Kog needs a rework and this is how we do it

Rebonack··6 votes·952 views

First of all, he needs an identity. An actual identity, I mean. Not a grab-bag of random shit that lacks any semblance of coherence. Riot has made it clear that they despise AP Artillery Kog. See the incoming AP Kog nerfs for details. We've also learned that trying to focus Kog on his long range machine gun gameplay hook is a no-go as well. So what does that leave us with?

Well. He's also the game's only team-focused tank busting Marksmen due to the percentage resist shred on his Q. He's also supposed to be able to function as a low damage high utility team's major (or only) damage source. Okay, cool. So why don't we go with that? Combining those two elements, Kog's identity becomes THE damage amplification Marksmen. So what would that look like Well...

Passive - Eldritch Acid: Kog'Maw's basic attacks and abilities inflict stacks of Eldritch Acid on enemy units for eight seconds, shredding (flat value) resist.

But why? This new passive becomes the corrosive glue that holds the rest of Kog's kit together. Rapidly shredding flat resistance is exceptionally powerful when it comes to destroying targets early and mid game. While Kog's damage alone isn't bad by any means, this new passive gives whoever he's laning with a huge leg up when it comes to wrecking folks.

Q - Caustic Spittle: (Bonus attack speed removed. Cooldown decreased dramatically and damage adjusted) Kog'Maw fires a corrosive projectile that passes through and damages units, stopping at the first enemy champion hit, dealing magic damage and applying the Corroded debuff for eight seconds. Corroded converts stacks of Eldritch Acid to multiplicative percentile resistance shred with the passive value as a minimum. Consecutive applications of Corroded stack, increasing the power of the resist shred.

But why? Not only does this make Q far more interesting to use, it also serves as a means for both flat resist shred and percentile shred to function together in Kog's kit without reducing the effectiveness of each other. Removing the steroid from Kog's Q opens up kit power to be spread around elsewhere.

W - Bio-Arcane Barrage: Passive: Kog'Maw's basic attack range is increased by (amount) Active: For the next (duration) seconds, Kog'maw's passive attack range boost is doubled.

But why? Oh my gosh that's a giant nerf! Yes, probably. But that %HP damage will be coming back, just wait a few moments. The goal here is to focus Kog on his skills early game, in particular his low cooldown Q. Having a spammy nuke to lob at people precludes giving Kog too much stat-check power, and that's precisely what his current W is. If you want a champ that pops a steroid and murders everything, Twitch or Vayne are probably better choices anyway.

E - Void Ooze: Kog'Maw's next basic attack deals bonus magic damage and splashes stacks of Eldritch Acid onto all nearby enemy units in a large cone.

But why? At present, Void Ooze exists to patch one of Kog's weaknesses. Namely, that he doesn't want anything getting close to him. But in this day and age where everyone and their mother has a move-block of some kind, this defense is really just taking up space. That'll be doubly true when the nerfs Riot has lined up for it go live. So instead, we replace it with a new skill that actually helps Kog do his job. Crazy idea, right? So Kog starts stacking stacks on the enemy Tank and then tags them with Void Ooze. Now the whole enemy team is debuffed so whoever Kog's front-liners are can wreak some havoc.

R - Living Artillery: Kog'Maw fires a projectile at long range which lands 0.6 seconds later, dealing minor magic damage and applying the Free Food debuff for 6 seconds to all enemy units hit. Casting Living Artillery does not interrupt Kog'Maw's movement or basic attacks. Free Food reveals targets hit and causes Kog'Maw's basic attacks to deal (percentage) of their current HP as bonus magic damage OnHit. While Bio-Arcane Barrage is active, the OnHit damage is doubled. Targets at or below 25% HP take massively increased damage from the Living Artillery.

But why? For several reasons. One, we already know Riot hates Kog's poke pattern. Adding an OnHit element to Kog's Ult debuff forces him to get into attack range if he wants to take full advantage of it. We're keeping the execute portion, since that's actually pretty neat. Tying Kog's %HP damage to landing his Ult gives him greater skill expression beyond pressing W and watching things die, which is what tends to happen when Kog is over-tuned. The %Current HP damage helps gnaw targets down into execute range, providing further internal skill synergy. Since the poke potential of Kog's Ult is going down the shitter, the ramping mana cost can be completely removed and the skill balanced around its base mana cost (sorry AP Kog).

So there you go.

A champion with an actual theme and purpose for existence.

15 Comments

TequilaZombie1 votes

When I saw the title + first paragraph I was ready to downvote, but it honestly looks like a great kit if properly balanced.

Rebonack1 votes

{quoted}

When I saw the title + first paragraph I was ready to downvote, but it honestly looks like a great kit if properly balanced.

Thanks for giving the topic a shot rather than providing a drive-by downvote.

This is the result of me mulling over Kog as of his remake-revert and trying to find some way to make him actually work as a champion without giving him even more stat-check power than he already has. I'm actually kind of surprised Riot didn't stick with the powerful execute and turn Kog's W into a much stronger %Current HP damage tool for that tasty skill synergy. Sadly, I don't think they spend much time considering him since he's got a sub-0.5% play rate.

TequilaZombie1 votes

Now that I think about it, this might make Kog want to go into a a Full Bruiser build or even just get a Black Cleaver and go full tank. The more I think about it, Kog should receive a full Sion Level rework

Rebonack1 votes

{quoted}

Now that I think about it, this might make Kog want to go into a a Full Bruiser build or even just get a Black Cleaver and go full tank. The more I think about it, Kog should receive a full Sion Level rework

This would be pretty close to a full Sion Level rework. Every single one of his abilities would be getting minor to major changes. For his Ult, I'm imagining Kog getting an organic cannon on his back akin to Battlecast Kog that launches his Ult so he can keep spitting uninterrupted.

Kog really does need a visual update. He doesn't resemble the other Void champs at all.

Brohoof1 votes

Seems like a good idea to me.

Rebonack1 votes

{quoted}

Seems like a good idea to me.

I sure think so!

Now we just need to convince Riot to give Kog Ryze's next rework slot.

Jalkan1 votes

They're revealed for 6 seconds? Too OP.

So he does no damage before level 6 but then when he gets level 6 he becomes OP. Okay.

Rebonack1 votes

{quoted}

They're revealed for 6 seconds? Too OP.

So he does no damage before level 6 but then when he gets level 6 he becomes OP. Okay.

Fate's Ult gives true sight on the whole enemy team for 10 seconds and he doesn't even have to aim it.

And you can tell that the suggested kit deals no damage because nowhere in the whole thing does it say how much damage it deals. Clearly all the abilities here heal the enemy team due to how awful they are.

Saianna1 votes

Um, sorry. I'm not a fan of:

"Skill B does differently if you use it on target affected by skill A". Especially if this isn't combo-based skills, but combination of skill shot and AA.

Second thing, you definitely won't get my agreement after removing Ap Kog "like that".

Oh and it feels like every of his abilities has some kind of passive.

caustic.. free food.. acid... Too many

Rebonack1 votes

{quoted}

Um, sorry. I'm not a fan of:

"Skill B does differently if you use it on target affected by skill A". Especially if this isn't combo-based skills, but combination of skill shot and AA.

Fair enough.

Second thing, you definitely won't get my agreement after removing Ap Kog "like that".

Riot is already removing him. He's got an incoming 0.2 AP ratio nerf on his E. More nerfs will probably follow if he continues to be decent. Riot has said as much.

Oh and it feels like every of his abilities has some kind of passive.

caustic.. free food.. acid... Too many

Caustic is a debuff. So is acid. So is free food.

Why wouldn't a champ focused on debuffing targets so his team can damage them more have lots of debuffs?

Saianna1 votes

Riot is already removing him. He's got an incoming 0.2 AP ratio nerf on his E. More nerfs will probably follow if he continues to be decent. Riot has said as much.

Don't take me wrong here. AP Kog as he is now is totally, stupidly powerfull. So I understand and accept those nerfs. His E is so easy to hit with. Any next nerfs should be focused on his R though. Especially in lategame.. Or ONLY in lategame.

Caustic is a debuff. So is acid. So is free food.

debuffs are also passives, they just work on enemies :P

Why wouldn't a champ focused on debuffing targets so his team can damage them more have lots of debuffs?

debuffing champion would be cool. But ADC that not only does his ADC part, but also debuffs on top of that? Too much.

Imo Kog has (alot) more in common with "living artillery" void creature theme, than with debuffing voidling. Examples: long range R bonus range w decent range E Q adds to his tank buster feel (along with W)

In the end, I'd like to soo your idea in LoL, but maybe as new champion instead of Kog...

Rebonack1 votes

{quoted}

Don't take me wrong here. AP Kog as he is now is totally, stupidly powerfull. So I understand and accept those nerfs. His E is so easy to hit with. Any next nerfs should be focused on his R though. Especially in lategame.. Or ONLY in lategame.

AP ratio nerfs on his Ult could potentially do it, but it has nearly zero AP ratio as it stands. I'm almost tempted to say that Riot should just axe the Ult AP ratio completely and improve the AP ratio on W a bit to compensate. They really don't like AP Kog's gameplay pattern.

debuffs are also passives, they just work on enemies :P

Lies and slander. The passive Acid and range on W are the only passives in the proposed kit. Everything else requires landing skillshots to take advantage of.

debuffing champion would be cool. But ADC that not only does his ADC part, but also debuffs on top of that? Too much.

Kog's Marksmen side gets nothing but an attack range boost in the proposed kit. His damage would be coming almost totally from his debuffs.

Imo Kog has (alot) more in common with "living artillery" void creature theme, than with debuffing voidling. Examples: long range R bonus range w decent range E Q adds to his tank buster feel (along with W)

I don't really disagree. Kog has three competing identities in his kit. Long range machine gun, artillery platform, and team-focused tank buster. Through the years I've suggested kit concepts for Kog focusing on all three. But because Riot has made it clear they don't like his artillery role and focusing on his machine gun role ended poorly, that just leaves us with team-focused tank bust. Hence the above remake.

In the end, I'd like to soo your idea in LoL, but maybe as new champion instead of Kog...

I still want a Void tank that creates portals to mitigate and redirect damage.

Saianna1 votes

Lies and slander. [...]

We misunderstood each other here, but np, It happens ;)

focusing on his machine gun role ended poorly

I'd say fault lies in rageblade mostly. And that one idiot who decided to slap everything in W and expect good results.

Rebonack2 votes

{quoted}

We misunderstood each other here, but np, It happens ;)

I'd say fault lies in rageblade mostly. And that one idiot who decided to slap everything in W and expect good results.

Well, yeah. Honestly I think Kog would have been fine in machine gun mode if they had stuck to his W scaling with bonus attack damage. That set-up worked pretty well, I think. Riot probably could have balanced Kog at that point with just a few base stat buffs. Bust instead they decided to hyper-buff his W and break him.

Rebonack1 votes

For those who disagree, do you feel like Kog could still use a rework, just not this one (or something like it)?

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