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Choose Champion Build:
Spells:
Fortify
Flash
Ability Order
Carnivore (PASSIVE)
Cho'Gath Passive Ability
Introduction
-CHO'GATH-
I play this beast daily, and I can play him with any team composition because of his capacity for variation.
No one build is right! His capacity for variation is great enough that you can play him to whatever style you find best suited to the team, or you just simply prefer. =)
In this guide, I will cover how to tank, mage and AS/hybrid with this beast. (Hybrid includes jungling =)
*Edits*
7/27/2011- Fixed my comment on QQS and Malz's ult. Also added a little more detail with the wards.
10/20/2100- Realized that my skill order was accidentally impossible and fixed.

CARNIVORE
Carnivore is Cho'Gath's passive ability. It makes him great at lane sustaining, provided you can last hit, and is what makes jungling possible. Carnivore also makes Cho'Gath a wonderful solo champion against most people.

RUPTURE
Rupture is Cho'Gath's main disruption. AOE knock-up and damage, proves the hard CC that any tank needs. This is also great for dealing heavy magic damage to more than one enemy. With this and Feral Scream, clearing creeps (and restoring health/mana via Carnivore) is a breeze. This does have a delay and a clear casting animation, so practice hitting with it and use it from the bushes when you can.

FERAL SCREAM
Feral Scream is Cho'Gath's soft CC. Conic AOE damage and silence provide great disruption in the other team. It has the lowest conversion rate, and the lowest damage. The reason we max it out first is because of the increase in silence duration. This is a fairly easy skill, and should be used as frequently as possible.

VORPAL SPIKES
This is the bread and butter of Hybrid Cho. When you AA, make sure you line yourself up so your spikes are useful. When pushing a tower, you may want to turn them off so you don't accidentally gain aggro. These are only of mediocre value to the tank and mage builds, but the Hybrid build capitalizes on these to do significant AOE damage.

FEAST
Cho'Gath's signature move. This move is one of the best abilities in the game IMO. .7 conversion rate for an ability that does TRUE damage. This nuke is extremely powerful in all three styles and is the main reason I take flash with all three. Use this on creeps to gain stacks, but save it for champs only when you are full. If you are tanking, you should try to never last hit champs with this, unless no one else can- you are trying to feed the carries. Mage and Hybrid- feel free to nom some faces!


SPACEPros:
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SPACE |
Cons: |
The build begins with the two tanky gold/10 items (Philosopher's Stone,

This is your first choice in the build-





The next three items are not really negotiable.






This brings us to our last choices in this build. I really like



Replacement items for these last two can include:
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You should know when each of these is needed.
-I do not include


-I also did not include


First the Runes-
I get the MR/lvl Marks and Glyphs because the items are a tad lacking in that department. The fact that they are /lvl is because early game magic damage is fairly low, and you wont have too much to worry about till level 6, which is when they overtake the flat Runes.
I get the Dodge Seals and Quints because my calculations of 7k effective health did not include dodge. Even a scary champion like Trynd will be like a fly when you dodge a full 1/4 of his attacks and mitigate 66% of the damage that he actually does manage to do.
Masteries-
0-21-9, making sure to grab







Picking up





Summoner Spells-
I vastly prefer






Other choices may include:
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Not to get:
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As a tank, you are the initiator.
You are supposed to absorb as much damage and cc as you can, so your damage dealers don't have to. The optimum tank score is 0-0->9000, meaning you gave away no kills, but also took no kills from your carries and didn't skimp on the participation to make your score look good. A more realistic score would be 2-4-20, proving you died for your team, but still finished people when you had to.-Early game, you focus on last hitting and lane sustaining, so that you have enough tanky to survive the next game phases. Harass when you can, but your main goal is money generation. Your preference is solo top, but if you are laning with a carry, your main goal becomes to feed them. You still want last hits, but don't take any that your carry are looking at. With a lane mate, you can harass a lot more and potentially get kills. Alone, I would recommend simply playing safe and pushing them out of lane, instead of going for any kind of risky kills.
-Mid game, you want to be mobile and helping your team get kills and push lanes. You want to gank for kills or to push them from lane, then stay and deal significant damage to the tower. Your job here is to protect your team mates from anything too risky, while netting them as many kills and as much tower damage as possible.
-Late game, you are there to stop the enemy from getting to your team. Be careful with your spells, because any tank's worst nightmare is having everything on CD while the enemy burster annihilates one of your team. You should stand in the most strategic position to block enemy spells, while still letting your carries do damage. When the time is right, it is your job to jump in and cripple the other team while yours blows them up. You must make sure your team is ready to go in though- if you dive alone, your team no longer has any protection.
Example Game:


As you can see, once I knew we would crush them, I picked up more damage via


SPACEPros:
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Cons:
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I usually begin with

Once again, the first choice of the build is the boots. Don't worry- it will be again! I prefer












Optional Items
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- Lichbane, giving Mana, AP, Magic Resist. But the real reason anyone gets Lichbane is for the extra damage active. This is a decent item to get, considering as you are a melee caster and feast is practically just melee range.
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Items not to get
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Always consider-

I went over this in detail above, but when you are not as strong, it becomes an even greater priority.
Runes-
I take the Magic Penetration Marks, because we don't get much penetration from items.

I take Mana/5 per level seals, because you want to be able to have the mana to spam plenty.
I take CDR Glyphs and Quints to actually give you the ability to push more buttons. I take one as /level and one as flat, so both early game and late game are benefitted. No CDR items and we already have 13%. Pick up a blue buff and find you are at 38%- thats almost the cap without even trying.
Masteries-
Because we are playing a caster, we go a basic 9/0/21. This leaves you more squishy, but greatly increases your damage and utility. If you find you are too squishy for your liking, a 9/21/0 build is also acceptable, but your impressive utility will suffer.
I make sure I put points in each of my Summoner Spells, (








Summoner Spells-
My Summoner spells are designed to help me early game(






Other choices include-
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Not to get-
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-Early game, you should focus on last hitting and harassing the enemies, trying to get enough gold for your items while preventing your opponunts from doing the same. You want to lane solo top, but if you are laning with someone else, you should try to split the creep kills so that the more important person gets the most, but still allowing the other to get some. (AD > AP > OT > Tank > Support) Don't let any creeps get by though, those are wasted gold.
-Mid game, you are helping gank and getting kills. You are not very good at pushing towers with this build, but every little bit helps. Your focus is on getting kills, and feeding your AD champion; pushing towers is a far lower priority for this build.
-Late game, you should all be grouping up and it should be very easy to hit with your AOE abilities. You should be dealing a lot of damage to the enemy team, while shutting down their ability to do the same to you. Once someone gets low enough to

Example Game:


That game I was laning with our AD carry for some reason, so I made sure he got fed instead of me. A very good Cho'Gath can almost always insure who gets the kill, and sets the right person up so it always happens.


SPACEPros:
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SPACE |
Cons:
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I begin with a Cloth Armor and between 3-5 Health Pots, with the rest of your gold in wards. The actual jungling path is explained below, but you don't need anything else specifically for jungling for the rest of the game.
First choice is boots again. (Told you it would be). Your choice is




I pick up Philosopher's Stone after that, for more sustainability. This, combined with your passive, will insure that you never have to recall between ganks and can just stay in the jungle till you need to buy things (which this helps you do as well).
Most of the items in this build are pretty solid, given that it is not the same style any other way. I pick up

The next choice is



After that I grab



-The major item change you can consider is


Other items you may consider are just changing things up for survivability.
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Things not to get-
- Lichbane as I said, you are not spamming much so its passive isn't so great.
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Always consider -

I know I have said it in every single build, but I am a HUGE advocate of the QSS. It is far too underutilized.
Runes-
I grab the Magic Penetration Marks because we don't get much penetration with this build. I would insert a sex joke here if i thought anyone was actually reading in detail.
The flat Armor Seals and the flat Health Quints are to help the early game jungling.
I take Attack Speed Glyphs to help with jungling and to give even more damaging capacity later in the game.
Masteries-
I take mostly Defensive masteries because this build is so squishy. I grab





Summoner Spells-
I take


Other options are-
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Not to get-
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-Early game you start out in the jungle. You will be spending the majority of your time ganking, but do make sure you don't get yourself underleveled. You should wait in bushes until you can safely predict and land

-Mid game is where you really shine. People are not doing crazy amounts of damage yet, so your lower survivability is not an issue. Ganking is basically the only thing you are doing at this point, but do be sure to stick around and push towers, seeing as you will have high attack speed and be good at it.
-Late game you need to start being much more careful. If you can, run in with your OT (Right after the MT and to the side) for maximum damage output and survivability. You want to hit as many people with






You should get help every time you dragon, just to be safe, but you should be able to solo right after you get the

As the jungler, you should be warding all of the important places with


The

The Sight wards are placed so that you can see people coming through the enemy jungle. You have to be much more careful placing these, but they can be much more beneficial than anything else. These let you see the enemy red buff, blue buff and both major gank lanes for the top half and the bottom half of their field.
Example Game:


As you can see, playing carefully can net you a lot of kills, but without a good team to back you up- you will be focused. Playing in random queue, I still managed to pull this score because of the raw damage I dished out.
If you have any other questions, comments or concerns, feel free to comment- I will answer each in a timely manner.
Try before you rate! Anything less would be uncivilized...

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