Kog'maw updates (tldr; skills/passive ideas and skin VU's)

bbuonito··2 votes·1,479 views

In my opinion Kog'maw isn't that fun to play in the current meta. I think that his kit isn't working well, because; his early game is slow, his low armor and magic resist making it easy to bring him down early in the game, W attack range is low and expensive. So some things that I think should be introduced to Kog'maw is increased health and armor growth per level, increased attack range.

A_** buffed passive**_ I thought that would be interesting is after Kog'maw explodes he leaves behind a pool of blood that lowers their armor and magic resist, or the pool of blood causes enemies inside the pool to recieve a % amount of more damage. W shouldn't cost mana, and instead of just an AP ratio the W can benefit from AD as well. Kog'maw's Q should be splash damage and deal bonus effects and damage to single targets.

Out of this whole post I care more about Kog'maw's skins. Battlecast, Hextech, and Pug'maw are the only skins that actually change his abilities and the other skins are miss leading. Lion Dance was a legendary skin at one point, and I wish it had the quality of a legendary skin. Some visual upgrades I hope to see in the future: his basic attacks cycling through more detailed fire works and have different impact colors, different Q colors (red, yellow, orange, blue), his W can play Lion dance music when activated, Kog'maw's E should be a ball of fire and a trail of scorched ground, and the R projectiles should be different each cast, his dance can involve him Lion dancing, and his recall animation should have hime Line dancing to music as fireworks go off. Kog'maw's Jurassic skin is misleading as an the splash art makes it look like this gray fossil with glowing eyes with green ooze dripping from his jaw, but in-game it's this basic skeleton. Jurassic Kog'maw should have a darker model, an ooze emitting from his jaw and a small trail following him, recall animation should have him jump out of the wall just like in the splash art, and his death animation should have all his bone be thrown in the direction he was running in. Butterfly Kog'maw's minor visual update should have his E trail have butterflies come from it, and recall animation have him fly. The last skin I think deserves a VU is Reindeer kog'maw, his Q should have him vomit christmas stuff (toys, gifts, and bells) and his E should shoot Eggnog, and his ultimate should drop projectiles like (fruitcakes, santa's sleigh, and christmas trees)

4 Comments

AmetDeCrypt2 votes

so it's not a rework post you just want buffs...

bbuonito1 votes

I haven't put a lot of thought in how he would be reworked, so all I could think of was buffs. So yeah nothing but buffs

AmetDeCrypt1 votes

think a bit about what his kit means to you. what does it need. first his passive is garbo, an adc rewarded for dying? his lore is he spits acid on everything and then digests it. I hate to say it but that would probably mean shift his w onto his passive somewhat. how's this. P - kogmaw's auto attacks coat his target in acid, slowing them slightly and corroding off a flat amount of resistances for a brief time. hitting enemies with his skills sets them alight with biochemical fire, burning them for extra true damage for each auto kog'maw lands. Q - shorter range, less damage. on hitting an enemy it smashes into them, knocking them up slightly and interrupting dashes, as well as splattering out behind them for zone damage and a bit of a slow. W - moved from E and changed a bit. it now is a channeled vomit that he can use to coat a circle area within a range to create an area slow that does no damage but procs his passive. E - Kog'maw can dive into any go that he has created and move around with increased speed. he can be seen as a moving lump and can be cc'd out of his goo but his hitbox will be shrunk and hard to hit. R - not much to change just tone down the execute damage and make it wider ranged and leave behind more goo that lasts a while.

this was of course just a trash rework that I shat out in 2 minutes but it gave kog'maw an identity other than "turret dude." he's the dude that shoots goo all over the ground and if you stand in that goo he kills ye. sweet and simple. he obviously gets a bit less damage but more zoning power and numbers can be tweaked. it'd make ap kog more interactive to play against as well.

bbuonito1 votes

It does suck how his passive is set up to have him die. I slapped this idea together 2 minutes also Kog'maw just needs to be reworked or buffed. I like your idea of kog'maw's E allowing him to move around faster in his goo, kind of like Rek'sai but scarier since its an ADC hunting you.

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