On-Hit Kogmaw VS New Potential Build Kog'Maw. What you need to know. (STATS + BREAKDOWN)
I originally had this thought the moment I saw the changes on the PBE. Assuming I've done all of the calculation correctly, I will be showing you the damage and reasoning between both the soon to be old Kog'maw build, and what I propose is the new On-Hit AP Kog'maw build.
If anyone would like to go over this and double check to make sure I haven't made a mistake somewhere, go right ahead as I've been awake all night after having my fifth cup of coffee and may of made an error somewhere.
SO. What we should discuss first is what made current Kog'maw so much of a pain to play against? First of all, let's make a list of the items that Kog'maw generally built damage wise and the damage that they applied.
Generally, the Kog'maw that people generally have struggles with will of built one of these two builds.
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- Guinsoo's Rageblade
Stats
+35 attack damage + 18 (6 Stack)
+50 ability power + 24 (6 Stack)
+0 attack speed +48% attack speed (6 Stack)
Total when fully stacked = 53 Attack Damage
= 74 Ability Power
= 48% Attack Speed
Passive
UNIQUE: Basic attacks Deal an additional 15 magic damage on-hit.
Basic attacks grant +8% attack speed, +3 attack damage and +4 ability power for 5 seconds, stacking up to 6 times, granting a total of +48% attack speed, +18 attack damage and +24 ability power. At 6 stacks, gain GUINSOO'S RAGE.
UNIQUE – GUINSOO'S RAGE: Every other basic attack will trigger on-hit effects an additional time.
This Item is Kog'maw's bread and butter and still will be. Due to his W's Attack Speed limit remover, he was allowed to easily reach the 6 stacks to gain the additional on hit effect every second attack, maximizing the synergy with all the other On Hit items that he purchased in addition to his W's 2% Max HP Magic Damage On Hit.
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- Blade of the Ruined King
Stats
+40% attack speed
+25 attack damage
+10% life steal
UNIQUE: Basic attacks deal 6% of the target's current health (min 10) in bonus on-hit physical damage (max 60 vs. minions and monsters).
This in addition to the W limit remover and being applied twice every second attack thanks to Guinsoo's resulted in 7 6% Current HP Physical Damage instances being applied when Kog'maw hit his 5 Attack Speed per second limit, in addition to granting him sustain due to the Life Steal passive.
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- Runaan's Hurricane
+40% attack speed
+7% movement speed
+30% critical strike chance
Passive's
UNIQUE: +15 on-hit physical damage
UNIQUE – WIND'S FURY: When Basic attacking, bolts are fired at up to 2 enemies near the target, each dealing 25% AD physical damage. Bolts can critically strike and apply on-hit effects.
This allowed Kog'maw to branch off his mass On-Hit DPS to two additional targets, whilst giving Kog'maw an additional 15 Physical Damage, and granting him 30% Critical Strike Chance. Since Guinsoo's and other On Hit effects apply on Runaan's bolts as well, this item is a must for teamfighting with Kog'maw.
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- Wit's End
+40 magic resistance
+40% attack speed
Passive
UNIQUE: +40 on-hit magic damage
UNIQUE: Basic attacks (on-hit) grant +5 magic resistance and reduce the target's magic resistance by 5 for 5 seconds. Stacks up to 5 times for a total of +25 magic resistance and 25 magic resistance reduction.
This item was built regardless if the enemy team had AP damage or not, since all of Kog'maw's abilities and this items passive applies Magic Damage, this item only further boosts his damage output by granting him an additional 40 Magic Damage on hit whilst robbing his targets of Magic Resist. (280 damage to 3 targets when on 5 ATK SPD per sec and 6 Guinsoo's Stacks)
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- Bloodrazor
+50% attack speed
Passive
UNIQUE: Basic attacks deal 4% of the target’s maximum health as bonus physical damage on-hit, capped at 75 damage against minions and monsters.
This item is what made JG Kog'maw a heavy success. Due to his W's attack speed multiplier/limit remover, he was allowed to perma CC his JG camps the moment he did his first clear thanks to Gift of Heavy Hands, which is acquired smiting the Krugs. If Kog'maw is allowed to reach 5 ATK Speed and Guinsoo's, this item alone will allow him to deal 28% Max HP Physical Damage per second to three targets thanks to Runaan's, which is massive.
- Using Smite upon Ancient Krug will grant you Gift of Heavy Hands for 90 seconds, causing every 6th basic attack to stun minions and monsters.
This guaranteed Kog'maw's relatively safe JGling and the ability to take down his camps with ease.
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In total, the items Kog'maw can build when he's reached his 5 ATK Speed limit will grant him 7 6% Current HP Physical Damage (BOTRK), 280 Magic Damage (Wit's End), 105 Physical Damage (Runaan's), 105 Magic Damage (Guinsoo's) and 28% Max HP Physical Damage (Bloodrazor) every second. Which can also apply onto two additional targets nearby. That is a LOT of hybrid base and percentile DPS.
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Now, let's look at Kog'maw's current W, which is the heart of the build.
Bio-Arcane Barrage RANGE: 「 590 / 620 / 650 / 680 / 710 」 COST: 40 MANA COOLDOWN: 13 / 11.5 / 10 / 8.5 / 7
ACTIVE: For 6 seconds, Kog'Maw gains bonus attack range, double his current total attack speed, double maximum attack speed (5.0) and his ability cast times are reduced by 50%. While Bio-Arcane Barrage is active, Kog'Maw's basic attacks deal 55% AD physical damage to non-minions (though on-hit effects are still fully applied) and deal bonus magic damage capped at 60 against non-champions. BONUS MAGIC DAMAGE: 4 / 8 / 12 / 16 / 20 (+ 2% (+「 0.75% per 100 」AP) of target's max. health)
This active combined with Bloodrazor and Guinsoo's was the core issue of current Kogmaw. Guinsoo's grants a moderately high amount of additional AP for this, which (for demonstration sake, will be rounded down to a close estimate) bumps the W's active On-Hit damage to 20 + 2.50% Max HP Magic Damage. Applied 5 times a second with Guinsoo's in effect will deal 140 + 17.50% Max HP Magic Damage.
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In total, with the Bloodrazor build, at 5 ATK Speed per second and 6 Stacked Guinsoo's, three targets are being hit with;
630 flat Hybrid Damage and 45.50% Max HP Hybrid Damage EVERY SECOND just from On-Hit item and W's effect. This does not take into consideration; Baron Buff, base AD stats, Critical Strikes and so forth.
Hybrid damage is particularly hard to itemize against, which is why Kog'maw was allowed to run rampant doing as he pleases.
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Due to the revert of his W, he will no longer be able to break the 2.5 ATK Speed limit. However, as compensation his Q now grants additional ATK Speed and his W's %Max HP was increased. This is most likely to come in with the patch tomorrow morning, so what I would like to propose is a build that I think may be optimal on him. But before that, I would like to quickly point out Kog'maw's new W, which will be coming into effect tomorrow morning.
Bio-Arcane Barrage (W): Cooldown increased to 17 from 13/11.5/10/8.5/7 [NOTE: Cooldown now starts when you activate the ability rather than after the duration.] Ability changed - now "For 8 seconds, Kog'Maw's basic attacks gain 130/150/170/190/210 range and deal 2/3/4/5/6% (+1% per 100 AP) of the target's maximum health as bonus magic damage."
Note that the CD for the ability now starts when activates, instead of waiting for the duration to end. This means that with CD, Kog'maw can increase the use for this ability and could lower it to a 10 Second CD with 40% CDR, whilst having an 8 Second duration. That means only a 2 Second downtime. (Not necessarily required, but CD is advantageous)
Now, onwards to what I propose. I present to you; AP On Hit Kog'maw!

Let's jump over a few Items before we start to break down this new build and its DPS potential.
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- Nashors Tooth
Stats +50% attack speed +80 ability power UNIQUE: +20% cooldown reduction Passive UNIQUE: +15 (+ 15% AP) on-hit magic damage
New Kog'maw no longer can reach his 5 ATK SPD limit, however, he still has 2.5 and values AP/On-Hit effects with his Guinsoo's regardless.
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- Rabadon's Deathcap
Stats
+120 ability power
Passive
UNIQUE: +35% ability power
All of Kog'maw's abilities have a decent AP scaling, with his E boasting 70%, his Q 50%, his W granting 1% Max HP Damage per 100 and his ult 25%/50%/75% depending on his target's HP, This will be a core feature in the DPS section.
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- Void Staff
Stats
+80 ability power
Passive
UNIQUE: Magic damage ignores 35% of the target's magic resist (applies before magic penetration).
All of Kog'maw's abilites deal Magic Damage, including a lot of his On-Hit DPS. This will allow more damage and also causes problems to those who want to stack MR against our poor little Void Puppy.
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Now let's get into the juicy bit. The DPS. At full build, without additional Runes/Masteries/In-Game Buffs, our AP totals at 483. That does not sound like much, but let's investigate further;
Kog'maw's new W now has a 6% Max HP Magic Damage On-Hit from the get go, as opposed to his previous 2%. The AP Scaling on this was also increased, so now Kog'maw can total at 10.83% Max HP Magic Damage On-Hit when at full build, as opposed to his previous 2.50%. His W may of done 140 + 17.50% damage before, but now it can do 32.49% Max HP Magic Damage per second with a fully stacked Guinsoo's Rageblade and only 2 ATK SPD per second. That's an additional 15% Max HP damage granted on his W, with his DPS only going further if you consider the missing 0.5 ATK SPD and additional stats that can add to the calculation.
Nashor's is another thing to look at here, since his W now goes on CD from the moment it's used, the 20% CDR will allow more frequent usage of his massive Max HP damage AA's. Nashor's also does 15 + 72.45, totaling at 87.45 flat Magic Damage per AA, which can bump up to 174.9 flat Magic Damage on hit with 2 ATK SPD per sec Guinsoo's. That does not sound like much, but with the additional stats granted, this allows great synergy with his other items and allows him to reach his 2.5 ATK Speed to proc his 32.50% Max HP damage more frequently.
I haven't done the calculations yet to see if this build will allow him to reach 2.5 ATK Speed yet since I'm starting to suffer from sleep deprivation, but the damage calculation will go something like this.
Q now deals an additional 213 flat Magic Damage (50% scaling) W now deals an additional 8.33% Max HP Damage (4% additional + changes to AP from 0.75 to 1 per 100 AP) E now deals an additional 338.1 flat Magic Damage (70% scaling) R now deals an additional 120.75 (25% = Above 50% HP), 213 (50% = Below 50% HP), 362.25 (75% = Below 75% HP)
W will deal 32.49% Max HP Damage with fully stacked Guinsoo's and two AA's at 2 ATK SPD. (Runaan's will also apply this to additional targets) Nashors will deal 174.9 flat Magic Damage with fully stacked Guinsoo's and two AA's at 2 ATK SPD Guinsoo's will 45 flat Magic Damage with fully stacked Guinsoo's and two AA's at 2 ATK SPD Runaan's will deal 45 flat Physical Damage with fully stacked Guinsoo's and two AA's at 2 ATK SPD
This now gives Kog'maw a clear weakness, Magic Resistance! Before, Kog'maw had a ridiculous amount of On-Hit hybrid damage resulting in much frustration for the team wondering what the hell just happened, but due to no longer being able to reach the 5 ATK SPD peak, that build path is not optimal or gold efficient.
Some of these damage stats from abilities do not seem like much, but take into consideration the AP multiplication of Rune/Mastery pages, Infernal Drakes, Baron Buffs and so forth. Riot have also stated that they will fine tune more stats in the future, so if they see this as a potential build path and want to expand on it, then they can.
Thank you for taking the time to read this extensive amount of information that I've typed up whilst on an overextended caffeine rush, now if you'll excuse me, I'm either going to have another cup of joe or crash in bed. 