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All Guides Kog'Maw Guides Become a better ADC with Kog
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9 months ago
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Kog'Maw Statistics for Awkbak BR

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

Value
Average
Games Played
4
Win %
46
Kills
6.7
Assists
6.6
Deaths
6.2
KA:D Ratio
2.2
Gold Earned
12.1K
Creep Score
191.5
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Short answer:

  1. Heal Flash is 90% of match-ups, use when your support is NOT a shield/heal support.
  2. Exhaust Flash is the last 10% which you run if you have a Janna or Karma WITH heal.

PRELUDE:

Kog is a marksman/mage that scales really well with items and levels due to his range, max HP damage, and Attack speed buffs. Playing the champion itself requires a few attributes from the player:

  1. Patience: Admit your early game is bad to half decent, and  that you lose trades in most match-ups. When you take trades, it's mostly on small windows where you have an ability advantage. Otherwise you'll be farming for 15 minutes or so. So hold on to your itchy trigger finger, your patience will pay off.
  2. Positioning: 96.png Doesn't have any escape abilities, so it is PIVOTAL that you always know WHERE you are, WHERE the enemy is, and WHERE your support is. That is your ONLY job, do damage and position properly. Remember, if you get caught, YOU CAN'T ESCAPE.
  3. Focus: Don't freak out, it's important to know what your damage output is, and most importantly how to kite/orb walk. You need to be able to kite, and doing so, you need to be calm and collected.

That's basically what the kog'maw player mindset is. Beyond that you start getting in to play-styles, warding habits and ADC basics. IF YOU ARE NEW TO ADC, THERE IS A SECTION FOR YOU BELOW.


Long Answer

Flash is always taken, mostly because you don't have an escape, so unless you have impeccable positioning, always take flash. I'm a bad player, that's why I take flash. Flash itself is a get out jail free card, 90% of the time, you'll be using it to get out of really sticky situations or other times, you'll probably find yourself flashing in for that 10 HEALTH JINX THAT YOU WANT TO KILL SO BADLY. I won't recommend you doing it, but I also can't stop you.

7.png

Ever since Riot buffed the crap out of this summoner a few seasons ago, you'll be taking heal most the time. It mostly just helps you win trades, gives you a nice speed buff, and it also allows you to take your support out of sticky situations. It's too good of a well rounded summoner spell for squishy marksmen, so you'll likely be using it 90% of the time.

When to use heal: when you're losing trades, when you're dying, when your support is in trouble, and in rare cases, to run away.

3.png

Exhaust reduces incoming damage from a target champion and decreases their movement speed, which is really helpful when you're in trouble or an allied champion is in trouble.

You probably won't be using exhaust most of the time. So the situations in which you take exhaust are VERY SPECIFIC, you might need a duo buddy to communicate with if you're planning to take exhaust, if so, they're probably the ones taking heal. And even then, it's on very specific supports like Karma, Lulu, or Janna.

When to use exhaust: when you want to win trades, when you want to escape, when you see an assassin coming to kill you.





New Runes Back to Top

Masteries Back to Top

Since there are so many possible ways to build masteries for Kog, I won't attach it to a single mastery page. However, I attached a general ADC mastery page for the lazy.


Now, if you're still here, let's go over a quick tutorial on how to build your own kog mastery page.

FEROCITY


Always take 6111.png
If you want to trade: 6121.png
If you're gonna get bullied: 6122.png
If your team has lots of damage dealers: 6123.png
--

If you're going for long fights: 6131.png
If not: 2x 6131.png  3x6134.png
--
If you're cocky: 6141.png
If you have a good support:6142.png 
For everything else: 6143.png
--
If you're going critmaw: 6151.png
Everything else: 6154.png
--
For extended fights: 6162.png
For everything else: 6161.png

RESOLVE

Always take: 6211.png
Always take: 6223.png
--
Always take: 6232.png
--
If you're going to get bullied: 6242.png
Everything else: 6241.png
You don't want to go deeper into this tree, trust me.

Author's note: there used to be a time where stormraider's surged kog used to be a thing, but as of 7.16, that build has no longer been used. I still need some time to make sure that's the case. There just aren't that many good stats to take out of the cunning tree to justify taking stormraider's.

but In case you still want to try it out:

CUNNING

To make it easier to farm take: 6312.png
If you want to get to lane faster: 6311.png
--

If your support loves you: 6322.png
Otherwise take: 6323.png
--
Always take: 6343.png
--
Always take: 6351.png since it has great synergy with your mixed damage kit.
And the cherry on top: 6361.png 
Stormraider's becomes a great tool in both offensive and defensive. It has been used in pro play because the utility it provides can sometimes be greater than the rest of the keystone masteries. 

However, it requires a bit of skill on your part because you need to deal 30% of a champion's max health in 2.5 seconds. Which is completely achievable later in the game, but It's going to be really hard in the early game since you have very very low damage. So if you decide to pick this, just keep that in mind.


Abilities Back to Top

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

If you don't know Kog'maw's abilties, take some time to read them here.


There's not much to talk about his passive. You die, you chase after their lowest member and hope they die too! Alternatively, you can also take some time to finish off some minions.

Kog's kogmawq.png mostly functions as a perma attack speed buff that helps you through the game, so for the most part, you'll be maxing this ability second. 

Alternatively, it can also be used as a armor/MR shred that is really helpful on trades, and especially late-game since it's a % resistance shred. It helps shape kog into the tank killer he is.

--

kogmawbioarcanebarrage.png Is marksman kog's main ability. Everything you do in the game WILL depend on this ability. It increases your range and gives you a nice %HP damage per auto that really helps you fight late game and shred tanks. You will always max this ability first no matter the situation.

When to use: Skirmishes, teamfights, or taking trades. 

IF YOUR kogmawbioarcanebarrage.png IS DOWN, DO NOT ATTEMPT TO FIGHT.
TIP: If you hold down A, you can see your Auto attack range while the ability is up!

--

kogmawvoidooze.png is your only defensive mechanism which sometimes you can use are an offensive tool. The only situation you'll be maxing this second is if the lane if being really easy, the reason behind that is that you get a bit more burst from the E damage. But besides that, you'll generally want to always max Q second.

When to use: Running away, prevent enemy escape.

TIP:  if running away a long distance, use your kogmawvoidooze.png in front of you, that way your enemies will have to go through the full length of your E in order to catch up with you.

--

kogmawlivingartillery.png is a really good ability for when you get used to poking with it. For whatever reason, they also made it into an execute. Mana management around this ability is really important. Don't let the low cool-down fool you.

Think about it this way, your First Ult costs 50 mana, but your second one doesn't cost 100. even though it says it does.
It costs 150 mana for both ults or 75 for each.
The third is 300 for all or 100 for each
500 for all, 125 for each.
Here's a chart for the curious.
kog mana.PNG
Formula is (previous accumulated mana cost + current mana cost)/number of ultimates.

As you can see, casting 4 ultimates cost 500 mana. Which is most of your mana pool at level 6!

When to use: to poke every once in a while, to execute targets that are far away, to trade after 6.


Items Back to Top

Starting Items

    For most lanes.
    For damage over time lanes such as twitch
    My personal favorite, if you know how to farm well.

Core Items

    On-Hit Kog
    Critmaw or Critical hit kog'maw
    On both builds, you'll be taking berserker's. If you are a kiting god, then take Swiftness.

Situational Items

    SCREW YOU, RENGAR!

As a bit of background information, kog'maw's kit has really great synergy with on-hit items due to the damage and range increase on his W, as well as the Q attack speed steroid that he gets. This makes him into a lategame monster with enough items.

FOR THE LAZY: 3124.png > 3085.png > 3006.png > 3091.png > 3153.png > 3026.png


Fun fact: Kog'maw has the highest average damage out of all marksman champions!

ON-HIT BUILD

Currently, there is no other item that screams Kog'maw like 3124.png. You'll generally always want to get this item first. After building up the passive to 6 stacks, you'll be dealing all on hit effects twice every other auto. Increasing your on-hit damage by an overall 50%. 50% might not sound like a lot, but consider this: if you're dealing 200 base damage + 300 on-hit damage, you'll be doing on average 200 + 450 damage instead! Which is basically another basic auto attack!

Not to mention that all stats this item gives are not wasted by kog. He uses the AD, the AP, and the attack speed.

The only big requirement for 3124.png is that you have to be auto attacking to be effective. Because if you lose those 6 stacks, you have to start all over again. And by doing so, you might be losing significant potential damage on teamfights.

The rest of the items on the on-hit build are pretty self explanatory. Just keep in mind that with Rageblade, you'll be seeing a 50% damage increase on the on-hit damage.

The holy trinity of the on-hit build are 3124.png, 3085.png, 3091.png
3124.png Double your on-hit damage every other auto.
3085.png Triple your overall on-hit damage.
3091.png Make your enemies vulnerable to your on-hit damage.

Quick example: 100 base damage + 300 on-hit damage + 40 wit's end damage = 440
With item effects hitting 3 people: 100 + 340 * 3 from runaan's * 1.5 from Guinsoo = 1675 PER AUTO.

Obviously, this is a rough example. The damage varies from target to target and at different points in the game. But just having these multipliers makes you a monster!

So when to take the other items?

3153.png when the enemy tanks are getting overwhelming.
3022.png when the enemy team lacks gap closers, leaps or jumps.
3156.png dealing with AP burst? Leblanc giving you a hard time?
3139.png to use when the enemy has a powerful CC ability. Such as Morgana Q, Ashe Ultimate. You get the idea.


Now keep these items in mind for the next section.

CRITMAW



When people refer to this build, it's generally overshadowed by the on-hit build. Since it's the most effective build in most cases. But Critmaw is still extremely effective against teams that lack resistances.

How to build critmaw:1038.png > 3085.png > 3031.png > 3046.png
If you get these 3 items, you'll be dealing a lot of raw damage mid-game. It doesn't necessarily scale as well as the on-hit build. but it's still a lot of damage regardless.

When to build on critmaw:
1. When the team has at most 1 tank.
2. When the enemy team doesn't have a lot of resistances.
3. When you have a big early advantage. (You'll scale faster)

But for all intents and purposes, this build is very situational.


As a side note: 3053.png is great for when dealing with teams with a lot of assassins. Build it 3rd or 4th item.

Matchups Back to Top

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

  • Alistar
    Hard
  • Ashe
    Medium
  • Bard
    Medium
  • Blitzcrank
    Hard
  • Brand
    Hard
  • Braum
    Medium
  • Caitlyn
    Easy
  • Corki
    Medium
  • Draven
    Medium
  • Ezreal
    Easy
  • Fiddlesticks
    Hard
  • Janna
    Easy
  • Jhin
    Medium
  • Jinx
    Medium
  • Kalista
    Medium
  • Karma
    Medium
  • Leona
    Hard
  • Lucian
    Medium
  • Lulu
    Medium
  • Lux
    Hard
  • Miss Fortune
    Medium
  • Morgana
    Easy
  • Nami
    Medium
  • Nautilus
    Medium
  • Rakan
    Hard
  • Sona
    Easy
  • Soraka
    Medium
  • Tahm Kench
    Easy
  • Taric
    Medium
  • Thresh
    Hard
  • Tristana
    Medium
  • Twitch
    Medium
  • Varus
    Hard
  • Vayne
    Medium
  • Xayah
    Hard

VS

Alistar

Hard

Engage champion.

Key ability: W and Q combo.

VS

Ashe

Medium

Mid-range poke

Key abilities: Q and R

VS

Bard

Medium

Defensive poke support.

Key abilities: Q and R

VS

Blitzcrank

Hard

Hard engage support.

Key ability: Q

VS

Brand

Hard

Aggressive support.

Key abilities: E and Q

VS

Braum

Medium

Crowd Control/Tank support

Key abilities: Passive/Q and E

VS

Caitlyn

Easy

Long range marksman.

Able to trade with your W

Key abilties: W and R

VS

Corki

Medium

Mid-range Poke

Key abilties: W and R

VS

Draven

Medium

Mid range burst

Key abilities: Q and R

Avoid trading with Draven at all costs until 2 items.

VS

Ezreal

Easy

Poke champion

Key abitilies: Q and E.

Trade after dodging his Q

VS

Fiddlesticks

Hard

Aggressive mage.

Key abilities: Q, E and R.

Chances are you're probably stuck under your turret.

VS

Janna

Easy

Defensive shield support.

Key abilities: E and R

VS

Jhin

Medium

Mid-range and/or burst ADC

key abilities: Passive and R

VS

Jinx

Medium

mid/long range ADC.

Very similar to kog.

Key ability: Q

VS

Kalista

Medium

Low range ADC:

Short trades are in your favor.

Key abilities: E and R

VS

Karma

Medium

Shield/Poke Support

Key abilities: All of them.

Annoying to go against, but survivable.

VS

Leona

Hard

Aggressive engage.

Dodge to win.

Key abilitites:

E and R

VS

Lucian

Medium

Mid-range mobile ADC:

Taking trades is dependent on your support.

A good lucian destroys kog'maw.

Key abilties: Passive, E and ult.

VS

Lulu

Medium

Shield/Poke Support

After level 6, pretend the enemy has 300 more health than they actually have.

Key abilities: R

VS

Lux

Hard

Aggressive burst "SUPPORT"

Key abilities: Q and R

VS

Miss Fortune

Medium

Mid range poke marksman

Key abilities: Q and R

VS

Morgana

Easy

Aggressive squishy support.

Take trades when Q is down.

Key abilities: Q and E

VS

Nami

Medium

Situational. Some play Offensive, others play defensive.

key ability: Q

VS

Nautilus

Medium

Tank/Crowd Control Support

key abilities: Q and R

VS

Rakan

Hard

Engage Support.

Key abilities: W and R

VS

Sona

Easy

Shield/Poke support

Don't bother taking trades unless you have a defensive support yourself.

Key abilities: Q and R

VS

Soraka

Medium

Heal Support

Don't bother trading.

key abilities: W and R

but knowing what Q does is also important.

VS

Tahm Kench

Easy

Tank protective support.

Key abilities: All of them.

VS

Taric

Medium

Tank/Protective support.

Trade after dodging his E

key abilities: E and R

VS

Thresh

Hard

Engage support

Key abilitites: All of them

VS

Tristana

Medium

Long range marksman.

Kog'maw's damage rival.

key abilities: E and W

VS

Twitch

Medium

Mid-range to large range marksman.

scales really well too!

key abilities: all of them!

VS

Varus

Hard

Mid range poke marksman.

trade when Q is on cooldown.

key abilities: Q and R

VS

Vayne

Medium

Short range mobile ADC

Key abilities: All of them!

VS

Xayah

Hard

Mid range burst marksman.

Watch the feathers!!!

Key abilities: E and R

Note on Matchups Back to Top

There are over 400 possible BOTLANE match-ups you can run into. So to go through every single one would probably be suicide. So instead of going through every single one, I wrote labels on every champion matchup and you can consult them what it means here. I also attached a special note on each one. I hope this prepares you for the match-ups. But as a general rule of thumb, Kog is not a good champion to take trades.

Note: ALL abilities are important to learn. I just marked certain key abilities because those are the ones that crucial fights often end up coming down to. Still learn each of their abilities and how it impacts your leaning phase.

THE CARRIES:


Low range and/or Burst = Avoid encounters. Take trades when enemy abilities are on cooldown.

Medium range and/or poke = Avoid trades, and if put into one, try to get some damage back.

Long range = Take trades when you have an ability advantage.

THE SUPPORTS:


Shield/Heal or defensive: Just farm, you scale better anyways.

Engage and/or aggressive: Take trades when the engage ability is on cooldown. Get your happy feet on so you dodge!

Crowd Control and/or tanky: take trades when their crowd control ability is down.

YOUR SUPPORTS:

Shield/Heal or defensive: Great for kog'maw! allows you to trade a bit more often, and allows you to scale really well in the late-game giving you a bit more freedom in your game.

Engage and/or aggressive: Doesn't really work well with Kog, but if they engage, you don't really have  a choice. Suggest them to be of zoning rather than hard engage.

Crowd Control and/or tanky: If they lock down an enemy for long enough then great! If they protect you from incoming damage, even better!


Keep in mind!

Play styles also change how match-ups play out. So it's important to understand what those champions do and consider possibilities of interactions as you play. Be ready do adapt and change your style during the game for there can be interactions not listed above.

I encourage you to draw your own conclusions from the match-ups because it may help you in those same situations on future encounters.



New to being an ADC? Back to Top

Lexicon

What does this jargon mean anyways?

Trading: the act of giving and receiving damage in attempts of gaining advantages.

On-Hit: Additional damage applied on auto attacks. Aside from critical strike.

Kiting: The act of attacking an enemy while keeping them at your maximum attack range.

Orb-Walking: A method of kiting which involves moving your mouse so you can make your champion move on the period between auto attacks.

Burst: a lot of damage at once.

Match-ups: Combination of champions in a specific lane. May also refer to whole teams as well.

Team comp(or composition): The combination of champions on each team and how each team's champions interact with each other.

Early game: The beginning parts of the game, usually happening in the specific lane match-ups. (Usually lasts 10-15 minutes)

Mid-Game: The middle parts of the duration of the game, usually involves fighting for objectives. (Usually goes from 20-35 minutes into the game.)

Late game: The later parts of the game, usually revolves around finishing the game. (Usually starts around the 35 minute mark.)

Farming: Old macdonald? sorta. Getting last hits on enemy minions to gain gold over an extended period of time. (Farming for 20 minutes means you've been doing nothing but killing minions for 20 minutes)

Harassing: Like trading, but without receiving damage.

ADC: Stands for Attack Damage Carry, 99% of the time fulfilled by a marksman.

Brief guide to being an ADC

What is my role?

To Deal damage when your team needs you.

How do i do that?

By saving tons of money so you can have items! and more items mean more damage!

No... how do i deal damage?

Each champion is different, but it usually involves right clicking champions a bunch of times before they die.

How do I save money?

Your primary source of income should always be killing minions, the only exception being draven.

How should I go about killing these dang minions?

Getting the last hit on them. It's the most important hit, how you get there is mostly irrelevant. Just get the last hit and you gain gold!

What do I do mid to late-game?

It's your time to shine, deal as much damage as you can! But be mindful about your position and where the enemies are?

What's so important about positioning?

To the enemy you're as thin as a paper tissue. So given the opportunity, they will always kill you first. With that in mind, you can prevent 90% of sticky situations by being mindful about your position in the map.

Why should I use wards?

Let's put it this way, would you want to know whether or not there is a giant spider inside your shower before you go in naked? I don't know about you, but I probably would.

Mostly everything else fall under general league of legends knowledge, so if I were you, I'd watch guides on objective control and wave control. but most of these instructions should help you get started.

About Me Back to Top

Call me Awkbak! ^_^

I have been playing league of legends since late season 2. I am not a mechanically gifted player, so I never really climbed.

I am a coach for amateurs on my free time. I study patch changes diligently, and my primary focus is macro play although I love helping people think and finding different ways to improve. I believe everyone plays differently, therefore everyone must be taught in a different way.
 
it's important to help people identify different areas of improvement in their gameplay. It's not always easy when you feel stuck, so my job is to help you identify new areas of improvement.

My highest rank was Gold I in season 5.

I am a mid main, although I specialize in objective control and save management.


If you're looking for private sessions, I do those for free, just hit me up on discord: Awkbak#9812 and let me know what you're looking for.


Tips and Tricks Back to Top

Gonna drop these in compact list, so listen up:


TIP: If you hold down A, you can see your Auto attack range while the ability  kogmawbioarcanebarrage.pngis up!

TIP:  if running away a long distance, use your kogmawvoidooze.png in front of you, that way your enemies will have to go through the full length of your E in order to catch up with you.

ADVANCED: Learn how to fit a kogmawlivingartillery.png between auto attacks to help maximize your damage output!

Only fight if your W is available.

Use your ult as an execute if the enemy is far away!

Learn how to do orb-walking and practice kiting! This is really important for Kog!

Kiting Example: BRTT on kog

TIP: You and the enemy are most vulnerable when going to last hit a minion. Try to get some harass down when you see someone walking to kill a minion

I know that this isn't an extremely in-depth guide, it's more of a general guide towards people wanting to pick up kog, or just looking to get a leg in AD carry. Feel free to let me know if this is helpful or if there are any changes you'd like to see!



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