Kog'Maw Re-Imagined (Ability Kit)
DISCLAIMER: Not an official rework of any kind! This is just a fun little creative fan project of slightly adjusting Kog'Maw's ability kit to bring back Kog'Mage in a more healthy manner and make "AD" Kog'Maw require slightly more skill to play and not be about "Press W and AFK".
If you like or DO NOT like something then please give PROPER FEEDBACK of exactly what that it is so I know what your qualms are and give suggestions to help improve the post in the future!
Basic Attack Range: 525 / 725 units Attack Speed: 0.664 +4% per level Movement: 330 units per second
Icathian Surprise (Passive): Kog'Maw gains double attack speed and attack speed cap for 0.5 second upon landing an ability against an enemy champion or epic monster. All basic attack damage is modified to 55% - 100% based on level, including on-hit damage, during this duration.
Upon taking lethal damage, Kog'Maw remains active for 4 seconds, gaining increasing movement speed over the duration and then exploding after 4 seconds, dealing 30%(+2.5% per 100AP) of struck targets' missing health as true damage. Kog'Maw cannot attack or cast abilities in this state.
Void Spittle (Q): Cooldown: 8 seconds; Cost: 50/55/60/65/70 mana; Range: 750 units / 150 degrees Kog'Maw has excess acidic saliva in his mouth and spews it all over the place in the target direction, dealing 60/90/120/150/180(+60%AP) magic damage and remaining on the ground for 4 seconds, enemies above this saliva take 15/20/25/30/35(+25%AP) bonus magic damage on-hit from Kog'Maw's basic attacks and have 15/20/25/30/35% reduced magic resistance.
Bio-Arcane Barrage (W): Cooldown: 25/20/15/10/5 seconds; Cost: 50 mana; Range: 1000 units Active: Kog'Maw spits out a void treat in the target direction, damaging the first enemy struck for 60/80/100/120/140(+50%AP) magic damage and marking it as Tasty for the next 8 seconds.
Passive: Targets marked as Tasty grant Kog'Maw 200 bonus range and 3/3.5/4/4.5/5%(+1% per 100AP) of the target's max health as bonus magic damage on-hit, towards those targets only.
Void Ooze (E): Cooldown: 30 seconds; Cost: 70/80/90/100/110 mana; Range: 1250 units Passive: Kog'Maw's basic attacks on-hit reduce Void Ooze's cooldown by 1.5/2/2.5/3/3.5 seconds.
Active: Kog'Maw vomits a ball of ooze in the target direction, dealing 70/100/130/160/190(+100%AP) magic damage to struck enemies, the ooze remains on the ground for 2.5 seconds, slowing by 30/35/40/45/50% and grounding enemies.
Living Artillery (R): Cooldown: 2/1.5/1 second; Cost: 40+ mana; Range: 1500/2000/2500 / 150 units Hold Down Skill Key: Kog'Maw charges up for a powerful shot to be flung through the air, reaching maximum range over 2 seconds of charging. Kog'Maw grounds and slows himself down by 25% while charging.
On Skill Key Release: Kog'Maw fires the shot through the air in the target direction, travelling a static distance based on how long Kog'Maw charged for, dealing 60/100/140(+40%AD)(+40%AP) magic damage and revealing the area and struck enemies for 4 seconds upon landing, dealing 150/250/350(+100%AD)(+100%AP) magic damage against targets below 40% health. The shot travels for a minimum of 150 units by tapping the hotkey.
Living Artillery costs 40 additional mana for every shot fired in the last 6 seconds, up to a maximum of 400 mana per shot.
P.S. This Living Artillery is no longer a point and click target area after a delay. This has a travel time as you can see the projectile flying through the air, but the ability is "less accurate" as Kog'Maw must charge up to cast it at further ranges, the release is how far it will go, only thing you have full control over is in what direction the shot is fired in, other than this the ability requires a lot more time (and skill) to use to know how long to charge up for to get the shot to land where you want it to land. There will be some kind of circle indicator showing where the shot will landing while charging up, but cannot be adjusted like it can now. ~ Basically, making Kog'Maw's ultimate feel a lot more like he is an actual artillery firing shots and getting them to travel based on how much force was released and the angle of the shot, in this case it is just charge time for the ability.