This meta overview presents KOG'MAW’s ranked performance across different roles and skill tiers. The data includes tier placement, win rate, pick rate, ban rate, and short-term trends, allowing you to evaluate her current strength and draft priority. Statistics are synced with rank buckets and role selection, helping you understand where KOG'MAW performs best and how her impact changes in the evolving Wild Rift meta.
The information below will help you get familiar with the game on the Adc Line KOG'MAW. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Long Sword
+12 Attack Damage
500
Blade of the Ruined King
Attacks deal bonus damage
+40 Attack Damage
+35% Attack Speed
+12% Lifesteal
Ruined Strikes: Attacks deal bonus physical damage equal to 6% of the enemy's current Health on-hit. (Melee attacks deal 8%). Minimum damage: 15. Max damage vs monsters: 100.
Drain: Hitting a champion with 3 attacks or abilities slows them by 30% for 1.5s. (30s Cooldown)
3100
Blade of the Ruined King TIPS: This item combines Attack Damage, Attack Speed, and Lifesteal, providing strong sustained damage and additional survivability. Attacks deal bonus physical damage based on the target's current Health, making it especially effective against high-Health champions. Consecutive attacks or abilities also slow the target, helping you stick to enemies. An excellent choice for marksmen and fighters focused on extended fights and basic attacks.
Berserker's Greaves
Attack Speed
+35% Attack Speed
+45 Move Speed
Blessed Blade: Attacks restore 10 Health on hit.
1200
Berserker's Greaves TIPS: These boots grant a significant boost to attack speed and movement speed, while empowering your basic attacks with on‑hit life steal. — A great pick for marksmen and auto‑attack bruisers who need mobility, rapid attack cadence, and constant sustain in fights.
Guinsoo's Rageblade
Applies on-hit effects
+35 Attack Damage
+30% Attack Speed
+30 Ability Power
Wrath: Attacks deal 30 bonus magic damage on hit.
Seething Strike: Attacks grant 8% Attack Speed, stacking up to 4 times for a maximum of 32% Attack Speed. While fully stacked, every 3 attack(s) applies on-hit effects an additional 1 time(s).
3000
Guinsoo's Rageblade TIPS: This item combines physical and magic damage with Attack Speed, significantly empowering champions focused on on-hit effects. Attacks deal bonus magic damage and gradually increase Attack Speed, while at maximum stacks they periodically trigger on-hit effects an additional time. An excellent choice for champions who rely on frequent basic attacks and stacking multiple on-hit effects.
Berserker's Greaves
Attack Speed
+35% Attack Speed
+45 Move Speed
Blessed Blade: Attacks restore 10 Health on hit.
1200
Berserker's Greaves TIPS: These boots grant a significant boost to attack speed and movement speed, while empowering your basic attacks with on‑hit life steal. — A great pick for marksmen and auto‑attack bruisers who need mobility, rapid attack cadence, and constant sustain in fights.
Gunmetal Greaves
Increases Attack Speed and Movement Speed
+50% Attack Speed
+45 Move Speed
+5% Lifesteal
Noxian Gait: Attacks against enemy champions grant Movement Speed (10% for melee champions / 7% for ranged champions) decaying over 2 seconds.
Blessed Blade: Attacks restore 12 Health on hit.
2200
Gunmetal Greaves TIPS: These boots significantly increase Attack Speed while also providing Movement Speed and Lifesteal, making them well suited for champions who rely on frequent basic attacks. Attacking enemy champions temporarily increases Movement Speed, making it easier to chase and reposition, while each hit also restores Health. An excellent choice for auto-attackers who need mobility and consistent sustain in combat.
Blade of the Ruined King (Attacks deal bonus damage) as your first item, followed by
Berserker's Greaves (Grants Attack Speed) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Guinsoo's Rageblade (Applies on-hit effects).
Gunmetal Greaves (Increases Attack Speed and Movement Speed).
Blade of the Ruined King
Attacks deal bonus damage
+40 Attack Damage
+35% Attack Speed
+12% Lifesteal
Ruined Strikes: Attacks deal bonus physical damage equal to 6% of the enemy's current Health on-hit. (Melee attacks deal 8%). Minimum damage: 15. Max damage vs monsters: 100.
Drain: Hitting a champion with 3 attacks or abilities slows them by 30% for 1.5s. (30s Cooldown)
3100
Blade of the Ruined King TIPS: This item combines Attack Damage, Attack Speed, and Lifesteal, providing strong sustained damage and additional survivability. Attacks deal bonus physical damage based on the target's current Health, making it especially effective against high-Health champions. Consecutive attacks or abilities also slow the target, helping you stick to enemies. An excellent choice for marksmen and fighters focused on extended fights and basic attacks.
Berserker's Greaves
Attack Speed
+35% Attack Speed
+45 Move Speed
Blessed Blade: Attacks restore 10 Health on hit.
1200
Berserker's Greaves TIPS: These boots grant a significant boost to attack speed and movement speed, while empowering your basic attacks with on‑hit life steal. — A great pick for marksmen and auto‑attack bruisers who need mobility, rapid attack cadence, and constant sustain in fights.
Guinsoo's Rageblade
Applies on-hit effects
+35 Attack Damage
+30% Attack Speed
+30 Ability Power
Wrath: Attacks deal 30 bonus magic damage on hit.
Seething Strike: Attacks grant 8% Attack Speed, stacking up to 4 times for a maximum of 32% Attack Speed. While fully stacked, every 3 attack(s) applies on-hit effects an additional 1 time(s).
3000
Guinsoo's Rageblade TIPS: This item combines physical and magic damage with Attack Speed, significantly empowering champions focused on on-hit effects. Attacks deal bonus magic damage and gradually increase Attack Speed, while at maximum stacks they periodically trigger on-hit effects an additional time. An excellent choice for champions who rely on frequent basic attacks and stacking multiple on-hit effects.
Runaan's Hurricane
Ranged Attacks hit 3 targets
+40% Attack Speed
+25% Critical Rate
+4% Move Speed
Wind's Fury: Attacks strike 2 additional nearby enemies, each dealing 55% AD
. These strikes can Critically Strike and trigger on-hit effects.
This item cannot only be used by melee champions.
2650
Runaan's Hurricane TIPS: This item combines Attack Speed, Critical Strike Chance, and mobility, significantly improving basic attacks against multiple targets. Each attack also strikes nearby enemies, and these additional hits can Critically Strike and trigger on-hit effects. An excellent choice for auto-attack and on-hit focused champions, especially in team fights against multiple targets.
Terminus
Increases Armor Pen, Megic Pen, Armor, and Magic Resist
+35 Attack Damage
+35% Attack Speed
Shadow: Attacks deal 30 bonus magic damage on-hit.
Juxtaposition: Alternate between Light and Dark on-hits when attacking. Light attacks grant 5-8 Armor and Magic Resist(
) for 5 seconds on hit. Dark attacks grant
10% Armor Pen and
10% Magic Pen for 5 seconds on hit. Each on-hit effect stacks up to 3 times. While you have this item, bonus
Armor Pen and
Magic Pen granted by it is capped at 40%.
You cannot own this item concurrently with Void Staff.
3000
Terminus TIPS: This item combines Attack Damage and Attack Speed while empowering basic attacks with additional magic damage. Consecutive attacks alternate between effects that gradually increase Armor and Magic Resistance or provide Armor and Magic Penetration. An excellent choice for champions focused on frequent basic attacks and on-hit effects who need both sustained damage and additional durability in extended fights.
Wit's End
Basic Attack deals Bonus Damage
+50% Attack Speed
+45 Magic Resistance
+20% Tenacity
At Wit's End: Attacks deal 40 bonus magic damage on hit.
2800
Wit's End TIPS: This item combines high Attack Speed, Magic Resistance, and Tenacity while empowering basic attacks with additional magic damage on hit. An excellent choice for champions focused on frequent attacks and on-hit effects, especially against teams with heavy magic damage and crowd control.
Runaan's Hurricane
Ranged Attacks hit 3 targets
+40% Attack Speed
+25% Critical Rate
+4% Move Speed
Wind's Fury: Attacks strike 2 additional nearby enemies, each dealing 55% AD
. These strikes can Critically Strike and trigger on-hit effects.
This item cannot only be used by melee champions.
2650
Runaan's Hurricane TIPS: This item combines Attack Speed, Critical Strike Chance, and mobility, significantly improving basic attacks against multiple targets. Each attack also strikes nearby enemies, and these additional hits can Critically Strike and trigger on-hit effects. An excellent choice for auto-attack and on-hit focused champions, especially in team fights against multiple targets.
Kraken Slayer
Deal bonus physical damage
+45 Attack Damage
+35% Attack Speed
+4% Move Speed
Bring it Down: Every third attack deals 150–210 bonus physical damage (120–168 for ranged champions), increased by 0.75% per 1% Health the target is missing, up to an increase of 75%.
2900
Kraken Slayer TIPS: This item combines Attack Damage, Attack Speed, and mobility, enhancing sustained basic attack damage. Every third attack deals bonus physical damage that increases as the enemy loses Health. An excellent choice for marksmen and other champions who rely on frequent basic attacks and want to finish off weakened targets more effectively.
Kraken Slayer — This item combines Attack Damage, Attack Speed, and mobility, enhancing sustained basic attack damage. Every third attack deals bonus physical damage that increases as the enemy loses Health. An excellent choice for marksmen and other champions who rely on frequent basic attacks and want to finish off weakened targets more effectively.
Runaan's Hurricane
Ranged Attacks hit 3 targets
+40% Attack Speed
+25% Critical Rate
+4% Move Speed
Wind's Fury: Attacks strike 2 additional nearby enemies, each dealing 55% AD
. These strikes can Critically Strike and trigger on-hit effects.
This item cannot only be used by melee champions.
2650
Runaan's Hurricane TIPS: This item combines Attack Speed, Critical Strike Chance, and mobility, significantly improving basic attacks against multiple targets. Each attack also strikes nearby enemies, and these additional hits can Critically Strike and trigger on-hit effects. An excellent choice for auto-attack and on-hit focused champions, especially in team fights against multiple targets.
Navori Quickblades
Attacks reduce basic ability cooldowns
+25% Critical Rate
+40% Attack Speed
+4% Move Speed
Deft Strikes: Attacks reduce the remaining cooldowns of your basic abilities by 15%.
2650
Navori Quickblades TIPS: This item combines Critical Strike Chance, Attack Speed, and mobility, allowing you to use your basic abilities much more frequently. Each attack reduces their remaining cooldowns, creating strong synergy between basic attacks and abilities. An excellent choice for marksmen and other champions who constantly weave attacks and basic abilities together.
Navori Quickblades — This item combines Critical Strike Chance, Attack Speed, and mobility, allowing you to use your basic abilities much more frequently. Each attack reduces their remaining cooldowns, creating strong synergy between basic attacks and abilities. An excellent choice for marksmen and other champions who constantly weave attacks and basic abilities together.
Terminus
Increases Armor Pen, Megic Pen, Armor, and Magic Resist
+35 Attack Damage
+35% Attack Speed
Shadow: Attacks deal 30 bonus magic damage on-hit.
Juxtaposition: Alternate between Light and Dark on-hits when attacking. Light attacks grant 5-8 Armor and Magic Resist(
) for 5 seconds on hit. Dark attacks grant
10% Armor Pen and
10% Magic Pen for 5 seconds on hit. Each on-hit effect stacks up to 3 times. While you have this item, bonus
Armor Pen and
Magic Pen granted by it is capped at 40%.
You cannot own this item concurrently with Void Staff.
3000
Terminus TIPS: This item combines Attack Damage and Attack Speed while empowering basic attacks with additional magic damage. Consecutive attacks alternate between effects that gradually increase Armor and Magic Resistance or provide Armor and Magic Penetration. An excellent choice for champions focused on frequent basic attacks and on-hit effects who need both sustained damage and additional durability in extended fights.
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+35 Attack Damage
+30% Armor Penetration
+25% Critical Rate
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3000
Mortal Reminder TIPS: This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with armored enemies. Dealing physical damage to enemy champions applies Grievous Wounds, reducing the effectiveness of their healing and health regeneration. An excellent choice against teams with high Armor, healing, and regeneration.
Mortal Reminder — This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with armored enemies. Dealing physical damage to enemy champions applies Grievous Wounds, reducing the effectiveness of their healing and health regeneration. An excellent choice against teams with high Armor, healing, and regeneration.
Wit's End
Basic Attack deals Bonus Damage
+50% Attack Speed
+45 Magic Resistance
+20% Tenacity
At Wit's End: Attacks deal 40 bonus magic damage on hit.
2800
Wit's End TIPS: This item combines high Attack Speed, Magic Resistance, and Tenacity while empowering basic attacks with additional magic damage on hit. An excellent choice for champions focused on frequent attacks and on-hit effects, especially against teams with heavy magic damage and crowd control.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+12 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Edge of Night — This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Wit's End
Basic Attack deals Bonus Damage
+50% Attack Speed
+45 Magic Resistance
+20% Tenacity
At Wit's End: Attacks deal 40 bonus magic damage on hit.
2800
Wit's End TIPS: This item combines high Attack Speed, Magic Resistance, and Tenacity while empowering basic attacks with additional magic damage on hit. An excellent choice for champions focused on frequent attacks and on-hit effects, especially against teams with heavy magic damage and crowd control.
Dusk and Dawn
Applies on-hit effects
+300 Maximum Health
+20% Attack Speed
+60 Ability Power
+20 Ability Haste
Spellblade: After using an ability, your next attack deals (75% base
+ 10%
) bonus magic damage and restores (3% bonus
+ 10%
) Htalth to you. After a brief delay, apply on-hits to the target 1 additional time. (1.5s Cooldown)
Deals reduced damage to structures.
3100
Dusk and Dawn TIPS: This item combines Health, Attack Speed, Ability Power, and Ability Haste, making it well suited for champions who weave abilities and basic attacks together. After casting an ability, the next attack deals bonus magic damage and restores Health, then applies on-hit effects to the target an additional time. An excellent choice for AP fighters and hybrid champions with strong on-hit synergy.
Dusk and Dawn — This item combines Health, Attack Speed, Ability Power, and Ability Haste, making it well suited for champions who weave abilities and basic attacks together. After casting an ability, the next attack deals bonus magic damage and restores Health, then applies on-hit effects to the target an additional time. An excellent choice for AP fighters and hybrid champions with strong on-hit synergy.
Wit's End
Basic Attack deals Bonus Damage
+50% Attack Speed
+45 Magic Resistance
+20% Tenacity
At Wit's End: Attacks deal 40 bonus magic damage on hit.
2800
Wit's End TIPS: This item combines high Attack Speed, Magic Resistance, and Tenacity while empowering basic attacks with additional magic damage on hit. An excellent choice for champions focused on frequent attacks and on-hit effects, especially against teams with heavy magic damage and crowd control.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Guardian Angel — This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Wit's End
Basic Attack deals Bonus Damage
+50% Attack Speed
+45 Magic Resistance
+20% Tenacity
At Wit's End: Attacks deal 40 bonus magic damage on hit.
2800
Wit's End TIPS: This item combines high Attack Speed, Magic Resistance, and Tenacity while empowering basic attacks with additional magic damage on hit. An excellent choice for champions focused on frequent attacks and on-hit effects, especially against teams with heavy magic damage and crowd control.
Mercurial Scimitar
Dispels crowd control
+45 Attack Damage
+12% Lifesteal
+40 Magic Resistance
Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
3100
Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Mercurial Scimitar — This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Wit's End
Basic Attack deals Bonus Damage
+50% Attack Speed
+45 Magic Resistance
+20% Tenacity
At Wit's End: Attacks deal 40 bonus magic damage on hit.
2800
Wit's End TIPS: This item combines high Attack Speed, Magic Resistance, and Tenacity while empowering basic attacks with additional magic damage on hit. An excellent choice for champions focused on frequent attacks and on-hit effects, especially against teams with heavy magic damage and crowd control.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Zhonya's Hourglass — This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Flash (Teleport a short distance) and
Ghost (Gain a large burst of movement speed) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Ghost
Gain a large burst of movement speed, that decays to 25% bonus movement speed for 8 seconds. With each takedown, Ghost's duration is extended by 6 seconds, refreshing its effects, up to the original amount.
Cooldown: 90s
Lethal Tempo (Stack Attack Speed with each consecutive attack. At max stacks, gain additional Attack Speed and deal bonus damage with your attacks) as your keystone, followed by
Brutal (Attacks deal bonus damage to enemy champions.),
Coup de Grace (Increases damage dealt to enemy champions with low Health.) and
Legend: Alacrity (Gains Attack Speed.) in the primary tree, as well as
Bone Plating (Reduces incoming damage.) in the secondary tree. Below you can see possible options for replacing runes.
Lethal Tempo
Attack Speed
Gain Attack Speed when attacking enemy champions. Stacks up to 6 times. At max stacks deal bonus damage with your attacks.
Each stack Attack Speed by 6% (4.8% for ranged champions) for 6 seconds.
Max stacks bonus: Attacks against non-turrets fire a bullet on hit, dealing 9–30 adaptive damage (6–20 for ranged champions). Every 1% bonus Attack Speed you have increases the damage by 0.5% (0.33% for ranged champions).
Brutal
Attacks deal on-hit damage
Attacks deal (5 + 6% bonus
+ 3%
) bonus adaptive damage to enemy champions.
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Legend: Alacrity
Increase bonus Attack Speed
Gains 3% Attack Speed. Takedown monsters, enemy champions, or minions to gain up to an additional 18% Attack Speed.
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Cut Down
Deal more damage to high Health enemies
Your attacks deal 6.57% bonus adaptive damage to enemy champions with more than 60% Health.
Cut Down — This rune increases damage against high-health targets, helping you deal with tanky enemies more effectively. It is ideal for champions who rely on consistent damage output, especially against tanks and durable fighters. It works best on marksmen and some fighters where efficiently shredding high-health targets is important.
Legend: Alacrity
Increase bonus Attack Speed
Gains 3% Attack Speed. Takedown monsters, enemy champions, or minions to gain up to an additional 18% Attack Speed.
Legend: Bloodline
Increase Omnivamp
Gains 1% Omnivamp
. Takedown monsters, enemy champions, or minions to gain up to an additional 7% Omnivamp
.
Legend: Bloodline — The rune increases your omnivamp by 1%, allowing you to restore health when dealing damage to both enemies and allies. By taking down monsters, enemy champions, or minions, you gain additional bonuses, increasing your omnivamp up to 7%. This rune is suitable for champions such as fighters, junglers, and marksmen who actively engage in battles. Marksmen, who are often in the heart of the action, can effectively sustain themselves with omnivamp, enhancing their survivability in fights.
(Q) CAUSTIC SPITTLE
6s
40
Vomits a corrosive projectile that deals 90 magic damage (90/150/210/270 + 65%
) and shreds 20/24/28/32% Armor and Magic Resist for 4 second(s).
(W) BIO-ARCANE BARRAGE
16s
40
Attacks gain 90/120/150/180 range and deal an additional 1.5% max Health as magic damage (1.5/2.5/3.5/4.5 + 0.01%
) for 8 second(s).
Deals up to 100 damage against minions and monsters.
(E) VOID OOZE
11s
40/50/60/70
Spits bile, dealing 80 magic damage (80/130/180/230 + 55%
) and leaving a trail of ooze for 3.5 second(s). Enemies in the ooze are slowed by 45/50/55/60%.
(R) LIVING ARTILLERY
2/1.5/1s
Corrosion Specialist (Passive): Gains 10/20/30% Attack Speed.
Acid Shot (Active): Shoots acid at an area, revealing the area for 2 second(s). Then deals 80 magic damage (80/120/160 + 25%
+ 75% bonus
) to enemies within and reveals them for 2 second(s).
Damage Amplification: This ability's damage scales with the target's missing Health, increasing by 0%-50% based on 0%-60% missing Health. Enemies below 40% Health take 200 magic damage (200/280/360 + 50%
+ 150% bonus
) instead.
Subsequent shots within 8 seconds cost an additional 50 Mana (max 500 Mana). This ability's range increases by 200 units with each rank gained.
We have prepared lists of champions that can really annoy you during a match with the game on the Adc KOG'MAW. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
There are no champions in this section that threaten {title}.
There are no champions in this section that threaten {title}.
There are no champions in this section that threaten {title}.
There are no champions in this section that threaten {title}.
There are no champions in this section that synergies with {title}.
There are no champions in this section that synergies with {title}.
There are no champions in this section that synergies with {title}.
There are no champions in this section that synergies with {title}.
We have prepared a list of items and spells that will help counter Adc KOG'MAW in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
Block: Reduces damage from champion attacks by 10%.
1200
Plated Steelcaps TIPS: These boots provide reliable protection against champions who rely heavily on basic attacks. They increase your Health and Armor, while the passive further reduces damage taken from enemy champion attacks. An excellent choice against marksmen, AD fighters, and other auto-attack-focused champions.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 30% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.
2800
Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Dead Man's Plate
Increases Movement Speed
+350 Max Health
+70 Armor
+4% Movement Speed
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 75% for 1 second.
2800
Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.
Frozen Heart
Reduces enemy Attack Speed
+80 Armor
+400 Max Mana
+20 Ability Haste
Winter's Caress: Reduce the Attack Speed of enemy champions within 650 units of you by 25%.
2550
Frozen Heart TIPS: This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
Warden's Mail
Reduces enemy's Attack Speed
+35 Armor
Cold Steel: Reduce the Attack Speed of enemies by 15% for 1.5 seconds when struck by an attack.
1050
Frozen Heart
Reduces enemy Attack Speed
+80 Armor
+400 Max Mana
+20 Ability Haste
Winter's Caress: Reduce the Attack Speed of enemy champions within 650 units of you by 25%.
2550
Frozen Heart TIPS: This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
Dawnshroud
Immobilize effects damage and reveal around you
+250 Max Health
+50 Armor
+30 Magic Resistance
Dawnbringer: When you immobilize a champion champion or are immobilized within 400 units of an enemy champion, reveal all nearby enemy champions for 3 seconds, deal magic damage equal to 40 + 2.5% bonus
and gain 20% Armor
and Magic Resistance
(3s Cooldown)
2700
Dawnshroud TIPS: This item is great for tanks and support initiators. When you immobilize an enemy or are immobilized near foes, it reveals nearby champions, deals an explosive burst of magic damage, and briefly boosts your defenses. Perfect for zone control, reliable engages, and countering enemy dive attempts.
Amaranth's Twinguard
In-combat durability
+300 Max Health
+50 Armor
+50 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor
by 30% and Magic Resistance
by 30% until out of combat with champion.
3200
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Mantle of the Twelfth Hour
Increases max Health when your Health is low
+600 Max Health
+20 Ability Haste
Lifeline: Damage that puts you under 30%
grants bonus max Health equal to 200–300 bonus Health
for 5s. Additionally gain 10% Movement Speed and 20% Tenacity and increase in size by 10% for 5s. During this time, restore (200–400 (
) + 120 Armor
+ 120% Magic Resistance
+ 15
) Health. (70s Cooldown)
2550
Mantle of the Twelfth Hour TIPS: This item provides a large amount of Health and Ability Haste, significantly improving overall durability. When Health drops to a critical level, it temporarily increases maximum Health, restores Health, and grants additional Movement Speed and Tenacity, helping you survive dangerous situations and stay in the fight. Especially effective for tanks and fighters who spend extended periods in the middle of combat.
Unending Despair
Increases tanks' sustain in teamfights
+300 Max Health
+40 Armor
+40 Magic Resistance
+10 Ability Haste
Anguish: Every 4 second(s) while in combat with a champion, deal 3% of your max Health as magic damage to nearby champions and heal for 250% of the damage dealt. Anguish is unaffected by Item Ability Haste.
3000
Unending Despair TIPS: This item turns you into a self-sustaining frontline: while fighting you periodically deal magic damage around you and heal for a portion of that damage. Great for tanks and frontliners — it helps you soak focus, remain in the heart of fights longer, and excel in extended team engagements. Less effective in very short burst trades or on champions that avoid standing in the center of combat.
The information below will help you get familiar with the game on the APC Line KOG'MAW. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Amplifying Tome. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Amplifying Tome
+20 Ability Power
500
Dusk and Dawn
Applies on-hit effects
+300 Maximum Health
+20% Attack Speed
+60 Ability Power
+20 Ability Haste
Spellblade: After using an ability, your next attack deals (75% base
+ 10%
) bonus magic damage and restores (3% bonus
+ 10%
) Htalth to you. After a brief delay, apply on-hits to the target 1 additional time. (1.5s Cooldown)
Deals reduced damage to structures.
3100
Dusk and Dawn TIPS: This item combines Health, Attack Speed, Ability Power, and Ability Haste, making it well suited for champions who weave abilities and basic attacks together. After casting an ability, the next attack deals bonus magic damage and restores Health, then applies on-hit effects to the target an additional time. An excellent choice for AP fighters and hybrid champions with strong on-hit synergy.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Infinity Orb
Abilities deal bonus damage
+110 Ability Power
+15 Magic Penetration
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 40% Health.
3100
Infinity Orb TIPS: This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Spellslinger's Shoes
Deal bonus damage to minions
+35 Ability Power
+18 Magic Penetration
+8% Magic Penetration
+100% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% base Health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
2200
Spellslinger's Shoes TIPS: These boots greatly increase your magic damage through a combination of Ability Power and both flat and percentage magic penetration. The high mana regeneration allows for frequent spell casting, while the bonus true damage to minions significantly improves wave clear. Champions without Mana instead gain increased health regeneration. They are an excellent choice for mages and AP supports who value strong damage, constant lane pressure, and efficient farming.
Dusk and Dawn (Applies on-hit effects) as your first item, followed by
Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Infinity Orb (Abilities deal bonus damage).
Spellslinger's Shoes (Deal bonus damage to minions).
Dusk and Dawn
Applies on-hit effects
+300 Maximum Health
+20% Attack Speed
+60 Ability Power
+20 Ability Haste
Spellblade: After using an ability, your next attack deals (75% base
+ 10%
) bonus magic damage and restores (3% bonus
+ 10%
) Htalth to you. After a brief delay, apply on-hits to the target 1 additional time. (1.5s Cooldown)
Deals reduced damage to structures.
3100
Dusk and Dawn TIPS: This item combines Health, Attack Speed, Ability Power, and Ability Haste, making it well suited for champions who weave abilities and basic attacks together. After casting an ability, the next attack deals bonus magic damage and restores Health, then applies on-hit effects to the target an additional time. An excellent choice for AP fighters and hybrid champions with strong on-hit synergy.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Infinity Orb
Abilities deal bonus damage
+110 Ability Power
+15 Magic Penetration
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 40% Health.
3100
Infinity Orb TIPS: This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.
Rabadon's Deathcap
Boosts Ability Power
+130 Ability Power
Overkill: Increases Ability Power by 30%.
3400
Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Rabadon's Deathcap
Boosts Ability Power
+130 Ability Power
Overkill: Increases Ability Power by 30%.
3400
Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.
Cryptbloom
Restore health on champion kill
+75 Ability Power
+30% Magic Penetration
+20 Ability Haste
Life from Death: When a champion that you damaged within 3s dies, a nova spreads from their corpse that restores 100 plus 20%
Health to allies. (60s Cooldown)
3000
Cryptbloom TIPS: This item combines powerful magic penetration with valuable team utility. In addition to boosting your spell damage, champions you recently damaged release a healing nova upon death, restoring health to nearby allies. It is an excellent choice for mages who want to deal heavy damage while providing extra sustain for their team during extended teamfights.
Cryptbloom — This item combines powerful magic penetration with valuable team utility. In addition to boosting your spell damage, champions you recently damaged release a healing nova upon death, restoring health to nearby allies. It is an excellent choice for mages who want to deal heavy damage while providing extra sustain for their team during extended teamfights.
Rabadon's Deathcap
Boosts Ability Power
+130 Ability Power
Overkill: Increases Ability Power by 30%.
3400
Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.
Stormsurge
A powerful item for Scaling Mages
+90 Ability Power
+15 Magic Penetration
+6% Move Speed
Stormraider: When damaging a champion, dealing damage equal to 25% of their max Health within 2.5 second(s) applies Squall to them and grants you 25% bonus Movement Speed for 2.5s. (25s Cooldown)
Squall: After 2 second(s), strike the target, dealing magic damage equal to 125 plus 10%
. If the target is killed before the strike, it detonates immediately in a large area and grants 25 gold.
2800
Stormsurge TIPS: This item is perfect for mages capable of delivering heavy burst damage. After landing a strong combo, it marks the target, grants you a burst of movement speed, and follows up with an additional magic strike. If the target dies before the effect triggers, it immediately explodes in an area and rewards you with bonus gold. An excellent choice for scaling mages and AP assassins looking to secure kills and snowball their advantage.
Stormsurge — This item is perfect for mages capable of delivering heavy burst damage. After landing a strong combo, it marks the target, grants you a burst of movement speed, and follows up with an additional magic strike. If the target dies before the effect triggers, it immediately explodes in an area and rewards you with bonus gold. An excellent choice for scaling mages and AP assassins looking to secure kills and snowball their advantage.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Hextech Roketbelt
Small dash
+250 Max Health
+70 Ability Power
+20 Ability Haste
Protobelt (Active): Dash forward and unleash a cone of missiles, dealing 100 plus 10%
magic damage. (30s Cooldown)
If champions or monsters are hit by more than one missile, missiles after the first will deal only 10% damage.
2700
Hextech Roketbelt TIPS: This item combines Ability Power with extra mobility, allowing you to quickly close the gap or reposition during combat. Its active grants a short dash while firing a cone of rockets that deal area magic damage. It is an excellent choice for AP assassins, mobile mages, and engage-oriented champions who need to dive in, secure kills, or dodge key enemy abilities.
Hextech Roketbelt — This item combines Ability Power with extra mobility, allowing you to quickly close the gap or reposition during combat. Its active grants a short dash while firing a cone of rockets that deal area magic damage. It is an excellent choice for AP assassins, mobile mages, and engage-oriented champions who need to dive in, secure kills, or dodge key enemy abilities.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Banshee's Veil
Blocks an enemy ability
+105 Ability Power
+40 Magic Resistance
Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)
3000
Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Banshee's Veil — This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Malignance
An item made for Ultimate-centric playstyles
+90 Ability Power
+500 Max Mana
+15 Ability Haste
Scorn: Your Ultimate abilities gain 20 Ability Haste.
Hatefog: Damaging a champion with your Ultimate burns the ground beneath them for 3 second(s), dealing magic damage equal to 60 plus 5% AP
per second and reducing their Magic Resist by 10. Burn radius increases with damage, reaching maximum radius at 800 damage.
2700
Malignance TIPS: This item is perfect for champions who focus on their ultimate abilities and want to maximize their effectiveness in fights. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Scorn" effect reduces the cooldown of your ultimate ability, enhancing its efficiency and uptime. The "Hatefog" effect deals magic damage to enemies in the area after using your ultimate, creating a scorched earth effect. Enemies within this area take damage and have their magic resistance reduced, making this item ideal for champions who want to weaken their opponents and increase their damage. It’s especially useful against enemies with high magic resistance.
Malignance — This item is perfect for champions who focus on their ultimate abilities and want to maximize their effectiveness in fights. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Scorn" effect reduces the cooldown of your ultimate ability, enhancing its efficiency and uptime. The "Hatefog" effect deals magic damage to enemies in the area after using your ultimate, creating a scorched earth effect. Enemies within this area take damage and have their magic resistance reduced, making this item ideal for champions who want to weaken their opponents and increase their damage. It’s especially useful against enemies with high magic resistance.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Nashor's Tooth
Attacks deal bonus damage
+50% Attack Speed
+80 Ability Power
+15 Ability Haste
Gnaw: Attacks deal (15 + 20% bonus
) magic damage as on-hit.
2900
Nashor's Tooth TIPS: This item combines Ability Power, high Attack Speed, and Ability Haste, significantly empowering champions who rely on both abilities and basic attacks. Each attack deals additional magic damage on hit that scales with Ability Power. An excellent choice for AP champions focused on frequent basic attacks and on-hit effects.
Nashor's Tooth — This item combines Ability Power, high Attack Speed, and Ability Haste, significantly empowering champions who rely on both abilities and basic attacks. Each attack deals additional magic damage on hit that scales with Ability Power. An excellent choice for AP champions focused on frequent basic attacks and on-hit effects.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Terminus
Increases Armor Pen, Megic Pen, Armor, and Magic Resist
+35 Attack Damage
+35% Attack Speed
Shadow: Attacks deal 30 bonus magic damage on-hit.
Juxtaposition: Alternate between Light and Dark on-hits when attacking. Light attacks grant 5-8 Armor and Magic Resist(
) for 5 seconds on hit. Dark attacks grant
10% Armor Pen and
10% Magic Pen for 5 seconds on hit. Each on-hit effect stacks up to 3 times. While you have this item, bonus
Armor Pen and
Magic Pen granted by it is capped at 40%.
You cannot own this item concurrently with Void Staff.
3000
Terminus TIPS: This item combines Attack Damage and Attack Speed while empowering basic attacks with additional magic damage. Consecutive attacks alternate between effects that gradually increase Armor and Magic Resistance or provide Armor and Magic Penetration. An excellent choice for champions focused on frequent basic attacks and on-hit effects who need both sustained damage and additional durability in extended fights.
Terminus — This item combines Attack Damage and Attack Speed while empowering basic attacks with additional magic damage. Consecutive attacks alternate between effects that gradually increase Armor and Magic Resistance or provide Armor and Magic Penetration. An excellent choice for champions focused on frequent basic attacks and on-hit effects who need both sustained damage and additional durability in extended fights.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Guinsoo's Rageblade
Applies on-hit effects
+35 Attack Damage
+30% Attack Speed
+30 Ability Power
Wrath: Attacks deal 30 bonus magic damage on hit.
Seething Strike: Attacks grant 8% Attack Speed, stacking up to 4 times for a maximum of 32% Attack Speed. While fully stacked, every 3 attack(s) applies on-hit effects an additional 1 time(s).
3000
Guinsoo's Rageblade TIPS: This item combines physical and magic damage with Attack Speed, significantly empowering champions focused on on-hit effects. Attacks deal bonus magic damage and gradually increase Attack Speed, while at maximum stacks they periodically trigger on-hit effects an additional time. An excellent choice for champions who rely on frequent basic attacks and stacking multiple on-hit effects.
Guinsoo's Rageblade — This item combines physical and magic damage with Attack Speed, significantly empowering champions focused on on-hit effects. Attacks deal bonus magic damage and gradually increase Attack Speed, while at maximum stacks they periodically trigger on-hit effects an additional time. An excellent choice for champions who rely on frequent basic attacks and stacking multiple on-hit effects.
Flash (Teleport a short distance) and
Ghost (Gain a large burst of movement speed) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Ghost
Gain a large burst of movement speed, that decays to 25% bonus movement speed for 8 seconds. With each takedown, Ghost's duration is extended by 6 seconds, refreshing its effects, up to the original amount.
Cooldown: 90s
Lethal Tempo (Stack Attack Speed with each consecutive attack. At max stacks, gain additional Attack Speed and deal bonus damage with your attacks) as your keystone, followed by
Brutal (Attacks deal bonus damage to enemy champions.),
Coup de Grace (Increases damage dealt to enemy champions with low Health.) and
Legend: Alacrity (Gains Attack Speed.) in the primary tree, as well as
Bone Plating (Reduces incoming damage.) in the secondary tree. Below you can see possible options for replacing runes.
Lethal Tempo
Attack Speed
Gain Attack Speed when attacking enemy champions. Stacks up to 6 times. At max stacks deal bonus damage with your attacks.
Each stack Attack Speed by 6% (4.8% for ranged champions) for 6 seconds.
Max stacks bonus: Attacks against non-turrets fire a bullet on hit, dealing 9–30 adaptive damage (6–20 for ranged champions). Every 1% bonus Attack Speed you have increases the damage by 0.5% (0.33% for ranged champions).
Brutal
Attacks deal on-hit damage
Attacks deal (5 + 6% bonus
+ 3%
) bonus adaptive damage to enemy champions.
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Legend: Alacrity
Increase bonus Attack Speed
Gains 3% Attack Speed. Takedown monsters, enemy champions, or minions to gain up to an additional 18% Attack Speed.
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Cut Down
Deal more damage to high Health enemies
Your attacks deal 6.57% bonus adaptive damage to enemy champions with more than 60% Health.
Cut Down — This rune increases damage against high-health targets, helping you deal with tanky enemies more effectively. It is ideal for champions who rely on consistent damage output, especially against tanks and durable fighters. It works best on marksmen and some fighters where efficiently shredding high-health targets is important.
Legend: Alacrity
Increase bonus Attack Speed
Gains 3% Attack Speed. Takedown monsters, enemy champions, or minions to gain up to an additional 18% Attack Speed.
Legend: Bloodline
Increase Omnivamp
Gains 1% Omnivamp
. Takedown monsters, enemy champions, or minions to gain up to an additional 7% Omnivamp
.
Legend: Bloodline — The rune increases your omnivamp by 1%, allowing you to restore health when dealing damage to both enemies and allies. By taking down monsters, enemy champions, or minions, you gain additional bonuses, increasing your omnivamp up to 7%. This rune is suitable for champions such as fighters, junglers, and marksmen who actively engage in battles. Marksmen, who are often in the heart of the action, can effectively sustain themselves with omnivamp, enhancing their survivability in fights.
(Q) CAUSTIC SPITTLE
6s
40
Vomits a corrosive projectile that deals 90 magic damage (90/150/210/270 + 65%
) and shreds 20/24/28/32% Armor and Magic Resist for 4 second(s).
(W) BIO-ARCANE BARRAGE
16s
40
Attacks gain 90/120/150/180 range and deal an additional 1.5% max Health as magic damage (1.5/2.5/3.5/4.5 + 0.01%
) for 8 second(s).
Deals up to 100 damage against minions and monsters.
(E) VOID OOZE
11s
40/50/60/70
Spits bile, dealing 80 magic damage (80/130/180/230 + 55%
) and leaving a trail of ooze for 3.5 second(s). Enemies in the ooze are slowed by 45/50/55/60%.
(R) LIVING ARTILLERY
2/1.5/1s
Corrosion Specialist (Passive): Gains 10/20/30% Attack Speed.
Acid Shot (Active): Shoots acid at an area, revealing the area for 2 second(s). Then deals 80 magic damage (80/120/160 + 25%
+ 75% bonus
) to enemies within and reveals them for 2 second(s).
Damage Amplification: This ability's damage scales with the target's missing Health, increasing by 0%-50% based on 0%-60% missing Health. Enemies below 40% Health take 200 magic damage (200/280/360 + 50%
+ 150% bonus
) instead.
Subsequent shots within 8 seconds cost an additional 50 Mana (max 500 Mana). This ability's range increases by 200 units with each rank gained.
We have prepared lists of champions that can really annoy you during a match with the game on the APC KOG'MAW. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
There are no champions in this section that threaten {title}.
There are no champions in this section that threaten {title}.
There are no champions in this section that threaten {title}.
There are no champions in this section that threaten {title}.
There are no champions in this section that synergies with {title}.
There are no champions in this section that synergies with {title}.
There are no champions in this section that synergies with {title}.
There are no champions in this section that synergies with {title}.
We have prepared a list of items and spells that will help counter APC KOG'MAW in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
Block: Reduces damage from champion attacks by 10%.
1200
Plated Steelcaps TIPS: These boots provide reliable protection against champions who rely heavily on basic attacks. They increase your Health and Armor, while the passive further reduces damage taken from enemy champion attacks. An excellent choice against marksmen, AD fighters, and other auto-attack-focused champions.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 30% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.
2800
Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Dead Man's Plate
Increases Movement Speed
+350 Max Health
+70 Armor
+4% Movement Speed
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 75% for 1 second.
2800
Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.
Frozen Heart
Reduces enemy Attack Speed
+80 Armor
+400 Max Mana
+20 Ability Haste
Winter's Caress: Reduce the Attack Speed of enemy champions within 650 units of you by 25%.
2550
Frozen Heart TIPS: This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
Warden's Mail
Reduces enemy's Attack Speed
+35 Armor
Cold Steel: Reduce the Attack Speed of enemies by 15% for 1.5 seconds when struck by an attack.
1050
Frozen Heart
Reduces enemy Attack Speed
+80 Armor
+400 Max Mana
+20 Ability Haste
Winter's Caress: Reduce the Attack Speed of enemy champions within 650 units of you by 25%.
2550
Frozen Heart TIPS: This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
Dawnshroud
Immobilize effects damage and reveal around you
+250 Max Health
+50 Armor
+30 Magic Resistance
Dawnbringer: When you immobilize a champion champion or are immobilized within 400 units of an enemy champion, reveal all nearby enemy champions for 3 seconds, deal magic damage equal to 40 + 2.5% bonus
and gain 20% Armor
and Magic Resistance
(3s Cooldown)
2700
Dawnshroud TIPS: This item is great for tanks and support initiators. When you immobilize an enemy or are immobilized near foes, it reveals nearby champions, deals an explosive burst of magic damage, and briefly boosts your defenses. Perfect for zone control, reliable engages, and countering enemy dive attempts.
Amaranth's Twinguard
In-combat durability
+300 Max Health
+50 Armor
+50 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor
by 30% and Magic Resistance
by 30% until out of combat with champion.
3200
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Mantle of the Twelfth Hour
Increases max Health when your Health is low
+600 Max Health
+20 Ability Haste
Lifeline: Damage that puts you under 30%
grants bonus max Health equal to 200–300 bonus Health
for 5s. Additionally gain 10% Movement Speed and 20% Tenacity and increase in size by 10% for 5s. During this time, restore (200–400 (
) + 120 Armor
+ 120% Magic Resistance
+ 15
) Health. (70s Cooldown)
2550
Mantle of the Twelfth Hour TIPS: This item provides a large amount of Health and Ability Haste, significantly improving overall durability. When Health drops to a critical level, it temporarily increases maximum Health, restores Health, and grants additional Movement Speed and Tenacity, helping you survive dangerous situations and stay in the fight. Especially effective for tanks and fighters who spend extended periods in the middle of combat.
Unending Despair
Increases tanks' sustain in teamfights
+300 Max Health
+40 Armor
+40 Magic Resistance
+10 Ability Haste
Anguish: Every 4 second(s) while in combat with a champion, deal 3% of your max Health as magic damage to nearby champions and heal for 250% of the damage dealt. Anguish is unaffected by Item Ability Haste.
3000
Unending Despair TIPS: This item turns you into a self-sustaining frontline: while fighting you periodically deal magic damage around you and heal for a portion of that damage. Great for tanks and frontliners — it helps you soak focus, remain in the heart of fights longer, and excel in extended team engagements. Less effective in very short burst trades or on champions that avoid standing in the center of combat.
ICATHIAN SURPRISE
CAUSTIC SPITTLE
BIO-ARCANE BARRAGE
VOID OOZE
LIVING ARTILLERY

Icathian Gift: Can continue to move and gains 10% Movement Speed for 4 second(s) after dying. The Movement Speed bonus increases to 50% over the duration. Explodes when the effect ends, dealing 140 true damage (105 + 35 (
)) to nearby enemies.

16s
40
Attacks gain 90/120/150/180 range and deal an additional 1.5% max Health as magic damage (1.5/2.5/3.5/4.5 + 0.01%
) for 8 second(s).
Deals up to 100 damage against minions and monsters.

2/1.5/1s
Corrosion Specialist (Passive): Gains 10/20/30% Attack Speed.
Acid Shot (Active): Shoots acid at an area, revealing the area for 2 second(s). Then deals 80 magic damage (80/120/160 + 25%
+ 75% bonus
) to enemies within and reveals them for 2 second(s).
Damage Amplification: This ability's damage scales with the target's missing Health, increasing by 0%-50% based on 0%-60% missing Health. Enemies below 40% Health take 200 magic damage (200/280/360 + 50%
+ 150% bonus
) instead.
Subsequent shots within 8 seconds cost an additional 50 Mana (max 500 Mana). This ability's range increases by 200 units with each rank gained.
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Belched forth from a rotting Void incursion deep in the wastelands of Icathia, Kog'Maw is an inquisitive yet putrid creature with a caustic, gaping mouth. This particular Void-spawn needs to gnaw and drool on anything within reach to truly understand it. Though not inherently evil, Kog'Maw's beguiling naiveté is dangerous, as it often precedes a feeding frenzy—not for sustenance, but to satisfy its unending curiosity.