Kog'Maw

Hero Blast·5/26/2019, 5:38:51 AM·8 votes·3,829 views

KogMaw What to Keep: His playstyle as a true hyper carry is unique for the role and it definitely is a viable option. I do feel his Q-Caustic Spittle is a fine ability and the AS needs to be there to not make his W-Bio Arcane Barrage so overloaded. Together with his E-Void Ooze, his three main abilities would be fine to keep. What to Change P-Icathian Surprise: is easily one of the most anti synergistic, archaic, and overall worst abilities in the whole game; I mean, it is an ability that activates when the hypercarry Long Range AD dies, something he should avoid at all cost. This means that a whole new Passive would be needed. I would call it, Icathian Gluttony, and it would make it so whenever Kog'Maw kills or assists in a kill of an enemy covered with "Goo"(which is a new keyword whenever Kog hits enemy champions with Q, E, R, or while W is active), he would receive a "Protective Skin" where if killed, would be put to revive in an invulnerable Cocoon after 2 seconds. Wordy I know, but basically if Kog hits an enemy with an ability or with W active, he would be protected from death for around 30s(how long the protective skin lasts) which would then go into an internal cooldown. I think this DOES fit his playstyle way more as he would not just die and explode doing damage, but instead have a protection if focused. R-Living Artillery: I would keep the active of this ability but instead of the debuff from spamming it, I would give it a higher cooldown but with a catch. It would have a new Passive where Goo'd enemies would be burned for 1 sec after being hit by Living Artillery; which could stack up to a max amount of damage. I love the idea of changing his R from a poke ability to a Secure type ability since he should not really be a poking mage and should instead be a gluttonous caterpillar who wants to "prep", hence the Goo, his meal before digging in.

9 Comments

koshkyra5/26/2019, 12:58:43 PM6 votes

Hypercarries should not have extreme means of protecting themselves built into their kits.

A Chaotic Mind5/26/2019, 11:09:46 AM3 votes

i cannot believe how shit the boards are at champ design his passive exist because a) if you give him another passive he has either too much damage or safety in tf/lane b) so he can trade 1 for 1 during early game

Daddy Ants5/26/2019, 12:12:31 PM3 votes

Kog'Maw needs a full rework.

Midnight TTG5/26/2019, 12:42:07 PM2 votes

As a support main, I don't like supporting one early game as it feels like I'm a babysitter. If my ADC wants to play Kog, I usually lock in Lux or Neeko, a champion I can carry lane phase with. I get that hypercarries are weak early game but I only have this issue with Kog'Maw players.

Tahminatrix 5/26/2019, 6:05:49 AM2 votes

Maybe have his passive increase the damage his autos do by a flat amount in magic damage against champs only (hes covering them in his explosive bile)

But have his passive detonate do less and less damage for each auto attack he has recently used against champs? Since he is basically draining the chemicals that he uses to blow himself up.

Right now his passive is there to make him more into a win less lose less since its only viable if kog is losing / getting assassinated but even then, people tend to be able to escape it.

Adding something like this would keep it alittle similar.

Could also have his passive damage fall off for each auto attack he used against champions, which aligns him more towards using his R as an execute.

14daysuspensionk5/26/2019, 1:28:49 PM2 votes

Just give him a VGU please.

Anaphiel5/26/2019, 4:36:46 PM1 votes

Kog is so sad. He is outperformed in all aspects by Jinx, who is both a more stable champion AND a higher performance hypercarry in most aspects. The mixed damage in Kogs kit is mostly an afterthought in a League of Legends in which EVERYONE does hilarious damage.

Kog has been left in the dumpster to rot when all it would require to make him viable as an immobile, hybrid shredding ADC is adding ANYTHING remotely useful to his passive, and returning the lack of mana cost on W (Kog'Maw W did not have cost prior to the rework/revert, this allowed him to safely farm under tower for longer, and actually function in the average game despite his lack of dueling capability for much of the game.)

He should, however, remain defensively hopeless. The hope of popping Kog is part of his identity. We dont need another frustrating and unnecessary Malzahar passive, an idiotically powerful defensive ability is terrible when the only thing I want out of my Koggers thematically is TONS OF DAMAGE, at a reasonable price. Currently it is mostly underwhelming damage at a cost of more arms and legs than belong to a family of millipedes.

Its fine if he isnt a monster in SoloQ. It would be wonderful if he was at least not a complete meme (He's Kalista tier without the kit to deserve such treatment).