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Kog'Maw - The Mouth of the Abyss

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Kog'Maw
Kog'MawSquare.png
The Mouth of the Abyss
Region: Void.png Void
Role: Marksman.png Marksman
Release: 06/24/2010
Cost: 4800IP 880RP
Resource: Mana
Statistics
Health: 517.76 (+82)
HP Regen: 5.92 (+0.55)
Mana: 322.2 (+40)
Mana Regen: 8.675 (+0.7)
Move Speed: 325

Attack Damage: 57.46 (+2.41)
Attack Speed: 0.665 (+1.5)
Range: 500
Armor: 19.88 (+3.53)
Magic Resist: 30 (+0)
Friends/Rivals
Friends:


Kog'Maw The Mouth of the Abyss is a ranged artillery AD Carry. His advantage as an AD Carry comes from his ability Arcane Barrage due to the range, which allows him to harass or last-hit for its duration. When attempting to chase or escape, Kog'Maw can use Void Ooze to slow enemy Champions and deal damage in a linear path. Living Artillery is Kog'Maw's Ultimate ability, which is akin to Corki's Missile Barrage. Each additional Living Artillery cast requires additional mana, so it is advised to initiate on this champion when he is low on mana.

Champion Spotlight

Description

Lore: 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."

-Tryndamere, the Barbarian King

Abilities

PassiveIcathian SurpriseBanshee's Veil.png
IcathianSurprise.jpg
(Innate) Upon dying, Kog'Maw starts a chain reaction in his body which allows him to move faster for 4 seconds and detonate at the end of the duration, dealing 100 + (25 x level) true damage to surrounding enemies.


QCaustic SpittleBanshee's Veil.png
CausticSpittle.jpg
(Active) Kog'Maw launches a corrosive projectile in a line which deals magic damage and reduces its armor and magic resist for 4 seconds.
Cost: 60 Mana
Cooldown: 8 seconds
Range: 1000
Attack Speed Bonus: 15 / 20 / 25 / 30 / 35%
Magic Damage: 80 / 130 / 180 / 230 / 280
(+0.5 Ability Power)
Armor and Magic Resist Reduction: 12 / 16 / 20 / 24 / 28%


WBio-Arcane BarrageBanshee's Veil.png
Bio-ArcaneBarrage.jpg
(Passive) Grants Kog'Maw with 15 / 20 / 25 / 30 / 35% attack speed. (Active) For 6 seconds, Kog'Maw's autoattacks gain range and deal additional magic damage which is equal to a percentage of the target's max health. Kog'Maw's attack speed cap is doubled and cast times reduced by 50% while active. The damage caps at 100 against minions and monsters while reducing all of Kog'maw's damage against non-minions by 55% while active.
Cost: 40 mana
Cooldown: 13 / 11.5 / 10 / 8.5 / 7 seconds once the buff expires
Bonus Range: 90 / 120 / 150 / 180 / 210
Max Health to Damage Ratio: 3 / 4 / 5 / 6 / 7 %
(+1.25% Attack Damage) per 100 total Attack Damage + (0.75% Ability Power) per 100 AP of the target's maximum health as magic damage.


EVoid OozeBanshee's Veil.pngCleanseQss.png
VoidOoze.jpg
(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.
Cooldown: 12 seconds
Range: 1,000
Cost: 80 / 90 / 100 / 110 / 120 Mana
Magic Damage: 60 / 105 / 150 / 195 / 240
(+0.5 Ability Power)
Slow: 20 / 28 / 36 / 44 / 52%


RLiving ArtilleryBanshee's Veil.png
LivingArtillery.jpg
(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 2 seconds. Living Artillery deals double up to 150% damage to enemies approaching 40% health and 200% damage to enemies with less than 40% health.

Each subsequent Living Artillery in the next 10 seconds after a cast will cost 40 additional Mana, capping at 400 per cast.
Cost: 40 Mana (+40 per cast)
Radius of AoE: 200
Cooldown: 2 / 1.5 / 1 second(s)
Magic Damage: 100 / 140 / 180
(+0.25 Ability Power) (+0.65 bonus Attack Damage)
Magic Damage at 25% to 50%: 140 / 220 / 300
(+0.50 Ability Power) (+1.3 bonus Attack Damage)
Magic Damage at 0% to 25%: 210 / 330 / 450
(+0.75 Ability Power) (+1.95 bonus Attack Damage)
Range to Center of AoE: 1,400 / 1,700 / 2,200


Competitive Usage

In Premier Tournaments
Event Bans Picks Wins Losses Win % Picked/Banned in % of Games
Esltumbnail.png IEM Season IX World Championship 0 2 2 0 100 10.5
WC2014.png 2014 World Championship 1 16 7 9 43.8 21.8
LPL.png 2014 Season China Regional Finals 0 3 2 1 66.7 20
NA LCS.png 2014 NA LCS Summer Playoffs 1 10 4 6 40 37.9
Ogn logo.png 2014 Season Korea Regional Finals 3 5 2 3 40 61.5

Patch History

Patch Notes 6.24

W deals more on-hit damage. E damage and ability power ratio reduced.
Quote.png Kog’s been on the road to recovery since his un-update a few patches back. His marksman build’s been steadily climbing thanks in part to a bunch of indirect buffs (ex. Blade of the Ruined King/Guinsoo’s Rageblade last patch), and his mage build bounced back a bit too well after our first wave of follow-up in 6.21. A few light touches should get both flavors of the void puppy to a stable spot. For marksman Kog, that’s adding a small bit of oomph to his people-melting button; for mage Kog, that’s pulling some excess waveclear out of his lane phase to keep him on his toes. Unquote.png
  • Bio-ArcaneBarrage.jpg W - Bio-Arcane Barrage
    • ON-HIT DAMAGE: 2/3/4/5/6% maximum health ⇒ 3/4/5/6/7% maximum health
  • VoidOoze.jpg E - Void Ooze
    • DAMAGE: 60/110/160/210/260 ⇒ 60/105/150/195/240
    • RATIO: 0.7 ability power ⇒ 0.5 ability power

Patch Notes 6.21

Mana cost per R cast down, damage up.
Quote.png 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. Unquote.png
  • LivingArtillery.jpg R - Living Artillery
    • COST: 50 mana + 50 per cast (500 mana maximum) ⇒ 40 mana + 40 per cast (400 mana maximum)
    • MANA DEBUFF DURATION: 10 seconds ⇒ 8 seconds
    • BASE DAMAGE: 70/110/150 ⇒ 100/140/180
    • EXECUTION THRESHOLD: 1 Deals 200% damage to targets between 25% and 50% health ⇒ Deals up to 150% damage to targets approaching 40% health
    • EXECUTION THRESHOLD: 2 Deals 300% damage to targets with less than 25% health ⇒ Deals 200% damage to targets with less than 40% health

Patch Notes 6.20

W animation improved to match updated effect.
Quote.png 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! Unquote.png
  • Bio-ArcaneBarrage.jpg W - Bio-Arcane Barrage
    • NEW ? SPIFFY SPITTING: Made Bio-Arcane Barrage’s attack animation cool again
    • LION VOMIT: Updated Lion Dance Kog’Maw’s hit particles for even more fireworks
    • 8 SECONDS: Updated Bio-Arcane Barrage’s visual effects across skins to match the new duration

Patch Notes 6.19

Q and W have been reverted to their pre-update paradigms.
Quote.png 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. Unquote.png

General

  • BASE ATTACK SPEED: 0.625 ⇒ 0.665
  • ATTACK SPEED GROWTH STAT: 3.5% ⇒ 2.65%



CausticSpittle.jpg Q - Caustic Spittle

  • NEW ? BONUS ATTACK SPEED: Now grants 15/20/25/30/35% attack speed



UPDATED Bio-ArcaneBarrage.jpg 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.
  • REMOVED ULTRA RAPID KOG’MAW: No longer doubles Kog’Maw’s attack speed, increases his attack speed cap to 5.0, or decreases his cast times by 50%
  • REMOVED FLAT MAGIC DAMAGE: No longer deals 4/8/12/16/20 bonus magic damage per basic attack
  • MAX HEALTH DAMAGE: 2% of the target’s maximum health ⇒ 2/3/4/5/6% of the target’s maximum health
  • MAX HEALTH DAMAGE RATIO: 0.75% max health per 100 ability power ⇒ 1% max health per 100 ability power
  • BONUS RANGE: 90/120/150/180/210 ⇒ 130/150/170/190/210
  • COOLDOWN: 13/11.5/10/8.5/7 seconds ⇒ 17 second at all ranks
  • NEW ? COOLDOWN PARADIGM: Bio-Arcane Barrage’s cooldown begins on cast, rather than when the effect ends
  • DURATION: 6 seconds at all ranks ⇒ 8 seconds at all ranks

Patch Notes 6.8

Q shred up at early levels. W damage down.
Quote.png 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. Unquote.png
  • CausticSpittle.jpg Q - Caustic Spittle
    • ARMOR/MR SHRED: 12/16/20/24/28% ⇒ 20/22/24/26/28%
  • Bio-ArcaneBarrage.jpg W - Bio-Arcane Barrage
    • BASE ON-HIT DAMAGE: 10/15/20/25/30 ⇒ 4/8/12/16/20

Patch Notes 6.5

Attack speed per level up. Q cost down. W has a base damage, but no longer grants any attack speed per rank.
Quote.png 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. Unquote.png
  • General
    • ATTACK SPEED GROWTH STAT: 1.5% ⇒ 3.5%
  • CausticSpittle.jpg Q - Caustic Spittle
    • COST: 60 mana ⇒ 40 mana
  • Bio-ArcaneBarrage.jpg W - Bio-Arcane Barrage
    • REMOVED SPITSTORM: No longer gains attack speed passively
    • LET’S TRY THAT AGAIN: Now deals 5/10/15/20/25 additional base damage on-hit (instead of a minimum of 15 damage)

Patch Notes 6.4

Attack speed down.
Quote.png 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. Unquote.png
  • General
    • BASE ATTACK SPEED: 0.665 ⇒ 0.625

Patch Notes 6.3

Q's attack speed passive shifted to W. W now has a minimum damage.
Quote.png 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.) Unquote.png
  • CausticSpittle.jpg Q - Caustic Spittle
    • REMOVED RAPID SPITTLE: No longer passively grants Kog'Maw bonus attack speed
  • Bio-ArcaneBarrage.jpg W - Bio-Arcane Barrage
    • NEW SPITSTORM: Now passively grants Kog'Maw 15/20/25/30/35% bonus attack speed
    • NEW MINIMUM DAMAGE: Now deals at least 15 bonus magic damage at all ranks

Patch Notes 5.24

W's attack damage ratio is gone, but now has base damage.
Quote.png 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. Unquote.png

Bio-ArcaneBarrage.jpg W - Bio-Arcane Barage

  • REMOVED ATTACK DAMAGE RATIO: No longer deals 1.25% per 100 attack damage of the target's maximum health as magic damage
  • NEW FLAT DAMAGE: Now deals 2% of the target's maximum health as magic damage

Patch Notes 5.22

Quote.png 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. Unquote.png

General

  • NOT FULL: Recommended Items updated
  • BASE HEALTH: 546 ⇒ 517
  • HEALTH GROWTH STAT: 87 ⇒ 82
  • BASE ATTACK DAMAGE: 52.04 ⇒ 54.46
  • ATTACK DAMAGE GROWTH STAT: 3 ⇒ 2.41
  • BASE ATTACK SPEED: 0.665 ⇒ 0.625
  • ATTACK SPEED GROWTH STAT: 2.65 ⇒ 1.5
  • BASE MANA: 298.88 ⇒ 322.2
  • MANA GROWTH STAT: 41 ⇒ 40

CausticSpittle.jpg Q - Caustic Spittle

  • PASSIVE ATTACK SPEED: 10/15/20/25/30% ⇒ 15/20/25/30/35%

Bio-ArcaneBarrage.jpg 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.
  • DURATION: 8 seconds ⇒ 6 seconds
  • COST: 40 mana
  • COOLDOWN: 17 seconds on cast ⇒ 13/11.5/10/8.5/7 seconds once the buff expires
  • BONUS RANGE: 130/150/170/190/210 ⇒ 90/120/150/180/210
  • REDUCED DAMAGE: Now reduces all of Kog'maw's damage against non-minions by 55% while active
  • BONUS DAMAGE: Deals 1.25% per 100 total AD plus 0.75% per 100 AP of the target's maximum health as additional magic damage
  • ULTRA RAPID KOG'MAW: Now doubles Kog'Maw's attack speed cap and reduces cast times by 50% while active

LivingArtillery.jpg R - Living Artillery

  • COST: 40 mana ⇒ 50 mana
  • DAMAGE: 80/120/160 ⇒ 70/110/150
  • ABILITY POWER RATIO: 0.3 ⇒ 0.25
  • BONUS ATTACK DAMAGE RATIO: 0.5 ⇒ 0.65
  • VISION DURATION: 4 seconds ⇒ 2 seconds
  • MANA DEBUFF DURATION: 6 seconds ⇒ 10 seconds
  • REMOVED DON'T TOUCH THAT: No longer deals 100% increased base damage to champions
  • NEW SMELLS LIKE FEAR: Now deals double damage to enemies between 25% and 50% health
  • NEW SMELLS LIKE DESPERATION: Now deals triple to enemies between 0% and 25% health

Patch Notes 4.14
Koggy moves slower and R chunks champions for less.
"Despite our changes in v4.13, 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
  • VoidOoze.jpg E - Void Ooze
    • WHEN DID YOU EAT THAT, KOG'MAW: Has new particles, looks more gross
  • LivingArtillery.jpg R - Living Artillery
    • BONUS BASE MAGIC DAMAGE TO CHAMPIONS: 125% ⇒ 100%

Patch Notes 4.13
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
  • CausticSpittle.jpg Q - Caustic Spittle
    • ARMOR & MAGIC RESISTANCE SHRED: 20/22/24/26/28% ⇒ 12/16/20/24/28%

Patch Notes 4.7

  • LivingArtillery.jpg R - Living Artillery
    • 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)

Patch Notes 4.4
"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.

  • CausticSpittle.jpg 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
  • Bio-ArcaneBarrage.jpg W - Bio-Arcane Barrage
    • "NEW" MANA COST: 50 ⇒ Now has no mana cost
  • LivingArtillery.jpg R - Living Artillery
    • BUGFIX: Fixed tooltip to reflect that only the base damage is amplified versus champions

Patch Notes 3.08

  • Void Ooze
    • Fixed a bug where the slow wasn't reduced by tenacity

Patch Notes 3.02

Patch Notes 1.0.0.152

  • Base Movement Speed increased by 25.

Patch Notes 1.0.0.142

  • Living Artillery additional cost stack maximum incresaed to 10 from 5 (max mana cost increased to 400 from 200)

Patch Notes 1.0.0.140b

  • Living Artillery damage bonus to Champions reduced to 125% from 150%

Patch Notes 1.0.0.139

  • Void Ooze
    • Slow reduced to 20 / 28 / 36 / 44 / 52% from 28 / 36 / 44 / 52 / 60%

Patch Notes 1.0.0.138

  • No longer regenerates health in Icathian Surprise

Patch Notes 1.0.0.131

  • On Dominion only, Kog'Maw's respawn timer will start when Icathian Surprise ends, rather than when it begins

Patch Notes 1.0.0.130

  • 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

Patch Notes 1.129

  • Bio-Arcane Barrage attack range bonus reduced to 130 / 150 / 170 / 190 / 210 from 130 / 160 / 190 / 220 / 250

Patch Notes 1.0.0.127

  • Bio-Arcane Barrage duration reduced to 8 seconds from 10

Patch Notes 1.0.0.125

  • Tooltips now properly display numbers in its passives as it updates

Patch Notes 1.0.0.123

  • Updated Living Artillery's reveal particle effect

Patch Notes 1.0.0.121

  • 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)

Patch Notes 1.0.0.118b

  • 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

Patch Notes 1.0.0.118

  • Fixed a bug that was causing Void Ooze's targeting display to be offset

Patch Notes 1.0.0.115

  • Fixed a bug where Void Ooze counted as individual units and could break things like Mushrooms, block skillshots, etc

Patch Notes 1.0.0.111

  • Fixed a display bug with Bio-Arcane Barrage attacks on several skins

Patch Notes 1.0.0.106

  • Base movement speed reduced to 305 from 310

Patch Notes 1.0.0.105

  • 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

Patch Notes 1.0.0.103

  • Fixed several bugs with Icathian Surprise to be more consistent

Patch Notes 1.0.0.102

  • Bio-Arcane Barrage cooldown increased to 17 seconds from 15 at all levels

Patch Notes 1.0.0.101

  • Fixed a bug where Caustic Spittle was giving multiplicative attack speed rather than base

Patch Notes 1.0.0.100

  • Living Artillery's buff on Kog'Maw now correctly states that the increased cost per stack is 40

Patch Notes 1.0.0.99

  • 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

Patch Notes 1.0.0.97

  • 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

Patch Notes 1.0.0.96

  • Fixed a bug where Zilean's Chronoshift would not prevent Kog'Maw from dying

Other Contents

Gallery


Champions List

Aatrox

Ahri

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Annie

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