Help with the new Kog
I used to play a lot of Kog'Maw. I enjoyed that he was a champion that was very punishing but also very rewarding. Step a hair out of line and you die. Play well and choose the right fights and it was possible to actually carry with him. I don't feel like that's anywhere near possible anymore.
I'm looking for more information / suggestions / thoughts on his current form.
Here's the problems i'm seeing so far:
Laning phase:
You run out of mana extremely quickly during the laning phase. It was normal on kog'maw to use W to clear farm and then back off to safety. Sometimes you would mix in an E to take out ranged minions when W was down or a Q for CSing under tower. You can't anymore. You run out of mana too fast.
Your ult is no-longer relevant damage during laning phase unless you get someone below half health. But, you won't. You don't have mana or damage to get someone that low in the first place. Mind you, this isn't about getting kills or stomping your lane. It's about dealing enough poke from safe range just to survive and to mitigate 3 - 4 man tower dives (or at least walking away with a revenge kill with your passive.)
Item Builds: I've tried a variety of builds on Kog now ranging from the high AD +
to going for the fabled
+
build. I even (regrettably) attempted the old
build just to see.
The
+
+ On hit build isn't good at actually shredding tanks. It can kill squishies with alarming speed (if you ever make it that far in the build) but tanks have split resistances. You face an awkward choice of either tanks having untouched resistances to half your damage, or you will have to use two slots just for dealing with their MR and Armor and not actually having the raw damage items to take them down.
I'm guessing building Kog like a more standard ADC +
probably needs tweaks to the numbers if this is how they're wanting us to play him. But, It still faces a more fundamental kit problem that you're exchanging your ability to kite for a 10% damage increase. Requiring an ADC to ignore a core mechanic of their class (auto attack animation cancelling and kiting) just to give them a 10% damage increase feels horrible. It's not a fun trade off.
It used to be, that once you got your
, you wanted to team-fight. You still needed to position well. You still had to kite properly. Your team still needed to peel. You still got practically 1 shot if any assassin managed to make it to you even if they were moderately behind. Now the reward for doing these things seems to have been removed. It feels like every viable option has a major flaw.
What am I missing? Why these changes? What are they even attempting to accomplish here because I really, really don't get it. Any other builds I should try? Tips on laning with the new, pokeless, OOM kog'maw? Does anyone have videos of themselves playing the new Kog'Maw well in SR?
Thanks in advance!
->
->
->
, and replace GA with
if needed
late game you get an active to help your on hit stats you building
jungle
and 