Koggy's weaknesses
It occurs to me that he's got more than any other Marksmen at the moment.
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Weakness to dives: Koggy has absolutely no way to defend himself from divers, save for praying that his team will be able to protect him and/or that he'll be able to kill his opponent before they kill him.
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Weakness to disengage: If an enemy champion decides that they want to use some kind of mobility skill to move out of Koggy's W range, Kog has nothing he can really do about it. And as we all know, once the duration on Kog's W is over he's a useless sack of shit. If he could use his Ult to grind people down that would be less of an issue, but be has-
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Crippling mana issues: Koggy's R has a ramping mana cost that gets absolutely silly in a hurry. His only means of extending his awful base attack range costs mana. His E costs more mana than many Ults. He can take Manamune to try to counter-balance this, but it only enhances his-
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Gimpy early game: Koggy's early and mid game are both absolutely pathetic. Previously Kog hit his stride at level 6 once he got Sheen. He was able to use W/Sheen/Ult to poke at his foe quite effectively. But now that Trinity is an awful item on him (combined with the increased mana costs on W and R) he really isn't worth munch until he finishes Rageblade. And Rageblade further underlines his weakness to disengage.
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OnHit Defenses: Koggy takes double damage from Molten Shield, DBC, and Thornmail's armor component. The effectiveness of Amumu and Fizz' damage reduction is likewise amplified against Kog. This makes counter-picking him with one or more of these champions incredibly effective against Kog. That's two Tanks, a Mage (or Support), and an Assassin. Just as you can build a team around supporting Kog, you can just as easily build a team that absolutely shuts him down.
I think that's about it.
Any that I missed?