[Champion] Kog'Maw - Page 2
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bumatlarge
United States4567 Posts
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barbsq
United States5348 Posts
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xDaunt
United States17988 Posts
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TheYango
United States47024 Posts
On May 28 2011 05:07 xDaunt wrote: I think the suggested build for Kog'maw is pretty good, going with a malady/wits end core. Only thing is that I don't understand why you wouldn't get one of the tears of the goddess items on him since he's such a mana whore. AP Kog is a mana whore. Aspd/Magic proc Kog doesn't hog that much mana because Q, E, and R become utility skills rather than damage skills because none of what you're buying scales into them at all. | ||
bumatlarge
United States4567 Posts
Anyway mixed kogmaw! Wooooo! This requires two things: A good aim and at least one tanky cc partner like shen or alistar. It's ideal later on and it will be a position well spent because kog attracts faggoty heroes to him like flies to a lightbulb. You don't need them, but make sure your team has a buttload of cc before you lock-in. Runes aren't too important, since you are item reliant mostly, but here's what I got Red: APen/Mpen (both are effective, MPen for early game APen for late game, whatever you have) Blue: Flat CDR (I like spamming my spells a lot, and your chalice will have you covered when you do) Yellow: Mp5/lvl (obvious, and then you can ditch the chalice at 18) Quint (I run MS, and one hp, cause I have them! Masteries: 21/0/9 Spells: ghost flash Skill: R>E>W>Q Items: boots+pots (situational of course) chalice swift/sorc/merc (swift is for the mobility, sorc for slower/bulkier peeps or if teamfights tend to be poke heavy, and merc for people who really don't like you) BlastWand (This allows you to act as a soft ridiculous ranged caster for the early game, just stay back and poke hard and farm) pickaxe guinsoo (i dont know why this isnt used more in combination with malady, it procs it every time you attack, great for mix kog) tome first then recurve (squeeze in that caster phase for a bit) malady (now you blossom into a mixed range dps, and your W is maxed at this point, just lay down your E and blow your W and commence auto attack, but of course you need to be very cautious, I usually play kog like I would a mejais/oracles lux.) Wit's End/Madred's (Depends on the other team, usually it will be a clear cut decision, AP heavy enemy team, wit's end is great, physical tanky other team, madreds makes them not tanky anymore) Then go whatever you need. If you need to get survivability, make sure its got a good damage end to it, like mallet. Trade chalice for Nashor's for end game. Other CDR like ghostblade is cool as well. If you play smart and coordinate with your team, you'll have a lot of fun being a lot of different roles for your team. If your doing well, you will most likely be difficult to counter item-wise, since you hit at both MR and armor. Be experimental, I'd love suggestions. Here's the latest game versus some crummy 1250-1300 pubs :D ![]() I had the most beautiful shen that game, but it's sad that your two best allies are banned almost everygame ![]() Edit: Oh and the lane can be solo mid or bot with your buddy, JUST FOR GOD SAKE DONT LET THEM MAKE YOU GO SOLO TOP. | ||
barbsq
United States5348 Posts
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spinesheath
Germany8679 Posts
I've been playing him a bunch now and he feels really strong. Might be my opponents being too bad to kill me or he's just actually strong. I would guess it's the latter. He might even be a little too strong. Since I am in fact really bad with Kog (my lasthitting is abysmal), I can only imagine how good he would be in the hands of a better player. I've been going Exhaust Flash, 9/0/21 (Crit and Mpen in offense), MPen/Armor/MRes/Armor Regrowth > Philo > Wit's End + Bloodrazor + Merc Treads, occasionally Malady, later on Phage/Mallet and various defensive items. R > E > W > Q, I don't even get a single point in Q until lvl 13. I kinda hate how most of the time R+E will leave ranged minions with like 20 HP and ready to be stolen by your own minions, 15 AP from Quints doesn't fix that either... I'm maxing E first because it's the best skill to have for midgame fights (burst dominated) and the 60% slow is huge. I don't use Q because of the low range (lol) and because I always forget to use it anyways. I'm generally playing rather passively in lane (preferably mid of course), although you can bully quite a few enemies with E W. Mid/lategame is just like a typical ranged AD: Position safely and put the hurt on. Blue buff is very desireable. Red buff is decent. This build works really well for me, but I just put that together using my gut feeling. I like how it is kinda tanky (for a ranged DPS). Hard facts proving that this is indeed the perfect build are appreciated very much. Oh yeah: Your "role" is: Midgame burst into lategame ranged DPS (still magic damage). | ||
Woony
Germany6657 Posts
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spinesheath
Germany8679 Posts
On July 12 2011 06:39 Woony wrote: Hotshot and SYDTKO called him OP on stream after the lastest buffs My problem is that I can't judge that based on my own performance, and I haven't run into a scary or even good Kog yet lol. | ||
R04R
United States1631 Posts
You're using the aspd build, and already have 15% mpen from masteries. I'd go aspd reds instead of mpen reds in that case to get the most effect out of rune slots. oh this is from the viewpoint of a solo lane... didn't take duo bot into account | ||
bumatlarge
United States4567 Posts
He's a lot stronger and his usefulness is how well you know how far you can punish and not get blown to smithereens that makes his passive see a lot of daylight. I still like going hex tech and chalice into guinsoo then AD. Confuses people ![]() | ||
arnath
United States1317 Posts
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spinesheath
Germany8679 Posts
On July 12 2011 07:08 R04R wrote: skip the philo and open boots 3 pots instead. kog needs boots so he can be a good bully in lane with his insane effective range. kog has pretty poor sustainability, but can afford to just sit back and farm with skills so buying more pots later during the laning phase is more efficient than investing in a philo where it can be binary to whether or not you take damage in lane. You're using the aspd build, and already have 15% mpen from masteries. I'd go aspd reds instead of mpen reds in that case to get the most effect out of rune slots. oh this is from the viewpoint of a solo lane... didn't take duo bot into account I want the Philo for the MP5 as well. I tried skipping it and I really disliked it. Kog is a caster during early/midgame. MPen does a lot more than ASpd during that phase, and later on the natural ASpd bonus and my items will pale out any ASpd marks. On July 12 2011 10:18 arnath wrote: Spinesheath have you been going solo or bottom? I've been having trouble deciding which of these I think is better for Kog. I've done both and since I am so bad at farming with Kog it didn't really make a difference. But again, Kog is a caster during early/midgame and as such he's pretty solid in mid even for the EU style compositions. I generally prefer solo lanes on champs who are supposed to dish out damage. The experience makes quite a difference. | ||
bumatlarge
United States4567 Posts
Just ask yourself how fast is mid going to burst you down, and then compare it with bot and your partner there. Heroes like alistar would be great support for you since you really want the cc rathe then heals, but a sona is a little poop cake partner. | ||
Brees
Marshall Islands3404 Posts
On July 12 2011 09:45 bumatlarge wrote: The r buff is amazing, but I still cannot hold my own in a lane verse Annie, where you have to play ridiculously passive til 6 then either land really solid ults to catch up in farm or miss and die to Annie combo at full hp. AP solos are a bit of a problem since burst doesnt let kogmaw get those additional attacks he'd get from enemies auto attacking. He's absolutely fantastic verse melee and AD carries. Though he can't really solo top since he relies a bit on running back to tower. He's a lot stronger and his usefulness is how well you know how far you can punish and not get blown to smithereens that makes his passive see a lot of daylight. I still like going hex tech and chalice into guinsoo then AD. Confuses people ![]() i just dominated an annie, get flat mr blues if you dont have them yet, makes versing ap carries a breeze in lane. absolutely essential runes to have atm in the state of the game you outrange her in everyway possible so there's really no reason that you should ever get hit unless she flash tibbers, and the burst shouldnt kill you unless you are running a really squishy mastery/rune setup | ||
spinesheath
Germany8679 Posts
On July 13 2011 05:32 Brees wrote: i just dominated an annie, get flat mr blues if you dont have them yet, makes versing ap carries a breeze in lane. absolutely essential runes to have atm in the state of the game you outrange her in everyway possible so there's really no reason that you should ever get hit unless she flash tibbers, and the burst shouldnt kill you unless you are running a really squishy mastery/rune setup MPen/Armor/MRes/Armor, Wit's End, Merc Treads ftw. I really like that on Kog. | ||
Brees
Marshall Islands3404 Posts
then bloodrazor/wits end/malady and situational boots, berserks/sorc/merc all work | ||
oberon
United States1320 Posts
Reasoning: Low CD on ult stacks tear, keeps GRB full, and keeps lich bane proced, while massive mana pool/regen lets kog use it freely. Manamune and rageblade are both low cost items -- they cost 275 more than a triforce for both of them, so you'll get them about when people rushing triforce finish it. You'll get archangel's about when AD carries are getting IE + PD up. Lich bane, then, doesn't come up every game, but if the game runs long, it seems strong. If the game runs REALLY long I don't know what you put in the last slot. Banshee's veil? Gunblade? Math: +1750+350+975 base mana 20+35+2%+100 base AD 45+45+48+80+3% AP 2100+975 = 3075 mana at level 18 55+61.5+100 = 216 AD at level 18 218+92.25 = 310 AP Attacks hit for 216 AD + 310 AP (lich bane) + 9% max health (W) = 706 at range 750 against 2,000 HP opponent Ult hits for 400 + 0.3*310 + 0.5*216 = 601 This ignores resistence/pen, but the damage is highly mixed, so it's difficult to stack defense against it. Runes/masteries/boots are not included. | ||
Ryuu314
United States12679 Posts
On July 13 2011 12:52 oberon wrote: What do people think of manamune->grb->archangel's->lichbane? Reasoning: Low CD on ult stacks tear, keeps GRB full, and keeps lich bane proced, while massive mana pool/regen lets kog use it freely. Manamune and rageblade are both low cost items -- they cost 275 more than a triforce for both of them, so you'll get them about when people rushing triforce finish it. You'll get archangel's about when AD carries are getting IE + PD up. Lich bane, then, doesn't come up every game, but if the game runs long, it seems strong. If the game runs REALLY long I don't know what you put in the last slot. Banshee's veil? Gunblade? Math: +1750+350+975 base mana 20+35+2%+100 base AD 45+45+48+80+3% AP 2100+975 = 3075 mana at level 18 55+61.5+100 = 216 AD at level 18 218+92.25 = 310 AP Attacks hit for 216 AD + 310 AP (lich bane) + 9% max health (W) = 706 at range 750 against 2,000 HP opponent Ult hits for 400 + 0.3*310 + 0.5*216 = 601 This ignores resistence/pen, but the damage is highly mixed, so it's difficult to stack defense against it. Runes/masteries/boots are not included. If you're getting archangels you might as well get deathcap to maximize your AP gain. | ||
spinesheath
Germany8679 Posts
2x DRing + Boots1 -> Wit's End -> Sorcs or Mercs -> wide variety of kinda viable items; Malady, BR, IE... Ideally going with 3 flat AP Quints so you can E>R caster minions more consistently starting at lvl 7 I think. Maybe 2 AP quints would be enough for that, haven't tried. Without them you leave the minions at like 10 HP and thus your own minions will immediately go for the lasthit on those. DRings instead of the Philo I proposed earlier because of: Mana Regen, very helpful. The AP for clearing minions and you also have 4 (3 useful) AP ratios. The HP because of how you lane against casters: Survive their burst and retaliate heavily with EWRRR. Runes still MPen/Armor/MRes and then AP or MR (or Armor if you need it) quints. Possibly HP/lvl seals, I don't even have those yet though. Skills strictly R>E>W>Q. Why no Q? 1 additional rank in W: +30 range. 'nuff said. And 1% extra damage as a bonus. | ||
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