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

SSmotzer·11/26/2019, 10:40:36 AM·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

CaptainAntiHeroz11/26/2019, 10:56:56 AM1 votes

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

FlameHalbrdOkido11/28/2019, 5:54:52 AM1 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.

Forhonor32111/28/2019, 6:30:35 AM1 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.