Koggle-Toggle
Hey look, another topic brainstorming a remake for Koggles! This time around the remake will be centered around his W with the purpose of giving Koggy more Meaningful Choices™ in his play style. This time around? Long-range less reliable damage Vs short range reliable damage.
W- Bio-Arcane Barrage: Koggle-Toggle off: Kog'Maw inflicts stacks of Bio-Arcane Barrage on units hit by his skills and basic attacks. At three stacks they're consumed, dealing bonus magic damage equal to 3/6/9/12/15% of the target's maximum HP. Koggle-Toggle on: Kog'Maw loses his passive %HP damage and gains 150/175/200/225/250 bonus attack range (total 750 at level 5, which was how much he had on release).
All of Kog'Maw's skills are altered by the state of the Koggle-Toggle, though they still share cooldowns. The close-medium range mode boasts higher damage and more reliable damage while the long range mode gets, well, long range. So what do these new skills look like?
Innate- Icathian Surprise: Koggle-Toggle off: As live, however Koggy gains the full movespeed boost immediately and can blow himself up by casting any skill after 1 second. This is his close range self-destruct ability, just with a little bit of added flexibility. Koggle-Toggle on: One second after death, Koggy can launch a Living Artillery-like projectile at extreme range, dealing Innate damage in the target area. This allows Koggy to employ his Innate against folks who killed him at range! However, it can be dodged quite a bit more easily.
Q- Caustic Spittle: Koggle-Toggle off: Kog'Maw spits a medium-range targeted nuke, dealing magic damage and shredding 12/16/20/24/28 flat hybrid resist for 4 seconds. This is basically how Koggy's Q worked before its last remake, a tool for dueling other ADCs and discouraging Assassins from jumping on him. Koggle-Toggle on: As live, basically. This is his tool for shredding tanky folks from a safe range. However, if you tag the Tank with it you won't have the close range version when Akali jumps you!
E- Void Ooze: Koggle-Toggle off: Koggy spits a blob of Void Ooze at a medium range target unit, dealing magic damage in the area around them and slowing all enemy units hit for 2 seconds. A fallback slow in case someone unpleasant jumps Koggy, though the slowing effect doesn't last as long as- Koggle-Toggle on: As live. The slow-field lasts twice as long and does a great job of stopping someone running toward Koggy, however it's pretty awful in the event they actually reach him.
R- Living Artillery: Koggle-Toggle off: Koggy spits a medium/long (800 range?) artillery nuke (think Galio Q) that lodges in the ground at target location. The Living Artillery shell will detonate when an enemy unit steps on it or Koggy's Living Artillery stack-counter resets. Holy zone-control Batman! This thing would have so many uses, most importantly discouraging enemy champions from going where you don't want them to. Dodging it at melee-range would be very difficult without some fancy juking, giving Koggy a solid way to fight back against people who jump him. Koggle-Toggle on: As live. Everyone loves this thing, right? Super long range rapid fire delayed blast nuke. Nothing further needs to be said.
So there you go! Koggy's super-long range damage goes down a bit, but he gains more range and up-time. More importantly, he gains the ability to peel for himself with raw damage at medium/close range, a vitally important ability that would improve his ability to function in solo queue.
