Kogmaw Suggested Rework

Éthreal·1/1/2019, 7:32:56 AM·5 votes·6,249 views

Hey guys! This is my proposed rework for KogMaw- The Mouth of the Abyss. I feel as if Kog'maw needs to keep his artillery like onslaught on enemy ADC's and supports. However, I feel like in a hyper mobility meta, Kog'maw should at least feel that he is able to keep up or even get away from roaming assassins or hyper mobile junglers. I don't believe warding is enough for a champion with zero escape, summoner 4 not included. Kog'maw also should not have a reanimation death passive that deals little to no damage. An artillery ADC should be nowhere near an enemy champion to be able to run up on them and explode. I do agree that AP Kog'maw is amusing to watch one shot an unsuspecting champion, but his passive needed some love. Turn him into an acid monster of some sort. Also, I feel as if he needs to stay a hyper shred ADC that deals loads of hybrid damage if he positions properly. I believe this kit will make him a first choice to pick off, (If you can get to him) in a team fight before you find yourself being melted into the ground. Let me know what you think and get back to me!

Corrosive Nature Passive: Kog'maw's attacks will apply Corrosion to enemy champions._ Corrosion_ will slow enemy champions movement speed by 5% for 1 second, for each stack, stacking upto 4 times. Upon 4 stacks of Corrosion; Kog'maw reduces their armor by 4% for 6 seconds, stacking upto 3.

**Corrosive Artillery ** Very low cool down Q: Activate: Upon activation, Kog'maw switches into artillery mode, greatly increasing his auto attack range and vision. Kog'maw becomes stationary during this time and may only use Bloated Escape to rapidly remove himself from artillery mode without having to switch back via animation. Right-click an area to artillery siege it with acid belching. Enemy units take physical damage and magical damage over time.

Hitting enemy champions reduces this abilities cool down by 2 seconds for each hit.

Insatiable Ooze W: Passive: As Kog'maw is damaged, he will spurt out an acid pool in the incoming damage direction. Acid pools will deal physical damage upon impact and magic damage over time to enemy units which pass through these pools.

Activate: Kog'maw may consume these acid pools when inside of them to restore a large portion of his missing health and increasing his AD for a short period of time. _ Acid pools are created with every 15% max health lost._

Bloated Escape E: Activate: Upon activation, Kog'maw swells up, increasing in size and knocking back nearby enemy champions. Kog'maw then rolls towards a target location, dealing physical damage to all enemy units hit. Kogmaw will leave behind an acid trail that will deal magic damage over time if enemy units are within it.

If an enemy champion is already affected with Corrosive Nature, Bloated Escape will stun a target for .5 seconds if Kog'maw hits them. You may use Bloated Escape to remove yourself quickly from Corrosive Artillery, enabling normal movement after Bloated Escape has ended.

Death Concoction R: Activate: Kog'maw gains 60% attack speed for 8 seconds and Corrosive Artillery's attacks splash and spread to nearby enemy units.

7 Comments

Galiö1/1/2019, 9:11:27 AM3 votes

This is kind of neat, my thoughts for a kog rework were much different in direction.

I like how Q and E works and E is a nice escape.

I was thinking of something more like:

combining Q and R into a new Q, functions like both

Same W

E is a passive charge (gathering acid saliva balls) that would increase the effectiveness of Q or first AA and provide a slow (similar to your passive) Active would have been a heal/speed boost where kog eats the acid gathered

R would have been an immediate 4 (or more) charges of E, bonus attack speed, and reduced mana cost for Q.

I do like the 'form change' thing you got a bit... I would what itll look like with pugmaw ;)

ChaosReyn1/1/2019, 10:18:16 PM2 votes

My idea for reworking Koggie isn't quite as drastic. I like how his W is currently, and would much like to keep it. I think that some of what you have is in the right direction...but compare kog as an artillery champion to other artillery champions. Looking primarily at Xerath and Syndra here on the AP side of things, and looking at Jhin on the AD side of things, the one thing none of those three have is an escape tool. This is because they're supposed to deal heavy damage at a long range, and the lack of mobility is intended to be their weak spot.

However...the one thing that all 3 of them have (though it takes skill to use them) are crowd control skillshots. "But Reyn, kog has a slow!" And jhin has a slow in his E, and Xerath and Syndra both have slows on their W...but all three of them also have a harder cc. Jhin has a massive long range root, Syndra has a knockback that can also shoot an orb out for a good stun, and Xerath has a stun. Kog has nothing for that. That's what he lacks.

The reason they wont give him a hard cc is because he'd melt anyone with his attack speed too easily if he landed it...so lets give him a softer one. How about allowing his E to ground in addition to its slow? It doesn't immediately guarantee you a kill, but it means they cant flash/dash away from you, and it also means he can use it to stop the advance of some of these flash/dash happy junglers and mid laners.

And in regards to his passive, I feel like if they want to capture a volatile acid monster, they should make it a skillshot of sorts...like a last hurrah, shoot off one parting gift of acid in a target direction that explodes in an area with the range of his current ultimate. Have it deal about as much damage as his current passive, but leave a pool that does about the same amount of damage as the initial explosion over 3s to anyone dumb enough to stand in it for its whole duration.

GreenKnight1/1/2019, 4:31:00 PM1 votes

Ew, no more reworks.

Gilgayu1/3/2019, 9:56:20 PM1 votes

your suggestion for the q seems a bit awkward to me.

What is the point of gaining vision? That would only be useful if he can see through terrains/bushes, but what use is longer range if he isn't getting any steriod dps wise?

I'd switch the r and q, but I still think this is worse than the current Kog'maw. Kog maw need a new passive and ult, sure, but all his other abilities seem fine to me. His current q has a great armor shread and attack speed bonus in the passive His current w is what makes him a late game beast, and I believe his ult should be an ability to enhance his auto and therefore enhance his overall dps. His current e has decent slow and quite instant damage, it can easily deny ganks if used correctly, but during teamfights its use is minimum.