Refocusing Kog'maw's Identity

Boop Daddy ··1 votes·732 views

Not sure whether to put this here or in C&C but anyway.

Kog'maw's identity has always been focused around doing high amounts of damage from long range at the expense of being immobile and very squishy. However in his current state, he feels sacrificial. So-so damage until very very late game at the expense of (not moving at all?) immobility and still being very squishy. I think the attack speed mechanic presented a tough obstacle to balance around and his ult tickling means, as an adc, you have very little means of damage outside of risking auto attacking and (therefore) death. Kog'maw's death passive also presents very little in the way of interesting or satisfactory gameplay. If you're doing well, you essentially have no passive.

Here is a sloppy kit I would like to propose in order to refocus Kog'maw's identity and give him tools to help him succeed as a stand alone champion. Please note I will not be providing numbers because lol.

Note I guess: Resistance shreds are in flat amounts, not %. Still - w/e.

Passive: Icathian surprise

  • Every fifth basic attack, Kog'maw hurls a projectile that reduces enemies' armor and magic resist in an aoe (think Frozen Mallet's radius) and leaves behind a brief DoT.

Q: Caustic Spittle

  • Kog'maw launches a projectile that deals damage and gradually reduces armor and magic resist.
  • Kog'maw's basic attacks and abilities passively reduce armor and magic resist and refreshes the duration of the active debuff.

W: _Bio-Arcane Barrage _

  • Upon activation, Kog'maw's basic attacks become long range and his attack speed increases. Attack speed cap increases by the amount of attack speed Bio-Arcane Barrage grants. Deals %current Health per basic attack.

E: _Void Ooze. _

  • Kog'maw empties his belly and deals damage to and slows all enemies the projectile passes through. Enemies on Void Ooze take extra %maxhealth damage and mobility spells are disabled. Does not interrupt mobility already taking place and does not silence flash.

R: _Living Artilery _

  • Long range aoe spell that ramps up damage and mana cost per use.

In short, Kog'maw needs some way to be beneficial to his team in stead of seeming more like a cost. His long range pokes have the added benefit of reducing armor and mr thanks to Caustic Spittle's passive, and Void Ooze can lock down entire teams if positioned correctly, with the added benefit of doing some %maxhp damage. This means Kog can buckle down with a bit more safety rather than always having to run for your life knowing the guy with 50million dashes is going to catch up to you anyway. Every other Adc has a reliable method of insuring their own safety, and since giving Kog a dash is idealistically dumb, why not have him as an anti-dash adc?

Anyway, a lot can be argued to be op or even harder to balance, but if anything, I think Void Ooze should be an antidash ability.

5 Comments

Restless Slumber1 votes

You know. I don't understand why they changed Kog'Maw. He was perfect before and was in my top 3 favorite ADC's with Jinx and Vayne. He was such a strong late game hyper carry being the only ADC I know of that could 1v1 Vayne with both at full build. On top of that they ruined AP Kog'Maw which was one of my friend's main champions. I personally think they should revert the changes made in the preseason and he would be perfect again.

MasterSomething1 votes

Please, I main AP Kog'Maw, and he is far from ruined. Explain why he is ruined?

MasterSomething1 votes

Frozen Mallet does not have a radius, you're thinking IBG. And second, this is broken as all shit. You are essentially making any and all resistances pointless against this guy. And not every ADC has a way to escape. Ashe has her slows, but are dashes affected by slows? Not many are. Twitch has a difficult to hit slow, and a invisibility that only works quickly if you aren't taking damage. Now, let me tell you about Koggy's passive when you are ahead. It's not like you don't have a passive- think of it as payback to the guy who just got your shutdown gold. It's not made to be repetitively spammed over and over. And his ult tickling? It's an execute now, not a really hard to aim poke. I play AP God'Maw, and I've gotten way more kills with the new ult than the ult before. Kog'Maw does not need such an unbalance-able kit.

Boop Daddy 1 votes

Well, those are flat resistance shreds, not %, so I think that's pretty balancable. I didnt specify, but I should have. Besides, I really didnt add anything he didn't already have somewhere in his kit, except the %current health and the antidash. He only gets %maxhealth when the enemy is on E, which is extremely easy to just walk off of. I do agree with you on the ap execute on living artillery, but as an adc, you dont really have any kind of poke, so you're basically forced to waddle around until your w is up. And when your w is at its strongest (adc still) you cant move. So.... ?

And... LOL I did mean IBG the slips, man.

MasterSomething1 votes

When your W is up, you can still move, ya know. Second, the anti-dash is really ridiculous, considering it's already a heavy slow. And if it does get those anti dash properties, guess what gets nerfed? It's damage and AP scaling. Which makes AP Kog'Maw really unviable, unless you go on-hit AP Kog. And I really dislike the new passive, considering he'll be building AS it will be proc'd really quickly and make it really stupid.

And everyone does make mistakes, it's alright. But try to consider what will have to be removed to make these strengths.

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