| Health | 2930 |
| Health Regen | 87.8 |
| Mana | 925 |
| Mana Regen | 14.25 |
| Armor | 169.69 |
| Magic Resist | 202.36 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 407.55 |
| Gold Bonus | 0 |
| Attack Damage | 204.7 |
| Attack Speed | 86.078 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 5% |
Recommended Runes
Purchase Order
Ability Sequence





Masteries
Introduction
Update - 20.05.2012: Haven't updated this guide in a while because I kind of felt the whole idea fell off quite hard. With the addition of all the new strong bruisers it's just become very hard for a tank like Cho'Gath to match their presence in a teamfight. What it comes down to is that using the old build order, you just don't really do damage untill late late game, at which point it's usually too late. After playing around with it a bit and testing various different builds, this is what I've come up with.
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
Feast stacks as our survivability and instead go for an offensive build right from the start. The items synergize well with eachother and will ensure that people will not be able to ignore you.
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.
Cho'Gath has been my main pretty much since I started this game. He's an extremely versatile champion and can handle pretty much any role in the team. The role I will be going over here will focus on his tankiness and his ability to not only get into the enemies face, but also stay there.
While a tanky AP build would in theory make more sense cause of his AP scaling, its damage relies on hitting
Rupture and it's pretty burst based, whereas this build will focus on attack speed and making
Vorpal Spikes hurt with a couple of on-hit effects.
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
Rupture.
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'.
Pros / Cons
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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 Alacrity: 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 Insight: 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 Resilience: 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 Warding: Good for laning against AP champions or when jungling, will help you take less damage when ganking AP champions.
Greater Glyph of Shielding: If you want more magic resistance later in the game.
Quintessences:
Greater Quintessence of Swiftness: Helps a lot with your positioning, ability to chase people down and land ruptures or even to get away from ganks.
Greater Quintessence of Resilience: Viable against above mentioned heavy early game damage champions (
Garen,
Renekton).
Masteries
With the new defense mastery tree being so awesome, I put 21 points in there to make myself as tanky as possible, making it even more viable for Cho'Gath to build slightly less tank items and more attack speed/AD items. The remaining 9 points I will usually put in utility for the extra movement speed, but going for
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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 - |
Summoner Spells
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 |
Skills

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.
Skill Sequence
I never really have a set skill sequence on Cho'Gath. Using this build, the skill sequence is very situational.
Feast should always be maxed first, that's pretty much always going to be the same.
When laning, if you want a quick and bursty harass, go for
Feral Scream. If you want to be able to trade with your opponent by using auto attacks,
Vorpal Spikes is the better choice to max first. I always max
Rupture last as the knock up doesn't get stronger with levels and it's just too unreliable of a damage source to be worth maxing before anything else.
For jungling, however, I will always max
Vorpal Spikes first for better jungle times and because your red buff ganks will be a lot stronger.
Feast whenever possible and
Feral Scream after
Vorpal Spikes.
Rupture will again be maxed last.
Items
Starting items
Boots of Speed: Pretty neutral start. Good for going middle or generally be faster when you need to (for example when you're expecting a level 2 gank these will help a lot.) Also gives you some more sustain as these are paired with 3x
Cloth Armor: If you need more armor in the early game. Cho'Gath does need this against strong early game champions. Comes with 5x
Regrowth Pendant: If you feel you're going to need the early game sustainability from a Endgame goals
Frozen Heart: An item that I feel is especially good on
Force of Nature: By far the best source of magic resistance for
Wit's End: Using this build,
The Black Cleaver: An item I've been looking at recently. Never been a fan of this item but looking at it, it helps out other AD damage on your team and gives you a nice amount of extra attack speed and damage.
Guardian Angel: If a game calls for more tankiness, rather than the damage from
Doran's Blade: Probably the item that's questioned the most in this build. Gives you some early game health, lifesteal and damage to go with your attack speed/high base AD. Basically makes you much stronger in early lane trades.
Thornmail: Against those AD heavy teams or you just want to annoy the enemy
Randuin's Omen: Very strong item with a great on-use effect that fits perfectly on a tank like Cho'Gath.
Trinity Force: Get this as your very last item if you have the time. While this item might look a bit weird for 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
Frozen Mallet: Helps you stick to your target and gives you another very nice health boost to an already very high health pool.
Malady: More attack speed and an on-hit magic resist shred. Might be a little overkill in terms of attack speed with a
Madred's Bloodrazor: Helps you shred high health targets.
Wriggle's Lantern: Good for jungling, but not really needed as Cho'Gath already has 2 smites.
Rabadon's Deathcap: If you really want more AP, this would be the item to get it with. Makes your burst much more deadly.
Abyssal Scepter: Another good item for an AP build. The aura is useful for your entire team as you'll be applying it to the entire enemy team, having to be in melee range to do damage and all.
Rylai's Crystal Scepter:AP item that makes you very annoying and hard to get away from. The health boost is always a useful extra.Alternative defensive items
Aegis of the Legion: Good cost effective tank item. You can get this if your support isn't going to.
Sunfire Cape: Decent item, but in my opinion just a weaker version of
Shurelya's Reverie: Gives you health, CDR and helps you initiate or get away. Decent upgrade from a
Warmog's Armor: Good if you like the idea of never dying. Added to your already huge healthpool, this makes you very very big.Boots
Mercury's Treads: Usuaully your boots of choice. Tenacity is just too good of a stat to ignore.
Berserker's Greaves: Yes, these are actually viable to synergize with all your attack speed, though I'd only ever get these when jungling.
Ninja Tabi: Against AD heavy teams. Get these when you need more protection from auto attackers.
Sorcerer's Shoes: More magic penetration for some more damage overall. You can get these if you don't need any tenacity or if you're going for a more AP centered build.
Gameplay - Laning
When you enter the game, make sure you know who you're laning against.
Cho'Gath can go both solo top or middle so make sure you know where you're going and who you're facing. Buy the starting item of choice for the matchup and go to your lane.
Usually, you'll put your first point in
Rupture, in case of a level 1 fight or just to protect yourself in lane if needed. If you don't need either of those, you can put a point in
Vorpal Spikes first to make last hitting easier and give you the ability to be very aggressive from the start. Be careful not to push your lane too hard. When harassing with
Feral Scream try and position yourself so you won't hit any minions in order to keep the lane in place.
If you took
Teleport you can either go back to base when you can buy a
Philosopher's Stone or
Boots of Speed and a
Sight Ward if the lane is already pushed up. Make use of the fact you have
Teleport by using it as early as possible to give you the early edge in item builds.
If you don't have
Teleport, try and delay your first trip back as long as possible. You want to aim to get either a
Philosopher's Stone,
Boots of Speed and a few
Sight Wards or a
Glacial Shroud, wards and maybe even your
Boots of Speed.
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
Feral Scream for some more harass. When they get low enough (around 500-600 health), try to land a
Rupture. If you land it, follow up with a
Feral Scream to make sure they can't flash away or use a defensive ability, and finish up with a
Feast +
Ignite combo (if you took ignite). If they're still not dead, you can finish them off with a couple of melee hits as they'll likely still be slowed from your
Rupture.
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,
Gameplay - Jungling
Summoner Spells
Explanation: Every jungler needs
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
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.
Gameplay - Teamfights
Cho'Gath plays a couple of very important roles in teamfights. He will usually be the initiator, the main tank and the one to zone out the enemy carries.
When initiating a fight, you always need to aim to get a
Rupture on a key target. When you do, follow up with a
Feral Scream on as many targets as possible, while making sure you always hit the Ruptured target so they can't
Flash away or use any other defensive skill.
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
Cho'Gath, you priority is to get into their face and zone the biggest threats out of the fight.
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
Flashing into an important target, silencing them with
Feral Scream and landing a
Rupture. Silencing them first ensures you can land the
Rupture without them using an ability or
Flash to avoid it.
I will add videos showing both situations soon~
Lane Opponents (Solo Top)
In this section I will list a couple of common solo top laners and explain how to deal with them.
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:
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:
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
Tips and Tricks
- 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.
Closing Comments, Game Stats and Credits
So that's it for this guide. Thank you all for taking the time to read it and I hope it has proven helpful to at least someone. I'm always looking to improve my guides so any comments/feedback would be greatly appreciated, I will also always reply to your comments/questions.
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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