Talk:Kog'Maw/@comment-25398475-20160524183555/@comment-25535822-20160527130230

At that point though, its just theory crafting, because all champions can remove boots for more dps but the problem is you need mobility to have proper positioning. That being said, you can only limit yourself to 5 items on build. I agree it does do a lot of dmg but kog also suffers different problems as on hit. On hit is bound by the items effects to do dmg, a normal ADC build is not as much. AD items are additive where on hit is all or none. For each item you are unable to complete, you dramitically reduce your overall dmg because you need to scale on both aspd AND the "fully" complete items (Not even considering what happens if you get jipped on your W tiem from a random CC). It is not so for a normal ADC kog which has a more predictable power curve and doesnt suffer from loss of W very much. If you don't get the gold from kills to complete items or you get distracted into teamfights while you need to farm, you rapidly become the weak link. Hell, AP varus is the same way, and if anything he probably has a much higher dps than your kog build considering that once he hit 400-600+ ap, it doesnt matter who you are and unless your mr is above 150, you die insta in one R+E if your squishy(KOG) and R>E>1-3AA>Q for everything else. Its theory craft and I've done them all, I play on hit kog in actual games, I know his strengths and weaknesses. The best builds for an on hit kog is actually not to go too high in the dmg area and just for bruiser aspd with potential frozen mallet, the damage is just more predictable and decently high but teamfights go more smoothly even if they target you, its just more practical for the game unless your team is incrediblely coordinated in protect the kog and your positioning is LCS level.