








Team Planner Code
Power Snax Champions
Team Comp Overview
This composition us quite flexible – duo carry with Yasuo is optional. You can play Kog’ Maw with Heavyweights or Protectors if those frontlines are uncontested (requires intentional lobby scouting in early rounds). Kog Maw’s best artifacts are Dawncore, Statik Shiv, and Wit’s End.









Leveling / Tempo
Below shows when you should level, and how much gold you should have leftover when you reach each level.
3
2-1stage
0gold
4
2-5stage
20+gold
5
2-7stage
30+gold
6
3-2stage
30+gold
7
3-5stage
40+gold
Reroll for carries
8
5-2stage
30+gold
Early Game Overview
You must have a Kog’Maw by the end of Stage 2, otherwise you will be hitting the Level 30 breakpoint way too late. It is important to have a strong board in the early game as you get Trainer EXP from killing units. Bastions are currently the strongest variation of Kog’Maw.
Leveling / Tempo
Below shows when you should level, and how much gold you should have leftover when you reach each level.
3
2-1stage
0gold
4
2-5stage
20+gold
5
2-7stage
30+gold
Mid Game Overview
On Stage 3-2, level to 6 and roll slightly to get stronger. Your frontline upgrades are usually more important so you can stall for Kog’Maw to ramp up (if you have Rageblade early). Don’t overroll as it is important to roll most of your gold on level 7 past stage 4 for Kog’Maw and Swain 3*.






Leveling / Tempo
Below shows when you should level, and how much gold you should have leftover when you reach each level.
6
3-2stage
40+gold
Slight roll for better frontline
7
3-5stage
30+gold
Reroll for carries
8
5-2stage
30+gold
Late Game Overview
Throughout Stage 4 and Stage 5, slowroll for Swain and Kog’Maw. Make sure to fish for Bestest Boy power-up in the late game. Body Change is Swain’s best power-up (if you do, make sure Yasuo is getting the bonus shield).









Leveling / Tempo
Below shows when you should level, and how much gold you should have leftover when you reach each level.
9
5-5stage
20+gold