Kog'Maw The Mouth of the Abyss

- Mid/Bot/Ad carry
- 4800
- 880
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Icathian Surprise
- Upon dying, Kog'Maw starts a chain reaction in his body which causes him to gain up to 40% movement speed gradually over the duration of 4 seconds and detonate; dealing 100 + (25 x level) true damage to surrounding enemies.
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Caustic Spittle
- Passive: Permanently increases KogMaws attack speed. Active: KogMaw launches a corrosive projectile at a single target which deals magic damage and reduces its armor and magic resist for 4 seconds. Cost: 60 mana Cooldown: 8 seconds Range: 625 Attack Speed Bonus: 10/15/20/25/30 % Magic Damage: 60/110/160/210/260 (+0.7 per ability power) Armor and Magic Resist Reduction: 5/10/15/20/25
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Bio-Arcane Barrage
- Active: For 8 seconds, KogMaws autoattacks gain range and deal additional magic damage which is equal to a percentage of the targets max health. The damage caps at 100 against minions and monsters. Cost: 50 mana Cooldown: 17 seconds Bonus Range: 130/150/170/190/210 Max Health to Damage Ratio: 2/3/4/5/6% (+0.01% per ability power)
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Void Ooze
- Active: KogMaw launches a projectile in a line in front of him which deals magic damage to all enemies it passes through and leaves a trail for 4 seconds which slows enemies who stand on it. Cooldown: 12 seconds Range: 1,000 Cost: 80/90/100/110/120 mana Magic Damage: 60/110/160/210/260 (+0.7 per ability power) Slow: 20/28/36/44/52 %
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Living Artillery
- Active: KogMaw launches a living artillery shell to a target location at a great distance which falls after a 0.6 second delay, dealing magic damage to all enemies hit and revealing them for 4 seconds. It deals 225% base damage to Champions. Each subsequent Living Artillery in the next 6 seconds after a cast will cost 40 additional mana, capping at 200 per cast. Cost: 40 mana Radius of AoE: 200 Cooldown: 2/1.5/1 second(s) Magic Damage: 880 / 120 / 160(+0.3 per ability power)/ (+0.5 per bonus attack damage) Magic Damage to Champions: 180 / 270 / 360(+0.3 per ability power)/ (+0.5 per bonus attack damage) Range to Center of AoE: 1,400/1,700/2,200
Health Points | 440 |
---|---|
Mana | 295 |
Damage | 46 |
Attack Range | 500 |
Armor | 13 |
IP Cost | 4800 |
Health Regen | 5 |
Mana Regen | 7.5 |
Attack Speed | 0.665 |
Movement Speed | 330 |
Magic Resistance | 30 |
1 lvl |
Item builds
Start items "
Good vs. a poke lane
Good vs. a poke lane
Health Potion
x2Limited to 5 at one time. Click to Consume: Restores 150 Health over 15 seconds.
Long Sword
+10 Attack Damage
Starting items option #2 "
Good vs. a lane that will try to burst you down.
Good vs. a lane that will try to burst you down.
Doran's Blade
+8 Attack Damage +80 Health +3% Life Steal
Starting items option #3 "
Good vs. a skillshot lane
Good vs. a skillshot lane
Health Potion
x3Limited to 5 at one time. Click to Consume: Restores 150 Health over 15 seconds.
Boots of Speed
Limited to 1. UNIQUE Passive - Enhanced Movement: +25 Movement Speed (Unique Passives with the same name don't stack.)
Core items "
Blade of the ruined King should be your first big item.
Blade of the ruined King should be your first big item.
Phantom Dancer
+45% Attack Speed +30% Critical Strike Chance UNIQUE Passive - Spectral Waltz: While within 500 units of an enemy champion you can see, +12% Movement Speed and you can move through units. UNIQUE Passive - Lament: The last champion hit deals 12% less damage to you (ends after 10 seconds of not hitting).
Berserker's Greaves
+30% Attack Speed UNIQUE Passive - Enhanced Movement: +45 Movement Speed
Blade of the Ruined King
+25 Attack Damage +40% Attack Speed +10% Life Steal UNIQUE Passive: Basic attacks deal 6% of the target's current Health in bonus physical damage (max 60 vs. monsters and minions) on hit. Life Steal applies to this damage. UNIQUE Active: Deals 10% of target champion's maximum Health (min. 100) as physical damage, heals for the same amount, and steals 25% of the target's Movement Speed for 3 seconds (90 second cooldown). Unique: Deal 10% of target champion's maximum health (min 100) as physical damage, get healed for the same amount while slowing the target by 25% for 3 seconds and gaining 25% movement speed for the same duration. (90 second cooldown). (550 range)
Endgame items "
Zephyr will be a replacement for boots.
Zephyr will be a replacement for boots.
Last Whisper
+25 Attack Damage UNIQUE Passive - Last Whisper: +30% Bonus Armor Penetration
Infinity Edge
+65 Attack Damage +20% Critical Strike Chance UNIQUE Passive: Critical strike bonus damage is increased by 50%.
Blade of the Ruined King
+25 Attack Damage +40% Attack Speed +10% Life Steal UNIQUE Passive: Basic attacks deal 6% of the target's current Health in bonus physical damage (max 60 vs. monsters and minions) on hit. Life Steal applies to this damage. UNIQUE Active: Deals 10% of target champion's maximum Health (min. 100) as physical damage, heals for the same amount, and steals 25% of the target's Movement Speed for 3 seconds (90 second cooldown). Unique: Deal 10% of target champion's maximum health (min 100) as physical damage, get healed for the same amount while slowing the target by 25% for 3 seconds and gaining 25% movement speed for the same duration. (90 second cooldown). (550 range)
Phantom Dancer
+45% Attack Speed +30% Critical Strike Chance UNIQUE Passive - Spectral Waltz: While within 500 units of an enemy champion you can see, +12% Movement Speed and you can move through units. UNIQUE Passive - Lament: The last champion hit deals 12% less damage to you (ends after 10 seconds of not hitting).
Other possible late-game items
Banshee's Veil
+500 Health +70 Magic Resist +100% Base Health Regeneration UNIQUE Passive: Grants a spell shield that blocks the next enemy ability. This shield refreshes after no damage is taken from enemy champions for 40 seconds.
Warmog's Armor
+850 Health +200% Base Health Regen UNIQUE Passive: Grants Warmog's Heart if you have at least 3000 maximum Health. Warmog's Heart: Restores 15% of maximum Health every 5 seconds if damage hasn't been taken within 8 seconds.
Enchantment: Furor
Limited to 1 of each enchantment type. Enchants boots to have Furor bonus. UNIQUE Passive - Furor: Upon dealing damage with a single target spell or attack (on hit), grants +12% Movement Speed that decays over 2 seconds. (Unique Passives with the same name don't stack.)
Runaan's Hurricane (Ranged Only)
+40% Attack Speed +30% Critical Strike Chance +5% Movement Speed UNIQUE Passive - Wind's Fury: When basic attacking, bolts are fired at up to 2 enemies near the target, each dealing (25% of Attack Damage) physical damage. Bolts can critically strike and apply on hit effects. UNIQUE Passive: Basic attacks deal an additional 15 physical damage on hit.
Guardian Angel
+60 Armor +60 Magic Resist UNIQUE Passive: Upon taking lethal damage, restores 30% of maximum Health and Mana after 4 seconds of stasis (300 second cooldown).
The Bloodthirster
+75 Attack Damage UNIQUE Passive: +20% Life Steal UNIQUE Passive: Your basic attacks can now overheal you. Excess life is stored as a shield that can block 50-350 damage, based on champion level. This shield decays slowly if you haven't dealt or taken damage in the last 25 seconds.
When to get what
Zephyr works as a replacement for boots. If you want to keep your boots you should get the Furor enchantment for amazing kiting. GA is highly recommended against assassins like Zed, Kha'Zix and Katarina. Bloodthirster is something you should buy instead of Infinity edge if they have someone who can dive for you but has very little damage. If you keep lifestealing from them they won't kill you because they have low damage. Zephyr and Mercurial Scimitar are 2 great items vs. a team that can nearly stun-lock you. Example: Leona + Renekton Hurricane is good if you have allies that can lock enemies up and be close to eachother so you can kill all of them fast.
Skillorder
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |
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Q ![]() |
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W ![]() |
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E ![]() |
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R ![]() |
Why level skills in that order?
W is your main damage. W is the reason why you get so much attack speed on Kog'Maw. Q 2nd is because of the passive attack speed and all of the resistance reduction. 25 armor/magic resistance removed at level 13 is pretty damn brutal. It can also help you secure CS under tower. E last becase the slow and damage is pretty insignificant. Unless you're playing AP Kog'Maw
Summoner spells
Spells
Barrier
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Flash
Other possibilities (Barrier replacements)
Heal
Exhaust
Cleanse
Why these summoners?
Flash is the best summoner spell. Unless you're playing Singed/Olaf or the likes. Barrier for extra "health" in case you get blitz grabbed. Good vs. ignite. Heal is better than barrier in the long run seeing as Barrier is of course only temporary. Exhaust is good if your support goes ignite and you're playing vs. the likes of Vayne where you need an exhaust. Cleanse if you play vs. someone that can stun-lock you and you feel insecure.
Runes
Glymph
x9
Greater Glyph of Shielding
+0.15 magic resist per level (+2.7 at champion level 18)
Mark
x9
Greater Mark of Destruction
+1.0 Armor Penetration / +.57 Magic Penetration
Seal
x9
Greater Seal of Resilience
+1.41 armor
Quintessence
x3
Greater Quintessence of Fortitude
+26 health
- +1.35 magic resist per level
- +0 Greater Mark of Destruction
- +12.69 armor
- +78 health
Other runes
Other Glyphs: Attack speed (Not recommended as it will leave you vulnerable for magic damage late game) Other marks: Attack damage / Attack speed / Armor penetration
Masteries
0/1
4/4
0/4
0/2
4/4
0/4
0/1
3/3
1/1
0/1
2/2
2/2
0/3
0/1
1/1
3/3
0/4
1/1
OFFENSE:
21
0/1
0/3
4/4
0/2
3/3
1/3
0/2
0/2
0/2
1/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
DEFENSE:
9
0/1
0/3
0/3
0/1
0/1
0/3
0/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1
UTILITY:
0
Masteries
Basic ADC masteries. If you bring ignite swap Frenzy for Summoner's Wrath
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