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Choose Champion Build:
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AP Build
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AD Build
Recommended Items
Runes:
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist
Spells:
Flash
Teleport
Items
Ability Order
Icathian Surprise (PASSIVE)
Kog'Maw Passive Ability
Threats & Synergies
Yasuo
This guy is definition of counterpick (if he knows what he is doing). Main problem is that he is hard to poke, due to his E. Another thing is that, if you try to autoattack minions, he can jump through them and harass you a bit and then just jump back, which will make laning against him annoying. Another thing is, that when he uses his wind wall, he can deny your farm, expecially if you try to last hit under your tower. Its really tricky even in lategame, when your team tries to go all-in against him, because if he uses right wind wall, you basically are unable to deal damage properly for several seconds, where in meantime your entire frontline might melt. On the other hand if he gets behind, he is not too hard to deal with, but it's always going to be frustrating.
Introduction
My main account profiles can be found here: EUNE, EUW
This guide should (hopefully) tell you strengths and weaknesses of AP Kogmaw and how to (or not to) build him. Since I have noticed that many people misunderstood main point on how to exactly approach with itemization.


Generally speaking, my ADC build was created by using common sense + what I usually used to build when I was playing ADC

Obviously, this is not the one and whoever will try to tell you, that there is one and only build, that will fit every situation, then he lies. Basically you have to always consider your teamcomp + enemy teamcomp, because you can always decide to give up





To sum it up - I tried to give here some relatively versatile and reliable ADC build, that should somehow generally work quite well in most cases, but obviously if you want to always get the best out of every situation, you will always have to make some changes to it.
But after all, as I said - this is mainly AP

Pros
+ High range artillery
+ Good waveclear
+ Tank shredding potential
+ Decent burst
+ Fun to play!!
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Cons
- No escape
- Needs to scale up (at least till level 11)
- Questionable lategame (mostly difficult for positioning)
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I guess most of those points are not really questionable, except the one, where I mention, that lategame might be tricky as AP Kogmaw. Kogmaw is well known as lategame beast, but as AP Kogmaw it is a bit different, you are still lategame beast with huge damage potential, but if you don't have proper peel, you are forced to just stand behind and spam R, that is not really too efficient against tanks, expecially when they are full - or when you are facing some healing support. That forces you to go closer and use rest of your kit - even autoattacks, which opens windows for your opponents to catch you off guard.

Another problem is, that you are having hard time to deal with two things - engage and excessive sustain. Both of these things are hard to handle. If we consider engage, you can always imagine, that if there are champions that dive on you, it's hard to deal with it, even though if you keep decent vision on sides and you won't let enemy team to flank you, it's mostly quite fine.
Compared to that, healing is bigger problem, because champions like


Generally, I have to admit, that AP

These three runes are probably only viable keystones for AP Kogmaw - at least currently for my playstyle. I heard that there might be some other possible builds, but for me it didn't seem too great, since I always played AP Kogmaw more damage oriented, rather than utility oriented.
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Let's start with ![]() ![]() |
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I start off with ![]() |
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For ![]() |
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To wrap it up, right now ![]() ![]() ![]() |
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Currently, when games are a bit slower in addition to fact, that Riot nerfed ![]() ![]() |
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After nerf, that happened some time ago it's not really priority no.1 anymore and the damage that it provides is not even close to damage, that you can get in the end from ![]() |
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Even though I used to run ![]() |
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Even though ![]() ![]() ![]() ![]() ![]() |
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![]() First and probably most significant reason is, that it allows you to control lane from early game or when you get hard matchup, it allows you to survive. If you imagine, that you get some mage against yourself, who is running ![]() ![]() From that moment, you can zone your opponent, because you know, that in this moment, you are way stronger than him, which will allow you to ideally freeze lane on your side and deny any kind of attempt to get farm from your opponent. Mostly people will just give up after short time and rather recall. It's even better, if you can interrupt attempts for those recalls, but be careful and always respect enemy jungler, that might try to gank you. Don't forget that even laner can try to make some fake bait recall, in order to land some CC on you, to get kill off that. If it happens, you are going to have big problems, since you don't have ![]() Second reason is, that sometimes you are getting focused by enemy jungler, that is trying to deny you, because he knows how well you are scaling. In addition you have no escape mechanic, which makes you quite easy target. In soloQ it's mostly gamble what kind of jungler you get and you should always depend mainly on yourself. So if you receive such camp, then it's always good to have some tool, how to get back in lane fast, without losing too many minions, which would lead into gold/level disadvantage, where mainly level disadvantage is annoying, when you are trying to reach your level 6/11/16 powerspikes as fast as possible. Another reason might be, that you can do some play with ![]() Last reason for having this summoner is that you can always be in certain place, where you are needed. For example if enemy team is rushing baron and you are dead, you can use ![]() |
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Except for ![]() ![]() ![]() ![]() |
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Benefit of ![]() ![]() ![]() ![]() ![]() From my personal experience, it nearly never gave me required protection, because what really protects you from enemies is your own position, awareness and then obviously teammates. Main point here is, that you don't really need this summoner, but if you are used to it for example from certain other champions, then feel free to pick it up. |
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In terms of ![]() ![]() |
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Tear is must-have item for AP Kogmaw, it reduces your mana costs and gives you a lot of mana, when it scales up. Currently you should aim for this item after you finnish up ![]() |
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Great starting item, since it gives you CDR, AP, Mana and extra damage on spell hit, which is great when you are trying to poke down your opponents. It also offers you great synergy with ![]() ![]() |
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Considering how well ![]() ![]() |
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After recent meta shift and generally after changes, that were made, ![]() ![]() ![]() ![]() ![]() |
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Even though we have ![]() ![]() |
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Here, it's mostly quite obvious, that choice is being made, depending on opposite teamcomp. If enemy is dealing a lot of physical damage, combined with assasination potential - you will just run ![]() ![]() ![]() ![]() |
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Pretty good item if you would urgently need healing reduction, which your team wouldn't be able to provide for some reason. It also offers decent amount of magic penetration, which is quite useful for AP ![]() |
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Who would forget about item, that is pretty much mandatory for AP Kogmaw right?! I tried to build this item several times in my games just to give it a shot. And I can tell you, that I literally REGRETTED IT EVERY SINGLE TIME! This item might make it easier to sometimes chase down someone or to chain Rs, but in fact you don't need to do it, if you know how to chase as AP Kogmaw. In addition, this slow isn't really that high and people can still manage to juke following R that you are shooting, which will make your job hard again to hit next one. Except for that slow, other stats are pretty bad on this item as well, expecially after it got nerfed quite some time ago. But worst thing is, that you would have to replace something with this item - which is simply not worth it. I don't like this item, because when I tried it, few times I lost game, that I would normally win and I lost only, because I replaced my ![]() |
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Many people feel like - "It's pointless to build ![]() And I can only tell - on the paper, they are right! It gives you attack speed which increases your W potential, it gives you more cooldown reduction and over time better on hit effect, that ends up dealing more on-hit damage than ![]() ![]() ![]() ![]() |
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Maxing order consisted of E > W > Q > E for first levels is usually used, when you are getting pushed under tower and there is no way for you to shove the lane. That usually leads to situation, where you get harassed under tower, while trying to last hit. This is basically quality-of-life choice for first levels, where you keep first rank of E at level 3, to be able to use it for ranged minions, since it pre-hits them to level, where you can finnish them with single autoattack after tower hit. Otherwise, you would need to pre-hit each minion with another autoattack before killing it after tower shot - which is exactly moment, when you are vulnerable to harass of your opponent. Another thing is, that you can use Q from distance to last hit minion, that would be otherwise unreachable.
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This order on the other hand is used, when you are controlling lane and you are confident, that you won't get pushed in. Second rank of E at level 3 makes it more mana-efficient for harass in lane, since you mostly can't hit Q, because most of decent opponents will try to stand behind minions, to avoid it.
Afterwards, general spell maxing preference is following:
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Note: This is just priority of secondary abilities, that you get through levels. Even if it's not mentioned here, you still want to get R ranks whenever you can!



Second, on priority list is





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I most likely pointed it out already before, but I will explicitly say it here. Right now it is rather situational, what you want to max second after


Main problem is though, that in current state, we need more burst damage, if we want to protect ourselves against divers and assasins and since


For that reason, decide yourself what do you want to max second, depending on your position in that game and if you feel like you have enough protection to pull off damage with


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This combo is the one with highest damage output, if you can land it. Reason for it is, that if you first land your Q, you shred MR, which will make target to take more damage. Problem with it though is, that it might be tricky to hit, which will in the end cause damage loss.
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A bit less efficient combo in terms of damage, though it's more reliable. Thing is that if you try to hit your E first, you slow target, which will make it hard to juke rest of your abilities. I usually use this combo instead of first one, due to reliability. It is really great tool for assasination of opponents, when you are for example trapping them.
I would like to add important note here. If you are for example waiting in bush, to oneshot someone with a single combo, be careful about the execution. By that, you need to always remember, that when you use



Last thing to mention here - those above are pretty much full damage combos, that will require you to be in autoattack range. Though, if you are not in range for it, you will basically do same thing, only without

Before game starts, first thing that you should do is to identify threats. By that, I mean, that you should look at enemy team composition and check out, who can be dangerous for you.
First look at midlaner and his summoner spells and think about what he can do to you - always keep in mind whether he has









After you identified your threats and figured out playstyle in lane, you should try to think about warding, that you want to choose (if you want to prioritize one side of lane to keep it warded and possibly figure out changes in your build order (Do I need to build some defensive items earlier or can I omit them?).
What I wrote here applies to any champion, that you are playing, but I still mentioned it here, since I find it important and to be completely honest with you, sometimes I even don't do it myself and after that I pay high price for it, because when I am for example streaming, then my attention might be somewhere else. Typical example is getting killed and wondering - oh you are having

Depending on identified threats, you should decide, whether or not you want to push from start. Your reaction at first wave should be simply that, if you want to play defensively, then you shouldn't try your

If you find yourself unable to counterpush, because you simply don't have enough power for it, then you should go with spell order E > W > Q > E for first 4 levels, as it was described above. Reason for that is, that when you are forced to farm under tower, you are able to use Rank 1

Another thing is that you should focus for farming. You can still harass and you might even have to, when your opponent is trying to constantly harass you. Just always try to protect your "personal space" in lane, otherwise you will get denied from farming way too much. When you are harassing, try to do it in a moment, when it won't cost you minions, but that is easily said than done. Mostly from my experience, when laners are playing agressive, then no matter how good they are, they are going to lose some farm. So if you are forced to protect yourself, then you have no other choice.
If you are facing some matchup, where you have upper hand (expecially against melees), then you should try to abuse them early, but don't forget, that if you get ganked and die, you will throw your entire effort of denying enemy laner. So don't go too far with it and always prioritize your farm!
After you reach level 6, depending on matchup on mid/jungle, you might try to start harassing your opponent consistently. It's beneficial, if you try to do it, when your opponent is trying to go for minion, because like that, he has to decide between minion and juke. Simply try to predict, where is he going to stand, to hit that minion and pre-use your skillshot there, when he starts moving there.
Whenever you have time, you should take jungle camps, which just shortens time, to reach your powerspikes. It's always great, if you are allowed to farm some jungle camps, but don't forget, that your jungler needs them as well, so if you are having some farming jungler, you shouldn't do it. Except for that, look where your jungler is and where is he trying to go and if you see, that he is going to gank botlane, you can most likely take his raptors or maybe even wolves, if raptors are not available.
Last important about laning phase is question of roaming. Be careful here decide to roam only if you feel like your team is really ahead and you want to maintain that pressure. Problem is, that a lot of times you are giving your team false information, that you are able to pick up certain fight, even though you are quite weak during early game. Additional disadvantage is, that you might lose a lot of cs and let enemy laner to get advantage over you, sometimes without getting anything out of it, since you don't really have any hard CC. Such situation is really annoying for AP

For follow-up of enemy roams, again you should decide depending on your situation and matchup. For example you should never ever follow things like




At first, your goal is to reach level 11 or 16 as soon as possible. Now your steps are going to be highly situational. If your team is ahead, you can simply siege towers, to get extra team gold and keep on snowballing. In case, that you are behind, you will have to play defensively and mostly just waveclear. Again, try to abuse fact, that your opponents will try to take down towers, so you can try to line up your abilities in place, where carries will be most likely standing, if they want to damage tower. A bit tricky part here is, that you should be careful about dive.
Except for that, you always should try to ultimately aim to reach level 16, because then, your ult will have lowered cooldown, increased damage and most importantly increased range. That range increase is really important, expecially if you are playing against champions like



Except for all of this, midgame/start of lategame is most likely moment, when you are strongest, when ahead. Reason for that is, that in lategame, you damage can be incredible, though your opponets will be way more durable and will have way bigger damage output. That means, that it's way easier to get killed, just when anyone passes by and throws couple of spells on you (quite literally).
People tend to say, that AP

On the other hand, if you go full squishy, you might have problems to survive any kind of damage, because if anyone gets on you and uses couple of abilities, you might just flop, if that player has some offensive items and possibly has some damage potential. Example of nightmare is



In teamfights always think about threats like



For future, I plan on adding deep analysis of certain champion matchups in midlane, that AP

But anyways, thank you for your attention, expecially if you managed to get here, trough that wall of text and I wish you best of luck on Summoners rift!
Happy vomiting! Rawrlrgrlgrlgrlgrlg!!
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