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Mar 23 2011 03:19pm
Lets not waste time with an introduction and useless statistic orgasms, this guide is for people with a good knowledge of the game.



Summoner Spells:

Ghost and Flash is the most optimal choice for most carries because they can be both defensive or offensive while the other spells are only one or the other. During the first few minutes, where you're vulnerable to ganks, they're going to be used defensively for the most part but as the game goes on, you can use them to reposition yourself or try to get a kill.

Clease can be an option if they have like 4 stuns in their team but if you have half a brain you shouldn't get hit by those anyways.

Choosing a route:

The main goal for Kog is to do as much damage as possible in a very short period of time (usually during the duration of your W), so you'd want to hit the highest attack speed possible (2.5). This number is only achievable with 4x attack speed items and a green elixir. As you can see, I suggested two different routes you can go to build Kog. Route #1 is more efficient when you're going to face usual team composition (2 tanks, a support, 1 ap carry and an ad carry) while route #2 is when their team is more heavy on magic damage and non-tanky characters.

Of course there's no way you can predict their team if you're playing normal games but I think it's safe to assume that their middle lane champion is going to be AD, so route one in this case is better in most cases. But if you're playing a ranked game and you see them picking Vlad and Leblanc for instance, it's safe to assume that you're going against one or the other middle. So in that case route #2 is better.

The reason why there is two routes is that Madreds is a terrible item against squishy casters, so getting cheaper items will give you more damage overall. Madreds is only good when the main target for your team is tanky. For instance if you go against an amumu and a shen, chances are they're going to be on your face during the whole teamfights so if you just have attack speed and no madreds, your damage is going to be lower, if their whole team is based around blowing someone up then backing up, you'd just want to get cheaper items to get tankier faster, while maintaining the same damage. Remember that all your damage is based around your W skil, so all you can do to do more damage is just stack attack speed and increase your survivability to stay in a fight longer. That's also the reason why going 21-0-9 is a bad idea; it doesn't increase your ''% of their life'' damage, it just increases your direct magic damage spells such as your ultimate and your basic attack damage.

"omg how do i pley kogmaw?"

do. not. initiate.

Stay behind your teamates, try to damage the opposing team with your ult (don't burn your whole mana bar though), don't get picked off by their cc and wait for the teamfight to begin. Then quickly choose the most vulnerable target, slow it, q it if he's close, then activate W and start attacking like a crazy nigger. Also try to keep red buff on you during crucial moments (when the lanes are clear, when they're pushing etc.). When your W is on cooldown, use your ult to finish someone off.

Sometimes you'll have to switch to a different target to maximize your damage. Most of the time your whole team follows you on who you target so they're going to finish him up, don't bother following the guy and risk dying in the process.


Well this is my first guide I hope this covered all the important parts.

This post was edited by WereWolf12345 on Mar 23 2011 03:46pm
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Mar 23 2011 03:35pm
Vaaaryyy nice guide! :D
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Mar 23 2011 03:38pm
I find hp runes on kogmaw to not be worth much.
He is so squishy that even the 76 extra health doesnt help me much
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Mar 23 2011 03:39pm
Quote (koj-wood @ Mar 23 2011 09:38pm)
I find hp runes on kogmaw to not be worth much.
He is so squishy that even the 76 extra health doesnt help me much


he goes from 6 bars to 7 lvl 1 :)

i suppose attack speed quins can be an option too but i find that the extra bar really makes a difference.

if only you could know the numbers of time ive killed people in a 1v1 in my lane with like 30 hp left :P
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Mar 23 2011 03:39pm
old malady icon
-1
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Mar 23 2011 03:40pm
Quote (koj-wood @ Mar 23 2011 04:38pm)
I find hp runes on kogmaw to not be worth much.
He is so squishy that even the 76 extra health doesnt help me much


It does help alot early game. 76 hp is an extra spell / 2 auto attacks
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Mar 23 2011 03:40pm
Quote (zotox @ Mar 23 2011 09:39pm)
old malady icon
-1


changing that right now :)

thanks
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Mar 23 2011 03:45pm
Quote (Havock @ Mar 23 2011 01:40pm)
It does help alot early game. 76 hp is an extra spell / 2 auto attacks


only matters if your getting hit, early game u can sit back and last hit with w.
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Mar 23 2011 03:47pm
Quote (koj-wood @ Mar 23 2011 09:45pm)
only matters if your getting hit, early game u can sit back and last hit with w.


it depends what your going against but chances are, if youre going against a decent team, a fight of some sort is going to occur in the early levels for sure.
i dont think i had a single game where each members of mid lane were jsut focusing on minion kills without touching the other guy.
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Mar 23 2011 03:48pm
Quote (WereWolf12345 @ Mar 23 2011 01:47pm)
it depends what your going against but chances are, if youre going against a decent team, a fight of some sort is going to occur in the early levels for sure.
i dont think i had a single game where each members of mid lane were jsut focusing on minion kills without touching the other guy.


true, but lets all remember we are all talking about hypothetical situations and no one person will be correct.
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