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Kog'Maw

AP Kog

Standard

Kog'Maw Mid by Nai — updated Aug 1, 2026

Inspired by Aquadragon

Icathian SurpriseCaustic SpittleBio-Arcane BarrageVoid OozeLiving Artillery
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Item Build

Starting Items

you start with 475g
Faerie CharmFaerie CharmHealth PotionHealth PotionHealth PotionBoots of SpeedMana PotionMana PotionHealth PotionHealth PotionSapphire CrystalHealth PotionHealth Potion

Doran's Ring is fake. We don't need the AP, get better HP from the extra pots, and have enough mana pre-6 already. Better to get our items faster.

The idea for Sapphire Crystal is to crash wave 3 in a winning matchup and recall for early tear.

Otherwise we go Chalice of Harmony first and delay it for Boots of Speed if we need more speed to dodge or space something.

Early Buys

Chalice of HarmonySorcerer's ShoesTear of the GoddessRuby CrystalGiant's BeltHaunting Guise

Ruby Crystal + Giant's Belt are usually good to buy before completing any items, as they enable us to survive burst and retaliate and chase with our high dps while their skills are down. Again, we don't need AP.

However we do need magic pen. Make sure our opponent is sitting on more than 40 MR so we get value out of it, because Haunting Guise + Sorcerer's Shoes + Runes + Masteries = 8% + 39 pen.

If the lane is a low threat poke war, we should skip Giant's Belt and complete Shushei's Mana Jug then Liandry's Torment, and win the war of attrition through our range advantage.

Core Build

Shushei's Mana JugLiandry's TormentRylai's Crystal ScepterManamune

Muramana gives slightly more damage per gold on Living Artillery (R) than Seraph's Embrace does. The toggle essentially gives 120 AD to our basic attacks on full mana, 60 AD at half, and 30 AD at a quarter: save it for when we need it.

Shushei's Mana Jug is the best mana restore item in the game in combination with Tear of the Goddess, plus we can use that CDR to fire faster consecutive Living Artillery (R) shots, giving us more time to reposition after a round of bombardment.

Liandry's Torment's burn is the largest damage boost to Living Artillery (R) from any item, plus the 15 magic pen which is our best stat since it amplifies our base damage.

Rylai's Crystal Scepter doubles the Liandry burn and enables chaining our Living Artillery (R) shots: using the slow from each one to land the next one, which is possible starting from rank 2.

Flex Items

Void StaffArchangel's StaffTwin ShadowsBanner of CommandMikael's CrucibleRabadon's DeathcapMorellonomicon

If our priority targets will soon have more than 70 MR (don't worry about the tanks), Void Staff does the best damage per gold so it is frequently a shoe-in for our 4th or 5th item.

  1. Quicksilver Sash,

  2. Guardian Angel,

  3. Shushei's Mana Jug,

  4. Abyssal Scepter,

  5. Mercury's Treads + a teammate's Aegis of the Legion,

  6. MR Glyphs + a teammate's Runic Bulwark

all get them above 70 MR.

Do not sell Sorcerer's Shoes. They are critical to maintain our speed edge, and the flat pen is still serviceable in the late game.

If you have the spare gold on last item, Seraph's Embrace is a better buy than Muramana. Just don't buy it for the shield, we should not be in range of any engages in the late game. If there's any danger, position a half-screen behind our team and have them make space for us to poke.

If we REALLY need to scale, get Seraph's Embrace 4th and Rabadon's Deathcap last.

However most of the time, we are better suited to rely on our base damage and closing out the game with a cheap utility item: Banner of Command to help us siege; Mikael's Crucible to save our adc; or Twin Shadows to shut down champs who just run us down like Rammus and Singed, or to setup our Living Artillery (R) chains if our teammates can't help us with that.

In a NARAM or a Baron dance situation, Morellonomicon can make our poke stick through lifesteal or a healing support. Liandry's Torment extends its duration to 7 seconds which is the same time it takes for our Living Artillery (R) to reset its cost and land another round of bombardment. However, this only works if we can get them below 40% in the first place, so it will not stop them from topping off if our poke game is weak.

Support

Mana ManipulatorEleisa's MiracleSoul ShroudShard of True Ice

Role Trouble

Old league has a much bigger gray area around what it means to support. Support items are not only made for "support", as in the designated babysitter (position 5 in Dota terminology). If we think about a team as having 2 primary carries who get the most resources, 2 off-carry or mixed players who are in the middle, and 1 pure support who gets no resources, then those middle 2 are the ones who actually should buy the most "support" items like Soul Shroud or Runic Bulwark. Even the 2nd primary carry can sometimes find a little room for supporting like we do with our last item.

We can take Annie as an example of a champ that could be played as a mid lane assassin for the first 3 items. But she falls off later in the game, and can easily transition into a more supportive role by grouping with the adc and passing off her inheritance rather than sitting in the side lane pretending to be young still. How many games have we all lost because the top laner still wanted to be him long after his time was up? We might even say: one is not born, but rather becomes a support.

Back to AP Kog

So that being said, we want to encourage our teammates to support us when it's our time to shine in the mid-late game (approaching level 16).

The Mana Manipulator passive has a different name on all 3 versions so they can stack all 3 of them.

I just noticed what Eleisa's Miracle does. Wow this item should actually be purchased by us if we are going full scaling. Buy this instead of the Chalice of Harmony and then get Chalice later. Even without Clarity it's good, just for getting the extra item slot.

Summoner Spells

GhostFlashPromoteClarity

Ghost is a really good Go button for an extended trade, teamfight, or escape. Speed is great on Kog'Maw.

Barrier can swing some critical windows in assassin matchups and get us the kill instead.

Teleport is not good since Kog'Maw is not a good sidelaner: he wants to be with his team to poke and siege. When we do catch side, we do not want our team to be fighting.

Promote can help with siege or push side for you to create a 5v4 or 4v3 window to take towers against stall comps (or have the minions take the other tower otherwise).

I haven't tested Clarity but in principle this champ never has enough mana. This is something your support could take if he is on board with the game plan. If we're going scaling with Eleisa's Miracle, Clarity might be good to take for ourselves. Double Clarity, the more the merrier!

Skill Order

Void Ooze(E)Bio-Arcane Barrage(W)Caustic Spittle(Q)
123456789101112131415161718
Caustic Spittle
Bio-Arcane Barrage
Void Ooze
Living Artillery

Generally we max Bio-Arcane Barrage (W) second for the range which lets us sneak in damage in situations we otherwise couldn't.

However in midgames where we find ourseves able to safely cast it on the enemy frontline, Caustic Spittle (Q) max second is just more potential damage overall.

Runes

Standard Runes

  • 9× Mark of Magic Penetrationmark
  • 9× Seal of Armorseal
  • 1× Glyph of Scaling Ability Powerglyph
  • 8× Glyph of Scaling Magic Resistglyph
  • 3× Quintessence of Attack Speedquint
+3.6 Ability Power @18+9 Armor+13.5% Attack Speed+9 Magic Penetration+28.8 Magic Resist @18

Scaling Runes

  • 9× Mark of Magic Penetrationmark
  • 9× Seal of Mana Regenerationseal
  • 9× Glyph of Scaling Ability Powerglyph
  • 3× Quintessence of Movement Speedquint
+32.4 Ability Power @18+9 Magic Penetration+3.6 Mana Regen+4.5% Movement Speed

A single scaling AP glyph allows you to kill casters with Void Ooze (E) and one Living Artillery (R) at level 9.
Flat armor for basic attack trades and minion retaliation early. Then the scaling MR will kick in by level 7 when spells start becoming a higher proportion of damage. Against an AD opponent, the Chalice of Harmony alone is enough MR so we can go armor glyphs and scaling armor seals. But armor glyphs are poor, so this is a reason to go the scaling setup in Runes and Masteries if we can get away with it.

So much attack speed from the Quints should help us to dominate the early game and get an edge on our items which is larger than the one we could pick up with AP or MS Quints. It's the same reason why we don't buy Doran's Ring.

The scaling build lacks CDR and is weak early in exchange for damage amps, mana regen, and a little more movespeed. I'm not certain on if/when to switch to this yet, but it will be:

  1. In winning matchups where it's not possible to push our lead much

  2. In losing matchups where it's not possible for the enemy to push his lead much

  3. In stalemate matchups where rune choices will not tip us over the edge one way or another

Just make sure to use the corresponding Items and Masteries for the rune page we pick.

Masteries

9 / 0 / 2130/30 points
Summoner's WrathFurySorcery4/4ButcherDeadlinessBlast4/4DestructionHavocWeapon ExpertiseArcane Knowledge1/1LethalityBrute ForceMental ForceSpellswordFrenzySunderArchmageExecutioner
OFFENSE: 9
Summoner's ResolvePerseveranceDurabilityTough SkinHardinessResistanceBladed ArmorUnyieldingRelentlessVeteran's ScarsSafeguardBlockTenaciousJuggernautDefenderLegendary ArmorGood HandsReinforced ArmorHonor Guard
DEFENSE: 0
Summoner's Insight1/1WandererMeditation3/3Improved Recall1/1ScoutMastermind3/3Expanded MindArtifacerGreed2/4Runic Affinity1/1VampirismBiscuiteer1/1WealthAwareness4/4Strength of SpiritExplorer1/1PickpocketIntelligence3/3Nimble1/1
UTILITY: 21

I like the Utility tree because the efficiency on CDR and movespeed here is higher than runes, while we get our attack speed from runes since that is more efficient there.

Awareness gets us level 2 from the first wave! Make sure to abuse this by throwing an ooze on the opponent which kills the last minion at the same time. While it's on its way, start running forward and then skill W instantly and get a great trade. Also, AP Kog'Maw loves XP since he relies on base damage and each rank of his Living Artillery (R) is a massive power spike. I even considered taking XP Quints, but that was giving up too much.

Runic Affinity may be our best mastery: +36 seconds on Blue and Purple buffs, during which we are in god mode with that mana regen. Make sure to take every single Blue starting from the second.

If we don't take Clarity in the scaling setup, then a point in Mastermind is just better than the point in Summoner's Insight, as we only lose 3 seconds reduction on Flash and get more from our other spell.

Use the Explorer's Ward to cover the trinket's downtime and be immune to ganks.

Introduction

Despite the name of the build, we don't actually want AP that much. We are playing around the huge range of R to poke, and it only has a 30% AP ratio. The AD ratio is 50% which makes AD better in some edge cases but still not great. Rather, we will be abusing our obscene base damage with magic pen and unique passives to win the game around our level 11 and 16 powerspikes. The fuel for this is mana regen, which allows for more shots consecutively before resetting, and movespeed, to keep a perfect position both offensively and defensively.

For more gameplay tips check out my powerpoint from the modern game:

https://docs.google.com/presentation/d/1niPaYXxum770cJbijSVqM3P1PlBx_DTMZReNSID7r_o

All the concepts there still apply.

Team Composition

Image is still being reviewed.

There's not too many champs in the game right now, so the poke comps are spread quite thin.

We'll want Ashe, Ezreal, Corki, Miss Fortune, or Sivir adc in that order of preference, maybe even 2 of them and one goes top lane. The other option for poke top is Nidalee. She can go AD/tank for lane dominance and have just her base damage Q supplement our poke, or go full AP but that's more risky if the enemy stacks MR.

For support the best are Twisted Fate, Zilean, Janna, and Lulu in that order. The global auras are all fantastic for Kog'Maw. Destiny (R) reveals and slows everyone to set up Living Artillery (R) chains. With Zilean we don't need ghost, we will be zooming already. Eye Of The Storm (E) and Whimsy (W) amplify our Living Artillery (R) damage. And all 4 of them can shut down engages with their CC, in the opposite order as before. If the enemy team has several aggressive divers, we will prefer Lulu first and Janna second.

Sona is not bad also, she is just more muted in her strength of supporting poke. Her auras buff the whole team instead of focusing on Kog'Maw.

Lux would be fantastic except for the fact that she is either competing with real supports for the spot, or becoming a second heavy AP champion, causing the enemies to stack MR.

Gangplank is a great top laner or jungler for his Cannon Barrage (R) setup, his Raise Morale (E), and his Grog-Soaked Blade (P) slow applied to Parrrley (Q).

Shaco is surprisingly a good asset for poke, with his Two-Shiv Poison (E) out of invisibility, his Hallucinate (R) explosion, and his Jack In The Box (W) trails which protect against engage. He also has the flexibility to go AD or mixed damage.

Fiddlesticks and Gragas round out the pool with their 1 long range skill each and great disengage. Gragas has great mobility in exchange for Fiddle's massive threat level (sometimes he can make the enemies abandon their turret just by standing in fog around the corner!). But in the end, Fiddlesticks is the weaker one for being inflexibly AP heavy in a game where carries can gain lots of magic resist.

Nunu & Willump lean towards utility but can also disengage, sneak a snowball in here and there, and make space just by running at the enemies.

Blitzcrank is surprisingly a great pairing, since the amount of threat he creates by his presence alone will force the enemies to walk backwards, right into our Living Artillery (R) shots.

For even more anti-dive, we can supplement a Heimerdinger on the team to setup his turrets to protect us from reprisal while you siege. Or, get ourselves a pure bouncer with Cho'Gath or Alistar.

Comments (2)

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SushiHourAdminJul 27, 2026

AP Kog used to be one of my favorite picks mid lane but I haven't played it recently Going to definitely try it out with the utility tree and Manamune I also agree Kog'Maw works really with ghost flash Thanks for writing this guide btw

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Replying to @SushiHour

NaiJul 27, 2026

Thanks for commenting! I got locked out of the PBE by Vanguard so I'm glad this site is up and so easy to use until classic launches :)

1 found this helpful