Cho'Gath Build Guide by PotatisFarfar

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League of Legends Build Guide Author PotatisFarfar

A gentleman's way of playing Cho'Gath

PotatisFarfar Last updated on January 30, 2012
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by Luther3000 » November 28, 2011 2:03pm | Report

BiigDogg wrote:

Both your mastery Sections Need better explanation or correction. They're outdated or dont make sense. but + for build explanation and play style.


Got him to update them for you. =)


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by Brandtheone » November 28, 2011 9:18pm | Report

I very enjoy this guide, after playing Cho for a few games, I find him very, appealing, to be a gentlemen. I usually rush for the gold/health items, which is very useful for late game, it is very interesting to see myself 4-6 times larger than my allies or enemies. Once, I teloported to an ally in aid after being ambushed by 3 heroes. I was able to take them all head on with only a loss of 2k health, (that time I had over 4k health). Rupture, scream, and than I had a delicious turkey leftover.


Every hero is powerful in their own way, just because one of the heroes had killed you 20 times doesn't mean their overpowered or hacking, its just you.
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by Andele3025 » November 29, 2011 4:29am | Report

Just for note, the utility setup works too http://thefwcentral.com/lol/#&trees=0-0-4-0-0-4-0-0-0-1-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-1-3-0-0-4-0-0-3-1-0-0-4-0-1-3-1, defensive doesnt give much in comparison to having old flash cd (its like 4-5 seconds difference) and starting 10% cdr. The 2% spellvamp can be noticed, 2%ms is always welcome and regen is great for mid late game and kinda helps with early game.
So def is more mid game cho power while utility again gives the late game monster godlike powers.

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by Luther3000 » November 29, 2011 2:08pm | Report

Don't forget that you can now get 9% CDR at 18 and 3% Movespeed while above 70% health in the Defence tree, as opposed to 6% CDR all game and 2% unconditional Movespeed from Utility.

Perseverence is as useless as ever and the small amount of Spellvamp heals for a pretty low amount. Cho'Gath's passive massively outclasses them both and renders them utterly pointless.

If anything, I would say Utility would be better early game and Defence would be better late game. Cho'Gath has always been a mid-late game champion for me anyway, and the new Utility tree just seems pointless when you get the same benefits and more from Defence.


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by Temzilla » November 29, 2011 2:10pm | Report

Andele3025 wrote:
So def is more mid game cho power while utility again gives the late game monster godlike powers.


That's kind of backwards, but okay.


Tri lane for life.
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by Andele3025 » November 29, 2011 3:50pm | Report

Luther3000 wrote:

Don't forget that you can now get 9% CDR at 18 and 3% Movespeed while above 70% health in the Defence tree, as opposed to 6% CDR all game and 2% unconditional Movespeed from Utility.

Perseverence is as useless as ever and the small amount of Spellvamp heals for a pretty low amount. Cho'Gath's passive massively outclasses them both and renders them utterly pointless.

If anything, I would say Utility would be better early game and Defence would be better late game. Cho'Gath has always been a mid-late game champion for me anyway, and the new Utility tree just seems pointless when you get the same benefits and more from Defence.


I didnt forget, just later on the 9% isnt as important as 6(10)% cdr early on since you got your frozen heart, you wont be as much over 70% hp if your doing your job 3% regen is applies to the bonus regen from Force of Nature so its more than it seems, Spellvamp is kinda usueless on him but its still a better option than most other things (i went for the 1/10 gold just because im used to it), but having a free regen bead built into your spikes is a nice boost and gives your feasts a nice small heal.
Utility is more late game imo since you get the great 15% flash and teleport cdr and the reduced respawn time. Id go for Defense if the 3% would work with feast and the 3% ms wouldn't be conditional.
I think that Cho is a late game champ for everyone... i mean 900 true damage blasts ever 40~ seconds is just priceless (not to mention that you can 1v4 against a fed trynda, pretty farmed up caitlyn, brand and morde and walking away with 25% hp after tanking down cait and brand *cough aoe silence still almost op cough*).

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by Luther3000 » November 29, 2011 3:54pm | Report

Do the math on Perseverence, even if you have 100 HP regen per 5 (stupidly high even for a FoN tank), one point in it will add only 3 HP regen per 5. That is absolutely awful for a mastery in the second highest tier.

You will definitely be at over 70% HP when initiating fights, which is where MS really counts anyway. Being as you're playing Cho who is basically unkillable, you might well still be at 70% afterward too.

I think the 3% from Defence DOES work with Feast...It states 3% of your total health, and Feast adds to your total health. I see no reason why it wouldn't be included.

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I didnt forget, just later on the 9% isnt as important as 6(10)% cdr early on since you got your frozen heart


I disagree, CDR doesn't lose value just because you have more of it (as long as you don't hit the cap, that is).

You don't spam spells early in lane on Cho anyway, or he runs out of mana real fast. So there's little value in early CDR.


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by ZoeJoK » November 30, 2011 6:12am | Report

super build and, good explanations on the things and playstyles and items i agree with everything almost ^^ for sure +1

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by Andele3025 » December 1, 2011 4:34am | Report

Luther3000 wrote:

Do the math on Perseverence, even if you have 100 HP regen per 5 (stupidly high even for a FoN tank), one point in it will add only 3 HP regen per 5. That is absolutely awful for a mastery in the second highest tier.

You will definitely be at over 70% HP when initiating fights, which is where MS really counts anyway. Being as you're playing Cho who is basically unkillable, you might well still be at 70% afterward too.

I think the 3% from Defence DOES work with Feast...It states 3% of your total health, and Feast adds to your total health. I see no reason why it wouldn't be included.



I disagree, CDR doesn't lose value just because you have more of it (as long as you don't hit the cap, that is).

You don't spam spells early in lane on Cho anyway, or he runs out of mana real fast. So there's little value in early CDR.


Again i only chose it since there isnt anything really useful (and i wont bother trying to find out of the gold/10 are worth points), same as with spellvamp, only ultra small sustain boost.
10% at start almost always mean a lot since i usually go with feral scream (most players i play against take boots to counter cho rupture) and while CDR doesnt directly lose on value, it less of it at the start does set you back a bit (so early cdr is seen as more beneficial).
While 1% ms may be really nice, i wouldn't take the risk of losing on speed if i fall under a hp threshold.

Well now that masteries are all personal preference, i dont mind if anyone goes something other than 9/0/21 on cho, but im sticking to what im used to.

And im not so sure, since every time i feasted i just gained the flat value not 3% more of additional hp. Maybe i didnt update... arghh i hate the ui bugs.

Temzilla wrote:

That's kind of backwards, but okay.

Well utility shows its uses in early game, its just that the 15% ss cdr and respawn reduction is what i see so useful (since the only time you may die with cho is when your left alone in a 5v1 after the 45 min mark).
Defs bonuses dont really show so much in comparison (again i see passive effects more useful than situational boosts - e.g. sona and soraka are better than janna and taric in terms of raw support/defensive power).

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by Seelyon » December 2, 2011 3:06am | Report

Simply amazing chogath guide. Great reasoning behind every decision. Now i just need a gentlemen skin...


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