Make Koggy's W active count as a spell effect-
-like Kass' did back when he had OnHit magic. That would let Koggy spellvamp off his W and apply Crystal Scepter with it. Nice little buff to AP Koggy to help him get more mileage out of his W.
-like Kass' did back when he had OnHit magic. That would let Koggy spellvamp off his W and apply Crystal Scepter with it. Nice little buff to AP Koggy to help him get more mileage out of his W.
i dont really think kog needs buffed, let alone a buff to a % max health auto attack steroid.
[{quoted}](name=Turk Turkleton,realm=NA,application-id=3ErqAdtq,discussion-id=1AYM8d4d,comment-id=0000,timestamp=2015-01-16T00:11:09.526+0000)
i dont really think kog needs buffed, let alone a buff to a % max health auto attack steroid.
So you're saying AP Kog is a strong pick comparable to other common Mages?
There's a reason why he has a sub 50% win rate whilst sitting in the Top Ten least picked champions along with Yorick and Galio.
So you're saying AP Kog is a strong pick comparable to other common Mages?
There's a reason why he has a sub 50% win rate whilst sitting in the Top Ten least picked champions along with Yorick and Galio.
I don't think the solution is to give AP Kog'maw Frozen Mallet with an already good item.
[{quoted}](name=Lord Dusteon,realm=NA,application-id=3ErqAdtq,discussion-id=1AYM8d4d,comment-id=000000000000,timestamp=2015-01-16T00:30:12.158+0000)
I don't think the solution is to give AP Kog'maw Frozen Mallet with an already good item.
If
+
=
then why not Koggy?
Harvey Birdman has already trampled over the top of Kog's super long range AP/OnHit marksmen build.
If
+
=
then why not Koggy?
Harvey Birdman has already trampled over the top of Kog's super long range AP/OnHit marksmen build.
Because Azir does not have his soldiers home in on you in an almost undodgeable way (most teams are not made of teemo, quinn, and jax either). Because Azir does not do large %s of your max hp on a targeted skill. Because Azir has to rely entirely on his soldiers to do anything.