Kog'Maw | |
---|---|
General Information | |
Title | The Mouth of the Abyss |
Pronouns | He/Him |
Release Date | June 24, 2010 |
Cost | 4800 880 |
Primary | Marksman |
Secondary | Mage |
Statistics | |
HP | 635 (+ 99) |
HPR | 3.75 (+ 0.55) |
MP | 325 (+ 40) |
MPR | 8.75 (+ 0.7) |
MS | 330 |
AD | 61 (+ 3.11) |
AS | 0.665 (+ 2.65%) |
RNG | 500 |
AR | 24 (+ 4.45) |
MR | 30 (+ 1.3) |
Developer Info | |
DDragon Key | KogMaw |
Integer Key | 96 |
External Links | |
Universe | universe.leagueoflegends.com |
Game Info Wiki | leagueoflegends.fandom.com |
Kog'Maw is a champion in League of Legends.
Lore[]
- Biography
When the prophet Malzahar was reborn in Icathia, he was led there by an ominous voice which thereafter anchored itself to his psyche. From within, this voice bestowed upon him terrible purpose, and though Malzahar was no longer tormented by its call, the voice did not cease its unrelenting summons. This baleful beacon's gentle flicker - now fastened to Runeterra - drew forth a putrid beast that ambled across a threshold it did not understand, widening a fissure between the spaces which were never meant to meet. There amongst the haunting ruins of Icathia, Kog'Maw manifested in Valoran with unsettling curiosity. The spark which led him to Runeterra teased him still, urging him gently towards Malzahar. It also encouraged him to familiarize himself with his new environment, to the stark horror of everything he encountered on his journey.
The enchanting colors and aromas of Runeterra intoxicated Kog'Maw, and he explored the fruits of the strange world the only way he knew how: by devouring them. At first he sampled only the wild flora and fauna he happened across. As he traversed the parched Tempest Flats, however, he came upon a tribe of nomads. Seemingly unhampered by conventional rules of physics, Kog'Maw consumed every nomad and any obstacles they put in his way, amounting to many times his own mass and volume. The most composed of his victims may have had time to wonder if this was due to the caustic enzymes which stung the ground as they dripped from his gaping mouth, although such musings were abruptly concluded. Even this feeding frenzy did nothing to satiate Kog'Maw's appetite. His swathe of destruction continues still as he is inexorably drawn towards Malzahar. What happens when he finds him is anyone's guess. | |
"If that's just hungry, I don't want to see angry." |
Abilities[]
|
Patch History[]
Q resistances reduction increased. E cost decreased.
Kog'Maw has been in a cocoon more than he’s been in the bot lane, so we’re giving him more ooze to get back in the groove. In addition, we're helping him burn through more enemies that dare stand in his way... or in his spit.
Q - Caustic Spittle
E - Void Ooze
Patch 11.5
W bonus damage increased later.
Once upon a time, when tanks and fighters only built armor Legendaries like Sunfire Cape and Randuin's Omen, Kog'Maw was much more able to dissolve defenses and have lower cooldowns. To give him more of a payoff, we're amping up the zip in his spit so that when the ability is up, he can charge! bugle noises
W - Bio-Arcane Barrage
Patch 11.2 - January 21st Hotfix
Q - Caustic Spittle
Patch 10.18
Base health and armor growth decreased.
This caustic caterpillar-creature is almost always toeing (and oozing around) the line, and he’s finally crossed it. In response, we’re lowering his defenses to highlight his identity as a glass cannon marksman: severely spitty, but slightly squishy.
Base Stats
Patch 10.13
Q damage ratio increased. R damage ratio increased.
Although his standard build has been doing well, AP Kog’Maw hasn’t been oozing much confidence recently. We’re bringing some enzymatic excitement for players to experiment with alternative builds around his AP.
Q - Caustic Spittle
R - Living Artillery
The marksman class has major durability problems, especially in the early laning phase where their power feels heavily reliant on their supports. This has been causing issues in gameplay satisfaction since a marksman's strength relies on the length of time they're alive. By increasing their mobility (via items) and base health, we feel that ADCs won't be punished so aggressively when they fail and will still have a chance to bounce back and unlock their power in fights. That being said, we've heard your concerns about the bot lane marksman champions that can also solo lane like Lucian and Vayne. We're giving them a separate set of changes which you can find more details on below. We’ve also omitted Corki, Kindred, Quinn, Senna, and Graves due to having their primary playrate in other lanes, with the understanding that Senna may be considered for similar changes in the coming patches.
Patch 10.1
R mana penalty duration now displays on icon.
R - Living Artillery
Patch 9.21
Base stats rounded up. Q and E base damage increased.
Right now, Kog'Maw's E does not feel rewarding to cast, even when it lands successfully. Rather than decreasing the costs on his E's or other abilities' early ranks, we're upping their value so that Kog'Maw’s kit still has a risk vs reward element.
Base Stats
Roundin'
Q - Caustic Spittle
BASE DAMAGE : | [80/130/180/230/280] | |
⇒ | 90/140/190/240/290 |
E - Void Ooze
BASE DAMAGE : | [60/105/150/195/240] | |
⇒ | 75/120/165/210/255 |
v8.19
Base movement speed increased. R range increased.
In a meta that often sees two or more tanks on a team and short-range ADCs in bot lane, Kog’Maw has been surprisingly absent. We’re giving him some base movement speed to help him kite aggressively and go for trades against some of those short-range champions like Kai’sa and Xayah. Early game buffs to his ult’s range will also help him chase down opponents after ganks or trades.
Base Stats
R - Living Artillery
RANGE : | [1200 / 1500 / 1800] | |
⇒ | 1300 / 1550 / 1800 |
v8.4
W maximum health damage increased at later ranks.
We went too hard on W last patch, so we're giving some of its strength back.
W - Bio-Arcane Barrage
MAX HEALTH DAMAGE : | [3/3.5/4/4.5/5%] | |
⇒ | 3/3.75/4.5/5.25/6% | target's max health |
v8.3
W maximum health damage decreased at later ranks.
Kog's damage is spiking too hard, even with one item. Less damage from his main basic attack murder tool should force him to rely more on items.
W - Bio-Arcane Barrage
MAXIMUM HEALTH DAMAGE : | [3/4/5/6/7%] | |
⇒ | 3/3.5/4/4.5/5% |
v6.21
Mana cost per R cast down, damage up.
Back during the Marksman Update, we shifted Living Artillery to be more about executing enemies as they back off, rather than a primary damage tool in its own right. Now that Kog’Maw’s back to his old kiting/spellweaving ways, he’s frequently casting his ult (and stacking its mana cost) while foes are well above the execution thresholds. This leaves Living Artillery feeling pretty lackluster. So, we’re re-tuning it to fit better into Kog’s new (old?) playstyle while holding on to some of the spicy execution feeling we gained from the Marksman Update.
R - Living Artillery
v6.20
W animation improved to match updated effect.
Getting this out of the way: we don’t have buffs for Kog this patch, and that’s why he’s at the bottom (your winrate joke goes here). Reverting an update after it’s settled is really a new update in itself, so we expected Kog’Maw’s performance to drop while players re-adjust to the attack speed cap. We’re holding off on the (im)balanced call until he stabilizes, since hasty changes now will just incur more adjustments down the road.
That aside, Bio-Arcane Barrage’s visuals felt pretty out of place with the changed functionality. We’ve fixed them up!
W - Bio-Arcane Barrage
v6.19
Q and W have been reverted to their pre-update paradigms.
Let’s start with the bottom line: Kog’Maw’s being partially reverted to his pre-2016 status. While we’ve had champions that take a couple of passes to get right (...Ryze), this is the first time we’ve actually gone back on a Champion Update. To understand how we got here, let’s take it all the way back to last year’s pre-season.
Our goal for the Marskman update was to create strategic identities for them outside of ‘who does the most damage’. What does each marksman do that their classmates don’t? Kog’Maw already had an answer to that question: be the glass cannon, demanding an entire team’s resources to support. So rather than create a distinct identity, we took a different approach: sharpen the one he already had. If ‘glass cannon’ was cool, could we push things further and make a ‘glass turret’?
10 months and 5 attacks per second later, how did that shake out? Well, Kog’s gameplay has actually moved away from the niche he previously filled. Transforming into an immobile turret is certainly unique, but it creates a ‘feast or famine’ situation. Kog can’t move between attacks in the late game, so either he mows down everyone in range, or enemies walk to safety since Kog can't keep pace. Compared to the consistent payoffs of old-school ‘Jugger-Maw’ comps, playing with today’s Kog’Maw feels too hit-or-miss.
As an aside, new Kog's created some warping effects on the items system. Specifically, on-hit items (Rageblade, Wit’s End, even Skirmisher’s Sabre) are balanced with the attack speed cap in mind, and Kog'Maw's pushing the strength of these effects past their designs. This puts heavy restrictions on the item system, all to support a single champ.
All said, we’re left with two choices - continue to make concessions toward Kog’Maw’s ‘glass turret’ ideal, or hit the reset switch to a stabler (though still imperfect) Kog. The updated kit's moved too far from what made Kog’Maw special, so we opted for the latter. This transition may be choppy, as many of League’s underlying systems have changed since Kog'Maw's update, but we’ll be monitoring how he readjusts and make any changes necessary to support him.
General
Q - Caustic Spittle
W - Bio-Arcane Barrage
W no longer doubles Kog’s attack speed or the attack speed cap, but deals more max health per hit, has a higher range early, and lasts longer.
v6.8
Kog'Maw
Q shred up at early levels. W damage down.
When last we joined Kog’Maw on his adventures through patch notes, we spoke a lot about giving hypercarries a more even power curve than just ‘great late, awful early.’ These changes are furthering that philosophy, letting Kog feel like he gets to have a Q and reining in his insane power spike.
Q - Caustic Spittle
W - Bio-Arcane Barrage
v6.5
Attack speed per level up. Q cost down. W has a base damage, but no longer grants any attack speed per rank.
Before we talk 6.5, let’s talk about how we got here.
Kog’Maw’s identity is one of the clearest we have in league - a baby voidling that if sheltered and protected, grows into a hyper-carrying win condition all his own. Historically this has been done through balancing his laning phase to a state where it’s nearly impossible to withstand aggression, given that the rewards for succeeding were that you’d have an extremely powerful Kog’Maw on your team. Cut to the Marksman Update for Preseason, and now Kog has an additional tradeoff for his power - specifically ‘can you engineer a fight such that he can stand still and obliterate everything in sight’. Granted, the tradeoffs between high damage and mobility isn’t actually ordinary for a Marksman - they usually kite and fight simultaneously. Understandably, the early days of Kog’Maw’s update were a rough learning time for us all. We had a glass cannon that was all glass and no cannon.
So we thought, ‘If he’s not performing, let’s give him some love in a way that boosts his laning phase!’ That was 6.3. Terror ensued.
Back in the present, we’re looking to make a sustainable Kog’Maw for the long-term, free from the binary teeter-totter of ‘really strong or really weak’ that hypercarries tend to fall into. The changelist below represents a shift in thinking about Kog’s power curve - he’ll still scale incredibly with items, but that curve is now more even across the game (rather than spiking at any one particular point). Smoothing this curve means that Kog’s lane can be in a state that’s relatively normal compared to his peers, but the ‘race against the clock’ should feel less harsh for those that fall behind. Kog’Maw may always be the posterchild for what the term ‘hyper-carry’ means in League of Legends, but the hope is for that term to extend beyond just ‘bad lane, great late game’ and into meaningful interactions between the champions and their environments.
General
Q - Caustic Spittle
W - Bio-Arcane Barrage
v6.4
Attack speed down.
Since easing up on his laning-phase leash in 6.3, Kog'Maws taken revenge on his oppressors in a truly gruesome fashion. None would disagree Kog needs to be toned down, but let's go in-depth on the tactics. Toning down his attack speed might seem counterintuitive considering he's supposed to be a cute, corrosive machine-gun, but it's all about creating windows of power that are more nuanced than 'strong all the time.' Striking his core stat pushes Kog'Maw to be more careful around how he manages Bio-Arcane Barrage's uptime, as he'll be much less of a face-melting menace without it. Final note: you can consider this a two-part changelist as we dive deeper in 6.5 to see how we can get Kog to feel good about his abilities (Q and R in particular) when he's not right clicking and standing still.
General
v6.3
Q's attack speed passive shifted to W. W now has a minimum damage.
Now the definition of 'Glass Cannon' in League, Kog'Maw finds himself a little too brittle to get out of lane and into a state where he can aim for a high-scaling fantasy. The primary goal is to clean up Kog's rank-ups to feel less like a trap and help him smooth out that transition from 'free kill botlane' to 'hyper-vomit omnicarry' without just handing him a free pass. (Trivia: did You Know that previously ranking W gave you no increase in damage? Sorry about that.)
Q - Caustic Spittle
W - Bio-Arcane Barrage
v5.24
W’s attack damage ratio is gone, but now has a base damage.
Kog’Maw’s the same vomit-happy hypercarry he’s always been, but the update went too far in removing base damages from his kit. What we end up with is a Kog that’s incredibly hard to stop once he gets going, but lacking in the tools to get there reliably. Removing the ratio and reinstating the base does trim Kog’s highs, but gives him an expected damage floor to tap into when he’s not consuming everything.
W - Bio-Arcane Barrage
When someone says Kog'Maw, the word 'hypercarry' is never far behind. Already one of the most strategically distinct marksmen, we're pushing him above and beyond - disregarding the attack speed cap, the enemy's composition, and even their feelings. Power does come at a price however, so while Kog is busy spewing acid (and whatever else) onto his foes he's unable to budge without giving up his unparalleled damage stream. A well-protected Kog'Maw will bring down anyone, anywhere, but leave him out to dry and he's just another Kog in the machine.
General
Q - Caustic Spittle
W - Bio-Arcane Barrage
While active, Kog'Maw gains bonus range, 100% attack speed from all sources, and a raised attack speed cap of 5.0.
R - Living Artillery
- "We're making readability improvements to a bunch of the champion portrait icons which were added or updated over the past few months."
- PORTRAITS : The following champion portrait icons have been updated:
- Azir, Cho'Gath, Ezreal, Gragas, Graves, Janna, Jarvan IV, Kayle, Kog'Maw, Lee Sin, Malphite, Maokai, Orianna, Renekton, Rengar, Rumble, Shyvana, Sion, Talon, Tristana, Udyr, Vayne, Veigar, Viktor, Zilean
v4.18
Splash Updates
- "As we've mentioned previously, the splash art team is engaged in a long-term effort to update our oldest base splashes. A few more are ready to go this patch!"
- SPLASH The following champions have received updated base splashes (click the portraits for the full image!):
v4.14
Koggy moves slower and R chunks champions for less.
- "Despite our changes in 4.13, Kog'Maw still has few weaknesses for his ultra-powerful late game identity. Since our goal is to to preserve a champion's strategic strengths even as we reduce power, we started with Kog's core weaknesses (low mobility) before tackling his early game strengths."
- General
- BASE MOVEMENT SPEED
330⇒ 325
- BASE MOVEMENT SPEED
- E - Void Ooze
- WHEN DID YOU EAT THAT, KOG'MAW Has new particles, looks more gross
- R - Living Artillery
- BONUS BASE MAGIC DAMAGE TO CHAMPIONS
125%⇒ 100%
- BONUS BASE MAGIC DAMAGE TO CHAMPIONS
v4.13
Kog's got less base health and his Q shreds less armor / MR at lower ranks
- "When we made our AD itemization changes back in 4.10, Kog'Maw got significantly stronger on top of his already strong base kit. We still want Koggles to hit his late game power, but in order to get there he needs to have a real weakness in the early to mid game. As a quick rundown on why these changes specifically: Kog's current favored item build (Trinity Force + Blade of the Ruined King) lets him build more utility / tank than traditional Infinity Edge marksmen, but he can still deal tons of damage with Q's high base shred + W's damage amp. Now he'll just take a little longer to hit that level of effectiveness."
- General
- BASE HEALTH
524⇒ 487 - HEALTH PER LEVEL
84⇒ 87
- BASE HEALTH
- R - Living Artillery
- "NEW"' UTILITY: Mana cost is now displayed on the cast icon (similar to Kassadin's Rift Walk)
- BUGFIX: Tooltip corrected to display the actual range
(1400/1700/2000⇒ 1200/1500/1800)
v4.4
Late game, Caustic Spittle's lower cast range often clashed with Kog's Bio-Arcane Barrage empowered attack range, so we're clarifying Kog'Maw's role as an artillery-lobbing, tank-shredding, spittle-spitting, purple people-eating, puppy-monster… thing.
Caustic Spittle is now a straight line skill shot with a longer range. It has a higher base damage and now shreds the target's armor and magic resistance.
- Q - Caustic Spittle
- "NEW" UTILITY:
Targeted ability⇒ Now a straight line skill shot - "NEW'" ARMOR AND MAGIC RESISTANCE SHRED:
Flat 5/10/15/20/25⇒ 20/22/24/26/28% - RANGE:
625⇒ 1000 - BASE DAMAGE:
60/110/160/210/260⇒ 80/130/180/230/280 - ABILITY POWER RATIO:
0.7⇒ 0.5
- "NEW" UTILITY:
- W - Bio-Arcane Barrage
- "NEW" MANA COST:
50⇒ Now has no mana cost
- "NEW" MANA COST:
- R - Living Artillery
- BUGFIX: Fixed tooltip to reflect that only the base damage is amplified versus champions
- Void Ooze
- Fixed a bug where the slow wasn't reduced by tenacity
- Base Movement Speed increased by 25.
- Living Artillery additional cost stack maximum incresaed to 10 from 5 (max mana cost increased to 400 from 200)
- Living Artillery damage bonus to Champions reduced to 125% form 150%
- Void Ooze
- Slow reduced to 20 / 28 / 36 / 44 / 52% from 28 / 36 / 44 / 52 / 60%
- No longer regenerates health in Icathian Surprise
- On Dominion only, Kog'Maw's respawn timer will start when Icathian Surprise ends, rather than when it begins
- Fixed a bug where where if you killed an enemy that exploded using Icathian Surprise, the enemy was awarded an extra kill (Shaco Hallucinate clone, Maokai)
- Fixed a bug where Brand's Pyroclasm would give Brand an extra kill if it was traveling toward Kog'maw when Icathian Surprise triggered
- Fixed a bug where if Ignite killed Kog'maw, it would cause Icathian Surprise to not trigger
- Fixed a bug where Vayne's Silvered Bolts sometimes caused Icathian Surprise to not trigger
- Bio-Arcane Barrage attack range bonus reduced to 130 / 150 / 170 / 190 / 210 from 130 / 160 / 190 / 220 / 250
- Bio-Arcane Barrage duration reduced to 8 seconds from 10
- Tooltips now properly display numbers in its passives as it updates
- Updated Living Artillery's reveal particle effect
- Fixed a bug where Void Ooze was not flagged as an area-of-effect spell
- Updated Kog'Maw's autoattack frame to be more responsive
- Updated Caustic Spittle's attack frame to be more responsive
- Bio-Arcane Barrage
- Updated attack frame to be more responsive
- Cooldown increased to 17 seconds from 15
- Duration increased to 10 seconds from 6
- Living Artillery drop time reduced slightly to increase consistency (Overall slightly faster)
- Updated recommended items
- Caustic Spittle
- Cast range increased to 625 from 600
- Now lowers both magic resist and armor
- Bio-Arcane Barrage cooldown decreased to 15 seconds from 17
- Living Artillery now scales with attack damage and ability power at a 0.5 ratio
- Void Ooze width increased slightly
- Fixed a bug that was causing Void Ooze's targeting display to be offset
- Fixed a bug where Void Ooze counted as individual units and could break things like Mushrooms, block skillshots, etc
- Fixed a display bug with Bio-Arcane Barrage attacks on several skins
- Base movement speed reduced to 305 from 310
- Bio-Arcane Barrage
- Fixed a bug where it was doing more damage than intended
- Fixed a bug where it was dealing physical damage instead of magic damage
- Fixed several bugs with Icathian Surprise to be more consistent
- Bio-Arcane Barrage cooldown increased to 17 seconds from 15 at all levels
- Fixed a bug where Caustic Spittle was giving multiplicative attack speed rather than base
- Living Artillery's buff on Kog'Maw now correctly states that the increased cost per stack is 40
- Caustic Spittle has been remade and now grants
- Passively increases attack speed by 10 / 15 / 20 / 25 / 30%
- Active deals 60 / 110 / 160 / 210 / 260 damage and reduced the target's armor by 5 / 10 / 15 / 20 / 25 for 4 seconds
- Bio-Arcane Barrage cooldown reduced to 15 seconds from 20
- Void Ooze cooldown reduced to 12 seconds from 13
- Base attack range increased to 500 from 450
- Caustic Spittle range incresaed to 625 from 600
- Bio Arcane Barrage bonus range reduced to 130 / 160 / 190 / 220 / 250 from 140 / 180 / 220 / 260 / 300
- Fixed a bug where Zilean's Chronoshift would not prevent Kog'Maw from dying
v1.0.0.94
Kog'Maw released
Articles[]
- 2015
- 2014
- April 13th, Juggernaut Kog’Maw: Baiting with the ADC from Liquid Legends
- August 21st, Acid Reign: 3 reasons why the west should adopt Kog'Maw from theScore
- June 5th, Feeding Time - Kog'Maw in Professional Play from LoL Esports
- August 15th, LCS Pro Tips: Kog'Maw from LoL Esports
Additional Content[]
Champion Information[]
- Kog'Maw's Champion Page
- Universe of League of Legends Page
- Champion Sneak Peek: KogÂ’Maw, the Mouth of the Abyss
Skin Release[]
Promotional Page
Other[]
Champion Spotlight
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