Champ of the Week: Kog’Maw

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I’ve done a couple AP champions and a melee assassin for this feature – I think it’s time for some ranged DPS. Looking at Kog’Maw’s kit it seems that, other than Vayne, he’s probably best suited for flat out tank killing. Ashe is likely still the best pick overall for a ranged DPS, but if Kog’Maw can get ahead, he can burn tanks like no other. That said, he’s very susceptible to crowd control effects and suffers from a fairly weak early lane presence.

Basically, I want to see how Kog’Maw performs against a variety of comps with an average farm. He is absolutely devastating if overfed, which also has me interested in seeing how well he can carry against tanky DPS teams. I think the changes to Wit’s End make it the perfect Kog’Maw item, so I’m going to try a few builds centered around a Wit’s End rush to see how well it scales.

Check back later in the week for more impressions. Hopefully I can get a few Vayne games in before the day’s end and have some impressions on her tomorrow as well.

  

I can’t wait for the Garen nerf

Garen.

Despite early claims that Garen was balanced, just that people were finally learning to use him, Riot has admitted that Garen may be a little too strong at everything he does. It is just a tad ridiculous for him to be able to buy survivability items and completely melt an entire team. Also, the fact that his W has both a passive damage reduction buff and an active seems like overkill.

Lucky for us, he’s catching a nerf, and I can’t wait. It’s not the Garens that dominate games that are causing the problems. It’s the other Garens, the people who think they know how to play Garen, that are the issue. You’ve probably seen them trying to tank three people at level five, turret diving from level one, and stacking armor against completely magic based enemies.

It’s not a problem unique to Garen. Any time the community realizes a given champ is overpowered, players do anything they can to play him, even if they don’t know the champion. It’s already starting to happen with Kog’Maw. The little alien got a buff and now a lot of people who had previously ignored him are both picking and banning him. It’s a trend we’ll probably see nearly as often as there’s a significant patch. For now, though, I’m happy to wait on the Garen nerf, and when it becomes a problem with other champions, I’ll anxiously await their nerf patches as well.

  

Patch Day 8/24: Urgot is here

Urgot.

Though today is just barely slower than yesterday in terms of work and moving responsibilities, I can’t hold back on my patch impressions any longer. Yesterday’s patch had some sweeping impact on the state of the game. Urgot brings another new skill type to the game with his swap, but maybe more importantly, both Heimerdinger and Shaco caught significant nerfs – nerfs that could drop them off most players’ ban lists.

I’ll put together a complete Urgot review a bit later today, but for now I’ll say that he seems to have been designed as an Ezreal counter. The stun/swap combo means Arcane Shift only takes Ezreal back to the front of the battle, instead of outside harm’s way. He’s also extremely mana efficient as he harasses, so it’s easy to see him taking mid against a lot of the squishier carries.

The Heimerdinger and Shaco nerfs will be getting a dedicated post as well because they are so big. Riot has always said that it would trickle nerf, but in my mind they should have considered both toons for significant remake if they were planning to nerf this hard.

On to the less significant changes. Kog’Maw caught a rework to his Caustic Spittle, which now provides passive attack speed bonus in addition to the armor penetration active. Kennen also got most of the proposed changes. He now gains armor and magic resistance while in Lightning Rush, Maelstrom can hit more people, and Surge got an AP buff. In my mind it makes him highly desirable. Vladimir was only half nerfed – his Transfusion has a slightly smaller range but his Tides of Blood is larger.

Malphite also got some nice changes. He should be more mana efficient, and his Brutal Strikes now also grants bonus armor, synergizing with Ground Slam and providing some nice staying power, especially in the jungle. Lastly, Soraka got a small tweak in that her Infuse provides half mana to the target and half to her (Soraka gets the full amount on self-casts). Mana cost on her heal has also been marginally increased.

The last change that is actually very cool is that elixirs can be purchased when you have six full slots and will auto-activate. No more selling and repurchasing items.

That’s about it for the patch. The other posts I mentioned here will be up in short order (especially now that the servers are set to ‘busy’).

  

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