Kog’Maw is a champion in League of Legends played in the Bottom Lane (ADC), classified as a Marksman (legacy: Marksman, Mage). The Mouth of the Abyss uses Mana (325–1111.6 at max level) and deals Physical adaptive damage. Released June 24, 2010, last changed V25.21, patch V26.03. Kog’Maw je čistý hypercarry v nejpravděpodobnějším slova smyslu. Kog’Maw represents the purest expression of the hypercarry fantasy in League of Legends. Zero mobility (no dashes, no escapes, 330 base MS – slowest among ADCs), zero self-peel (no CC outside E slow), zero survivability tools. In exchange, he receives the highest sustained DPS in the entire game at 3+ items. Bio-Arcane Barrage converts every auto-attack into a %max HP shredding machine that melts tanks and squishies equally. With 710 attack range (W active at max rank), Kog’Maw outranges Caitlyn. With Guinsoo’s Rageblade doubling on-hit effects, W’s 6% max HP becomes effectively 12% per auto pair. Against a 4000 HP tank: that’s 480 bonus magic damage per Rageblade-doubled auto. Combined with Q’s 32% armor/MR shred, no amount of defensive itemization saves you from a fully-itemized Kog’Maw. The trade-off is clear: you need a team willing to protect you, because Kog’Maw without peel is a free kill for any assassin or diver.
📊 Base Statistics
| Statistic | Base Value | Max Value (lvl 20) |
| HP | 635 | 2581.84 |
| Mana (MP) | 325 | 1111.6 |
| Attack Damage (AD) | 61 | 121.96 |
| Armor (AR) | 24 | 111.51 |
| Magic Resist (MR) | 30 | 55.56 |
| Movement Speed (MS) | 330 | 330 (fixed) |
| Attack Range | 500 (Ranged) | 500 (+130–210 with W active) |
| Base Attack Speed | 0.665 | 0.665 + 0–52.11% bonus |
💡 Unique Mechanic: Kog’Maw’s power lies in the mixed damage on-hit pattern. His autos deal physical damage (AD), W adds %max HP magic damage on-hit, Q shreds BOTH armor AND MR, and Guinsoo’s Rageblade doubles all on-hit effects. This creates an almost impossible-to-itemize-against damage profile. Building armor? W deals magic damage. Building MR? Your AD autos still hurt. Building HP? W deals % max HP – more HP = more damage taken. There is no defensive stat that effectively counters a fully-built Kog’Maw. At full build with Lethal Tempo stacked: 710 range, ~2.5 AS, each auto dealing ~200 physical + 240 magic (%HP) + on-hit effects from BotRK/Wit’s End/Terminus. That’s ~500+ damage per auto-attack at 2.5 attacks per second = 1250+ DPS. Against tanks with 200 AR + 100 MR + 4000 HP, after Q shred, Kog’Maw’s effective DPS barely decreases because the %HP magic damage bypasses most of the tank’s armor investment.
💣 Passive: Icathian Surprise
INNATE: Upon death, enters a zombie state for 4 seconds. Becomes ghosted, gains 10% bonus MS increasing to 50% over the duration. At the end, explodes dealing 140–710 (by level) true damage to nearby enemies (400 radius). During zombie state: invulnerable, untargetable, CC immune, but cannot use abilities, autos, items, or summoner spells.
➡️ Key Mechanic: Icathian Surprise is a death passive – it only activates when you die. At level 18, the explosion deals 710 true damage in a 400 radius. True damage ignores all resistances. In teamfights, if Kog’Maw is killed by an assassin who dove into your backline, the zombie explosion often kills the assassin too (710 true damage kills most squishies at ~40% HP). The increasing MS (up to 50%) lets you chase enemies during the zombie phase. Don’t ignore this passive – run toward the highest-value enemy during zombie state. In lane, if you die, walk toward the enemy ADC for a potential kill trade. The 4-second timer is forgiving enough to reach most nearby targets.
🧪 Q: Caustic Spittle
Cost: 40 Mana | CD: 7s | Cast: AA Timer | Range: 1200 | Width: 140 | Speed: 1650
PASSIVE: Gains bonus attack speed. ACTIVE: Fires spittle dealing magic damage and reducing target’s armor AND magic resist for 4 seconds.
| Parameter | Value |
| Passive Bonus AS | 5/10/15/20/25% |
| Magic Damage | 80/125/170/215/260 (+90% AP) |
| Armor + MR Shred | 16/20/24/28/32% for 4 seconds |
💡 Pro Tip: Q is the most underrated ability in Kog’Maw’s kit. 32% armor AND magic resist reduction at max rank is one of the strongest shred effects in the game. Against a target with 200 armor and 100 MR, Q reduces them to 136 armor and 68 MR – that’s a massive effective damage increase for your entire team, not just Kog’Maw. Cast Q before W auto-attacks begin – the 4-second shred window aligns perfectly with W’s 8-second duration. The 25% passive AS is also significant: it’s a permanent steroid that makes Kog’Maw’s attack speed scaling even stronger. The 1200 range makes Q castable from safety to initiate poke or shred before a fight begins.
⚔️ W: Bio-Arcane Barrage
Cost: 40 Mana | CD: 17s | Cast: None
ACTIVE: Empowers autos for 8 seconds, gaining bonus attack range and dealing bonus magic damage on-hit based on % target max HP. Capped at 100 vs minions/monsters.
| Parameter | Value |
| Bonus Range | 130/150/170/190/210 (total: 630/650/670/690/710) |
| On-Hit Magic Damage | 3/3.75/4.5/5.25/6% (+1.5% per 100 AP) of target max HP |
| Duration | 8 seconds |
| Total Range at Max | 710 (outranges Caitlyn’s 650) |
➡️ Key Mechanic: Bio-Arcane Barrage is THE ability that defines Kog’Maw. At max rank with Guinsoo’s Rageblade: each auto-attack pair effectively applies 12% max HP magic damage (Rageblade doubles on-hit every other auto). Against a 4000 HP tank: 480 magic damage per Rageblade proc pair, from 710 range, on top of your AD auto damage + BotRK on-hit + Wit’s End on-hit. The 710 range at max rank means you outrange every other ADC in the game during W’s 8-second window. Caitlyn has 650 base range. Jinx Fishbones is 700. Kog’Maw W is 710. Position at maximum W range and auto-attack whoever is closest – you don’t need to target the backline because your %max HP damage melts frontline tanks equally. The 17s CD with 8s uptime means 9 seconds of downtime. This window is when Kog’Maw is most vulnerable – 500 range, no bonus damage. Manage fights around W cooldown.
🪴 E: Void Ooze
Cost: 40/55/70/85/100 Mana | CD: 12s | Cast: 0.25s | Range: 1360 | Width: 240 | Speed: 1400
ACTIVE: Spews ooze dealing magic damage. Leaves a trail for 3 seconds that slows enemies within every 0.25 seconds.
| Parameter | Value |
| Magic Damage | 70/110/150/190/230 (+65% AP) |
| Slow | 40/45/50/55/60% |
💡 Pro Tip: Void Ooze is Kog’Maw’s only self-peel ability. The 60% slow zone lasts 3 seconds and covers a wide area (240 width). Cast E between yourself and approaching divers/assassins to create a slow zone they must walk through. The 1360 range also makes it useful as poke – E + R from long range chunks enemies during siege. E’s mana cost scales heavily (40→100), so don’t max E first – the mana drain at max rank is brutal on Kog’Maw’s limited mana pool. One point in E for the utility, max W and Q first.
🌋 R: Living Artillery (Ultimate)
Cost: 40–400 Mana (stacking) | CD: 2/1.5/1s | Cast: 0.25s | Range: 1300/1550/1800 | Radius: 240
ACTIVE: Fires acid globule that drops after 0.6s, granting sight of the area. Deals magic damage and reveals enemies for 2 seconds. Damage increased by 0–50% based on missing HP (100% if below 40% HP). Each cast within 8 seconds gains a stack (max 9), each stack increases mana cost by 40.
| Parameter | Value |
| Min Magic Damage | 100/140/180 (+75% bAD)(+35/40/45% AP) |
| Max Damage (<40% HP) | 200/280/360 (+150% bAD)(+70/80/90% AP) |
| Range | 1300/1550/1800 |
| Mana Cost (stacking) | 40 base + 40 per stack (up to 400 at 9 stacks) |
➡️ Key Mechanic: Living Artillery at rank 3 has 1800 range on a 1-second cooldown – making it one of the longest-range poke abilities in the game, spammable every second. Against targets below 40% HP, damage is doubled: 360 (+150% bAD)(+90% AP). With 300 bAD and 0 AP: 360 + 450 = 810 magic damage on a 1-second CD to low-HP enemies from 1800 range. This execute mechanic makes Kog’Maw terrifying during sieges – any enemy below 40% is at risk of being artillery’d from across the screen. The stacking mana cost is the main limitation: 40 → 80 → 120 → 160… rapidly drains mana. After 3–4 casts, you need to wait 8 seconds for stacks to reset before spamming again. Don’t spam R mindlessly – fire 2–3 shots, pause for stack reset, fire again. Use R for scouting bushes (grants sight), poke during siege, and executing low-HP targets who escaped your auto range.
🎯 Strategies and Gameplay Tips
Early Game (Levels 1-5) – Survive and Farm
- Weakest Early Game ADC: Kog’Maw at levels 1–5 has 500 range, no escape, 330 MS, and no meaningful trading tools. Most ADCs outrade you. Focus entirely on CS. Let your support dictate trades. Use E to slow approaching enemies and back off. Don’t force trades – every death delays your item spikes, and Kog’Maw’s power is entirely item-dependent.
- W Micro-Trades: At level 1, W grants +130 range (total 630) and 3% max HP on-hit. When W is active, you can trade aggressively for 8 seconds. When W is down (9s gap), play passively at 500 range. This rhythm defines Kog’Maw’s lane: aggressive for 8 seconds, passive for 9 seconds, repeat.
- Support Dependency: Kog’Maw works best with peel/enchanter supports: Lulu (polymorph + shield + ult), Janna (tornado + ult peel), Nami (bubble + sustain + MS). These supports keep Kog’Maw alive during the vulnerable early game and amplify his DPS later. Lulu + Kog’Maw is one of the most feared bot lane combos in League history.
Mid Game (Levels 6-10) – First Item Spike
- BotRK First Item: Blade of the Ruined King + W creates double %HP on-hit: BotRK’s %current HP + W’s %max HP. Against a 3000 HP target: BotRK deals ~240 current HP damage + W deals 135 max HP damage = 375 bonus damage per auto from on-hit effects alone. This is your first major power spike – start fighting around W cooldown.
- R Artillery Poke: At level 6, Living Artillery provides long-range poke (1300 range). Use R to poke during Dragon setup or lane sieges. 2–3 R’s followed by an all-in with W active is a devastating combo. Track mana carefully – R stack costs escalate fast.
- Positioning: Always stay at maximum W range (630–710) behind your frontline. You have no escape – if an assassin reaches you, you die. Your job is to right-click the closest enemy from max range. Don’t chase kills. Don’t walk forward for CS in dangerous areas. Let the game come to you.
Late Game (Levels 11+) – Hypercarry Mode
- 3-Item Power Spike (BotRK + Rageblade + Runaan’s): This is when Kog’Maw transcends. Rageblade doubles ALL on-hit effects every other auto: W %HP + BotRK %HP + Wit’s End/Terminus. Runaan’s Hurricane applies all on-hit effects to 2 additional targets. In teamfights, you’re dealing 500+ DPS to 3 targets simultaneously. No other champion in the game achieves this multi-target on-hit DPS.
- Q Before W: Always Q the primary target before auto-attacking with W. 32% armor + MR shred amplifies BOTH your physical autos AND W’s magic on-hit damage. The 4-second Q debuff overlaps with W’s 8-second window perfectly – Q, then auto for 4 seconds with both shred and W active, Q again when shred expires, continue autoing for the remaining 4 seconds of W.
- Auto the Closest Target: The most common hypercarry mistake is trying to reach the backline. Kog’Maw should auto-attack whoever is closest. Your %max HP damage melts tanks just as effectively as squishies. A 4000 HP Sion taking 6% max HP + BotRK per auto dies in ~8 autos. That’s 3–4 seconds at 2.5 AS. Don’t risk death by walking past the frontline – the frontline IS your target.
❌ Common Mistakes and How to Avoid Them
- Walking Too Far Forward: Kog’Maw has 330 MS, no dash, no escape. Taking one step too far forward = death against any assassin/diver. Always position at maximum W range behind your team. If you can auto-attack, you’re in the right position. If you have to walk forward to reach enemies, DON’T.
- Spamming R (Mana Drain): R’s stacking cost (40 → 80 → 120 → 160…) empties your mana pool in 6–7 casts. Fire 2–3 R’s, pause 8 seconds for stacks to reset, then fire again. Emptying mana before a teamfight means no W, no Q, no E = zero DPS from abilities.
- Fighting Without W Active: Without W, Kog’Maw is a 500-range ADC with no %HP damage. NEVER fight without W. Check W cooldown before committing to a fight. If W has 5+ seconds left, back off and wait. W’s 8-second uptime is your fight window.
- Ignoring Icathian Surprise: The death passive deals 710 true damage at level 18. When you die in a teamfight, run toward the highest-value target during the 4-second zombie phase. The explosion often secures kills on low-HP enemies who just killed you. Don’t AFK after dying – move toward enemies.
⚙️ Recommended Build and Itemization (53.4% WR)
Core Items
- Blade of the Ruined King: First item. %current HP on-hit stacks with W’s %max HP on-hit for devastating double-dip HP shredding. BotRK’s active slow also provides rare self-peel. Lifesteal sustains through lane.
- Berserker’s Greaves: Attack speed boots. More AS = more W procs = more %HP damage per second. Every auto-attack during W is a %HP nuke – AS directly amplifies DPS.
- Guinsoo’s Rageblade: THE Kog’Maw item. Doubles ALL on-hit effects every other auto. W’s 6% max HP becomes 12% per pair. BotRK’s %current HP doubles. Wit’s End/Terminus on-hit doubles. This single item approximately DOUBLES Kog’Maw’s on-hit DPS. Non-negotiable second/third item.
Scaling Items
- Runaan’s Hurricane: AoE on-hit application. Each auto with Runaan’s hits 3 targets, all applying W %HP + BotRK + Rageblade effects. In teamfights, you’re dealing on-hit damage to 3 enemies simultaneously. Transforms Kog’Maw from single-target DPS to AoE team-melting.
- Terminus: Stacking armor/MR pen on autos + on-hit damage. Synergizes with Kog’Maw’s mixed damage profile. Stacks rapidly through fast attack speed for both penetration effects and on-hit damage bonus.
- Wit’s End: On-hit magic damage + MR + AS. Defensive option that also amplifies DPS. The MR provides survivability against magic damage threats, while the on-hit damage benefits from Rageblade doubling. Alternative: Jak’Sho for pure survivability when being focused.
🔶 Runes
Primary – Precision:
- Lethal Tempo: Kog’Maw’s optimal keystone. Stacking AS per auto, exceeding the AS cap at max stacks + bonus range. The bonus range on top of W’s +210 gives Kog’Maw absurd attack range at Lethal Tempo max stacks. More AS = more W procs = more %HP damage = more DPS. Lethal Tempo is why Kog’Maw’s late-game DPS is unmatched.
- Triumph: Heal on takedowns. In teamfights where Kog’Maw melts multiple targets, Triumph healing sustains through the fight.
- Legend: Bloodline: Lifesteal. Kog’Maw builds zero lifesteal in the on-hit build (BotRK omnivamp only). Bloodline provides sustain for lane and extended fights.
- Last Stand: Bonus damage when low HP. Kog’Maw often fights at low HP (no escape = takes damage). Last Stand amplifies DPS during those critical moments where every extra % matters.
Secondary – Resolve:
- Conditioning: Bonus armor + MR after 12 minutes. Kog’Maw’s late-game is when he shines – Conditioning provides defensive stats exactly when he needs them.
- Overgrowth: Bonus HP from minion deaths. Passive HP scaling that makes Kog’Maw slightly less squishy in teamfights. Every bit of survivability extends your auto-attack window.
⚔️ Counter Picks & Matchups
✅ Kog’Maw Counters (Strong Against)
1. Kalista
Why: Kalista’s short auto range (525) means she can’t reach Kog’Maw during W (710 range). Kog’Maw outranges and out-DPS’s Kalista from level 1 W onwards. Kalista’s kiting pattern is neutralized because Kog’Maw doesn’t need to chase – he stands still and auto-attacks from 710 range.
2. Varus
Why: Varus is immobile (like Kog’Maw) but has lower sustained DPS. In extended auto-attack fights, Kog’Maw’s %HP on-hit destroys Varus. Varus’s Chain of Corruption (R) is dangerous but dodgeable with E slow + proper positioning.
3. Ezreal
Why: Ezreal’s safe poke playstyle can’t match Kog’Maw’s DPS in teamfights. Kog’Maw melts frontlines while Ezreal pokes. In 5v5s, Kog’Maw’s AoE on-hit with Runaan’s vastly outperforms Ezreal’s single-target Q spam.
❌ Kog’Maw Countered By
1. Draven
Why: Draven’s early-game all-in crushes Kog’Maw before he can scale. Spinning Axes deal massive damage at levels 1–5, and Kog’Maw has no escape from Draven’s aggression. If Draven gets 2+ kills early, Kog’Maw never reaches his power spikes.
Why: Kog’Maw has zero escape tools. Any assassin who reaches melee range kills Kog’Maw before he can auto enough times for DPS to matter. Zed’s Death Mark is particularly devastating – Kog’Maw can’t dodge it, can’t outrun it, can’t survive it without team peel.
3. Vel’Koz / Brand (Long-Range Mages)
Why: Long-range mages poke Kog’Maw from outside his auto range during lane. Kog’Maw has 500 base range and 330 MS – he can’t dodge skillshots effectively. Vel’Koz and Brand also provide team burst that kills Kog’Maw before his sustained DPS ramps up.
FAQ
Q: Is Kog’Maw an AP or AD champion?
A: Kog’Maw deals mixed damage. His auto-attacks deal physical (AD), W on-hit is magic (%max HP), Q deals magic + shreds both resistances, E deals magic, R deals magic. The standard build is on-hit AD (BotRK + Rageblade) which maximizes W’s on-hit damage through attack speed. AP Kog’Maw (R-spam artillery) exists but is less consistent than on-hit.
Q: Why does Kog’Maw build Guinsoo’s Rageblade?
A: Rageblade doubles all on-hit effects every other auto. Kog’Maw has more on-hit damage sources than any champion (W %HP, BotRK %HP, Wit’s End, Terminus). Rageblade approximately doubles his DPS. It also converts crit chance into bonus on-hit damage, synergizing with the on-hit build path.
Q: How do I survive as Kog’Maw?
A: Play with an enchanter support (Lulu/Janna/Nami) who provides shields, heals, and peel. Position at maximum W range (710) behind your frontline. Never walk forward. Auto the closest target – don’t try to reach backline. Use E slow for self-peel. In emergencies, Flash is your only escape. Barrier or Exhaust summoner spell adds survivability.
Q: When is Kog’Maw strongest?A: Kog’Maw scales infinitely and is strongest at 3+ items (BotRK + Rageblade + Runaan’s, ~25–30 minutes). At 2 items he’s strong. At 1 item he’s average. Before first item, he’s one of the weakest ADCs. The longer the game, the stronger Kog’Maw becomes. At full build, he is arguably the highest-DPS champion in the game.