Skill Order
Normal order: R > W > Q > E. Put points in R whenever it is available, max W first, max Q second, and leave E for last. This is the default Kog'Maw order when your build is based on basic attacks, on-hit damage, attack speed, or front-to-back fighting. In Mayhem, fights get messy fast, so your best skill order is usually the one that makes your safest damage window stronger. For Kog'Maw, that window is W.
Take one point in all three basic abilities early. You need W to actually threaten targets, Q to help burn down whoever your team has locked, and E to slow a path or punish enemies walking through a choke. After that, stop spreading points unless an augment gives you a real reason. Kog'Maw loses a lot when he becomes a little bit of everything and great at nothing.
Normal Max: W First
- Max W first when you can auto attack in fights. If your team has peel, shields, frontline bodies, or reliable crowd control, your job is to stand just behind them and shred the closest target. More points in W make that plan cleaner because your damage is tied to actually hitting people during your safe window.
- Max Q second when the enemy has bruisers, tanks, or anyone forced to walk into you. Q is your best second max in the normal order because it supports the same target selection as W: hit the nearest dangerous champion and make them die before they reach you. If your team catches someone, Q helps turn that catch into a real kill instead of just poke damage.
- Max E last in the standard order. E is still useful. You use it to slow a lane path, cover your retreat, split an enemy engage, or make a melee champion take a bad route. But if you are playing attack-speed Kog'Maw, extra E points usually do less for your main job than stronger W and Q. One good E is enough to create space; your autos are what cash it in.
Augment-Influenced Orders
- On-hit, attack speed, basic attack, range, or repeated-hit augments: R > W > Q > E. Do not get fancy here. If the augment rewards you for standing and firing, W stays first. Take Q second when the enemy team has a clear frontline or when your team can hold targets still. This order gives you the best front-to-back scaling and the most reliable damage when fights last longer than one spell rotation.
- Spell damage, poke, ability haste, mana, or long-range artillery augments: R > E > Q > W. Use this when the game is not letting you auto safely. If the enemy has heavy dive, constant displacement, or long-range threats that punish every step forward, maxing E first gives you a safer way to contribute before the all-in starts. You are playing more like a zone-and-poke champion here: slow the path, soften targets, then use R and follow-up spells to finish low-health enemies.
- Single-target burst or catch-focused augments: R > Q > W or E. This is the rare adjustment. Consider Q first only when your augment, team comp, and enemy comp all point toward deleting one target at a time. For example, if your team has hard engage and the enemy has one fed bruiser or short-range carry that must die instantly, Q-first can help your team’s focus fire. If you choose this, max W second when you still get auto windows, or E second when you are mostly playing from spell range.
- Slow, zone control, or area denial augments: R > E > W > Q or R > E > Q > W. Pick this only when the augment makes your E pattern matter and your team benefits from enemies being slowed through tight ARAM paths. If your frontline wants to disengage, kite backward, or punish enemies funneling through the lane, E-first can be excellent. If your team lacks damage into tanks, take W second. If your team already has enough sustained damage but needs faster pick confirmation, take Q second.
- Defensive, revive, shield, movement, or survival augments: usually R > W > Q > E. These augments keep you alive so you can play the normal carry pattern. Do not mistake a defensive augment for a reason to max utility first. If the augment lets you survive the enemy’s first engage, your reward is more time to auto attack, so W remains the best first max.
Adjustment Triggers
- If you are hitting champions safely for most fights, keep W first. This is the easiest check. If enemies are spending their engage on your frontline and you are free to fire, W max is correct even if poke feels tempting.
- If every W window gets interrupted, switch toward E first or E second. When assassins, hooks, knockbacks, or long-range burst force you to back away before you can auto, extra W points are not doing enough. Use E to create space and deal damage from a safer position until your team can stabilize the fight.
- If the enemy has multiple durable champions, do not delay W and Q together. Kog'Maw is picked to melt health bars over time. If you max E first into a tank-heavy team without a strong spell augment, you may slow them, but you will not remove them fast enough before they reach your backline.
- If your team has no peel, value safer spell points more. A Kog'Maw with perfect W damage still dies if he has to stand alone into dive. In those games, an E-heavy order can buy the space your team is not giving you. It is not greed; it is recovery planning.
- If your team has heavy engage, Q second becomes better. When allies can reliably lock one target, Q helps your team focus that target down. In this setup, E is mostly for follow-up slowing or disengage after the first kill attempt.
Cost of the Wrong Order
- Maxing E first in a basic attack game makes your carry timing weak. You may feel useful during poke trades, but when the real fight starts, the enemy frontline lives too long. That gives divers more time to reach you and makes your team’s engage look worse than it is.
- Maxing W first in a no-auto game gives you dead points. If you cannot step forward without being hooked, dashed on, or bursted, stronger W only matters on paper. You need points in E or Q to contribute before the enemy has already forced you out.
- Maxing Q first without a clear reason can make your damage uneven. Q-first can help with focused kills, but if your team is not coordinating on one target, you lose the stable pressure that W gives in extended fights or the safer lane control that E gives in poke setups.
- Delaying R is never worth it. R is part of how Kog'Maw finishes damaged enemies, checks low-health targets, and adds pressure when he cannot walk up. Take it whenever you can, no matter which basic ability path you are following.
Simple rule: if your augment lets you auto, max W. If your augment or matchup forces you to play from range, max E. If your team is built to catch and delete one champion, consider Q earlier. The wrong order does not just lower damage; it changes when Kog'Maw is allowed to play the fight.
