Champion sheet · ADC

Kog'Maw

Patches 16.19 to 16.21 · NA

Bans, presence and fearless: Kog'Maw across all builds. Build, best results and matchups: the selected build.

Tournament presence · pick + ban
4.7%#124 of 173 champions
Pick
2.7%picked in 72 of 2,644 games
Ban
2.0%40 bans over 1,958 games, against 0.9% in soloQ
Win rate as ADC50.0% between 39.4% and 60.6% over 58 gamesSoloQ 50.6%: no clear gap
Median length30 minsoloQ 28.5 min

Amateur: 2,664 games from amateur tournaments, last 60 days, NA. SoloQ Master+: 215,636 games on the same patches. An amateur figure in gold clearly differs from soloQ.

At a glance

Four answers, each one opens its chapter.
01 — What changes in tournaments

What changes in tournaments?

3 clear gaps between soloQ and amateur tournaments as ADC.

  • DraftPicked less often in amateur play
    Amateur
    0.9%
    SoloQ
    1.2%
    0.9% of the role's picks in amateur play, against 1.2% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    2.6%
    SoloQ
    0.9%
    2.6% ban rate in amateur play over 1,329 games, against 0.9% in soloQ over 82,299 games.
  • LengthLonger games in amateur play
    Amateur
    30 min
    SoloQ
    28.5 min
    Median of 30 min in amateur play, against 28.5 min in soloQ.
02 — How to play it

How to play it?

Lethal Tempo, then Guinsoo's Rageblade, Navori Flickerblade, and Terminus: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesLethal Tempo59% · 3,574
Same in amateur play
SpellsFlash + Barrier56% · 3,375
Same in amateur play
SkillsWnot collected in soloQ
Amateur: 97% · 38 games
Core (3 legendaries)12% · 401
12%of soloQ games
  1. Guinsoo's Rageblade
  2. Navori Flickerblade
  3. Terminus
Amateur: Guinsoo's Rageblade, Runaan's Hurricane, Terminus (23%), gap not settled

Not collected in soloQ: starting items, 4th item, and skill order.

03 — In a comp

What does it bring to a comp?

Team damage first: more damage than 98% of ADC.

  1. Team damagetop2%28% · ADC: 23%
  2. Plays teamfightstop13%58% · ADC: 56%

Read on tournament games from 2026-04-15 to 2026-10-12 (44,638 games) · same reading as the draft review · compared with other ADC

What marks it

  • Teamfight
  • Damage
  • Poke

Like other ADC

  • Gold at 15 min
  • Gold at 20 min
  • Takes its kills in duels
  • Lets allies carry kills
  • Crowd control (CC)

What it is not

Nothing below ADC.

Damage / min by phase · at equal gold

Rank 84 in lane, 96 in mid game and 96 in late game, out of 100 ADC.

585+61 vs 525
1,124+208 vs 915
1,670+304 vs 1,366
Lane · 5–14 minMid game · 15–22Late · 23–30
Kog'MawADC

Gold vs. direct opponent

At 20 min, behind 59% of ADC against the direct opponent.

ADC

Where it stands among ADC · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 84 of 100 among ADC585 · median 525
  • Damage in mid game · rank 96 of 100 among ADC1,124 · median 915
  • Damage in late game · rank 96 of 100 among ADC1,670 · median 1,366
  • Gold at 15 min · rank 42 of 100 among ADC-79 · median -54
  • Gold at 20 min · rank 42 of 100 among ADC-156 · median -85
  • Absorbs damage · rank 87 of 100 among ADC479 · median 361
  • Plays teamfights · rank 87 of 100 among ADC58% · median 56%
  • Takes its kills in duels · rank 31 of 100 among ADC17% · median 19%
  • Lets allies carry kills · rank 36 of 100 among ADCrank 36 of 100
  • Crowd control (CC) · rank 35 of 100 among ADC0.4 · median 0.6
  • Team damage · rank 98 of 100 among ADC28% · median 23%
04 — With / against

With whom, against whom?

No opponent with a clear gap to expected in amateur play: win rates remain ranges.

in

Best results

Ranked by the gap to expected in amateur play, at the lower bound of its interval, at most 5 per role. The other source is a reference.

Against

Topgap to expected

No positive gap in amateur play.

Junglegap to expected

No positive gap in amateur play.

ADCgap to expected

No positive gap in amateur play.

Supportgap to expected

No positive gap in amateur play.

With

Junglegap to expected

No positive gap in amateur play.

Midgap to expected

No positive gap in amateur play.

Supportgap to expected

No positive gap in amateur play.

Matchups and allies

One group per role of the other champion, five cards first. The bar is the win rate range, the tick marks 50%; the colour of the gap gives our reading, it sorts nothing.

Sort by
Top1 champion
Jungle1 champion
  • Shyvana7 games
    —SoloQ: 56.0% · 168 g
ADC2 champions
  • Yunara10 games
    —SoloQ: 58.3% · 520 g
  • Jinx8 games
    —SoloQ: 45.8% · 533 g
Support2 champions
  • Lulu6 games
    —SoloQ: 50.3% · 358 g
  • Milio6 games
    —SoloQ: 50.3% · 177 g
05 — In draft

Ban it or pick it?

Fallback pick: comes out late in the series, once the pool has emptied.

Pick rate as ADC

Amateur tournaments, compared with soloQ
  • SoloQ Master+1.2%5,289 picks of 431,271ban 0.9% · patches 16.19 to 16.21
  • Amateur tournaments0.9%35 picks of 3,686ban 2.6% · patches 16.19 to 16.21
  • Pro0.4%9 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

4.5% on 16.21
16.1216.21
Pick + ban, all regions, one point per patch; a patch without a measure leaves a gap.

Within the series

Fearless series only · as ADC
  • 1.1%G18 games of 733
  • 2.3%G217 games of 733
  • 4.1%G3+13 games of 316
Once picked, the series moves on to

Not enough series yet: published from 30.

Amateur: amateur tournaments created with tournament codes; soloQ: Master+, same patches. An amateur figure in gold and each card of “What changes” flag a gap that the volumes of both sources settle. Build: shares only, no win rate, which mostly follows game length. Gap to expected (lolalytics' Delta 2): the pair's win rate minus the one the two champions' own strength predicts, their win rate in their role in the same source; it is coloured when its 90% interval excludes 0, teal favourable, orange unfavourable. Under 30 games: games only.