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Choose Champion Build:
Spells:
Ignite
Flash
Ability Order
Carnivore (PASSIVE)
Cho'Gath Passive Ability
Introduction
The idea behind this new build order is to give him a better presence past his laning phase and actually make him do damage. Instead of straight up building like a tank, we use the health gained from his

Welcome to my Cho'Gath guide! In this guide, I will show you how to build Cho'Gath as a bruiser, to be very tanky and very disruptive at the same time, able to stick to his targets and still do a lot of damage.

While a tanky AP build would in theory make more sense cause of his AP scaling, its damage relies on hitting


This also works especially well when jungling as it not only makes your cleartimes faster, it makes your ganks with red buff a lot scarier and again, less reliant on hitting your

So after this brief introduction of what I will be explaining in the guide, let's go over the Pro's and Con's of 'Bruiser'Gath'.
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Pros
+ Very tanky + Can be very disruptive + Has a lot of CC + Huge true damage that can also serve as an extra smite + Ability to protect the small helpless carries with his massive size + Has the best skin in the game |
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Cons
- Hard to land skillshot - His size can sometimes make it a bit hard to manouver - Has a rather annoying voice - Dying is a pretty big setback |
Runes




This is the runepage I use for Cho'gath. Both for laning and jungling.
Marks:
Greater Mark of Attack Speed: For the synergy with
Vorpal Spikes. In the jungle it makes your jungle a lot faster and in lane it allows you to trade much better with other bruisers.
Greater Mark of Magic Penetration: As all of Cho'Gath's abilities scale off of AP, these runes will increase your damage quite a bit as well.
Seals:
Greater Seal of Armor: With the removal of
Nimbleness and dodge masteries, these are definitely the best runes for Cho'Gath for both laning and jungling. These help make you more beefy in the early game.
Glyphs:
Greater Glyph of Magic Resist: Good for laning against AP champions or when jungling, will help you take less damage when ganking AP champions.
Greater Glyph of Scaling Magic Resist: If you want more magic resistance later in the game.
Quintessences:
Greater Quintessence of Movement Speed: Helps a lot with your positioning, ability to chase people down and land ruptures or even to get away from ganks.
Greater Quintessence of Armor: Viable against above mentioned heavy early game damage champions (
Garen,
Renekton).
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Tier 1 - 3 points in
![]() ![]() Tier 2 - I max ![]() ![]() Tier 3 - ![]() ![]() Tier 4 - 3 points in ![]() Tier 5 - 3 points in ![]() ![]() Tier 6 - ![]() |
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Tier 1 - 3 points in
![]() ![]() ![]() Tier 2 - 4 points in ![]() ![]() Tier 3 - ![]() |
![]() Flash Best summoner spell in the game. Must have for both escaping over walls, initiating fights, dodging clutch spells, etc. |
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![]() Teleport Good for split pushing, helping out your team if needed, outnumber the opponent for dragon or baron fights or even getting back to your lane quicker if you ever need to. |
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![]() Ignite Very good spell that adds to your ![]() ![]() ![]() |
![]() Exhaust Good to get if no one else on the team is getting it. Though if you can, let your AD carry take care of this one. |
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![]() Ghost Viable alternative to ![]() |

Passive: Carnivore
Whenever Cho'Gath kills a unit, he recovers 34 - 68 (+2.0 each level) health and 3.5-7.75 mana (+0.25 each level).Cho'Gath's passive. Makes him incredibly sustained in lane and a very very strong solo top laner. Whenever you're low, just kill a creep wave to get your health right back up.

Rupture
Ruptures the ground at target location. After a short delay, enemies are launched into the air for 1 second, dealt 80 / 135 / 190 / 245 / 305 (+100% of ability power) magic damage, and have their movement speed slowed by 60% for 3 seconds.Cooldown 10 seconds
Cost 80 / 90 / 100 / 110 / 120 mana
Range 950
Amazing CC ability but pretty hard to land. If you catch the right targets with this ability, this can act as a great tool of initiation. Also very useful for getting away from ganks. Simply place a


Feral Scream
Cho'Gath screams in a cone in front of him, silencing enemies for 2 / 2.5 / 3 / 3.5 / 4 second(s) and causing 75 / 125 / 175 / 225 / 275 (+70% of ability power) magic damage.Cooldown 16 seconds
Cost 70 / 80 / 90 / 100 / 110 mana
Range 700
Cho'Gaths main form of harass and quick burst. In the lane, use this to harass your opponent down and in fights, try and hit as many enemies with it as possible. When maxed, the silence lasts forever and is very very annoying.

Vorpal Spikes
Toggle: Cho'gath's physical attacks launch spikes which deal 20 / 35 / 50 / 65 / 80 (+30% of ability power) magic damage to a line in front of him.Range 500
Cho'Gaths main source of damage when built as a bruiser. Makes your auto attacks hit quite hard, especially when building on hit items such as


Feast
Deals 300 / 475 / 650 (+70% of ability power) damage to target champion, or 1000 damage to target minion (ignores resists).If the target is killed by Feast, Cho'Gath grows, gaining 90 / 120 / 150 maximum health (maximum 6 stacks). Cho'Gath loses up to half (rounded up) stacks upon death.
Cooldown 60 seconds
Cost 100 mana
Range 100
NOMNOMNOMNOMNOM. Amazing ability that deals a huge amount of TRUE damage. This damage can NOT be mitigated by any stat so it will always deal a ton of damage. Can be used to either finish someone off, scare the living **** out of a squishy, eat that pesky Alistar, or secure buffs as it is the biggest 'smite' in the game. When you have a good Cho'Gath on your team, your Baron buffs will never get stolen.

When laning, if you want a quick and bursty harass, go for



For jungling, however, I will always max





Starting items






Endgame goals
























Jungling build
Will generally aim for any of the above end builds. Will explain the item sequence in the jungle section of this guide.
Alternative offensive items








Alternative defensive items





Boots





Usually, you'll put your first point in



If you took



If you don't have




Try and harass your opponent with melee hits whenever they get in range for a last hit, and if they run away, try and land a






Don't be afraid to use flash to get 1 or 2 more melee hits in to get that kill.
In the laning phase, you'll want to aim to get at least your core items ready consisting of boots of choice,



Summoner Spells
Explanation: Every jungler needs


Runes
Runes




For explanations, check the Runes section above.
Masteries
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Tier 1 - 3 points in
![]() ![]() ![]() Tier 2 - I max ![]() Tier 3 - ![]() ![]() ![]() Tier 4 - 3 points in ![]() Tier 5 - 3 points in ![]() ![]() Tier 6 - ![]() |
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Tier 1 - 3 points in
![]() ![]() ![]() Tier 2 - 4 points in ![]() ![]() Tier 3 - ![]() |
Skill Sequence
I max





Jungling route
1. Start at wolves. If possible, have someone deal some damage to them but NOT pull them. Also make sure that whoever is helping you knows to get out of experience range.
2. Take the blue golem, preferably with a leash to keep you as high on health as possible.
You can choose to gank here, depending on what side you're on aim to gank either top or bottom (whichever lane is closer).
3. Kill the wraiths
4. If you ganked between point 2 and 3, you can kill the red lizard here if your smite is ready, if not, kill the double golems.
5. Clear the remaining camp (red lizard or double golems)
You should still have plenty of health at this point to pull off another gank in either mid lane or the closest of top and bottom. Go back to base afterwards, buy

Video showing this jungle route:
Items
Start off with a


After the first clear, I buy philosopher's stone and depending on if I got a kill or not,

If you're able to farm well, aim for a



Next I will get my level 2 boots, usually





For possible endgame builds, check the Items section above as all my late game builds are mentioned there.

When initiating a fight, you always need to aim to get a



The strength in this kind of initiation lies in the fact that you will have instantly taken someone out of the fight, and the chances of winning the fight are high.
However, when you get engaged on by the enemy, or one of your teammembers gets caught, you need to get in there. As

Once you've put yourself in the right position, aim to burst down the enemy carry or at least put heavy pressure on them so they can't properly join the fight. Do this right and the enemy team will likely focus you in order to stop you from killing their carry and in turn, your team should be able to clean up.
Hint: Another good and slightly more reliable but risky way to initiate a teamfight is by





I will add videos showing both situations soon~
A rather easy match-up for





Suggested starting items:



Suggested early game item build:


Suggested skill sequence (first 10 levels): E - W - W - Q - W - R - W - E - W - E
This lane should be a farm off, with a slight advantage to



Suggested starting items:



Suggested early game item build:



Suggested skill sequence: Q - W - W - E - W - R - W - Q - W - Q
This lane can be quite tough as


Suggested starting items:


Suggested early game item build:


Suggested skill sequence: E - Q - E - W - E - R - E - W - E - W
This guy can be quite a pain for






Suggested starting items:


Suggested early game item build:


Suggested skill sequence: E - Q - W - E - E - R - E - W - E - W
This lane is essentially a farm-off. At the start, you will be pretty even and the lane can go either way. Make sure you realize how much damage






Suggested starting items:




Suggested early game item build: philosopher's stone,



Suggested skill sequence: Q - E - W - E - E - R - E - W - E - W
A low sustained, low damage melee champion. Your favorite prey. Honestly,







Suggested starting items:

Suggested early game item build:



Suggested skill sequence: E - W - E - Q - E - R - E - W - E - W
This lane can be quite tough for




Suggested starting items:


Suggested early game item build:



Suggested skill sequence: Q - W - E - W - W - R - W - E - W - E
This lane's difficulty is entirely up to you.




Suggested starting items:

Suggested early game item build:



Suggested skill sequence: Q - E - W - E - E - R - E - W - E - W
Another very difficult lane.





Suggested starting items:


Suggested early game item build:



Suggested skill sequence: E - W - Q - W - W - R - W - E - W - E
Beware of








Suggested starting items:


Suggested early game item build:


Suggested skill sequence: Q - W - E - W - W - R - W - E - W - E
Very annoying lane and pretty difficult as well. His sustained damage with flamethrower is annoyingly high and only gets worse as he levels up. If he plays aggressive early on, you won't be able to outsustain the damage and you'll struggle to get your farm. Build early magic resistance to counter his damage and use your silences wisely. Don't try and trade with him too much as he can turn around, slow the hell out of you and blow you up. Play this lane cautiously and only trade damage when you know you can afford to. There is no real turning point in this lane as while you build more MR to survive and outsustain his damage, he will build spell vamp to outsustain yours. Make sure not to die in this lane. When Rumble gets ahead, it's very hard to catch back up to him.
Suggested starting items:




Suggested early game item build:



Suggested skill sequence: E - W - Q - W - W - R - W - E - W - E
Another annoying as hell lane. Everytime you want to last hit,

Suggested starting items:


Suggested early game item build:



Suggested skill sequence: Q - W - W - E - W - R - W - Q - W - Q
Another farm-off. You have the advantage early game so make sure to exploit that. If you get ahead at any point in this lane, he should never be able to kill you as his damage is simply too low to be a threat to you. Push the lane as hard as he pushes yours just so you don't miss any last hits to your turret. Don't try and go for kills as you likely won't get them anyway, especially after he hits 6.
Suggested starting items:



Suggested early game item build:



Suggested skill sequence: E - W - Q - W - W - R - W - E - W - E
A very easy lane for




Suggested starting items:


Suggested early game item build:


Suggested skill sequence: E - W - Q - W - W - R - W - E - W - E
One of the hardest lanes for



Suggested starting items:


Suggested early game item build:



Suggested skill sequence: Q - W - E - W - W - R - W - E - W - E
Tough lane.



Suggested starting items:


Suggested early game item build: philosopher's stone,



Suggested skill sequence: E - W - W - Q - W - R - W - E - W - E
A slightly easier version of the



Suggested starting items:


Suggested early game item build:



Suggested skill sequence: E - W - Q - E - E - R - E - W - E - W
- You can use
Feral Scream to initiate fights to avoid people flashing out of
Rupture. Use
Flash to get in range,
Feral Scream for the silence and then land your
Rupture.
Feast is the biggest 'smite' in the game. Use it to secure buffs and map objectives or even steal them.
- When being chased, you can use
Rupture on yourself as you're running to hit the people chasing you. This will allow you to get away from ganks safely.
- When hitting a tower when an enemy is near, make sure to toggle off
Vorpal Spikes to avoid getting tower agro.
- You can use your massive size to protect your weaker, small and squishy carries against auto attackers.
To end off, I'll post some of my game scores using this build. I only have these 2 for now but I'll see if I can get some more Cho games going in the near future.
Credits:
- Credits to jhoijhoi for her awesome templates, which I used for most of my guide
- Thanks to Wayne3100 for the massive wall of text of feedback
- Thanks to PsiGuard for all the feedback and support for this guide
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