Time to give Kog a real identity

Rebonack··2 votes·251 views

Machine Gun Kog got reverted. Artillery Kog got gutted and it doesn't look like he's coming back (RIP AP Koggles). So that leaves one identity left in Kog's kit that hasn't been explored. A team-focused Tank Buster, as opposed to a selfish Tank Buster like Vayne. A champ with good personal damage who more importantly focuses on amping the damage of his team so that utility focused comps that would otherwise be unviable suddenly have the damage they need to succeed. Not only would this give Kog a unique niche among Marksmen, but it would fit perfectly with Riot's declared vision for Kog that he's the Marksmen you're supposed to build a high utility team around. It would also fit perfectly with his corrosive theme. So that said I give you Kog'Maw, the Acid Damage Carry.

Objective: Provide Kog'Maw with a unique niche among Marksmen and further cement his role as a team-focused champion rather than a selfish one. While Kog'Maw's damage is strong, his greatest strength should lay in amplifying allied damage against enemy champions.

Passive - Eldritch Acid: Kog'Maw's basic attacks and spells apply stacks of Eldritch Acid to enemy units for four seconds. Each stack of Eldritch Acid reduces flat resistance by (amount), stacking up to (number) times.

Q - Caustic Spittle: (Passive IAS removed. Cooldown lowered dramatically and damage adjusted.) Kog'Maw fires a projectile that deals damage and applies the Corroded debuff for four seconds. While Corroded, Eldritch Acid stacks shred (percentage) resist with the passive flat value as the minimum amount. Consecutive applications of Eldritch Acid increases the strength of the percentile shred.

W - Bio Arcane Barrage: (As live. OnHit damage might need to be adjusted.)

E - Void Ooze: (Slow increased to 50%? 555%? at all levels, level 1 cooldown dramatically increased and scales down with level. Kog needs a functional one-point-wonder utility skill like other ADCs have access to.)

R - Living Artillery: (Base damage adjusted, effects against low HP targets removed.) Kog'Maw fires an artillery shell at extreme range, dealing magic damage to enemy units hit and applying the Free Food debuff for 4 seconds. Debuffed targets are revealed for four seconds and take (amount) additional magic damage on every instance of allied damage against them. This effect can proc up to (number) times per application.

Welp. There it is. Kog's artillery poke and machine gunning are still gone, but instead he gets access to powerful tools for amplifying allied damage. His new passive, Q, and R actually encourage keeping him alive for as long as possible since his damage is largely back-ended. The longer Kog stays alive, the more he can wreck enemy defense while providing his team with vision and amped damage. The kit as a whole fits together thematically and in terms of the gameplay it encourages. Kog's range still supports the fun Trinity kite-and-poke style that Kog has always been known for, but now he has something to actually set him far apart from the other Spellblade ADCs. More importantly, Kog still wouldn't be a fit for all teams. High damage comps against mostly smooshy targets wouldn't need his damage amplification at all. A Marksmen with greater CC-based utility would probably be more desirable in that case. Kog would still be a niche champion and his niche would be much more strongly defined.

Given everything else Kog has gone through at this point, I feel this remake (or at least something like it) would be the most interesting, most healthy direction to take Kog in.

2 Comments

ofart1 votes

as long as it functions well for AP builds, I don't hate it

however, I generally shy away from radical redesigns of old champions

the last rework killed AP Kog's playstyle

i want reworks to be clear improvements and maintain the same style so they don't alienate existing fans

otherwise just make a new champion

Rebonack1 votes

{quoted}

as long as it functions well for AP builds, I don't hate it

however, I generally shy away from radical redesigns of old champions

the last rework killed AP Kog's playstyle

i want reworks to be clear improvements and maintain the same style so they don't alienate existing fans

otherwise just make a new champion

A lower cooldown Q would give AP Kog a pretty solid bread and butter offensive tool. I would LOVE to see Kog fully rolled back to his 5.20 state, but it doesn't look like that's going to be happening. Riot is on the warpath against his artillery poke. The version suggested here also has weaker straight poke, however Kog's Ult would soften up targets for a devastating followup. The damage would ostensibly be triggered by Deathfire and Torment as well, which means a dedicated AP Kog would still be a force to be reckoned with, but maybe not quite as much as he was in his hayday.

My goal here above all was to preserve Kog's play style as much as possible and enhance it rather than making him do anything different. The double attack speed W was a wholly new thing Kog never did before. But Kog has always shredded enemy resist in some capacity, this remake just aims to focus him a bit more heavily on that aspect since it's largely unique to him among Marksmen (or even AP champs).

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