[Rework Concept] Kog'Maw, Mouth of the Void

SSmotzer··5 votes·3,065 views

https://art.ngfiles.com/images/159000/159141_knockwurst_kog-maw.jpg

Passive - For the Swarm: Kog'Maw's max health is capped, and all bonus health decreases Kog'Maw's respawn timer. Kog'Maw rewards less gold when killed.

  • Icathian Surprise: Upon taking fatal damage, Kog'Maw remains active for 4 seconds, becoming pacified, invulnerable, untargetable and gaining bonus movement speed over the duration. He then explodes dealing true damage to all nearby enemies.

Q - Living Artillery: Kog'Maw launches a ball of acid into the air that drops after a brief delay at the target location, dealing magic damage and revealing enemies hit for 2 seconds. Each subsequent Living Artillery within the next 8 seconds costs an additional mana.

W - Caustic Spittle - Active: Kog'Maw launches a corrosive projectile in a target direction, dealing magic damage to the first enemy it hits and marking them for 8 seconds.

  • Bio-Arcane Barrage - Passive: Kog'Maw's basic attacks gain bonus range and deal bonus magic damage on-hit, to enemies marked by Caustic Spittle.

E - Void Ooze: Kog'Maw spews a ball of ooze in the target direction, dealing magic damage and leaving behind a trail of Ooze. The Ooze lingers for 4 seconds, slowing all enemies within the ooze and reducing their armor and magic resistance.

R - Territory of the Void: Kog'Maw dies at a target location, without triggering Icathian Surprise, creating a Zz'Rot Portal where he died, which acts as Kog'Maw's new spawn location. For every death Kog'Maw has, the area of Void corruption that spills from the Zz'Riot portal expands.

  • Zz'Rot Portal - Passive: Every 4 seconds the gate makes a Voidspawn that travels down the nearest lane and decays over time once it leaves the infected area. Voidspawn explodes when attacking structures. Voidspawn ignore champions. The first and every fourth voidspawn gain Kog'Maw's bonus health as bonus damage. Kog'Maw respawning takes the place of a voidspawn spawning.

7 Comments

CaptainAntiHeroz1 votes

INT'MAW lmao i think its funny so I'll upvote

FlameHalbrdOkido1 votes

Interesting, i like that you have tried to give him more of a usable passive outside of dying, since the goal should be to NOT die meaning u'd nvr use the current passive. That being stated. Kog'maw IS balanced around that state of his passive, in that his base kit on its own is pretty strong to make up for the lack of a real main passive, AND his playstyle of just kinda sitting still and attempting to mow down enemies at range and relying on allies to back you up since u lack self peel, mobility or much of anything to defend yourself is BACKED up by the passive allowing him to attempt revenge if killed.

So thats something to keep in mind when trying to work with Kog'maw especially when dealing with the passive. That said, u might want to word that main passive like Pykes, to something of the effects of, "Kog'maw cannot gain bonus health outside of increasing in level, instead bonus health and x% of health gained by level shortens Kog'maws respawn timer by a %"

Something like that, but i'd ALSO like you to keep in mind the fact that Riot also got rid of the Revive summoner spell for a reason, tho this only reduces the respawn timer, so it may not be that bad. But id stay away from the kill gold reduction that doesn't seem fair to the enemy.

Tho i don't see the reason to replace Kog's R and move the R to a basic ability. Kog's niche is supposed to be the preiminent hypercarry able to shred through any an all given the chance, his W helps with that a lot, i don't see why it has to go. Could you pls explain

With this new R, are you saying pressing the ult button just kills him? Interesting it works with the passive reducing his death timer but still, that doesn't seem like a good move, especially since you gain Zz'rot in return, sure taking towers in important for Kog' but thats only a portion of his playstyle. The new spawn Location is also a cool way to give him more chance to macro, but it also opens up the ability for enemies to spawn kill him as well, if u don't let him chose if he wants to spawn there or in base.

This seems like a cheap way to get Zz'rot back into the game, but interestingly it was likely an item that Kog was less likely to build, and it most certainly doesn't really fit his playstyle as an ability. Pls explain why you used it here, but i think Kog' is currently fine design wise.

SSmotzer1 votes

Well, the thing is Kog has multiple roles he fulfills with his kit, being a long range tank killer, and being the expendable and explosive foot soldier for the Void but that doesn't really come through. Like he is suppose to be a sentient Voidspawn, like the guys Malz summons, so I wanted to emphasize that aspect of his character with this kit that more leans into him constantly running in and dying.

And Kog's current playstyle doesn't really fit with today's hyper mobile and burst heavy meta. So him being able to get back to the fight fast after being easily picked off keeps Kog relevant.

I did another rework concept that made Kog lean more in the other direction, him being more of an individual and giving him what is essentially a stomach meter that he has to keep filling. That concept made him more of a looney comic relief character, with him being able to use his ooze for mobility, while still being able to explode once he gets full enough.

Tho i don't see the reason to replace Kog's R and move the R to a basic ability. Kog's niche is supposed to be the preiminent hypercarry able to shred through any an all given the chance, his W helps with that a lot, i don't see why it has to go. Could you pls explain

Well. Kog having an ultimate ability that was spammable and relatively low power, for an ultimate, it forced his kit to rely on raw numbers. Like the reasoning behind Riot reworking Diana. Her old ultimate was spammable, making her power budget harder to balance. Giving them real ultimates makes them easier to balance.

Given Kog's new ability to come back and reengage in seconds, I couldn't keep his damage so easy to dish out. He still has his old W, but it now relies on landing a skill shot.

...i think Kog' is currently fine design wise.

That's the problem though. I don't want to play a champion who is "fine" I want to play a champion who is great. Every champion has the potential to be great in their own way, and I am just trying to envision a Kog'Maw who fully encapsulates the Kog experience. I just don't quite know which experience the community wants to see with Kog.

FlameHalbrdOkido1 votes

a thing to note is that game-play doesn't always have to 100% equate to game play, bc if that were the case, then the first thing to critique is why isn't he eating anything in his kit? Also when people play Kog' its not bc they want to die over and over, thats for a champ like Sion, being an "expendable and explosive foot soldier for the Void" isn't champion worthy bc thats why Malz's summons and Zz'rot summons do, they are minions, not champions. Thats not what Kog is and any Kog fan would be offended by that, sure he's not the most intelligent but theres something that separates him from the common Void minion.

Also SURE Kog's playstyle may not fit, thats just the nature of the game, whole slews of champions come into or fall out of the meta depending on how good they fit in with how the meta works. He was gud, and there will come a time when he's gud again, he doesn't need a whole rework to do so, the meta shifts on its own.

Your argument relating Kog to Diana is sound, so why not just do the same thing they did with Diana, switch his W and R, make the current R a bit weaker for a basic ability, and make the current W a lot stronger as a ultimate, like maybe let him move and AA at the same time?

SSmotzer1 votes

{quoted}

a thing to note is that game-play doesn't always have to 100% equate to game play, bc if that were the case, then the first thing to critique is why isn't he eating anything in his kit?

That's what my first concept was about, him constantly eating. https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/rAdByNsW-rework-concept-kogmaw-stomach-of-the-void

Also when people play Kog' its not bc they want to die over and over, thats for a champ like Sion, being an "expendable and explosive foot soldier for the Void" isn't champion worthy bc thats why Malz's summons and Zz'rot summons do, they are minions, not champions. Thats not what Kog is and any Kog fan would be offended by that, sure he's not the most intelligent but theres something that separates him from the common Void minion.

I wasn't saying that is all that Kog is, but that is an aspect of him, and I wanted to see what a kit would be like if that aspect was put more into focus.

Also SURE Kog's playstyle may not fit, thats just the nature of the game, whole slews of champions come into or fall out of the meta depending on how good they fit in with how the meta works. He was gud, and there will come a time when he's gud again, he doesn't need a whole rework to do so, the meta shifts on its own.

The problem with that idea is that the meta is always moving forwards. With the abundance of high damage and mobile champion, regardless if the meta shifts back to immobile tanks, the damage has been done.

Your argument relating Kog to Diana is sound, so why not just do the same thing they did with Diana, switch his W and R, make the current R a bit weaker for a basic ability, and make the current W a lot stronger as a ultimate, like maybe let him move and AA at the same time?

Riot already tried that. Kog's W is simply too powerful. Even now Kog'Maw's W is too powerful, but his immobility is what is keeping him from being relevant, and his W is Kog's bread and butter. Which means Kog needs a new gimmick than standing still and melting anything in range, or at least give it some counterplay or make it require some set up.

Like in my other concept, Kog has to create enough ooze around him before he can for full turret mode, and even then, it comes with it's draw backs.

Forhonor3211 votes

I'm not really sure what you're trying to accomplish with this rework. He still has some of his old abilities, making him more artillery based, but you keep the passive as well and also make his ult a Zz' Rot portal now its been removed. And he also respawns faster when he gets bonus health? Even though ADCs don't normally have items that give health?

Everything here just feels more jumbled, like old Urgot or Sion, I don't know what to make of it. Is he suppose to push lanes? An artillery ADC? An inting troll ADC who builds health items? Outside of Q,W and E, it just feels off still on what Kog is suppose to be as your pushing more than one direction with him.

SSmotzer1 votes

I'm not trying to necessarily keep him as an adc. Kog's character is a sentient version of the Voidspawn Malz summons, so I wanted to make that expendability a focus to his character with this kit, while keeping his artillery present. And sure, a "troll" Kog that runs in and dies 3-4 times a team fight to deal massive aoe true damage could totally work here.

Pop a couple Warmog's on this Kog and he could just smack his corpse against the enemy team until they die, all the while pushing down lane with his voidspawn.

I have tried taking Kog in a different direction, making him more of an individual. https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/rAdByNsW-rework-concept-kogmaw-stomach-of-the-void I can see either of these kinds of kits being Kog's future. One focused on Kog dying over and over again to win, and another where Kog eat and pukes all over the place. I'm just trying to see how far these kinds of ideas can be pushed.

Honestly I could probably take a few more passes on the kamikaze Kog, take out a few more of his old artillery identity and focus more on dying.

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