Champ of the Week: Damn that Kog’maw is slow
This may have been a bad week to try Kog’Maw as my champ of the week. I’ve actually had some enjoyable games with him but I’ve also been playing Vayne and, as far as anti-tanks go, she obviously has the upper hand. Let’s be honest, though, she’s more of an anti-anything-that-moves than she is anti-tank. Still, I’m forging ahead with the Kog’Maw testing so here are a few thoughts.
I had forgotten just how damn slow Kog’Maw feels. I’m playing with the amazing Monarch Kog’Maw skin, which may contribute to the slow feeling in part. When he’s hopping around flapping his wings he certainly doesn’t feel very fast, but in teamfights I always feel like it takes me longer to get any place than I would like.
The most common Kog’Maw build also lacks the burst that many other ranged carries build for. Since most of his damage is percentage based, he doesn’t feel much different from the point that you finish Madred’s Bloodrazor until the end of the game. It’s a unique mechanic, unlike any other champion currently in the game. It also translates strangely into his gameplay.
In my most successful Kog’Maw matches I regularly have a few fights in which I start out at half health and, at a time I would normally run on other ranged carries, I turn and fight whoever is in my face and often win that fight. The percentage based damage gives him the ability to do this fairly early in the game and continue to do it through the game’s duration. With other ranged carries I simply wouldn’t do that until I have a monster farm, if for no other reason than that so much of your damage comes from critical strikes. With Kog’Maw, though, it is usually a finite and unwavering number of attacks that will kill an individual target, affected only by the target’s purchase of magic resistance or your own build changes. In some ways that makes Kog’Maw very enjoyable to play, but it can be frustrating to think that just one simple crit could have meant a kill on a retreating carry.
My biggest problem with Kog’Maw right now is how much damage high magic resistance targets can absorb. Malady is really his only option for addressing that problem, and it doesn’t reduce MR by very much. The rest of the magic penetration items are AP based, which feels like a waste of money. You could get Sorcerer’s Boots, but Cloak and Dagger isn’t really designed for a champion like Kog’Maw. I’m going to have to try a few games with Cleanse to see if that would be enough.