Talk:Kog'Maw/@comment-62.194.141.153-20120409150918/@comment-87.210.93.30-20120416001516

Because absolutely nobody said anything sensical as to why this build can be a good one here goes.

So, as AD carry your aim is to have late game fighting power, however, you can make the decision to go for Wriggle's lantern for added control over certain objectives. If you have extremely high AS and a Wriggle's lantern, you will suddenly have a huge leap in control over dragon and baron, granted you can secure it before the other team arrives at the scene. The trade-off for sustained damage output on champions is small considering you have the damage boost from Bio-Arcane Barrage scaling off %max-health as well as, again, attack speed, as supplied by the Phantom Dancer.

Alternatively, one might consider going for a pure late game setup: Infinity edge, Phantom Dancer, Last whisper (or LW after buying only a zeal if the enemy armor stackers are getting too fed). The issue is that you're trading off objective control here, which might cost you the game (it's all about the early game as your rating rises). Choose carefully what your team needs is the essence here.

Last but not least: Zeal, LW, or straight PD, LW. On kog'maw, your preference should be PD whenever it's possible because Kog'maw relies on natural mobility from movespeed boosts (Nunu's blood boil) or items. Play around the fact you have no getaway, and you will understand that an early Phantom Dancer is a strong alternative to a pure late game setup.