

Kog'Maw
The Mouth of the Abyss
How this differs from the live game
- Caustic Spittle (Q) is point and click
Build
Runes and masteries
x9Mark of Attack DamageMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Attack SpeedQuint
- Attack Damage +9.00
- Attack Speed +13.50%
- Armor +9.00
- Magic Resist +12.60
AD marks support last-hitting and early trades; Kog'Maw's Living Artillery also reads bonus AD, while Bio-Arcane Barrage wants attack speed from quints to apply its max-health magic damage more often. Use flat MR glyphs for normal bot lanes because supports and mid-game magic poke were common.
This is a standard 21/9/0 Season 3 marksman page: full offense for sustained auto-attack damage, then enough defense for lane durability and Veteran's Scars. Resistance supplies the eighth higher-defense point needed to unlock Veteran's Scars cleanly.
Skill order
ultimate at 6, 11 and 16Icathian Surprise
- Caustic Spittle (Q) takes points at levels 4, 8, 10, 12, 13.
- Bio-Arcane Barrage (W) takes points at levels 1, 3, 5, 7, 9.
- Void Ooze (E) takes points at levels 2, 14, 15, 17, 18.
- Living Artillery (R) takes points at levels 6, 11, 16.
Max W first because Bio-Arcane Barrage is the reason Kog'Maw wins extended fights, then Q for attack speed and shred, with E left mostly as utility after the early slow. Start W for level 1 trading and range control, then take E for safety and wave control.
Alternative — Max E second instead of Q when the lane is too dangerous to keep auto-attacking and you need stronger waveclear and disengage.
Why these items
Openingsall within the 475 starting gold
Doran's Blade start — Default Season 3 ADC start when you can lane normally and want the strongest level 1 combat stats.
Boots and potions start — Use into skill-shot poke or kill lanes where dodging hooks, bindings, or jungle pressure matters more than Doran's raw stats.
Corein buy order
1Berserker's Greaves900gBerserker's Greaves give cheap attack speed so W converts more attacks into max-health damage.
2Blade of The Ruined King3,200gBlade of The Ruined King was the defining Season 3 Kog'Maw rush, adding attack speed, lifesteal, and another percent-health on-hit effect.
3Runaan's Hurricane2,400gRunaan's Hurricane spreads Kog'Maw's on-hit pressure across teamfights and massively increases his W damage output when enemies clump.
4Wit's End2,150gWit's End stacks well with W by adding attack speed, magic on-hit damage, and MR for mid-game fights.
Situationalonly when the game asks for it

Mercurial Scimitar3,700gBuy Mercurial Scimitar when one suppress, stun, or Exhaust is the main thing preventing you from dealing damage.

Banshee's Veil2,750gBuy Banshee's Veil when long-range engage or pick spells are forcing you out before fights start.

Ninja Tabi1,000gBuy Ninja Tabi instead of Berserker's Greaves against heavy physical dive or double AD compositions.

Maw of Malmortius3,200gBuy Maw of Malmortius when a burst mage is killing you before lifesteal and positioning can matter.

Infinity Edge3,800gBuy Infinity Edge if the game calls for a more conventional crit finish and you are free-hitting tanks less often.
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Ability PowerGlyph
x3Quintessence of Ability PowerQuint
- Ability Power +25.80
- Magic Penetration +9.00
- Armor +9.00
Magic penetration marks are for Void Ooze and Living Artillery poke, both of which deal magic damage; flat AP glyphs and quints push their 70%/30% AP ratios from level 1. Compared to ordinary Kog'Maw, this gives up attack speed and attack damage runes, so last-hitting and Bio-Arcane sustained autos are weaker.
This is 21/0/9: full AP offense for spell damage, magic penetration, CDR, and Executioner, with utility reaching Runic Affinity because Season 3 mid Kog'Maw uses blue buff heavily. Compared to ordinary Kog'Maw pages, it drops Fury, Weapon Expertise, and AD-focused points, so the build pays real auto-attack DPS for stronger Void Ooze and Living Artillery scaling.
Skill order
ultimate at 6, 11 and 16Icathian Surprise
- Caustic Spittle (Q) takes points at levels 4, 8, 10, 12, 13.
- Bio-Arcane Barrage (W) takes points at levels 2, 14, 15, 17, 18.
- Void Ooze (E) takes points at levels 1, 3, 5, 7, 9.
- Living Artillery (R) takes points at levels 6, 11, 16.
Max E first for waveclear, lane control, and the 70% AP poke pattern, then Q for the point-and-click magic damage and resistance shred, with W finished last. The early W point gives enough range and percent-health damage to punish melees without turning the build into on-hit Kog'Maw.
Alternative — Max Q before E only into lanes where you cannot safely line up Void Ooze and need reliable point-and-click trades; the AP mid artillery build normally maxes E first.
Why these items
Openingsall within the 475 starting gold
Doran's Ring start — Default start into most mids: AP, health, mana regen, and mana-on-kill make the first few waves much cleaner.
Flask sustain start — Use into heavy poke or lanes where you expect repeated recalls and need both health and mana sustain before Tear or Catalyst.
Boots ward start — Use against skillshot-heavy or gank-heavy lanes where early movement and an extra ward matter more than Doran's combat stats.
Corein buy order
1Tear of the Goddess700gTear of the Goddess supports repeated Void Ooze and Living Artillery casts and builds toward Archangel's Staff for AP from mana.
2Rod of Ages2,800gRod of Ages gives Kog'Maw the health, mana, and scaling AP needed to survive mid lane while still improving spell damage.
3Rabadon's Deathcap3,300gRabadon's Deathcap turns the AP ratios on Void Ooze and Living Artillery into real artillery damage.
4Void Staff2,295gVoid Staff keeps the poke relevant once enemies buy magic resistance.
Situationalonly when the game asks for it

Rylai's Crystal Scepter2,900gBuy Rylai's Crystal Scepter when your team needs more kiting and pick setup from E and R slows.

Morellonomicon2,200gBuy Morellonomicon when you need 20% CDR, mana regen, and Grievous Wounds against healing champions.

Abyssal Scepter2,560gBuy Abyssal Scepter against double AP or a hard magic-damage lane when you can safely fight close enough for the aura.

Deathfire Grasp3,100gBuy Deathfire Grasp when your job is to burst one frontline or diving champion before unloading magic damage.

Mercury's Treads1,200gBuy Mercury's Treads instead of Sorcerer's Shoes when crowd control or magic burst would otherwise stop you from casting.
One build, written by a player. Newest first.
Write a Kog'Maw buildBuild
Runes and masteries
x9Mark of Attack DamageMark
x9Seal of ArmorSeal
x9Glyph of Scaling Magic ResistGlyph
- Attack Damage +9.00
- Armor +9.00
- Scaling Magic Resist +1.80
Not the author's. This is a 21/9 AD carry page for the author's Berserker's Greaves, Runaan's Hurricane, Infinity Edge, Phantom Dancer, Guardian Angel, and Bloodthirster build: attack speed, armor penetration, crit scaling, and execute damage carry the offense tree, while armor and health support bot-lane trading. Inferred from the build and text they did publish.
Skill order
ultimate at 6, 11 and 16Icathian Surprise
- Caustic Spittle (Q) takes points at levels 4, 8, 10, 12, 13.
- Bio-Arcane Barrage (W) takes points at levels 1, 3, 5, 7, 9.
- Void Ooze (E) takes points at levels 2, 14, 15, 17, 18.
- Living Artillery (R) takes points at levels 6, 11, 16.
Why these items
Openingsall within the 475 starting gold
Start — The opening as the guide publishes it.
Corein buy order
1Doran's Blade475g
2
3Recurve Bow900g
4Runaan's Hurricane2,400g
5Infinity Edge3,800g
6Phantom Dancer2,800g
Notes
the author's own wordsSpitting on your face all day - InDepth AD Kog'Maw — rated 9.2/10 from 59 votes on MOBAFire.
What the guide does not publish: the rune "Quintessence of Armor Penetration" is not in the Classic catalog.
Build by LiLStormcloaK, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/spitting-on-your-face-all-day-indepth-ad-kogmaw-223318).
Abilities
per rankIcathian Surprise
Upon dying, Kog'Maw starts a chain reaction in his body which causes him to detonate after 4 seconds; dealing magic damage to surrounding enemies.
Caustic Spittle5 ranks
Passive: Increases Kog'Maw's Attack Speed. Active: Kog'Maw launches a corrosive projectile which deals magic damage and corrodes the target's Armor and Magic Resist for 4 seconds.
- Damage
- 60 / 110 / 160 / 210 / 260 + 70% AP
- Cooldown
- 8s
- Cost
- 60 Mana
- Range
- 625
Bio-Arcane Barrage5 ranks
Kog'Maw's attacks gain range and deal a percent of the target's maximum health as magic damage.
- Health Damage
- 2% / 3% / 4% / 5% / 6% + 1% per 100 AP
- Cooldown
- 17s
- Cost
- 50 Mana
- Range
- 530
Void Ooze5 ranks
Kog'Maw launches a peculiar ooze which damages all enemies it passes through and leaves a trail which slows enemies who stand on it.
- Damage
- 60 / 110 / 160 / 210 / 260 + 70% AP
- Cooldown
- 12s
- Cost
- 80 / 90 / 100 / 110 / 120 Mana
- Range
- 1200
Living Artillery3 ranks
Kog'Maw fires a living artillery shell at a great distance dealing damage and revealing targets. Additionally, multiple Living Artilleries in a short period of time cause them to cost additional mana.
- Damage
- 80 / 120 / 160 + 30% AP + 50% bonus AD
- Cooldown
- 2 / 1.5 / 1s
- Cost
- 40 Mana
- Range
- 1400 / 1700 / 2000
Matchup against
62 champions, one-on-one
AhriUnfavoured
Ahri wins if she ever lands Charm, and Spirit Rush lets her choose the engage angle before Kog'Maw can run her down with Bio-Arcane Barrage.
Watch for Charm: it stops Kog'Maw long enough for Orb of Deception, Fox-Fire, and Spirit Rush bolts to land before he can kite.
How to beat
Stay outside 550 until Bio-Arcane Barrage is active, then hit from extended range while sidestepping sideways rather than straight back. Do not commit while Spirit Rush is available unless Charm is down; once she spends a dash forward and misses Charm, Void Ooze behind her and chase with autos and Living Artillery.
Later Ahri remains better in a side-lane pick because she can flank and disengage, but Kog'Maw is far stronger in front-to-back teamfights if protected. Force her to cross vision and save spacing tools for Charm rather than wasting them on poke.
- Stand off the minion line so Orb of Deception cannot tag you both ways for free.
- After Ahri uses the first Spirit Rush charge forward, expect Charm immediately.
- Living Artillery reveal helps track her after she dashes over fog, but it does not save you from Charm range.
- If she holds Charm, do not walk into Fox-Fire range just to finish a trade.

AkaliUnfavoured
Akali's repeated Shadow Dance entries collapse Kog'Maw's range advantage, and Twilight Shroud denies clean auto attacks during his strongest window.
Watch for Shadow Dance: it lets Akali gap-close through Bio-Arcane Barrage range and keep re-entering after Kog'Maw slows her.
How to beat
Keep the fight at max W range before she has a dash target, and do not stand near minions she can use to bridge distance. If she commits with Shadow Dance, drop Void Ooze through your retreat path and kite out of Twilight Shroud instead of fighting inside it. Commit only after she has spent charges and cannot immediately follow your reposition.
Later Akali wins isolated side-lane duels if she reaches Kog'Maw, while Kog'Maw wins grouped fights where allies reveal, peel, and punish her first dash. Play near control zones and make her enter through your team, not from fog.
- Do not waste Living Artillery into Twilight Shroud unless you need the reveal check.
- Void Ooze is best placed between you and the shroud edge, not centered on Akali.
- If Mark of the Assassin is on you, back up before she can consume it with Shadow Dance.
- Her sustain makes short poke less valuable than holding distance for a full W trade.

AlistarFavoured
Alistar lacks damage to kill Kog'Maw alone unless Kog'Maw walks into his combo, and Bio-Arcane Barrage burns through his health once Unbreakable Will is down.
Watch for Headbutt-Pulverize: it removes your spacing and gives Alistar the only window where he can trap you in melee.
How to beat
Hold W range and never step close enough for Pulverize unless Headbutt is already used defensively. If he activates Unbreakable Will, kite backward with Void Ooze and wait out the reduction rather than dumping damage into it. Once it ends, re-enter with Bio-Arcane Barrage and finish from outside his engage range.
Later Alistar is not a real side-lane duelist into Kog'Maw, but he is a major teamfight problem because his combo delivers you to his team. Fight behind minions and allies, and treat his cooldowns as more important than his health bar.
- If Alistar Headbutts you away from him, use that distance instead of instantly turning back.
- Void Ooze after Pulverize lands is late; place it when he starts walking in.
- Do not chase through narrow terrain where Headbutt can pin you into his team.
- Unbreakable Will reduces your mixed damage, so count its duration before committing.

AmumuEven
Kog'Maw wins at range, but one Bandage Toss into Curse of the Sad Mummy gives Amumu enough lockdown and percent-health damage to take the duel.
Watch for Bandage Toss: it starts Amumu's melee chain and puts Kog'Maw inside Despair and Curse of the Sad Mummy.
How to beat
Stay behind minions or at max Bio-Arcane Barrage range so Bandage Toss has to be blind or long-range. If he misses Q, immediately turn on W and kite with Void Ooze, saving movement until after the slow from Rupture-like follow-up is not relevant. Never finish the duel in melee while Curse of the Sad Mummy is available unless he is already low enough to die during the stun recovery.
Later Kog'Maw is better in side lane if Bandage Toss is dodged, but Amumu is far more dangerous in clustered teamfights. Spread out, hit whoever is in front, and do not let him trade his engage for your flash or life for free.
- Minions are your best protection against Bandage Toss; do not clear the whole wave before he shows Q.
- Void Ooze across his path after a missed Q makes his walk-up too slow to matter.
- Living Artillery can punish his retreat because Amumu has no dash after Q is down.
- If he ults defensively, stop chasing until Despair is no longer ticking on you.

AniviaUnfavoured
Anivia outranges and controls the space around Kog'Maw, and Rebirth means he often has to win the duel twice while trapped by wall and storm.
Watch for Crystallize: it cuts off Kog'Maw's retreat and lets Flash Frost or Glacial Storm force him to fight in place.
How to beat
Fight in open lanes, not near jungle walls, and keep enough lateral room to dodge Flash Frost. Poke with Living Artillery until she uses Q or R for wave control, then activate Bio-Arcane Barrage and hit from outside Frostbite range where possible. If she enters Rebirth, only commit to the egg if Crystallize and Flash Frost cannot trap you during the finish.
Later Anivia controls side lanes well because wall and waveclear stall Kog'Maw's push, but Kog'Maw outscales in teamfights if he can hit tanks outside her stun range. Let your team break her zone before walking into Glacial Storm.
- Do not stand between Anivia and a wall; Crystallize turns a small spacing error into a death.
- If Flash Frost passes you, keep moving until the recast window is gone.
- Living Artillery is valuable for checking whether she is baiting around egg cooldown.
- Killing Anivia once is not enough if your W expires before the egg dies.

AnnieUnfavoured
Annie's stun burst is faster than Kog'Maw's sustained damage if she gets into cast range, but she is punishable when Pyromania is not ready.
Watch for Pyromania-Tibbers: the instant stun and burst remove Kog'Maw's ability to kite before his damage ramps.
How to beat
Track her stun counter and give ground whenever she has Pyromania primed. Use Bio-Arcane Barrage from outside her normal spell range, and only commit after she spends stun on a minion wave or misses the Tibbers angle. If she flashes forward, your goal is survival first: cleanse or absorb the stun, then kite through Void Ooze while her cooldowns are down.
Later Annie remains favored in isolated fog-of-war picks, while Kog'Maw is stronger in full teamfights if he is not the Tibbers target. Stay behind the frontline and do not enter unwarded choke points when her stun is ready.
- Count Pyromania stacks before trading; the fourth spell changes the whole duel.
- Her auto range is long, but your W range lets you punish without entering Tibbers range.
- Do not chase Annie at low health if she is one spell from stun.
- Molten Shield punishes autos, but it is not the reason you lose; the stun is.

AsheEven
Kog'Maw has higher sustained damage with Bio-Arcane Barrage, but Ashe's slows and Enchanted Crystal Arrow can prevent him from ever taking a clean extended trade.
Watch for Enchanted Crystal Arrow: it stuns Kog'Maw long enough for Ashe to start a perma-slow chase or disengage his W window.
How to beat
Fight from max W range and step diagonally to avoid Volley poke setting up an arrow. If Arrow is down or missed, Kog'Maw can out-DPS her in a straight trade, especially if Void Ooze blocks her retreat path. Do not chase through Frost Shot unless you have already landed the slow or she has no room to kite.
Later Kog'Maw generally wins front-to-back teamfights harder, while Ashe brings better engage and pick threat. In side lane, the duel hinges on Arrow; grouped, make her use it on someone who is not you.
- Your W range beats Ashe's normal auto range, so do not start the trade inside 600 for free.
- Void Ooze across her escape path matters more than using it for damage.
- If Arrow is fired from fog, cleanse or spell shield value is matchup-winning.
- Do not let Frost Shot turn a won trade into a long chase under her terms.

BlitzcrankFavoured
Blitzcrank cannot duel Kog'Maw from range, but Rocket Grab flips the fight instantly if Kog'Maw gives him a hook angle.
Watch for Rocket Grab: it drags Kog'Maw into Power Fist and Static Field range, deleting his spacing advantage.
How to beat
Keep minions or terrain between you and Blitzcrank until Rocket Grab is down. Once he misses it, turn on Bio-Arcane Barrage and punish while kiting away from Overdrive. If he reaches melee without hook, Void Ooze under his path and keep attacking; his damage falls off after the knockup.
Later Blitzcrank rarely wins a fair side-lane duel, but he can decide teamfights by pulling Kog'Maw before the fight starts. Stand behind minions, summons, or tanks and use Living Artillery to check hook angles before sieging.
- Do not auto from an open lane just because W outranges him; Rocket Grab range is the real line.
- After Mana Barrier triggers, keep hitting if Rocket Grab is unavailable, because he has no second health bar play.
- Void Ooze is good after Overdrive starts because he must run in a straight line.
- If he hooks your frontline instead, immediately use that window to hit him.

BrandUnfavoured
Brand's spell combo and Blaze punish Kog'Maw's low mobility, and Kog'Maw needs a clean dodge window before his sustained damage can matter.
Watch for Sear after Blaze: it stuns Kog'Maw if Brand has already tagged him, turning poke into a full lethal combo.
How to beat
Do not stand in minions where Conflagration spread or Pillar of Flame can apply Blaze for a free Sear setup. Poke with Living Artillery and only activate W aggressively after Brand misses Sear or uses Pillar for wave control. If Pyroclasm is available, avoid fighting near minions or summons that let it bounce back onto you.
Later Brand is stronger in tight teamfight zones and around grouped targets, while Kog'Maw wins extended front-to-back fights if Brand's stun is unavailable. In side lane, keep the lane wide and make him throw skillshots at max range.
- Being Ablaze changes Sear from poke into a stun, so back up immediately after any Brand spell hits.
- Do not fight beside a wave when Pyroclasm is ready.
- Void Ooze can force Brand to cast while slowed, making Sear easier to sidestep.
- Living Artillery reveal helps finish him after he retreats, but do not walk into stun range for it.

Cho'GathEven
Kog'Maw can shred Cho'Gath at range, but Rupture into Feral Scream and Feast kills him if Cho'Gath closes the gap.
Watch for Rupture: it knocks Kog'Maw up, slows him, and gives Cho'Gath the path to silence and Feast range.
How to beat
Hold Bio-Arcane Barrage range and keep moving unpredictably so Rupture has to guess your path. If Rupture misses, punish hard with W autos and place Void Ooze between you and Cho'Gath to stop the walk-up silence. Do not commit below Feast threshold unless he is slowed and unable to reach you.
Later Kog'Maw is excellent into Cho'Gath in teamfights because percent-health damage melts him through tank stats. Cho'Gath's side-lane threat is mostly catching you with Rupture from fog, so keep vision and play the lane long.
- Feral Scream matters because it can stop Void Ooze or Living Artillery during his all-in.
- Cho'Gath's size makes Living Artillery easier to land, but do not tunnel on poke over dodging Q.
- Void Ooze after a missed Rupture usually wins the trade outright.
- Track Feast range mentally; low-health kiting is not safe against true damage.

CorkiEven
Corki has stronger burst and mobility, while Kog'Maw wins a longer stationary DPS race if Valkyrie and Gatling Gun are not shredding him.
Watch for Valkyrie forward: it lets Corki force past Kog'Maw's range advantage and line up Phosphorus Bomb, Gatling Gun, and Missile Barrage.
How to beat
Trade at the edge of Bio-Arcane Barrage so Corki must spend Valkyrie aggressively to continue. If he uses Valkyrie forward and misses Phosphorus Bomb or lands in Void Ooze, stand your ground and out-DPS him. If Gatling Gun is on you, kite sideways out of the cone before committing to the full auto trade.
Later Kog'Maw scales better as a protected teamfight carry, while Corki is safer in side skirmishes because Valkyrie lets him choose exits. Force him to use Valkyrie defensively before objectives, then hit the nearest target rather than chasing missiles through fog.
- Do not fight inside Gatling Gun for the whole duration; its armor shred makes his autos much better.
- Living Artillery can answer Missile Barrage poke, but Corki's burst wins if you walk forward blind.
- Void Ooze under Corki's Valkyrie landing spot can turn his engage against him.
- Your W range lets you start trades without eating Phosphorus Bomb at center range.

Dr. MundoFavoured
Kog'Maw's percent-health magic damage is built to kill Mundo, provided he dodges cleavers and does not let Sadism buy a full reset.
Watch for Infected Cleaver: it slows Kog'Maw repeatedly and lets Mundo walk through Bio-Arcane Barrage range into Burning Agony and Masochism autos.
How to beat
Fight behind minions when possible and sidestep cleavers before activating W for a long trade. When Mundo uses Sadism, keep applying autos and Living Artillery so the regeneration cannot reset the duel. Void Ooze across his chase path makes him spend time walking instead of landing repeated cleavers.
Later Kog'Maw is one of the best late-game answers to Mundo in teamfights, but Mundo can still run him down in side lane if cleavers chain. Buy anti-heal when Mundo's healing is deciding fights and keep hitting him from behind your frontline.
- Executioner's Calling is specifically valuable because Sadism is the duel extender.
- Do not stand in the open giving Mundo clean cleaver lines every cooldown.
- Living Artillery is strong after he retreats during Sadism because it keeps him in combat pressure.
- If he misses Cleaver, that is your best W window.

EvelynnUnfavoured
Evelynn's camouflage lets her start the fight on top of Kog'Maw, and her burst plus slow beats him before he can use his range.
Watch for Shadow Walk flank: it removes Kog'Maw's warning time and lets Evelynn open in Ravage range.
How to beat
Do not treat the duel as starting when you see her; assume she is already pathing for melee range. Keep Void Ooze for her reveal or first contact, then kite through it while using Bio-Arcane Barrage only once you have space. If Agony's Embrace lands first, disengage until the slow ends rather than trying to win a point-blank DPS race.
Later Evelynn is much scarier in side lanes and jungle paths, while Kog'Maw is stronger in front-to-back fights with vision and peel. Stay near wards and allies, and use Living Artillery to check likely flank routes before stepping forward.
- Sightstone-style warding is a real counter-item choice here because the fight is decided before first contact.
- Do not waste Void Ooze for poke when Evelynn is missing.
- If she appears behind you, kite toward your team, not down the lane.
- Living Artillery can reveal suspicious brush before she gets camouflage proximity.

EzrealEven
Ezreal can kite and poke safely, but Kog'Maw wins the committed auto-attack duel if Arcane Shift is down and Essence Flux does not cripple his attack speed.
Watch for Essence Flux: it damages Kog'Maw while reducing his Attack Speed, directly cutting Bio-Arcane Barrage's duel power.
How to beat
Stand behind minions to reduce Mystic Shot pressure and force Ezreal to spend Arcane Shift either defensively or aggressively. If he shifts forward, punish immediately with Void Ooze and W autos, because he has no second escape. Avoid taking the full fight right after Essence Flux hits; wait out the attack-speed debuff before committing.
Later Kog'Maw is stronger in front-to-back teamfights, while Ezreal is safer in side lanes because he can disengage bad trades. Pressure objectives where Ezreal has to hit tanks and cannot endlessly kite backward.
- Do not chase Ezreal after Arcane Shift if Void Ooze missed; Mystic Shot cooldown refunds will reopen distance.
- Essence Flux is more important than it looks because it weakens your W window.
- Living Artillery can match his poke when he hides behind minions.
- If he uses Trueshot Barrage mid-duel, step sideways and keep autoing after the channel.

FiddlesticksUnfavoured
Fiddlesticks beats Kog'Maw if he gets Terrify or Crowstorm range, but loses badly when forced to cross open ground under Bio-Arcane Barrage.
Watch for Terrify: it makes Kog'Maw walk helplessly while Fiddlesticks channels Drain or positions Crowstorm damage.
How to beat
Fight in open vision and stay outside Terrify range until Fiddlesticks spends it or wastes Dark Wind. If he starts Drain, break the channel by walking out of range rather than standing still to trade into the heal. Use Living Artillery to check brush before objectives so Crowstorm does not begin from fog on top of you.
Later Fiddlesticks is not a clean side-lane duelist unless he ambushes, but his teamfight flank can delete Kog'Maw's positioning. Keep vision over walls and save cleanse effects for fear, not incidental silence.
- If Dark Wind silences you, do not walk forward; Terrify is usually next.
- Drain only wins if you stay tethered, so Void Ooze your escape path and leave.
- Living Artillery is a strong anti-Crowstorm brush check.
- Crowstorm from fog is a different fight than Fiddlesticks walking at you in lane.

GangplankEven
Gangplank's Parrrley and Cannon Barrage can force Kog'Maw into bad movement, but Kog'Maw wins if he keeps him at W range and denies melee autos.
Watch for Cannon Barrage: it slows the area around Kog'Maw and lets Gangplank close for Parrrley and Grog-Soaked Blade damage.
How to beat
Trade from Bio-Arcane Barrage range and do not chase through Cannon Barrage unless Gangplank is already killable. Void Ooze after Remove Scurvy is best, because he cannot cleanse the slow again. If he uses Parrrley for poke and cannot reach melee, extend the trade while his burst is down.
Later Kog'Maw is better in structured teamfights, but Gangplank's global ultimate can break his formation or finish him during a siege. In side lane, respect Cannon Barrage plus brush movement and force him to spend Remove Scurvy before committing.
- Remove Scurvy clears Void Ooze's slow, so bait it before relying on the zone.
- Do not stand in Cannon Barrage trying to finish one more auto unless W will secure the kill.
- Parrrley is his safe trade; punish the cooldown with extended autos.
- Living Artillery can keep him from resetting after he heals with Remove Scurvy.

GarenFavoured
Kog'Maw wins if he keeps Garen outside melee range because Bio-Arcane Barrage outranges Garen's entire kit once Decisive Strike is handled.
Watch for Decisive Strike breaks Void Ooze's slow and gives Garen the only speed window he has to reach silence and Demacian Justice range.
How to beat
Hold Bio-Arcane Barrage range and start trading only after Garen uses Decisive Strike or when you have enough space to kite through Void Ooze after it ends. Do not stand close enough for him to Q through the slow and begin Judgment; once Decisive Strike is down, chase with W autos and Living Artillery to keep Perseverance from turning back on.
Later Finished Kog'Maw shreds Garen in open side-lane space, but Garen can still punish a short lane or brush approach with silence into execute. In teamfights, hit the nearest target and do not tunnel past Garen unless Decisive Strike is already spent.
- Tag him with Living Artillery when he backs off so Perseverance does not reset the duel.
- Void Ooze before Decisive Strike is weaker because he can cleanse the slow.
- If he reaches silence range, kite backward during Judgment instead of trying to cast through it.
- Stay above Demacian Justice execute range before taking an extended chase.

GragasUnfavoured
Gragas can break Kog'Maw's spacing with Body Slam and Explosive Cask while Barrel Roll cuts Kog'Maw's attack-speed damage window.
Watch for Explosive Cask displaces Kog'Maw out of Bio-Arcane Barrage spacing or into Body Slam range, ending the clean kite pattern.
How to beat
Fight from max W range and keep moving sideways so Barrel Roll and Body Slam cannot line up together. Bait Body Slam first; if it misses, punish with W autos and Living Artillery, but disengage when Explosive Cask is still available and the lane angle can throw you forward.
Later Gragas is still favored in isolated fights if he has fog or flank angles, but Kog'Maw scales harder in front-to-back teamfights. Stand behind minions or allies, save Flash for Explosive Cask displacement, and hit whoever enters W range.
- Do not chase in a straight line after Body Slam; Barrel Roll punishes that path.
- Barrel Roll's attack-speed slow is most dangerous during your W window.
- If Explosive Cask is down, Gragas has to walk through Void Ooze to finish you.
- Living Artillery reveal helps check brush before Gragas finds a Body Slam angle.

HeimerdingerEven
Kog'Maw outranges Heimerdinger's sustained turret zone with W and R, but loses if he walks into grenade blind and turret focus.
Watch for CH-1 Concussion Grenade stuns on direct hit and blinds nearby targets, removing Kog'Maw's auto-attack duel damage.
How to beat
Clear or thin H-28G Evolution Turrets with Bio-Arcane Barrage from outside their best zone before committing onto Heimerdinger. Do not duel inside multiple turrets unless CH-1 Concussion Grenade is down; once grenade misses, step in for W autos and finish with Living Artillery as he retreats.
Later Kog'Maw is better in open late-game fights, while Heimerdinger remains annoying when defending a prepared area. In teamfights, do not spend your W walking through turrets; force him to move, then hit the closest champion.
- A direct grenade hit is worse than the damage because the blind wastes your W duration.
- Use Living Artillery to reveal him behind turrets before stepping up.
- Do not let turret shots pull you into rocket range for free.
- If he has only one turret down, Kog'Maw can usually force the trade.

JannaFavoured
Janna has disengage but not enough solo damage to beat Kog'Maw unless he wastes his damage into shield and walks into charged Howling Gale.
Watch for Monsoon knocks Kog'Maw away and resets the fight after he commits Bio-Arcane Barrage.
How to beat
Hold W range and chip without overcommitting into Eye Of The Storm. Bait Howling Gale or Monsoon, then keep walking forward with Void Ooze behind her escape path and use Living Artillery after she disengages.
Later Janna should not be dueling Kog'Maw late; she wins by denying his access to her carries in teamfights. Kog'Maw should ignore killing Janna first unless she has already used Monsoon and is the closest target.
- Do not burn your full W timer into Eye Of The Storm if she can simply back away.
- Stand off-axis from Howling Gale so she cannot charge it through your retreat line.
- Living Artillery is useful after Monsoon because it reaches past the reset.
- Void Ooze behind Janna matters more than under her when she still has Zephyr speed.

Jarvan IVUnfavoured
Jarvan IV's flag-drag and Cataclysm force Kog'Maw into close range where a marksman without mobility cannot reliably escape.
Watch for Cataclysm traps Kog'Maw in Jarvan's arena and removes the spacing that makes Bio-Arcane Barrage win.
How to beat
Keep maximum W range and never stand where Demacian Standard plus Dragon Strike can connect from fog or over terrain. If he misses the knock-up, immediately Void Ooze his path and punish while backing away; if Cataclysm is up, save Flash or avoid the all-in entirely.
Later Jarvan remains dangerous in side lane because Cataclysm guarantees contact, but Kog'Maw is stronger in protected teamfights. Stay near peel, hit Jarvan when he engages, and do not step forward until his ultimate or flag-drag is committed elsewhere.
- Living Artillery can check brush for Demacian Standard setups before you farm forward.
- Void Ooze after his combo lands is late; place it where he must walk after a missed engage.
- Golden Aegis slow can keep you inside Cataclysm long enough for his second rotation.
- Flash is often the real cooldown that decides this duel.

JaxUnfavoured
Jax beats Kog'Maw when he reaches him because Counter Strike denies the basic attacks Kog'Maw depends on and Leap Strike closes the gap.
Watch for Counter Strike dodges Kog'Maw's basic attacks and sets up a stun if Kog'Maw stays in range.
How to beat
Do not commit Bio-Arcane Barrage while Counter Strike is active; kite back, drop Void Ooze under your retreat, and resume attacking only after the dodge ends. Keep enough distance that Leap Strike starts the fight instead of finishing it, then use Living Artillery during the Counter Strike window when autos are wasted.
Later Jax becomes a superior side-lane duelist once he has items and can force repeated Leap Strike trades. Kog'Maw's answer is teamfight spacing: stay behind peel and make Jax spend Counter Strike before your W damage window.
- Stop autoing during Counter Strike unless you need one last hit before dying.
- Void Ooze should go between you and Jax before Leap Strike lands, not after the stun.
- Living Artillery is your damage source while his dodge is active.
- If Counter Strike is down, Jax is much easier to melt with W.

KarthusEven
Kog'Maw can kill Karthus from outside Defile range, but Wall of Pain and Death Defied make the all-in dangerous even when Kog'Maw wins the first health bar.
Watch for Wall of Pain slows and shreds resistances, making it much easier for Lay Waste chains and Defile to finish Kog'Maw.
How to beat
Stay at W and R range, moving constantly so isolated Lay Waste does not land for full value. If Wall of Pain is down or missed, walk forward for Bio-Arcane Barrage autos; after killing him, immediately leave Death Defied range instead of standing still to finish extra attacks.
Later Kog'Maw is better in front-to-back fights if he is not trapped in Wall of Pain, but Karthus always contributes with Requiem and Death Defied. Keep enough health after a duel to survive Requiem or buy magic resistance when his ultimate decides fights.
- Do not chase through Wall of Pain unless Karthus is already too low to punish.
- Living Artillery can finish him without entering Defile.
- After Karthus dies, the duel is not over for four seconds.
- Track Requiem before accepting a low-health trade.

KassadinUnfavoured
Kassadin's silence, magic damage reduction, and Riftwalk mobility let him bypass Kog'Maw's range and interrupt his retaliation.
Watch for Null Sphere silences Kog'Maw, preventing Void Ooze or Living Artillery during Kassadin's engage window.
How to beat
Punish pre-6 or any moment Riftwalk is unavailable, using W autos before Kassadin can stack a second jump. Once he has Riftwalk, hold max range, bait Null Sphere, and use Void Ooze defensively after the silence ends rather than trying to race his burst point-blank.
Later Kassadin is heavily favored in side-lane isolation because he chooses when the fight starts and ends. Kog'Maw must play teamfights near crowd control and force Kassadin to enter through allies before opening W.
- Kassadin's passive reduces much of your W and spell damage, so short trades are poor.
- Do not cast Void Ooze early if Null Sphere is about to silence you.
- Living Artillery can punish a Riftwalk out only if you kept vision of his exit.
- Magic resistance matters more here than extra damage if he is targeting you.

KatarinaEven
Kog'Maw wins if he keeps Katarina out with slows and range, but loses quickly if Shunpo puts her on top of him with Death Lotus available.
Watch for Death Lotus deals lethal sustained damage if Kog'Maw has no displacement, stun, or enough distance to leave its radius.
How to beat
Stay outside Shunpo follow-up range when possible and keep Void Ooze for after she jumps, not for poke. If she uses Shunpo aggressively without finishing damage, kite through the ooze and unload Bio-Arcane Barrage; use Living Artillery when she disengages after Bouncing Blade poke.
Later Katarina is worse at honest front-to-back fighting but much better at cleaning up low-health targets. Kog'Maw should stay high health, avoid isolated side-lane duels without summoners, and let allies interrupt Death Lotus.
- Void Ooze under yourself is correct once Shunpo starts the fight.
- Do not stand near low-health allies or minions if resets can turn the fight.
- Living Artillery can reveal where she retreats after Shunpoing to a unit.
- If Death Lotus is down, her all-in is much less threatening.

KayleEven
The duel is a damage race between Kog'Maw's longer Bio-Arcane Barrage window and Kayle's Reckoning plus Intervention reset.
Watch for Intervention makes Kayle immune during Kog'Maw's committed damage window, wasting the seconds where Bio-Arcane Barrage should decide the fight.
How to beat
Fight at the edge of W range, where Kog'Maw outranges Righteous Fury, and do not overchase through Reckoning slow. Force Intervention with autos and spells, then step back during the invulnerability and re-engage as it ends if W still has time or Living Artillery can finish.
Later Kog'Maw usually brings more teamfight DPS, but Kayle's Intervention can deny the first kill or save the diver reaching him. In side lane, whoever times their main window better wins; in teamfights, track Kayle ultimate before committing to a target.
- Do not spend your whole W duration attacking into Intervention.
- Reckoning slow can let Kayle keep Righteous Fury range longer than expected.
- Living Artillery is good after Intervention because Kayle often exits low.
- If Kayle uses Divine Blessing to engage, she has less escape after your slow lands.

KennenUnfavoured
Kennen's equal poke range and Lightning Rush engage let him stack Mark of the Storm into a stun before Kog'Maw can finish a clean ranged duel.
Watch for Slicing Maelstrom rapidly stacks Mark of the Storm and stuns Kog'Maw if Kennen reaches melee range.
How to beat
Keep the fight at W and Living Artillery range, never at Kennen's ultimate radius. Bait Lightning Rush or dodge Thundering Shuriken before trading; if he rushes in, Void Ooze your retreat path and save Flash for Slicing Maelstrom rather than for small poke.
Later Kennen is more threatening in grouped fights because one flank ultimate can lock Kog'Maw down, while Kog'Maw wins protected front-to-back DPS. Stay spread from allies, keep vision on flanks, and buy cleanse-style defense if his stun is the fight opener.
- One Mark changes the duel; respect Electrical Surge if you are already marked.
- Do not chase Kennen after Lightning Rush unless Slicing Maelstrom is down.
- Void Ooze does not stop Lightning Rush from reaching you if you placed it too late.
- Mercurial Scimitar can remove the stun, but not the bad position that caused it.

Lee SinUnfavoured
Lee Sin wins most isolated duels if Sonic Wave lands because Resonating Strike and Dragon's Rage put Kog'Maw into melee burst range.
Watch for Sonic Wave / Resonating Strike gives Lee Sin the gap close and missing-health damage needed to start and finish the duel.
How to beat
Stand behind minions and fight only when Sonic Wave is missed or blocked. After Q is down, use Bio-Arcane Barrage to punish his retreat and place Void Ooze between you and his next Safeguard or walking path; save Flash for Dragon's Rage displacement or the second Q follow-up.
Later Lee Sin falls off as a pure damage threat but remains dangerous as a pick and displacement champion. Kog'Maw should avoid side-lane fog, group with peel, and punish Lee after he spends Q or Dragon's Rage on someone else.
- Minions are your best defense against Sonic Wave in a duel lane.
- Do not use Void Ooze for poke if Lee still has Q angle on you.
- Dragon's Rage can kick you out of your team's peel or into his team.
- Living Artillery reveal can deny brush Q setups.

LeonaFavoured
Leona lacks the solo damage to kill Kog'Maw unless she chains crowd control long enough for Sunlight follow-up that usually is not present in a true 1v1.
Watch for Zenith Blade is the engage that lets Leona reach Shield of Daybreak and Solar Flare chain control.
How to beat
Stay at W range and sidestep Zenith Blade; once it misses, Leona has to walk through Void Ooze while you free-hit. If she lands E, kite out after the stun chain and resume attacking when Eclipse expires, because her durability window is temporary.
Later Leona is not a side-lane duelist, but in teamfights she is very dangerous because her allies trigger Sunlight and burst during her lockdown. Kog'Maw must respect her engage range, keep Cleanse or QSS options in mind, and hit her only when she is the closest safe target.
- Her passive does much less in the honest 1v1 than in a real lane or teamfight.
- Do not waste all damage into Eclipse if you can wait out the resistances.
- Solar Flare is easier to dodge when you are already moving sideways at W range.
- If Zenith Blade misses, punish hard before it returns.

LuluEven
Lulu can blunt Kog'Maw's damage with Whimsy, Help, Pix!, and Wild Growth, but she usually cannot kill him fast unless he misplays the range.
Watch for Whimsy disables Kog'Maw during his Bio-Arcane Barrage window or speeds Lulu out of the trade.
How to beat
Open from max W range and force Help, Pix! before committing deeper. If Whimsy is used defensively on herself, chase with Void Ooze and Living Artillery; if it is held for you, keep the trade short so your W timer is not wasted while disabled.
Later Kog'Maw is the better late-game damage champion, but Lulu's whole job is to keep carries alive or stop Kog'Maw from free-firing. In teamfights, do not judge the fight by whether you can kill Lulu; judge it by whether Whimsy and Wild Growth are down before you commit forward.
- Whimsy during W is the main reason this duel is not easy.
- Help, Pix! can reveal and shield, so do not rely on brush jukes after she casts it.
- Wild Growth adds enough health to make overchasing bad.
- Glitterlance slow is easier to dodge if you track Pix's position, not only Lulu's.

LuxEven
Kog'Maw wins sustained range trades if he dodges Light Binding, but Lux can burst him from outside his normal comfort zone when Q connects.
Watch for Light Binding roots Kog'Maw long enough for Lucent Singularity and Finales Funkeln to land together.
How to beat
Fight laterally at W range and never walk straight through Lucent Singularity's slow field. If Light Binding misses, Lux is vulnerable to Bio-Arcane Barrage autos and Living Artillery follow-up; if it is available, keep minions between you and her before committing.
Later Kog'Maw outscales in sustained teamfight damage, while Lux remains a pick and burst threat from long range. Stay behind minions or allies, avoid binding angles from fog, and use Living Artillery to reveal her before objectives.
- A missed Light Binding is your clearest punish window.
- Do not chase through Lucent Singularity; the slow makes the laser setup easy.
- Living Artillery can match her long-range poke without entering binding range.
- Banshee's Veil is strong if her Q is the only way fights start on you.

MalphiteUnfavoured
Malphite's Unstoppable Force and Ground Slam attack-speed slow deny Kog'Maw the space and uptime he needs to win a basic-attack duel.
Watch for Unstoppable Force instantly closes the gap and knocks Kog'Maw up, setting up Ground Slam before he can kite.
How to beat
Chip Granite Shield off with Living Artillery or a single W auto before committing, then back away until it stays down. Never stand inside Unstoppable Force range without Flash; if he ults and Ground Slams, wait out the attack-speed slow before trying to turn with Bio-Arcane Barrage.
Later Malphite remains a poor target for many carries, but Kog'Maw can shred him if protected and allowed to free-hit after the engage. In side lane Malphite can force the duel with ultimate, so Kog'Maw should group and position where Malphite cannot hit him and the backline together.
- Ground Slam during W cuts the damage window more than the raw damage suggests.
- Break Granite Shield before the real trade or your first autos are wasted.
- Seismic Shard stealing movement speed can set up ultimate range.
- Flash is best saved for Unstoppable Force, not for the slow after it.

MalzaharUnfavoured
Malzahar outranges Kog'Maw's base trades and Nether Grasp turns any close duel into a guaranteed full combo unless Kog'Maw has a cleanse item ready.
Watch for Nether Grasp suppresses Kog'Maw long enough for Null Zone and Malefic Visions to finish him before he can use Bio-Arcane Barrage range.
How to beat
Stay outside 700-range ult threat and trade with Living Artillery or W autos only after Malzahar has used Malefic Visions on the wave. If he walks straight at you with spells ready, back off unless Quicksilver Sash is available; once Nether Grasp is down, you can kite him through Void Ooze and win sustained damage.
Later Finished Malzahar is still dangerous in a side lane because one suppress decides the fight, while Kog'Maw is much stronger in front-to-back teamfights if protected. Buy cleanse for the ult and play behind teammates so Malzahar has to flash or overextend to reach you.
- Do not stand in Null Zone during Nether Grasp; that is the lethal setup, not the suppression alone.
- Voidlings can block movement and add damage, so do not chase through them at low health.
- Living Artillery reveals Malzahar after he backs into fog to look for an ult angle.
- If Quicksilver Sash is down, treat Flash-Nether Grasp as available until proven otherwise.

Master YiUnfavoured
Master Yi's Highlander ignores Void Ooze's slow and lets him stick through Kog'Maw's best self-peel once he reaches melee.
Watch for Highlander makes Yi immune to slows, removing Void Ooze as an escape tool while he runs Kog'Maw down.
How to beat
Hold maximum W range and make Yi spend Alpha Strike before committing to autos, because it denies your first burst window and closes distance. If Highlander is active, kite toward turret or allies rather than relying on E; after it ends or if he used Alpha Strike early, Bio-Arcane Barrage can kill him before Meditate matters.
Later In side lane Yi usually wins if he can start the fight from fog, but Kog'Maw outscales him in protected teamfights where Yi has to enter through crowd control. Save Void Ooze for after Alpha Strike lands unless Highlander is already denying the slow.
- Do not cast Void Ooze as your only answer to Highlander; he ignores the slow.
- Alpha Strike can dodge a Living Artillery shell if timed well.
- Back away from Meditate instead of dumping damage into the reduction unless he is already killable.
- Keep minions between you and Yi only before Alpha Strike; after it starts, spacing matters more.

Miss FortuneEven
Miss Fortune wins short burst trades with Double Up and Bullet Time, but Kog'Maw wins extended fights when W range lets him hit without eating the full cone.
Watch for Bullet Time locks down a wide damage cone that punishes Kog'Maw if he fights in a straight line or after being slowed by Make It Rain.
How to beat
Fight at the edge of Bio-Arcane Barrage range and avoid standing behind low-health minions where Double Up can bounce. Bait Make It Rain or step sideways out of Bullet Time, then commit while she is channel-locked or after the channel is canceled.
Later Kog'Maw has the stronger tank-killing teamfight if he has peel, while Miss Fortune can decide grouped fights with one clean Bullet Time. In side lane the duel stays execution-based: dodge the ultimate cone and your sustained damage wins.
- Do not line up behind caster minions; Double Up can turn a safe trade into a lost one.
- Living Artillery can interrupt her recall or track Strut resets from range.
- Void Ooze across her retreat path is strongest after Bullet Time is down.
- If she starts Bullet Time close, move sideways first, then resume attacking.

MorganaEven
Morgana cannot easily kill Kog'Maw without landing Dark Binding, but Black Shield blocks Void Ooze's slow and lets her force the close-range Soul Shackles check.
Watch for Dark Binding roots Kog'Maw long enough for Tormented Soil and Soul Shackles to connect.
How to beat
Keep enough distance that Dark Binding has to travel through open space, and punish misses with W autos before Black Shield comes back. If she shields herself and walks forward, kite away until it expires rather than wasting Void Ooze into it; commit only after Binding or Black Shield is down.
Later Morgana is more valuable around teams because Black Shield and Binding create picks, but Kog'Maw carries harder if he is not rooted. In side lane, the matchup remains about whether Binding lands before Kog'Maw shreds her shield and health bar.
- Black Shield blocks the slow from Void Ooze, so do not rely on E to stop an all-in while it is active.
- Living Artillery reveal helps check brush Binding angles.
- Soul Shackles only stuns if she stays close; turn and leave immediately when chains attach.
- Her spell vamp makes poke less meaningful unless you can follow it with autos.

NasusUnfavoured
Nasus loses before he reaches Kog'Maw, but Wither removes the attack speed and movement Kog'Maw needs to kite him.
Watch for Wither cripples Kog'Maw's movement and attack speed, letting Nasus walk into Siphoning Strike range despite Bio-Arcane Barrage.
How to beat
Stay at W max range and make Nasus use Wither before you commit to a long trade. If Wither lands, immediately kite back through Void Ooze and wait it out; fight hard only once Wither is down or Nasus has used Fury of the Sands too early.
Later A farmed Nasus dominates the side lane because Wither plus Siphoning Strike eventually forces Kog'Maw off the wave. Kog'Maw's answer is teamfighting with peel, where percent-health W can burn Nasus before he reaches the backline.
- Do not duel inside Spirit Fire; the armor shred makes his follow-up much worse.
- Void Ooze still matters after Wither because Nasus has no dash.
- Living Artillery can keep pressure while you wait out Fury of the Sands.
- If he saves Wither until your W starts, the trade is usually lost.

NidaleeEven
Kog'Maw wins direct DPS checks, but Nidalee can soften him with long Javelin Tosses and only cougar in when the health gap is already made.
Watch for Javelin Toss at long range chunks Kog'Maw before he is close enough to answer with Bio-Arcane Barrage autos.
How to beat
Do not start the duel from fog or brush where Nidalee can land a max-range spear; use Living Artillery to reveal and pressure her before walking up. Once a spear misses, turn on W and force autos while keeping Void Ooze between you and her cougar path.
Later Nidalee is better at side-lane poke, trap control, and disengaging bad fights, while Kog'Maw is stronger in front-to-back fights if his team denies her spear angles. Finished Kog'Maw should avoid blind chases and make her enter his range first.
- Living Artillery reveals Nidalee after brush movement and helps deny spear setups.
- Bushwhack lowers both Armor and Magic Resist, so stepping on one before a duel is a real all-in signal.
- Void Ooze across her Pounce path can stop the cougar cleanup after a missed spear.
- If Primal Surge is used for attack speed, her next few autos are more dangerous than usual.

Nunu & WillumpFavoured
Nunu is hard to kill through Consume and Blood Boil movement, but he lacks the damage and gap close to beat Kog'Maw in an honest ranged duel.
Watch for Ice Blast slows Kog'Maw's movement and attack speed, cutting the value of Bio-Arcane Barrage during Nunu's approach.
How to beat
Keep W range and do not chase into brush or fog where Absolute Zero can begin unseen. If Ice Blast lands, back up until the attack-speed slow fades, then re-enter with Void Ooze placed between you and Nunu.
Later Nunu is not a real side-lane duelist into Kog'Maw unless he catches him in a hidden Absolute Zero. In teamfights, Nunu's Blood Boil and peel can enable his carry, so Kog'Maw should hit the closest target and interrupt or leave Absolute Zero's zone.
- Living Artillery reveals a channeling Absolute Zero in fog if you suspect it.
- Do not waste all your W timer while Ice Blast's attack-speed slow is active.
- Consume only works on minions and monsters, so away from waves his sustain drops sharply.
- Void Ooze plus W range forces Nunu to spend time walking instead of casting.

OlafUnfavoured
Olaf's Ragnarok ignores Kog'Maw's slow and lets him force true-damage trades that Kog'Maw cannot out-kite once axes connect.
Watch for Ragnarok makes Olaf immune to Void Ooze's slow while he runs Kog'Maw down with Undertow resets.
How to beat
Before Ragnarok, punish Olaf at W range and sidestep Undertow so he cannot chain slows. When he ults, stop trying to peel with E as the main answer and create distance with terrain, turret, or Flash; recommit only after Ragnarok ends or if he is already low enough to die during the run-in.
Later Olaf is much scarier in side lane because he can force the all-in without caring about slows or disables. In teamfights Kog'Maw can shred him if teammates soak the engage window and Olaf's ultimate timer runs out before he reaches the backline.
- Never chase toward Olaf's dropped axe; that gives him another Undertow.
- Void Ooze is best before Ragnarok or after it expires, not during it.
- Reckless Swing is true damage, so armor alone does not solve the duel.
- Living Artillery can finish him after he retreats low from self-damage and W lifesteal trades.

PantheonUnfavoured
Pantheon's targeted stun and early physical burst punish Kog'Maw's low mobility before sustained W damage can take over.
Watch for Aegis of Zeonia jumps to Kog'Maw and stuns him, guaranteeing Spear Shot and Heartseeker Strike follow-up.
How to beat
Stay outside his leap range until Aegis of Zeonia is used on something else, then trade with W while backing away. If he blocks your first auto with Aegis Protection, remove the shield with a basic attack before committing your full W window.
Later Kog'Maw outscales Pantheon in teamfights if he survives the first stun, but isolated side-lane fights remain dangerous when Pantheon can start in leap range. Defensive positioning matters more than chasing kills because Pantheon's combo is front-loaded.
- Aegis Protection can block a key W auto, so track his passive stacks before trading.
- Void Ooze after his stun helps create space once the guaranteed burst is over.
- Do not stand low enough for Spear Shot execute-style poke to force an all-in.
- Grand Skyfall is more about cutting off your escape than winning the pure duel.

RammusUnfavoured
Rammus is built to punish auto attackers, and Puncturing Taunt plus Defensive Ball Curl turns Kog'Maw's own DPS against him.
Watch for Puncturing Taunt forces Kog'Maw to attack Rammus during Defensive Ball Curl, reflecting damage and preventing kiting.
How to beat
Do not open a duel by free-hitting Defensive Ball Curl unless Rammus has no way to taunt you. Place Void Ooze in the Powerball path, kite at W max range, and commit only after Taunt or Ball Curl is down.
Later Rammus wins isolated catches, especially from fog with Powerball, but Kog'Maw is still excellent in teamfights if someone else absorbs the taunt. Finished Kog'Maw should buy cleanse or defensive stats and hit Rammus only when forced or when Ball Curl has expired.
- Quicksilver Sash removes Puncturing Taunt and is the cleanest way to keep kiting.
- Do not chase Rammus while Defensive Ball Curl is active; wait out the reflect window.
- Living Artillery can reveal Powerball approaches through common flank paths.
- Void Ooze can interrupt his approach angle but will not save you if he is already in taunt range.

RyzeUnfavoured
Ryze's targeted Rune Prison and rapid spell rotations beat Kog'Maw if he ever gets inside spell range.
Watch for Rune Prison roots Kog'Maw in place, letting Ryze chain Overload and Spell Flux while Kog'Maw cannot kite.
How to beat
Abuse Bio-Arcane Barrage's extended range and never walk into Rune Prison range for a single extra auto. If Ryze uses Rune Prison defensively or on another target, that is your window to keep distance with Void Ooze and force a sustained trade.
Later Ryze is extremely threatening in side lane because his root is targeted and his completed build gives durability and spell vamp. Kog'Maw's better late-game role is front-to-back teamfighting from outside Ryze's reach, using Living Artillery to punish him before he can flash-root.
- Spell Flux lowers Magic Resist, so the next spells hurt more than the first one suggests.
- Desperate Power gives Ryze movement speed; widen the gap before trading into it.
- Quicksilver Sash removes Rune Prison and can flip a late duel if used instantly.
- Do not let minion waves give him easy Spell Flux bounces while you trade.

ShacoUnfavoured
Shaco wins when he starts the fight from invisibility behind Kog'Maw, but loses much of his threat if Kog'Maw spots the approach early.
Watch for Deceive lets Shaco blink invisibly into Backstab range, taking away Kog'Maw's spacing advantage before the duel begins.
How to beat
Use Living Artillery and wards to check likely flank paths before stepping into side lanes. If Shaco appears, drop Void Ooze under your retreat path and kite away from Jack In The Box zones; commit only after Deceive is down and you know which target is the clone.
Later Shaco remains a pick threat in side lanes and jungle corridors, while Kog'Maw is far stronger in grouped fights with vision control. Do not answer split pressure alone unless the path is warded and Deceive cannot start behind you.
- Do not chase Shaco through boxes; the fear gives him the second Backstab window.
- Living Artillery reveal helps distinguish real retreat paths after Deceive ends.
- Hallucinate's clone exploding near you can finish a close duel, so create space before killing it.
- Void Ooze should go where you are running, not where Shaco appeared.

ShenEven
Kog'Maw can shred Shen at range, but Shadow Dash taunt gives Shen the only close-range window he needs to force a losing trade for Kog'Maw.
Watch for Shadow Dash taunts Kog'Maw and pulls him into Shen's melee range, interrupting the kite pattern.
How to beat
Stand outside Shadow Dash range or angle behind minions and terrain so Shen cannot dash cleanly through you. When Dash is down, W autos beat Feint and Vorpal Blade sustain; save Void Ooze for after the taunt or to block his retreat if he misses.
Later Shen is usually more relevant through Stand United and team utility than isolated duels. Kog'Maw wins extended front-to-back fights if Shen cannot taunt him, but Shen can still decide a side-lane skirmish by turning it into a numbers play with his ultimate.
- Do not waste your full W timer into Feint if Shen is just backing away.
- Shadow Dash is the matchup; after it misses, Shen has no reliable way to stay on you.
- Living Artillery can interrupt or punish low-health Stand United channels only if you already have vision or reveal timing.
- Keep Void Ooze for the line Shen must walk after taunt ends.

SingedEven
Kog'Maw wins if Singed has to walk through W range, but loses if Fling puts him into Poison Trail and breaks his spacing.
Watch for Fling throws Kog'Maw behind Singed, forcing him into Poison Trail and ruining his escape angle.
How to beat
Do not chase directly behind Singed; hold side angles and fire W autos while he runs at you. If Mega Adhesive lands, retreat immediately and save Void Ooze for the space after Fling or for cutting off his disengage once Insanity Potion is fading.
Later Singed is better at side-lane disruption and forcing bad chases, while Kog'Maw is better in grouped fights where Singed must cross a whole team to reach him. Finished Kog'Maw should hit Singed only when he is the closest target and avoid following him into poison trails.
- The losing pattern is chasing Singed, not being unable to damage him.
- Boots of Swiftness reduce Mega Adhesive and Poison Trail chase pressure more than damage items do.
- Living Artillery is a good way to keep hitting him without walking through Poison Trail.
- If Insanity Potion is active, kite until it burns down before trying to finish.

SionUnfavoured
Sion's targeted stun and shield burst force Kog'Maw into a melee-range stat check that favors Sion if Kog'Maw cannot cleanse or stay out of range.
Watch for Cryptic Gaze stuns Kog'Maw on target, giving Sion time to detonate Death's Caress and start lifestealing with Cannibalism.
How to beat
Keep outside Cryptic Gaze range and use Living Artillery to make Sion spend Death's Caress before you enter W auto range. If the shield is active, either break it from max range or back up before he can detonate; commit after the shield and stun are down.
Later AD Sion can win side-lane duels if he reaches Kog'Maw during Cannibalism, but Kog'Maw is stronger in teamfights where Sion is kited and focused. A cleanse item changes the duel heavily because it denies the guaranteed shield detonation window.
- Do not stand near Sion when Death's Caress is about to pop.
- Executioner's Calling matters if Cannibalism is the reason he is surviving your W damage.
- Quicksilver Sash removes Cryptic Gaze and lets you keep spacing.
- His passive reduces repeated small attack damage, but your W magic damage still pressures his health bar.

SivirFavoured
Kog'Maw's W range lets him fight outside Sivir's short auto range, and Sivir has to land Boomerang Blade or use Spell Shield perfectly to keep up.
Watch for Spell Shield blocks Void Ooze or Living Artillery, denying the slow or reveal that would otherwise control the trade.
How to beat
Harass from W range where Sivir cannot easily answer with autos, and bait Spell Shield with Living Artillery or Void Ooze before relying on the slow. Sidestep Boomerang Blade, then keep firing as she retreats; if On The Hunt is used to engage, kite backward through E rather than racing her.
Later Kog'Maw is the stronger late-game duelist and tank killer, while Sivir brings teamwide engage and wave control. In teamfights, do not clump for Ricochet and respect On The Hunt as the signal that her team, not Sivir alone, is coming.
- Her 425 range is the key weakness; W lets you hit without trading autos.
- Do not throw your only peel into Spell Shield if she is saving it.
- Boomerang Blade hurts most when both passes hit, so move perpendicular after the first dodge.
- Living Artillery can pop Spell Shield from a safer range before you commit.

SkarnerUnfavoured
Kog'Maw can shred Skarner while Bio-Arcane Barrage is running, but Impale turns any close-range duel into a forced melee fight Skarner usually wins.
Watch for Impale suppresses you long enough for Skarner to drag you through Crystal Slash range and remove your kiting window.
How to beat
Hold max Bio-Arcane Barrage range and make Skarner spend Crystalline Exoskeleton before you commit to autos. If he still has Impale, do not chase into his movement speed window; slow him with Void Ooze and keep Living Artillery for when he retreats or shield drops.
Later Finished Kog'Maw is much stronger in teamfights if teammates can stop Skarner's first engage, but Skarner still wins isolated side-lane catches with Impale. Buy cleanse effects when his ult is the only way you die, and position so he has to cross your front line before suppressing you.
- Void Ooze is best saved for Crystalline Exoskeleton, not for poke.
- If his shield breaks, he loses the speed needed to finish the gap close.
- Living Artillery reveal helps track him after he backs out of W speed.
- Do not stand close enough that Impale starts the fight before W range matters.

SonaFavoured
Sona has poke and Crescendo, but she lacks the sustained damage or durability to beat Kog'Maw if he survives the stun.
Watch for Crescendo stuns you in place and lets Sona land Power Chord plus Hymn of Valor before you can kite.
How to beat
Stay just outside her 550 attack range until Bio-Arcane Barrage is active, then trade from extended range where she cannot answer every auto. If Crescendo is down or missed, run her down through Void Ooze and finish with Living Artillery when she tries to disengage with Song of Celerity.
Later Kog'Maw wins the duel and heavily outscales Sona as a damage threat, but Sona is more relevant as setup in grouped fights. Keep cleanse or spell shield value for Crescendo when her team can follow up, not for her solo damage.
- Count Power Chord; trade harder when it is not loaded.
- Do not bunch with allies in a line for Crescendo.
- Living Artillery denies low-health Sona resets after Aria of Perseverance.
- Her 550 range only matters before your W is active.

SorakaFavoured
Soraka can stall with heals and silence, but she cannot force Kog'Maw off her once Bio-Arcane Barrage starts cutting through her health.
Watch for Infuse silences you and can stop Void Ooze or Living Artillery during the first damage race.
How to beat
Do not spend every cooldown before Infuse lands; open with autos under W and use Void Ooze after the silence to keep her inside your attack range. Keep pressure steady so Wish and Astral Blessing are forced early, then finish with Living Artillery as she backs away.
Later Kog'Maw wins the isolated duel, while Soraka's real value is protecting another carry in teamfights. Grievous Wounds is only worth considering if her healing is deciding fights around multiple targets, not because she threatens you alone.
- Her armor from Astral Blessing does not stop your W magic damage well.
- Infuse cannot silence basic attacks, so keep autoing through it.
- Do not let repeated Starcall stacks turn a stalled fight into a magic-resist shred trade.
- Force Wish before committing flash or chase tools.

TaricEven
Kog'Maw wins if he keeps Taric at W range, but Dazzle into close Shatter and Radiance can punish one spacing mistake hard.
Watch for Dazzle stuns you and gives Taric the window to walk into melee for Shatter, Gemcraft autos, and Radiance.
How to beat
Stand beyond Dazzle threat until Bio-Arcane Barrage is ready, then kite backward while attacking so Taric cannot convert the stun into sustained melee damage. If he misses or wastes Dazzle, Void Ooze his path and commit to the full W duration.
Later Kog'Maw outscales Taric in damage and teamfight impact, but Taric remains dangerous as point-and-click setup for a teammate. In side lane Kog'Maw should win with space; in grouped fights respect Dazzle as engage and burn him only after he cannot reach you.
- Taric's Shatter armor aura matters less against Bio-Arcane Barrage magic damage.
- If Dazzle is down, he has no clean way to start the duel.
- Do not chase through narrow paths where Radiance and melee autos are guaranteed.
- Mercury's Treads reduce the stun window enough to keep kiting.

TeemoUnfavoured
Teemo's blind removes Kog'Maw's main damage window, and mushrooms make straight-line kiting or chasing unreliable.
Watch for Blinding Dart denies your Bio-Arcane Barrage autos during the part of the duel where you need to win the damage race.
How to beat
Bait Blinding Dart before activating your full chase, then re-engage after the blind with W range and Void Ooze placed between you and his retreat. Avoid fighting through unwarded mushroom paths; use Living Artillery to check where he is after Camouflage or Move Quick disengage.
Later Kog'Maw is better in front-to-back teamfights, but Teemo can still win isolated duels if blind and traps control the space. A cleanse effect for blind can swing the 1v1 if Teemo is the specific problem, though map control around mushrooms often matters more.
- Do not activate W and stand still into Blinding Dart.
- Living Artillery can reveal Teemo after he breaks Camouflage positioning.
- Void Ooze behind Teemo is weaker if mushrooms force you to stop chasing.
- Teemo's range matches your base range, so the fight is about W uptime.

TristanaEven
Kog'Maw has stronger extended damage during Bio-Arcane Barrage, but Tristana can reset spacing with Rocket Jump and Buster Shot.
Watch for Buster Shot knocks you out of your W attack rhythm and can end the duel before you use your full range advantage.
How to beat
Start trades at maximum W range and do not overcommit until Rocket Jump or Buster Shot is forced. If she jumps forward, place Void Ooze under her landing spot and punish the slow before she can kite out with Rapid Fire.
Later Late Tristana's scaling range makes side-lane duels much harder, while Kog'Maw remains stronger when protected in a front-to-back teamfight. You need to fight around W timing and avoid getting knocked away during your best damage window.
- If Rocket Jump is used aggressively, her escape is gone.
- Do not chase after Buster Shot unless W is still active and she is slowed.
- Her passive range scaling eventually narrows your W advantage.
- Living Artillery is useful after she knocks you out of auto range.

TryndamereUnfavoured
Kog'Maw can kite Tryndamere before contact, but Spinning Slash plus Undying Rage gives Tryndamere too much time to stay on him once he connects.
Watch for Undying Rage lets Tryndamere ignore lethal damage and keep hitting during the seconds Kog'Maw needs him to die.
How to beat
Hold W range and force Spinning Slash before you use Void Ooze; the ooze should cover his path after the dash, not the space before it. When Undying Rage starts, stop trying to burst him and kite until it ends, then finish with Living Artillery or a final auto.
Later Tryndamere usually wins isolated side-lane duels if he can force Ghost/Flash-style contact, while Kog'Maw is far stronger in protected teamfights. You need teammates, terrain, or a slow item to survive his ultimate window rather than matching him alone in a long lane.
- Mocking Shout lowers your physical auto damage but not W's percent magic damage.
- Never spend Void Ooze before Spinning Slash unless you are already out of range.
- Living Artillery is best used after Undying Rage expires.
- Do not let him build Fury on minions before the duel starts.

Twisted FateEven
Kog'Maw wins the sustained fight, but Gold Card gives Twisted Fate a clean burst window if he starts inside card range.
Watch for Pick A Card's Gold Card stuns you and lets Twisted Fate land Wild Cards before you can kite.
How to beat
Respect the locked card and back up until it times out, then trade with Bio-Arcane Barrage from beyond his normal attack range. If he uses Gate to appear close, immediately Void Ooze the line between you and him and fight only after the first card is spent.
Later Kog'Maw is the better teamfight damage source, while Twisted Fate wins by avoiding fair duels and creating side-lane numbers advantages with Gate and Destiny. In grouped fights, stand where Gold Card cannot start a pick without him walking through your team.
- Do not duel him while Gold Card is visibly prepared.
- Living Artillery can interrupt his attempt to disappear into fog after Destiny pressure.
- Your W range beats his basic card range once the stun threat is gone.
- Mercury's Treads are enough if his stun is the main setup threat.

TwitchEven
Both champions melt each other, with the duel decided by whether Twitch opens from Ambush or Kog'Maw starts at Bio-Arcane Barrage range.
Watch for Ambush lets Twitch choose the opening angle and stack Deadly Venom before Kog'Maw can create distance.
How to beat
Do not stand in open ground when Twitch is missing; use Living Artillery checks and keep Void Ooze ready for the spot where he appears. If you survive the Ambush opener, kite sideways out of Spray and Pray's line and use W range to win the sustained trade.
Later Twitch can win side-lane picks by starting invisible, but Kog'Maw is more reliable in front-to-back fights if Twitch cannot flank. Vision and reveal timing matter more than raw items, though armor helps if his opener keeps deciding the duel.
- Void Ooze after he appears is better than guessing before Ambush breaks.
- Move sideways during Spray and Pray rather than straight away in its line.
- Living Artillery reveal can stop him from resetting the fight in stealth paths.
- If he starts visible, your W range can force him to ult defensively.

VayneUnfavoured
Vayne's stealth Tumbles and Condemn let her deny Kog'Maw's range advantage and win the close-range duel with Silver Bolts.
Watch for Condemn interrupts your spacing and can stun you into terrain, turning a ranged duel into Vayne's burst window.
How to beat
Fight in open space away from walls and hold Bio-Arcane Barrage range before she activates Final Hour. If Condemn is down, Void Ooze her chase path and commit; if Final Hour is running with Condemn up, disengage until the stealth Tumble rhythm ends.
Later Vayne is favored in isolated side-lane duels once finished, especially around walls, while Kog'Maw is stronger when protected in front-to-back teamfights. Your job is to make her walk through reveal, slows, and teammates before she reaches auto range.
- Do not duel beside walls or jungle corners.
- Living Artillery can reveal her after a Final Hour Tumble if timed where she must move.
- Void Ooze is strongest after Condemn, when she has no displacement left.
- Your W range matters only if she cannot tumble forward safely.

VeigarUnfavoured
Kog'Maw outranges Veigar only during W and R poke, but Event Horizon into Veigar's burst usually kills him if he is caught.
Watch for Event Horizon cages your movement and threatens a stun that sets up Dark Matter, Baleful Strike, and Primordial Burst.
How to beat
Stay outside Event Horizon cast range unless you are actively hitting with Bio-Arcane Barrage, and never walk through the cage edge to chase. Bait the cage first, then punish its cooldown with W autos and Living Artillery while he has no reliable way to hold you still.
Later Veigar's pick threat remains lethal in side lanes and fog, while Kog'Maw contributes more sustained damage in organized teamfights if he is not caged. Magic resist or a spell shield is valuable when Veigar's full combo is the specific thing killing you.
- Do not use Void Ooze aggressively while Event Horizon is available; you may need it to leave the cage area.
- Living Artillery can pressure him without entering cage range.
- Primordial Burst is less AP-scaling against AD Kog'Maw, but the full combo still kills.
- Spell shield value is high if it blocks Event Horizon or Primordial Burst.

WarwickUnfavoured
Kog'Maw can damage Warwick heavily at range, but Infinite Duress and Warwick's healing make the duel dangerous once he reaches ult range.
Watch for Infinite Duress suppresses you and gives Warwick a guaranteed channel of damage and healing while you cannot kite.
How to beat
Poke with W and Living Artillery before he is close enough to ult, and save Void Ooze for after he commits forward. If Infinite Duress is available, do not take a fair all-in without Quicksilver Sash or enough space that he must cross ooze first.
Later Warwick remains favored in side-lane catches with ultimate, but Kog'Maw is far more valuable in teamfights when peel breaks the suppression follow-up. A cleanse effect directly changes the duel because it removes his only guaranteed way to stay on you.
- Executioner's Calling cuts his passive and Hungering Strike sustain if the fight is extended.
- Blood Scent makes low-health escapes unreliable; recall instead of baiting at low HP.
- Void Ooze should be saved for after he spends his first gap-closing movement.
- QSS turns Infinite Duress from a kill window into a bad engage.

WukongUnfavoured
Wukong's dash, stealth, and knockup let him force melee contact through Kog'Maw's range advantage.
Watch for Cyclone knocks you up and keeps Wukong on top of you long enough for his full melee rotation.
How to beat
Hold W range and avoid standing near minions that let Nimbus Strike start the fight. When he uses Decoy, stop chasing in a straight line, drop Void Ooze across his likely exit, and wait to auto the real Wukong after stealth ends.
Later Wukong is favored in isolated side-lane all-ins if he reaches you, while Kog'Maw is stronger in teamfights with peel and vision against flanks. Your priority is not dueling him in fog; make him enter through wards and spend Cyclone on your front line.
- Do not waste Living Artillery on Decoy if he has just gone invisible.
- Nimbus Strike needs a target, so minion positioning changes the duel.
- Void Ooze across his retreat punishes Decoy better than casting it at the clone.
- Armor helps, but spacing around Cyclone decides more than raw durability.

ZileanEven
Kog'Maw wins the damage race if he can keep attacking, but Time Warp and Chronoshift make Zilean hard to pin down or finish cleanly.
Watch for Time Warp slows you or speeds Zilean, denying the spacing Kog'Maw needs to keep Bio-Arcane Barrage autos connected.
How to beat
Trade from W range and do not chase too far after the first Time Bomb; Zilean wants to stretch the fight until Rewind gives him another bomb or speed change. Force Chronoshift, back off during the revive mark, then re-enter with Living Artillery and Void Ooze as it expires.
Later Kog'Maw is the stronger sustained teamfight carry, but Zilean changes fights by reviving whoever Kog'Maw finally kills. In side lane the duel is playable, yet you must treat Chronoshift as a second health bar and avoid overchasing into repeated Time Warps.
- Do not stand near low-health minions or allies with Time Bomb attached.
- Chronoshift should be waited out unless killing through it wins the fight immediately afterward.
- Living Artillery is useful for hitting him after he speeds out of auto range.
- Boots of Swiftness reduce how much Time Warp controls the spacing.
No champion by that name.
18- Attack damage
- 188.95
- Ability power
- 0
- Armor
- 142
- Magic resist
- 109.6
- Attack speed
- 2.211
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 375

Click an item to leave it out of the numbers.
Resources
- Health
- 2,090
- Health regen
- 14.9 / 5s
- Mana
- 975
- Resource regen
- 20.1 / 5s
Offense
- Attack range
- 500
- Crit chance
- 0%
- Crit damage
- 205%
- Life steal
- 15%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 43%
- Lethality
- 6
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QCaustic Spittlerank 5/5
- Damage
- 265
WBio-Arcane Barragerank 5/5
- Health Damage
- 6%
EVoid Oozerank 5/5
- Damage
- 265
RLiving Artilleryrank 3/3
- Damage
- 209
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 2.211
- Average hit
- 286.6
- Normal hit
- 286.6
- Critical hit
- 488.9
- On-hit damage
- 93.8
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Life steal healing
- 63.9 / s
- Time to kill
- 1.6s
On-hit
- Blade of The Ruined King51
Ruination · physical damage
Not counted: the active.
- Wit's End42.8
Feedback Loop · magic damage
Not counted: the magic resist it stacks on you.
- off
W, rank 5/5 · magic damage · needs Bio-Arcane Barrage active
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 100
- Ability power
- 726.47
- Armor
- 136
- Magic resist
- 30
- Attack speed
- 0.965
- Cooldown reduction
- 4%
- Critical strike chance
- 0%
- Move speed
- 375

Click an item to leave it out of the numbers.
Resources
- Health
- 2,402
- Health regen
- 14.9 / 5s
- Mana
- 1,747
- Resource regen
- 33.1 / 5s
Offense
- Attack range
- 500
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 43%
Ability damage
at this build's ranks
QCaustic Spittlerank 5/5
- Damage
- 784
WBio-Arcane Barragerank 5/5
- Health Damage
- 13.3%
EVoid Oozerank 5/5
- Damage
- 784
RLiving Artilleryrank 3/3
- Damage
- 385
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.965
- Average hit
- 139
- Normal hit
- 139
- Critical hit
- 241
- On-hit damage
- 37
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Time to kill
- 7.5s
On-hit
- Spellsword37
5% of ability power · magic damage
- off
W, rank 5/5 · magic damage · needs Bio-Arcane Barrage active
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 100
- Ability power
- 0
- Armor
- 77
- Magic resist
- 30
- Attack speed
- 0.965
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 330
Resources
- Health
- 1,952
- Health regen
- 14.9 / 5s
- Mana
- 975
- Resource regen
- 20.1 / 5s
Offense
- Attack range
- 500
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
QCaustic Spittlerank 5/5
- Damage
- 260
WBio-Arcane Barragerank 5/5
- Health Damage
- 6%
EVoid Oozerank 5/5
- Damage
- 260
RLiving Artilleryrank 3/3
- Damage
- 160
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.965
- Average hit
- 100
- Normal hit
- 100
- Critical hit
- 200
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 10.4s
On-hit
- off
W, rank 5/5 · magic damage · needs Bio-Arcane Barrage active
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 263.95
- Ability power
- 0
- Armor
- 142
- Magic resist
- 102.4
- Attack speed
- 1.922
- Cooldown reduction
- 0%
- Critical strike chance
- 55%
- Move speed
- 393.75
Click an item to leave it out of the numbers.
Resources
- Health
- 2,090
- Health regen
- 14.9 / 5s
- Mana
- 975
- Resource regen
- 20.1 / 5s
Offense
- Attack range
- 500
- Crit chance
- 55%
- Crit damage
- 250%
- Life steal
- 12%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 8%
- Lethality
- 6
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QCaustic Spittlerank 5/5
- Damage
- 265
WBio-Arcane Barragerank 5/5
- Health Damage
- 6%
EVoid Oozerank 5/5
- Damage
- 265
RLiving Artilleryrank 3/3
- Damage
- 247
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.922
- Average hit
- 491.3
- Normal hit
- 269.2
- Critical hit
- 673.1
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Life steal healing
- 113.3 / s
- Time to kill
- 1.1s
On-hit
- off
W, rank 5/5 · magic damage · needs Bio-Arcane Barrage active
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.