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Having left my decision on whether or not to purchase Kog'Maw till the free week I have found my self greatly enjoying the character. The only thing that lets him down is a poor passive.
Now don't get me wrong, I like the passive, I just dislike the way it has been implemented.
My suggestion would be that Kog'Maw latches onto his killer IF they are within range after a short period of time, he then acts like one of Zilean's time bombs, exploding after a short delay.
I feel this would:
Now don't get me wrong, I like the passive, I just dislike the way it has been implemented.
My suggestion would be that Kog'Maw latches onto his killer IF they are within range after a short period of time, he then acts like one of Zilean's time bombs, exploding after a short delay.
I feel this would:
- Enhance the passive, making it more of a mechanic, rather than a consolation prize for dying.
- Promote more team play, making sure that whoever Kog'Maw latches onto is well away from everyone else.
- Fit with lore, Kog'Maw is a giant mouth, I'm sorry, but its the truth. His lore reveals that he is constantly hungry/eating, yet, as many pointed out when his details were released, he does not have an ability that in anyway relates to eating. This would rectify that issue.
![Passive Passive](https://farm5.static.flickr.com/4052/4537103745_cb3bac88b2_b.jpg)
Kog Maw Passive Dmg Software
![Dmg Dmg](https://i2.wp.com/blog.cyberpowerpc.com/wp-content/uploads/2017/04/kogmaw-and-lulu.jpg?fit=644%2C392&ssl=1&w=640)
>** Icathian Surprise **> > Upon taking fatal damage, Kog'Maw remains active, becoming invulnerable, untargetable, and channeling for three seconds. During this time, you can target a 200-unit radius area within 1050 / 1300 / 1550 / 1800 units (at levels 1 / 6 / 11 / 16).> > At the end of the channel, Kog’Maw launches himself into the air, coming down at the targeted location after 0.75 seconds, exploding and dealing 100 − 440 (based on level) magic damage to all enemies in the zone, increased by up to 50% based on enemy missing health (max damage at 40% health). Against enemies at or below 40% health, it deals true damage instead. If no area is targeted, Kog’Maw instead explodes on the spot instantly. Kog’Maw is an immobile, long-range hypercarry, which means his main objectives are to 1) Never die, and 2) Keep his distance. His passive is counterintuitive to those objectives, as he only gets to use it when he dies and it’s only effective against enemies near him. In a perfect Kog’Maw game, he doesn’t have a passive. That said, not every Kog’Maw game is perfect, and the death state is part of his identity. Here are some adjustments to that passive to at least make it synergize with his long-range playstyle.This version of the passive is very similar to what he has now, except instead of running at his foes, he launches himself as a missile. Essentially, this new passive would be turning Kog’Maw’s body into an empowered Living Artillery, using very similar mechanics. Enemies still get the chance to avoid the blast zone (they would definitely see the targeted area as Kog’Maw is coming down), but Kog’Maw wouldn’t need to be point-blank to have a shot at dishing out his final blow. To compensate for the added range, it deals magic damage instead of true damage unless enemies are low on HP, and the zone is highly telegraphed. Anybody with boots would be able to escape the area easily, but clever placement of the blast or allied CC could still leave Kog’Maw with the kill.
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Kog Maw Passive Dmg System
Kog'Maw is a champion in League of Legends. In a meta that often sees two or more tanks on a team and short-range ADCs in bot lane, Kog’Maw has been surprisingly absent. Kog'Maw PBE Feedback Thread. Why didn't we change Kog'Maw's passive?. Though I agree he current passive isn't perfect and doesn't really help him in his standard combat scenario, I didn't feel that it was so broken that it needed to be redone from the ground up. One of the things about these large batch changes is that we.
Kog Maw Passive Dmg Build
Mar 15, 2011 LOL compared to other champions passives Kog'Maw has a pretty decent one - look at evelynns passives. Yes you can be slowed and yes they run away, but it can be helpful in a teamfight, because at lv 18 it does 500 true Aoe dmg. That's not very much, but it can be helpful against tanks. Evelyns passive is one of the best passives for jungle. I want to throw out. I actually have quit being a draven main, because his passive tilts me too much. But kog maw is my seocnd main. Kog is not weak early at all. You can win most trades with him, just because his w gives so much innate dmg, he also has tools to keep.