||10-31-2011 07:56 AM
Continued from previous post...
This section discusses the most viable options for AS Kog'Maw. I will list my preferences first, briefly explain them, then list some good alternatives in case you want to tweak my choices a bit, or you don't have the same runes.
I run a full page of AS runes. Now, some of you might think I'm crazy. That's okay! I think I'm crazy as well sometimes.
But before you flip out, let me explain my logic. The way this build works, he scales best with AS. MBR's proc, W's proc, and the other on-hit item procs are more effective the faster Kog attacks. So, I'm going to just post that I use AS, and I'll compare the other options below, as well as why I feel they aren't as useful as the AS runes are.
Viable Marks are Mpen, Apen, and AD.
Mpen is quite helpful, but only after I've built enough DPS items to make up for the missed AS and also the magical damage will not be very high early on. I find that the AS runes are more effective for this play style, but if you like to utilize his abilities about as much as his auto attacks, you might enjoy swapping the Mpen.
Apen and AD have no place in an AS build for Kog. None of his abilities scale enough on AD to matter, and none of them deal physical damage, making Apen marks even more useless. This is NOT true if you are building AD Kog, but since that's not the goal of this guide, I see no point in using these runes. There MIGHT be something to be said for easier last-hitting, but I think you'll find with AS runes, you will be able to CS no problem due to the very quick attack animations.
Viable Seals are Armor, Mp5 per level, Hp5, and Health per level
I find little use for Mp5 seals on Kog. I know how to manage my mana, and I rarely use it unless I want to poke at my opponent a bit. But if that's not successful, I'll just use mana to ensure last hits if I'm having an off game.
As for Armor, health, or regen seals, I find that my range keeps me out of physical harass and my starting items (boots & 3 pots) keeps my HP topped off just fine for the early game. After that, these seals become less relevant since I'll be getting some armor with Madred's, and Hp5 isn't fast enough to matter late game, and Health is going to come from Frozen Mallet.
Viable Glyphs are MR, CDR, AP, Mpen, Mp5
Although Mpen is quite useful on Kog, I don't feel it's worth trading the AS for.
As for the Mp5, CDR, and AP...Kog doesn't benefit much from CDR, as his W is up most of the time, and his abilities don't scale enough off of AP without investing more into the stat (which the item set I use doesn't do). If you're running out of mana, try to get Blue for poking with ult, otherwise, you should just focus auto attacking.
MR runes are not a bad choice at all. The problem is, Wit's End is a great solution for any MR needs you might have early game. At the start of a game, you shouldn't have issues with casters, since they typically can't do much against you until they are level 6 or so. Therefore, you are better off using runes that will enhance your DPS and cover the MR with a mid-game item (Wit's) that you want to get anyway.
Viable Quints are AD, Apen, Mpen, AP, Hp5, and MS.
Just like the other rune categories, AD, Apen, Mpen, AP, HP, and Hp5 are either not needed early game, or scale off too bad later, making AS a better choice here.
Move Speed, however, might not be a bad idea. It's really kind of a toss up, though, since many times you'll be standing still as you just unload shot after shot on your targets due to your range. If you prefer more mobility on your ranged champs instead of DPS, then by all means, grab them!
These are preference based on your play style, but I have 2 that I swear by...
This is your most valuable means of staying alive...it also lets you close the gap at the very last second before you die so you can have a better chance of landing your passive for a kill. You can escape, chase, dodge, and position with this spell. It's just too good!
This is the perfect spell in combination with your Q for any assassins that try to jump on you. Exhaust them and watch their DPS drop significantly while you are dealing enhanced damage to them. This spell scales well all game long, and actually is better late game when you can prevent a hyper carry auto attacker from decimating your team's HP.
Alternative spells for Kog would be Cleanse, Ghost, Heal, Ignite, and Teleport.
Continued in next post...
I take W first, and max it ASAP. I grab a point in E at level 2 so I have a slow in case I get a chance to chase for an early kill. I put a point into Q at 4. After that, I focus on R and W first, followed by Q if I am facing a bunch of highly mobile champs who can simply avoid E. Otherwise, I go with E after R & W because the slow is quite potent at higher levels and might save you or your team, or nab that running champion with a well-placed puke!
Basically, either go...
R > W > E > Q for a stronger slow and clearing stacked minion waves faster
R > W > Q > E for higher DPS on a single target as well as more ARM & MR reduction