A Way Of Increasing Kog'Maw's Power

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KogMaw is in a bad spot right now. Lets face it compared to other hyper carries such as: Vayne Twitch andTristana he has less damage, less utility, less mobility, and bigger issues with mana and laning.

KogMaw has only one viable build currently. Pre-Rework he had AP, and Trinity Force builds. Now he only has an on-hit build. His current build is usually something like this: item 3124 item 3153 item 3036 item 3085 item 3139 item 1301

This all is because of his W, Bio-Arcane Barrage. Its the focal point of his Post-Rework kit yet it has too many downsides. One of the largest issues is KogMaw relies way to heavily on it to do anything at all, and with 7 seconds of downtime at level 1 (6 second duration, 13 second cd) he cant trade in lane at all. As soon as those 6 seconds pass, that Caitlyn orLucian will have free trades and KogMaw cant retaliate.

That's why i believe the best way of buffing KogMaw with out making his numbers Super Saiyan is to make his W a toggle.

If Riot were to make his W cost mana per auto like Jinx 's Rockets, KogMaw can have a much safer lane phase, and transition to a late game hyper carry easier. We don't need another TahmKench were the number just keep getting buffed and buffed to where he becomes unstoppable, just increase KogMaw 's consistency.

5 Comments

ElysMustache2 votes

Until you look at builds with highest winrate and realize they aren't on-hit.

Paladin 0f Life1 votes

Bro i just posted a Kog maw fix lol. A speed boost while he is in void ooze is all he needs

khorney1 votes

why waste the time on rage blade, going ap version is better in my opinion. nashors , rage blade runaans, boots it doesnt matter sorc shoes or beserker greaves lich bane and what ever

Paladin 0f Life1 votes

Why not build hextech gunblade it has better stats and lifesteal

Rebonack1 votes

I'm in agreement with the uptime on Kog's W. It's at the core of his problems on Rift.

Bit of context, I play mostly Dominion and Kog is great over there. And it's mostly because Dominion is focused around smaller skirmishes rather than full-on team fights. Kog's W can last through a 2v2 or a 3v3 if positioning is just right. But it'll usually crap out before a 4v4 or a 5v5 is concluded. And once late game rolls around on Rift, every fight is a 5v5 unless someone messed up.

Unlike every single Marksmen with the possible exception of Sivir, Kog's niche (lots of sustained damage) is totally tied to a cooldown. The niche on everyone else either has a VERY low coolown, no cooldown, or a cooldown that can be nullifed by playing properly. Sivir's thing, of course, is team initiation so having a hefty cooldown on that isn't a huge deal since you don't have to initiate very often.

There are a ton of ways Kog's W consistency could be improved. A toggle that consumes mana per attack. A toggle that consumes mana per second. A toggle that consumes mana per second with a ramping cost. Have a toggle that roots (or heavily slows) Kog while its on. Have the cooldown reduce to zero at level five. Have the cooldown reduced by two seconds for each point in Kog's Ult. Make the cooldown reduce by some amount each time Kog lands an Ult on an enemy champion. Make the duration scale up either 0.5 or 1 second for each point in W beyond the first. Straight up increase the duration by 2 seconds at all levels.

Really. Anything.

Giving Kog much more damage is courting disaster. But making his damage more consistent can bring him up to par with other hyper-carries without breaking him.

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