- Tier
- T3
- Rang
- #73
- Taux de victoire
- 50.39%
- Taux de sélection
- 0.83%
Nautilus est actuellement classé T3 dans les données ARAM Mayhem. Voir le guide du champion

Kog'Maw est actuellement classé T2 dans les données ARAM Mayhem.
Kog'Maw the Mouth of the Abyss
Kog'Maw can do both, but he is strongest when you choose one plan early. If your team can protect you, play him as a backline on-hit carry and hit the closest safe target. If your team lacks peel or the enemy has too many divers, lean into long-range poke and accept that your sustained damage will be lower in all-in fights.
Pick Kog'Maw when your team already has frontline, crowd control, or shields that let you stand still for short damage windows. If your lobby is full of assassins, hook champions, and hard engage, you can still play him, but you need to build and position more defensively. The tradeoff is simple: he melts teams when protected, but he gets punished hard for walking up alone.
The biggest mistake is chasing damage before the fight is stable. If an enemy engage tool is still available, stay behind your frontline and hit whatever is in range instead of stepping past minions for a better target. You lose some ideal DPS, but you avoid giving the enemy the only opening they need.
Stand far enough back that the enemy must spend mobility, Snowball, or crowd control just to reach you. When those tools are used on someone else, move forward and fire during your safe window. If you walk up first, you become the engage target instead of the damage threat.
No. Kog'Maw is great at killing the closest target when he is allowed to keep attacking. If a tank or bruiser is the only safe target, hit them and let your damage over time force the enemy team to back up. Diving past the frontline for a carry often turns your best strength into a free death.
Treat enemy Snowball as a loaded engage tool whenever you are visible near the front. Stand behind minions or allies when possible, and back up immediately if a diver lands it on your frontline. If you hold your ground after the mark connects, the follow-up can put them directly on top of you.
He usually likes augments that improve sustained attacking, range safety, on-hit pressure, or survival while kiting. If your team has strong peel, take greedier damage augments and play to win extended fights. If the enemy has heavy dive, defensive or movement-focused choices can deal more real damage because they keep you alive long enough to attack.
Choose poke when your team cannot front-to-back fight cleanly or when the enemy outranges your basic attack windows. Use your long-range damage to soften targets before anyone commits, then back up before divers get a clean angle. The tradeoff is that poke builds can feel worse when the enemy hard engages through your first volley.
Choose on-hit or attack-speed options when your team has reliable lockdown, tanks, or enchanter-style protection. In those games, your job is to survive the first engage and then shred whoever is trapped in front of you. The risk is that these setups need uptime, so a single bad position can erase your damage before it starts.
Track the champion that can reach you, not the champion you want to kill. If their gap closer or crowd control is unused, keep extra distance and save your slow or defensive tools for their commit. You may give up some poke, but forcing them to waste engage into your team is how Kog'Maw wins those matchups.
Play slower and use minion waves, turret space, and allied crowd control as your temporary frontline. If nobody can stand between you and the enemy, do not be the first champion showing in the lane. You will deal less constant damage, but you avoid starting every fight as the easiest target.
When behind, stop contesting every wave from the front and focus on safe last hits, long-range poke, and punishing enemies who overstep after using cooldowns. Build toward whatever lets you survive the next fight rather than chasing perfect damage numbers. Your comeback comes from one extended fight where you stay alive, not from forcing a desperate duel.
Use the slow to create space before the enemy reaches you or to trap a target your team has already caught. If you throw it only after a diver is already on top of you, it may not buy enough room unless your team follows up. The best use is usually defensive first, then offensive once the enemy engage tools are gone.
Yes, Kog'Maw is comfortable hitting durable targets when he has time to attack. If the enemy tanks walk forward without their backline ready, punish them with sustained damage and force them to retreat before the real fight starts. The danger is tunneling on a tank while an assassin or mage lines up the angle to kill you.
Survive the first wave of engage, then keep attacking from maximum safe range. If your team peels and you avoid stepping into crowd control, Kog'Maw turns messy Mayhem fights into damage races the enemy often cannot win. If you die early, your team loses its best cleanup threat, so patience is part of your damage.