Talk:Kog'Maw/@comment-207.81.32.143-20110106042618/@comment-123869-20110116152407

Kog is weak in the laning phase. He either needs a solid partner or a relatively easy champ to face mid (I usually wreck mid teemos but avoid melee mids like panth). He also needs a team smart enough to call MIAs when he's in a side lane so he can avoid ganking. He's extraordinarily weak until his ulti, at which point the players who got cocky about their ability to harass him will suffer by not being able to get close to minions to get money. He can also scout the bushes on his own at that point if there have been MIAs and doesn't have a ward.

Koggy needs to avoid confrontations with enemy champions if there's a doubt as to whether or not he can get away alive until he gets BR (usually about 25 minutes if you haven't been fed). Once he gets BR, however, he is much more useful to the team, able to take down tanks and squishies with relative ease, solo dragon, etc. It's just building up AS after that.

Most people also forget about his amazing ability to scout ahead for ganks with his R. Too often someone from my team has run forward and I have to scream to wait for me. Then I'll drop an artillery in a bush and see 2+ people sitting there, pissed off that I knew they were going to be there.

He can also snipe during that 'Who is going to initiate the teamfight' dance, often getting the weaker mages down to 3/4 or half health. I find that I can often get them even lower, forcing them to either go back, or forcing the tanks early. And even if I don't hit them that often, the team is so easily distracted by the fact that they have to keep strafing that they often don't notice one of our players backdooring them.

The big thing about Kog's ooze is that when you are running away from someone, you have to put the ooze in FRONT of you, not pointed at them. Then you can run over it and they are forced to follow, giving you just enough time to get out of range, assuming they have no dash. I find Ghost is a must with him.