@Meddler Kog'Maw Ult Damage

NodirjonSattarov··2 votes·959 views

EDIT: If you down vote, you must leave a comment as to why otherwise I have no idea what is wrong. Thanks!

Kog'Maw Ult "buff" was anything but a buff. It is a terrible poke and a terrible execute meshed into one where you can't do either proficiently.

I understand the video is terrible quality (I honestly just rushed doing it) and the frames are very bad, but it is simply there to help you understand how the ult that supposedly buffed wasn't really a buff at all.

(Level 6) Kled dropped down to 284HP out of 1476HP. This is 20% of his original health. I had 102 AD at the time (Cutlass, Dorans Blade, and base AD at level 7 is 69). Kog'Maw Ult Details: DOUBLED MAGIC DAMAGE: 200 / 280 / 360 (+ 130% bonus AD) (+ 50% AP). + 130% bonus AD Which is really bad in this situation because instead of incorporating total AD, my Ult only does 200+33 magic damage which is hardly an execute when you factor in Kled MR. Kled MR is at 49MR and using the MR/Armor reduction formula, my damage is multiplied by only 67% so only 156 Magic damage. The video says 195 so surely my calculations were off and also I didn't incorporate my AP at the time. In many instances, I would consider holding onto my ult since spending mana for a weak execute and terrible poke was insufficient.

https://www.youtube.com/watch?v=C-5ckiuzkVg

In the Ashe video, its clearly a 1v3 and my positioning is horrendous but if you notice in the 1v1 between me and Ashe, my last ult does only 244 magic damage. So 200 base, 33 bonus ad, 8 ap (from masteries) and via http://leagueoflegends.wikia.com/wiki/Kog'Maw I discovered that "dealing magic damage, increased by 0.83% for 1% of target's missing health, for a maximum of 50% bonus damage" which I'm sure there is a way to calculate this but I don't fully understand how it is incorporated. I failed to include this in the first video explanation which is probably why my calculations where off by far. Anyway, if I use the max 50% bonus damage correctly, I should have done 361 magic damage before MR. After MR (Ashe had 29MR) the damage multiplier is 75% so I did (if calculated correctly) only 271 magic damage. This number is closer to 244 than with the Kled calculations so I'm assuming its correct.

In both instances it is evident that the intended "execution" Riot wanted isn't working. They were below 40% health (Kled at 20% and Ashe at 24%) thus should have killed them without me second guessing myself. I've had this happen in many games where I cannot finish off kills because of how terrible the ratios are.

> Build lots of AD

What would be the point of building lots of AD when Kog'Maw relies on attack speed? Kog maxes W because he gets bonus (hardly a bonus) magic damage on hit and his Q passive scales attack speed.

> Triforce?

Triforce gives less AD, thus making his Ult useless. Sheen proc requires spell usage and Kog'maw lacks a mana pool to spam abilities to use sheen effectively.

Once again sorry for the videos, hopefully people can see what I am seeing.

6 Comments

Otter Fire1 votes

If you want to do damage, I have found that building Manamune first and not building trinity force all together is a start. By the way, I max Q first, it gives 35% passive attack speed, has an 8 second cool down, and has armor+MR shred that your allies can use. Build Runaan's if team fights are happening early, or build BotRK if you are farming well. I found this video to be useful https://www.youtube.com/watch?v=aqOS7lPyI9s . If you are wanting to go AP, save the ults for procing item effects from time to time. I find it more reliable to poke with Q and E. For ADC Ults do pretty good damage if you get manamune since manamune gives you ad equal to 2% of max mana. I personally find damage from this item to be good when you get BotRK and Runaan's.

NodirjonSattarov1 votes

I've considered Manamune but ramping up tear is so hard with Kog and how high his mana costs are as well as no way for mana to be returned (ie; cassieopia). I suppose it's better to start mana mune instead of triforce because for the same amount of base AD you get bonus AD from manamune and can spam abilities more. I don't really like buying Triforce because of how costly it is and BoRK doesn't provide enough stats (used to be 8% and cheaper) for how much it is. Also, as much as Runaans is good for team fights, Phantom Dancer passive is substantially better. You get more move speed, more attack speed, less chance to die from 12% reduced dmg, and you get to walk in between minions without getting blocked.

I would probably go tear->murmana->phantom dancer-> IE-> Blood thirster OR Mercurial Scimitar ->rapid fire cannon (statikk shiv if you're really ahead) and boots (probably right after murmana). You can always replace second crit item for essence reaver because 1) you get lots of AD as well as CDR and crit which goes well with your Ult and auto attacks in general. You lose attack speed but I think to make most of your passive you'll need the AD.

Otter Fire1 votes

Actually, building mana for tear isn't that bad. Your Q has a cool down of 8 seconds, W is 17 but stays active for 8 seconds, E has 12 seconds, and R starts at a 2 second cool down going to 1 second at ability level 2. I build Tear in my AP Kog'Maw build In combat use your Q more often than E, it costs less mana and shreds resistances, let your support cc the target and its free damage all the way. The reason I get Runaan's over PD is because you will probably still be in lane so PD's passive will be not as effective as you are dealing with 2 champions and not one so the spread damage is more efficient and Runaan's has better average movement speed, also Runaan's applies all on hit effects with the bolts so BotRK and Kog'Maw's W are applied to each target (more healing done with BotRK). I get BotRK for attack speed, damage, lifesteal, and the active, while it may have been nerfed it still sets up your ult to do more damage since you do more damage the more health an opponent does, so the ult can be optimized to do more damage when they are out of range. Personally, when I get max attack speed and there is one more item that can be bought, I get Hextech Gunblade for the bonus AD and AP, the active, and 15% heal for damage dealt which has synergy with Kog'Maw's W. You also don't need too much crit, maybe 2 items (60% is a good amount), Runaan's and Rapid Firecannon so when you reach full energy Runaan's will apply RFC's on hit attack.

TL: DR Tear actually stacks well, Runaan's applies all on hit effects to passive bolts (better than PD for Kog'Maw), BotRK is still good for lifesteal and AD+AS, Try this build as the core: Manamune, Berserker's, Runaan's/BotRK, BotRK/Runaan's.

A Cute Butterfly1 votes

Kog is fine TBH. Currently Plat 3 playing only Kog.

http://i.imgur.com/iuVpB5o.png

http://i.imgur.com/KMlbS4U.png

NodirjonSattarov1 votes

what about the games you lost on AD Kog? I only see 2 games on AD kog, the rest are AP.

A Cute Butterfly1 votes

{quoted}

what about the games you lost on AD Kog? I only see 2 games on AD kog, the rest are AP.

Just search me up on op.gg or something. I get placed for mid most of the time but I still win most of my AD Kog games. And no his ult does not need a buff when you are playing him AD.

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