Q charging and dodge when you can. He is easy to get ganks for due to his ult so expect yourself to be at the mercy of the enemy team. BOTRK rush is advised for sustain.

VS

Vayne

Easy

You do everything Vayne does but are less flashy. You have the range to deal with her and while she can be an issue when ahead it is a bit rare when it happens in lane. I honestly think Vayne has a worse laning phase than Kog'Maw. 

VS

Ziggs

Easy

You're going to lose your tower as you will be shoved in. Rushing a Wits End will enable you to shred through Ziggs early on however you simply cannot stop him from pushing without killing him. 

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