Kog'Maw rework ideas

Jammezz·5/24/2019, 6:43:36 PM·3 votes·2,380 views

I spent a bit of time thinking about a potential Kog'Maw rework and have some ideas about it. I think he is suffering really badly at the moment and is probably the only ADC i would consider to "suck" in terms of having an identity and feeling unique and fun to play.

At the moment he feels completely outshone by the other marksmen. Twitch, Kai'sa and Jinx all pull off the late game hypercarry fantasy much better and in ways that allow them to feel like theyre taking control of the game. Kai'sa has amazing mobility and satisfying to use abilities that reward skill and quick-thinking, Jinx, although linear in some ways, feels great to use in teamfights when you get those resets or a sick cross-map ultimate. Twitch makes you feel like an assassin that could pop out anytime and 3 shot their entire team late game. Kog'Maw has, well... nothing to that effect and it really hinders him. I'd like to see Kog move towards a state where he has more to do in the game than wait for W to come up and right click. This is the main premise of my proposed rework, it would involve changing almost all of his abilities in some way, keeping the main identity of his W and ult intact but adding new things to aid his thematic as an artillery hyper carry.

KogMaw Kog'Maw - The Void PuppyKogMaw

(Numbers are not final and probably very off base)

Innate - Inquisitive Voidling ** ** Cooldown: 25/20/15/10 seconds after frenzy ends.

Passive: Dealing damage to an enemy champion or epic monster marks them as "Tasty" and sends Kog'Maw into a feeding frenzy for 4/5/6/7 seconds.During this time Kog'Maw 30/40/50/60 movement speed towards and heals for 20/25/30/35% of the damage he deals to "Tasty" targets. Killing a "Tasty" target resets Inquisitive voidling.

**Notes: ** This is the most drastic change. Kog's old passive passive sucked, in my opinion it's the worst in the game for the champion it's put on, an artillery carry like Kog shouldnt have a passive that: one, rewards you for dying in a team fight and two, requires you to be close enough to the enemy before you die so that you can catch up and explode, maybe getting a return kill. In my opinion Kog should have enough damage within his kit to finish off his targets,

While designing his kit i wanted Kog to feel like he had more offensive agency, giving him healing and movement speed towards his target was a good way of doing this. I was hesitant to give him general movement speed as i want to keep kog as a defensively immobile champion, the movement speed towards enemies allows him to keep within range of fleeing enemies, but making it a choice as you can run in fast, but not out. Having his sustain locked into discreet periods with a cooldown allows the opponent to play around Kog's power spikes, giving him windows of very high power during the early game but also quite low power.

Q - Caustic Spittle **Cost: **60 mana Cooldown: 10 seconds Range: 525 Radius: Nami bubble? Speed: Ziggs Q?

**Passive: **Dealing magic damage as Kog'maw reduces target's armour and magic resist by 2/3/4/5/6 for 4 seconds, stacking up to 5 times

Active: Kog'Maw spits out a corrosive ball that deals 60/90/130/170/210 (+50% AP) AOE magic damage.

Notes: Firstly, I got rid of the bonus attack speed passive as I felt it was a bit overboard for a champion that already builds so much attack speed, and often caps out quite easily. I might be wrong on this but i really dont see the value in it, i replaced it with his old Q's active shred effect and made his Q active just a standard damaging AOE ability similar to a Ziggs or Corki Q, the way it is designed should give him a good trading ability with decent, but not great damage. I changed the armour/mr shred to flat as i think Kog should do more vs squishy targets and not tanky ones, although it might be better kept as %.

W - Bio-Arcane Barrage Cost: 40 mana ** Cooldown:** 17 seconds

Active: For next 8 seconds Kog'Maw gains 125/150/175/200/225 range on his autos, and half of that to his basic abilities. and deals 2.75/3.25/3.75/4.25/4.75%(+1% per 100 AP)(+0.5% per 100 bonus AD) of targets maximum health.

Notes: Kept this ability almost exactly the same, reduced the power of the max health damage but increased the range slightly to make them nicer numbers. The main change on this is that the range increase now also increases his Q and E range, the idea behind this was to incentivise Kog to use his abilties more while in his bio-arcane barrage, i think this will make him feel more satisfying, although i'm wary of how much power the range gives him, especially considering his new E.

E - Icathian Mortar Cost: 70/80/90/100/110 Mana Cooldown: 14/13/12/11/10 Range: 525 Radius: 75 Speed: Kinda slow

Active: Kog'Maw spews out a projectile that hits and binds to the first champion/large monster hit, dealing an initial 60/70/80/90/100 (+25% AP) magic damage, after a 1 second delay, the target is then marked for 4 seconds, basic attacking the champion will consume the stack, dealing 30/45/60/75/90 (+30% AP) magic damage and applying any on-hit effects a second time.

Notes: This is the change that i think is the biggest power up, but keeping it as a high mana, high cooldown ability i think softens this and having a delay between the ability hitting and being able to proc the mark means that Kog can't just E>AA with Tri-force for huge damage (although im not sure how Tri-force would interact with this as i believe Guinsoo's can't proc it twice). I think this ability strikes a good balance between the AP and AD Kog builds that promotes weaving in spells for AD Kog, and autos for AP.

R - Living Artillery Cooldown: 2/1.5/1 seconds Recharge time: 10 seconds Max Charges: 3/4/5 Cost: 50/65/80 Mana

Active: Kog'Maw launches a ball of acid into the air that drops after 0.6 seconds, dealing 70/110/150(+75% bonus AD)(+25% AP). Slowing targets hit for 20% for 1.5 seconds. Against "Tasty" targets, 50% of the damage is converted to true damage.

Notes: Changed this ability from a mana increase mechanic to a charge system. I think the increasing mana cost really holds Kog back as his other abilities already had very high mana costs, that being said i don't think that he should be able to throw out as many ults as he wants, I just think that having a charge system is far better. I based the charges around Kog'maw using 3 in quick succession, i think this is a fair amount for a Kog to be able to throw out early game and makes the ult feel like it scales better. Because of this change ive taken away the missing health execution part and replaced it with a true damage conversion. Overall it should feel better to not have to worry about using this ability without completely crippling your mana pool, even if it isn't as powerful.

In conclusion, i feel like this rework shifts Kog'Maw into a better, more fun state, combining the two playstyles of AP and AD kog into a more cohesive, functioning kit. Any thoughts and criticisms on this would be appreciated. Thanks for reading.

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