Kog'maw Rework Idea

Willsada·6/2/2019, 1:17:11 AM·1 votes·1,445 views

Abilities:

Stat changes: Kog'maw starts with AD and AP (level 1 - 18) Base AD - 30 - 60 Base AP - 30 - 60

Passive: Icathian surprise: Upon taking fatal damage, Kog'Maw remains active for 3 seconds, becoming pacified, invulnerable, untargetable and gaining up to 50% bonus movement speed over the duration. He then explodes, dealing 175 − 600 (based on level) true damage to all nearby enemies. Void Ooze: Kog'maw's Basic attacks gain special effects - Basic Attacks deal physical damage equal to Kog'maw's base AD ( + 30% bonus AD) Basic Attacks deal magic damage equal to Kog'maw's base AP ( + 30% bonus AP) Basic Attacks switch off between dealing physical damage equal to 100% base AD ( + 75% bonus AD) and magic damage equal to 100% base AP ( + 75% bonus AP) when dealing damage to structures

Q: Bio-Arcane Barrage Cooldown: 20 Seconds Cost: 50 Mana Active: For the next 10 seconds, Kog'Maw's basic attacks gain 50/100/150/200/250 bonus range and deal 1/1.5/2/2.5/3% ( + 1% per 100 bonus AP) of the targets maximum health as bonus magic damage on-hit and 1/1.5/2/2.5/3% ( + 1% per 100 bonus AD) of the targets maximum health as bonus physical damage on-hit, capped at 100 against minions and monsters. Passive: Kog'maw gains 10/15/20/25/30% bonus attack speed.

W: Icy Breath Cooldown: 15/12.5/10/7.5/5 Seconds Cost: 50 Mana Active: Kog'maw cools down his next basic attack making it deal 5/6.25/7.5/8.75/10% ( + 3% per 100 bonus AP) of the targets missing health as magical damage. If this attack kills a unit, he will gain a stack of frost. This ability converts 0.5% of its damage to true damage for each stack of frost. Icy Breath resets Kog'maw's basic attack timer. Passive: Basic Attacks deal 5/10/15/20/25 ( + 10% bonus AP) bonus magic damage on-hit.

E: Fiery Breath Cooldown: 15/12.5/10/7.5/5 Seconds Cost: 50 Mana Active: Kog'maw heats up his next basic attacks making it deal 5/6.25/7.5/8.75/10% ( + 3% per 100 bonus AD) of the targets current health as physical damage. If this attack kills the unit, he will gain a stack of flame. This ability converts 0.5% of its damage to true damage for each stack of flame. Fiery Breath resets Kog'maw's basic attack timer. Passive: Basic attacks deal 5/10/15/20/25 ( + 10% bonus AD) bonus physical damage on-hit.

R: Living Artillery Cooldown: 3 Seconds Cost: 50 - 500 Mana Range: 1300/1550/1800 Effect Range: 200 Active: Kog'Maw launches a ball of acid into the air that drops after 0.5 seconds at the target location, dealing 50/75/100 ( + 50% bonus AP) magic damage, increased by 0% - 50% (based on target's missing health), and 50/75/100 ( + 50% bonus AD) physical damage, increased by 0% - 50% (based on target's current health). Enemies hit are revealed for 3 seconds. Living Artillery can critical strike dealing 50/75/100 ( + 25% bonus AD) ( + 25% bonus AP) true damage. Living Artillery's magic damage is doubled against enemies below 50% maximum health and living artillery's physical damage is doubled against enemies above 50% maximum health. Living Artillery's true damage is doubled for enemies above 75% health or below 25% health. Each subsequent Living Artillery within the next 10 seconds costs an additional 50 mana, capping at 500 per cast.

Note: Kog'maw can't purchase Rabadon's Deathcap

What did I change?

  1. I made kog'maw's old E into his new Q with changes to make him deal more hybrid damage and gain slightly more range. I also put his old Q passive onto this one.
  2. I made a new W and E because I think these would better help kog'maw. Plus they play a part in what I think could be part of kog'maw's lore.
  3. Kog'maw's ult now deals bonus damage if the target id above or below 50% health. I did this to make this ability not only a good fight ender but a good fight starter.

Lore: I don't know much about Kog'maw's lore but my new W and E are supposed to represent how I think kog'maw should have the ability to change the temperature of himself and the environment around him.

3 Comments

fatyboomboom6/2/2019, 7:14:58 AM2 votes

Its an interesting concept but all that doesn't really fit for an adc anymore is a passive that relies on him dying. As he is now with current items he's nearly unmatched in his ability to shred just about anything from great distances. Not gonna like either, all the true damage he'd be capable of with just this kit would evenually be insane coupled with the conqueror rune would be impossible to deal with in late game. Basically he'd become a god and the game would move as quickly or slowly as he desired.

Willsada6/2/2019, 1:18:25 AM1 votes

Feedback is highly appreciated alongside upvoting and downvoting.