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Recommended Items
Spells:
Clairvoyance
Flash
Items
Ability Order
Icathian Surprise (PASSIVE)
Kog'Maw Passive Ability
So why should I play APC Kog'Maw?
This build focuses on MRPen (higher damage), CDR (more constant damage) and MP/5 (to keep doing damage). Naturally, the items with these three stats also come with AP, and usually you'll get enough AP out of them to boost your skills' base damage up.
To play APC Kog'Maw effectively, you need a lot of practice with skillshots. A LOT. His ultimate has a 0.6 second delay, which is pretty easy to dodge for an attentive opponent. Usually rylais is one of his core items, because it makes landing consecutive shots a lot easier, and also allows you to permaslow an enemy across the map (the Rylais slow lasts 1.5 seconds, your ultimate has a 0.6 second delay and can have a 0.6 second cooldown with max CDR) which can be incredibly useful for chasing down a fleeing enemy.
Kog'Maw's AP ratios are pretty terrible for an APC at first glance, but you have to keep the following in mind:
Living Artillery damage is multiplied by 2.25 against champions, meaning the base damage at level 3 is 360 (+ 67.5% of your AP). When you have some magic penetration and
Liandry's Torment, this puts your long range damage pretty high. With max CDR it has a 0.6 second cooldown, if you have 500AP it'll deal 360 (+338) damage every 0.6 seconds. That's a whopping average of 838 damage per second, assuming you land every hit.
- Your
Caustic Spittle reduces enemy MR and armour by up to 25, this on top of the 15 from
Sorcerer's Shoes, the 15 from
Liandry's Torment and the 29 from your runes, totals -84 magic resistance on your target. Against squishies who don't have more than one MR item, this will most likely put them into negative magic resist, giving you bonus damage.
- Your
Bio-Arcane Barrage scales with AP, late game you should be doing 10%-12% the enemy's max HP per attack with this alone, even more if you sent them into negative MR with your penetration/reduction previously mentioned. This combined with the damage from your Q, E and repeated R should melt even the strongest tanks in a few seconds (it also kills super creeps really quick)
The point of AP Kog'Maw is to do ridiculous damage, while remaining out of range from your enemy.
Strengths
- Farm like an absolute boss (late-game you can kill entire creep waves with just your
Void Ooze)
- Kill enemy APC, ADC or Support in 4-5 seconds without them ever being in range to engage you
- Best poke build in the game - NOTHING can out-poke a well played APC Kog'Maw, your ult has almost the range of a Lux ult, on a CD as low as 0.6 seconds. You can easily kill or harass enemies away from their own towers
- Very few counters, can beat almost any mid APC easily
Weaknesses
- Squishy as hell - is vulnerable to dash or teleport champions like Kassadin, Leblanc and Lee Sin
- If you get caught out you will almost definately die. Your only escape is flash, and the slow from
Void Ooze. That said, a well placed
Void Ooze can often save you or your entire team, don't waste it because it can turn the entire game around at critial points.
- Last hitting can be difficult for inexperienced players due to Kog'Maw's low base AD
Kog'Maw can destroy almost every traditional APC, like





He is also one of the few hard late-game counters to champions like






Help your jungler with their starting buff.
Depending on who you're up against, your aggressiveness can vary. Generally you should be passive until around level 4.
Focus on levelling
Void Ooze and
Bio-Arcane Barrage early, as the first gives you the most damage, and the second gives you some good utility (the slow his highly effective since it applies to an area over time rather than a single target, bypassing the effects of tenacity). Don't worry about
Caustic Spittle as it isn't very useful at low levels, and the short range requires you to endanger yourself to use it.
Your pre-6 harass combo is to lay a
Void Ooze on the enemy, then attack them with
Bio-Arcane Barrage until they run away. You can often zone or deny an enemy this way if they don't have an easy counter like
Morgana's
Black Shield or
Fizz's
Playful / Trickster.
Keep in mind that
Void Ooze has a slightly longer range than the skillshot overlay indicates.
You usually won't get any early kills, but if you harass enough you should be able to break even or beat your opponent at the early farming phase. Use your
Explorer's Ward on one bush, hugging that side of the lane, and use your
Clairvoyance periodically on the other bush, unless your team needs it used somewhere else.
Depending on who you're up against, your aggressiveness can vary. Generally you should be passive until around level 4.
Focus on levelling



Your pre-6 harass combo is to lay a






Keep in mind that

You usually won't get any early kills, but if you harass enough you should be able to break even or beat your opponent at the early farming phase. Use your


APC Kog'Maw actually has a fairly decent ganking ability. A well aimed
Void Ooze can slow down and damage both enemies at bot lane, giving your allies time to catch up to them and while you nuke them with
Living Artillery. If any escape, you can finish them off with
Living Artillery.
You can also help your jungle get dragon fairly quickly, or take your/steal enemy buffs with your
Bio-Arcane Barrage thanks to the bonus 100 damage you'll get each hit against it.
Once you have your
Tear of the Goddess and
Chalice of Harmony your mana woes should be solved. You should be able to dominate any lane you go to, since you can safely harass the enemy with decent nukes via your
Living Artillery. Make sure you pace yourself, though, your mana will drop rapidly if you chain them too much.



You can also help your jungle get dragon fairly quickly, or take your/steal enemy buffs with your

Once you have your



This is where APC Kog'Maw shines. You should be able to take out enemy squishies with 4-6 hits of
Living Artillery, which should be really easy since each hit slows them 15% thanks to
Rylai's Crystal Scepter.
Once you are good at landing
Living Artillery, your biggest concern is self-awareness. You need to make sure that you are a safe distance from enemies at all times, and you need to be aware of where you are. Because you can often hit targets so far away with
Living Artillery that you can't see yourself, you're prone to being ganked and caught out.
Having an APC Kog'Maw on your team makes teamfights stupidly easy. You can whittle their squishier champions down to half HP (or sometimes even killing them or making them flee) safely before a fight even starts.
When a teamfight does break out, you should sit back and land 3-4 hits on the champion pile-up while everyone blows their abilities on each other. After most abilities have been used, you can run in, lay down
Void Ooze on their whole (remaining) team, hit your target with
Caustic Spittle and focus them down with
Bio-Arcane Barrage and
Living Artillery, as well as using
Living Artillery to clean up any fleeing low health enemies.
If the teamfight doesn't go your way, you can lay down a
Void Ooze and spam
Living Artillery to slow down enemies and help your allies escape safely. If an enemy chasing your ally breaks off from their team, don't be afraid to take them on, with your full combo you should be able to melt even the tankiest of champions, there's been many times that I've liquidated cocky Cho'Gaths.


Once you are good at landing


Teamfights
Having an APC Kog'Maw on your team makes teamfights stupidly easy. You can whittle their squishier champions down to half HP (or sometimes even killing them or making them flee) safely before a fight even starts.
When a teamfight does break out, you should sit back and land 3-4 hits on the champion pile-up while everyone blows their abilities on each other. After most abilities have been used, you can run in, lay down





If the teamfight doesn't go your way, you can lay down a


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