(Innate): Upon dying, Kog'Maw starts a chain reaction in his body which causes him to move faster and detonate after 4 seconds, dealing 100 + (25 x level) true damage to surrounding enemies.
(Passive): Increases Kog'Maw's attack speed.
(Active): Kog'Maw launches a corrosive projectile which deals magic damage and reduces the target's Armor and Magic Resist for 4 seconds.
Tips :Caustic Spittle will give you a pssive that works very well with Bio-Arcane Barrage and increases your attack speed. Think about using it when you engage with an opponent to considerably reduce his armour.
Attack Speed Bonus: 10 / 15 / 20 / 25 / 30 %
Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.7 per ability power)
Armor and Magic Resist Reduction: 5 / 10 / 15 / 20 / 25
(Active): For 8 seconds, Kog'Maw's attacks gain range and deal a percentage of the target's maximum health as additional magic damage. The damage caps at 100 against minions and monsters.
Tips :This is really Kog'Maw's most important spell. Use it in the lane phase to zone your opponent thanks to the decent gain in range and the damage bonus. Don't forget that the more life your enemy has, the more damage you will inflcit!
Bonus Range: 130 / 150 / 170 / 190 / 210
Max Health to Damage Ratio: 2 / 3 / 4 / 5 / 6% (+0.01% per ability power)
(Active): Kog'Maw launches a projectile in a line in front of him which deals magic damage to all enemies it passes through and leaves a trail for 4 seconds which slows enemies who stand on it.
Tips :This ability will mainly be used to escape and protect you from enemy ganks in the lane phase. Put it quickly over an area because Kog'Maw doesn't really have an escape and is quite slow.
Cost: 80 / 90 / 100 / 110 / 120 mana
Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.7 per ability power)
Slow: 20 / 28 / 36 / 44 / 52 %
(Active): Kog'Maw launches a living artillery shell to a target location at a great distance which falls after a 0.6 second delay, dealing magic damage to all enemies hit and revealing them for 4 seconds. It deals 125% bonus base damage to Champions.
Each subsequent Living Artillery in the next 6 seconds after a cast will cost 40 additional mana, capping at 400 per cast.
Tips :The ultimate has a huge range, use it to poke your opponents to weaken them little by little. However you should still pay attention because with a reduced time between two uses the mana hit will be higher. It is just perfect for putting an end to a target who is trying to escape or for checking the bushes.
Cooldown: 2 / 1.5 / 1 second(s)
Magic Damage: 80 / 120 / 160 (+0.3 per ability power) (+0.5 per bonus attack damage)
Magic Damage to Champions: 180 / 270 / 360 (+0.3 per ability power) (+0.5 per bonus attack damage)
Range to Center of AoE: 1400 / 1700 / 2200
Pros
- A big range
- A very good late game
- An ultimate that lets you chase targets easily
- An interesting passive to finish your enemies
Cons
- Bad mobility
- Very susceptible to ganks
- Requires good positioning in a team fight