Remaking the Kog'Maw remake: simple edition

Rebonack·2/4/2016, 8:25:24 PM·1 votes·380 views

The Goal: Give Kog's W a little more up-time. Improve Kog's options when his W is down. Provide AP Kog players with a compelling level of power. Tighten up Kog's niche as the punishing long range single target damage Marksmen. This also pushes Kog's power back to mid-game, where he was before his remake wherein Riot tried making him into a hyper-carry and before quickly deciding that they didn't want him to be a hyper-carry.

Passive: Eldritch Acid: Kog'Maw's basic attacks deal 3% (AP ratio) of the target's maximum HP as bonus Magic Damage OnHit. Just cleaning up Kog's kit here. Losing the VERY strong self-destruct would open up a decent amount of power to be spread around to the other elements of Kog's kit.

Q: Cooldown reduced dramatically, base damage adjusted accordingly. The resist shred now stacks multiplicatively with itself on reapplication. This would give AP Kog a much needed source of consistent long range damage while also making the skill quite a bit more interesting for other versions of Kog'Maw. The longer you fight Kog, the more he'll wreck your defenses. And really, with its attack speed passive moving to W it needs some more character. For added kicks and giggles, add a bonus AD ratio.

W: Duration increased from six seconds to eight seconds. Yep. That's it.

E: Level 1 slow amount increased significantly. Level 5 slow amount increased slightly. Kog should be able to use this skill as a one-point-wonder if he feels so inclined. When I look at how strong Jinx' Chompers are with one point it makes me vomit in my mouth a little.

R: Bonus damage scaling smoothed out. Instead of specific break points, Living Artillery deals 2.666% bonus damage per 1% missing HP the target has. This reaches 200% bonus damage at 25% health as live while being much more useful at all other health values aside from 100%.

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