
Artillery of the Living

Lethal Tempo
Attacking an enemy champion grants you [6% Melee || 4% Ranged] Attack Speed for 6 seconds, up to 6. At max stacks, deal [9 - 30 Melee || 6 - 24 Ranged]
bonus adaptive damage On-Attack, increased by 1% per 1% Bonus Attack Speed .Why?
Kog is an artillery AD Carry, meaning his damage is directly related to the number of auto attacks he can get off in a fight and Lethal Tempo drastic ups that amount.
Absorb Life
Killing a target restores 1 - 23 Health based on level.
Why?
Overheal allows you to absorb and sustain through lane poke so that you're able to stay healthy for trades in the mid game.
Legend: Alacrity
Gain 3% attack speed plus an additional 1.5% for every Legend stack (
max 10 stacks ).
Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.Why?
Legend Alacrity further empowers your ability to pump out damage from auto attacks quickly. Thanks to the removal of Attack Speed cap from Lethal Tempo, you're able to build multiple Attack Speed items without capping out.
Coup de Grace
Deal 8% more damage to champions who have less than 40% health.
Why?
Coup De Grace is the go to rune choice for reliable damage, espeically in the bot lane when looking to kill squishy targets.
Manaflow Band
Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana.
After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds.
Cooldown: 15 secondsWhy?
Manaflow Band is excellent for early lane phase harassment with [Q] and [E].
Gathering Storm
Every 10 min gain AP or AD,
adaptive .
10 min: + 8 AP or 5 AD
20 min: + 24 AP or 14 AD
30 min: + 48 AP or 29 AD
40 min: + 80 AP or 48 AD
50 min: + 120 AP or 72 AD
60 min: + 168 AP or 101 AD
etc...Why?
Gathering Storm is your late game insurance policy. The extra Attack Damage when multiplied from Lethal Tempo makes you the biggest threat in the game if you're able to hit 40+ mins.





