Koggy's weaknesses

Rebonack··2 votes·398 views

It occurs to me that he's got more than any other Marksmen at the moment.

  1. 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.

  2. 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-

  3. 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-

  4. 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.

  5. 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?

3 Comments

Clint Orris1 votes

I think it's ok for him all these weaknesses especially early game due to how strong he actually can be mid to late game. I never see myself use R that often anymore expect when sniping people that flashed away after they realized how much damage I could do haha. It's all about positioning and knowing when to W.

Rebonack1 votes

[{quoted}](name=Clint Orris,realm=NA,application-id=3ErqAdtq,discussion-id=RxlufmAI,comment-id=0000,timestamp=2015-12-16T17:48:07.615+0000)

I think it's ok for him all these weaknesses especially early game due to how strong he actually can be mid to late game. I never see myself use R that often anymore expect when sniping people that flashed away after they realized how much damage I could do haha. It's all about positioning and knowing when to W.

But there are other champions who are just as strong (though in different ways) late game who are significantly more powerful early and mid. That might just be MF and friends being over-tuned (or Kog being under-tuned).

As for the bit about flashing away, yes. I've had people jump me when I had Rageblade pre-stacked on minions and they were surprised when they got absolutely destroyed. But that just means Kog can't really make plays. He has to wait for his foe to make a mistake and then capitalize on it. He's a fundamentally reactive champion, save for his ability to snipe people down who are nearly dead.

I suppose you could compare him to Malz. If you just stay out of Malz' zone of death, he can't do anything to you. If you dive him at the wrong time, he'll wreck your shit. The only problem is that this puts all the cards for how the fight goes into the hands of your opponent.

ofart1 votes

Yes, he needs better damage scaling to overcome his weaknesses imo. Even in a competitive environment with a proper team comp, you sacrifice a lot and don't really get much better damage than other ADCs.

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