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Kog'Maw Passive Rework Proposal

Ketel One··6 votes·4,615 views

Hello there!

SO I love Kog'Maw.

KogMaw KogMaw KogMaw

Yet, with all of these reworks and champion updates, his kit - particularly his passive - remains one of the more antiquated sets on the Rift. As the end-game walking, barraging, glass cannon of death, his passive only exists... when you die. While hugging your opponents is comical (read: whacking opponents with your explosive corpse), it simply doesn't offer the marksman kit a lot of value, especially in the mobility-creep era we're in. What if instead, his passive offered him a chance to gain additional range under certain conditions?

Alas, read this Passive Rework Proposal for our beloved Koggles.

New Passive: Bio-Arcane Barrage

  • INNATE: Kog'Maw gains a mark of Bio-Arcane on kills, stacking to a cap (based on ultimate level: 1, 2, 3, 4).
  • Kog'Maw, for 4 seconds, gains 25 additional range for each stack of Bio-Arcane.
  • Kog'Maw's basic attacks, Caustic Spittle, and Void Ooze mark enemy champions with Bio-Arcane.
  • Each application of Bio-Arcane resets the duration.

Stacks of Bio-Arcane:

  • Stacks of Bio-Arcane have a visual indicator on both Kog'Maw and enemy champions. (Preferably, based on the visual language of Kog'Maw's 4 eyes)

Updated Q: Caustic Spittle

  • ACTIVE: (Addition) If this hits an enemy champion, apply a stack of Bio-Arcane.

New W: Icathian Surprise

  • ACTIVE: For the next 8 seconds, the range effects of Bio-Arcane Barrage are doubled and basic attacks apply on-hit effects. Basic attacks on an enemy champion consume all stacks of Bio-Arcane on the target, dealing bonus magic damage based of the target's maximum health.

Updated E: Void Ooze

  • ACTIVE: (Addition) If this hits an enemy champion, apply a stack of Bio-Arcane.

Updated R: Living Artillery

  • ACTIVE: (Addition) If this hits an enemy champion, consume all stacks of Bio-Arcane on the target, dealing bonus magic damage based off of the target's missing health.

Let me know what you think!

Cheers, Ketel One

[slayer-pantheon-popcorn]

12 Comments

ZaneShadow4 votes

I always loved his passive and keep hopping Riot will ad an AP ratio to it.

But, your idea is really good and probably a great change. +1

Mr Voidling2 votes

Yeah it'd be nice if he got a small AP ratio and a detonate. Since dash champs just wait until you're gonna blow up to move, as it is HEAVILY telegraphed...

LordGeovanni3 votes

Good concept. Broken concept can i not have the guy chunking my max hp also doing missing health damage to me too. leave missing hp damage to assassins. Its like you guys wake up and go whats the biggest fuk you to tanks i can think of (and by extension not even thinking about them fighters).

Ketel One1 votes

That's a fair concern, but it's actually how Kog'Maw works now! He has both maximum and missing health chunking and is pretty much THE tank buster. :D

LordGeovanni1 votes

Just one question how is kog maw 'the tank buster' in an class that is supposedly 'the tank buster class' that also kills everything else really quickly.

MankeyMadness2 votes

Am I understanding this right? Tl;dr - Kogmaw no longer gains flat range on W casts, moved to passive Gains longer autos for a brief window after killing enemy units. At levels 6/11/16, gain additional maximum stacks.

Q hits add 1 stack W doubles your stacks' value

These are awesome changes, but Q becomes a little overloaded giving you free stacks AND passive Attack speed. E should not contribute to Kogs autos - its purely for AP Kog waveclear.

Ketel One1 votes

Yeah, you are understanding it correctly! W only enhances the passive, and it's built around securing kills and attacking enemy champions. Because of this, there is always a ramp-up for Kog'Maws kill pressure, instead of just... press W - shred entire team. In a way, it should feel like a miniature version of Gnar ramp-up, but instead of being the tank, you're the shredder.

Taking the passive off of E might be fine, but I imagine it would feel good for the Kog'Maw player to E -> AA.

LordGeovanni1 votes

but thats his unique identifyable trait

hhaavviikk1 votes

the problem with kog`maw is that eventhough we're in an early game meta he IS still a very strong ADC once he even just gets rageblade, that useless passive is there to balance his power budget

Glaricion1 votes

The passive has definitely gotten much weaker due to mobility creep, but I'd hardly call it useless.

hhaavviikk1 votes

{quoted}

The passive has definitely gotten much weaker due to mobility creep, but I'd hardly call it useless.

I'm moreso calling it useles in regard to the power of kog`maw, whether he's AD or AP he's long ranged so this melee range passive death explosion doesn't make him stronger in any way

Odyssey ZzapP1 votes

[slayer-pantheon-thumbs]

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