Cho'Gath Build Guide by shad
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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
There is a place between dimensions, between worlds. To some it is known as the Outside, to others it is the Unknown. To those that truly know, however, it is called the Void. Despite its name, the Void is not an empty place, but rather the home of unspeakable things - horrors not meant for minds of men. Cho'Gath is a creature born of the Void, a thing whose true nature is so awful most will not speak its name. Its fellows have been poking at the walls that divide dimensions for a crack, a way into Runeterra, where they can visit their own personal paradise of horror upon the world. They are called the Voidborn, creatures so ancient and terrible that they have been removed from history altogether. It is rumored that the Voidborn command vast armies of unspeakable creatures on other worlds, that they were once driven from Runeterra by powerful magic lost to antiquity.
If such tales are true, then the rumors that follow must be equally true - that one day, the Voidborn will return. Even now, something dark stirs in Icathia, perverting the summoning rituals of the League to allow the presence of Cho'Gath. It is an alien creature of malice and violence, a thing that causes all but the most stalwart to cringe in fear. Cho'Gath even appears to feed on its predations, growing and swelling as it gorges itself. Worse yet, the creature is intelligent, perhaps greatly so, making most wonder how such a monster could be contained. Fortunately, the power of the League's summoning has confined Cho'Gath's presence exclusively to the League of Legends. It is here that summoners use Cho'Gath's Voidborn abilities to help decide the fate of Runeterra. The Terror of the Void knows what fate it would choose for Runeterra, given half the chance.
Woe betide the day when Cho'Gath grows weary of the League.
Feast is so important to this build. Use it whenever you can on minions and neutral monsters. this ulti is not for champions until late game when you have full feast stacks and can use it when it isn't a guaranteed kill.
my runes are a mix of survivability and damage. pretty simple there. I use a mix of per level and flat leaning slightly towards flat stats. this is because in early game you need them to be big and in late game it's just a good thing to have. I used Searz's guide (Rune tips - What secondary and primary means and more.) to get the most out of them I recomend it to every one the link is here.
Pros / Cons
I always try to find as many cons as there are pros to even things out, sometimes it's hard.
an hp and a ad skill to make an unbeatable carry
lots of cc
2 skill shots(great because skill shots have more base damage and better cc)
great finisher with true damage
hard to remember to feast in mid and late game
gets hit hard late game when they see your damage output
skill shots are hard to hit
a knowledgeable player will dodge rupture if they notice it
can easily be played wrong and you may not even notice it
Yes, my masteries look weird but you need the extra survivability since you will be engaging and dpsing at the same time and you cant get enough from just a 21/9/0 build and you need the little bit of help in offense that you don't get from a 9/21/0 build. in ofence we get magic pen and armor pen and an improved ignite. in defense I got all the resistance I can and then I got as far as I could get on the health just for a boost early game.
my Items are pretty self explanatory but I will help all I can anyways.
this is the normal ad starter it gives a bit of hp and helps with your Vorpal Spikes to give you huge ad early game.
The next three items are to be changed around freely from game to game I usually get it the way shown in the build( Phage , Berserker's Greaves , Warmog's Armor) but in games when you are doing really well you may be able to get Warmog's Armor first then the Berserker's Greaves I always recommend the boots first or second preferably second because you need the movement boost to keep up with your opponents
This is the reason I thought to make this build and it is very important this with a full build and full Warmog's Armor stacks will give you 97 attack damage the only item that can contend with this in ad is The Bloodthirster at full stacks and you lose all its stacks when you die And it doesn't give you the 45 armor for survivability and 18 crit for a bit of a nice surprise every once in a while.
I get this here instead of later because at this point you will be taking huge amounts of damage during team fights and afterward instead of going back without enough money for the next item just farm some minions and the life steal combined with your passive will have you at full hp with allot more money
These two I only get one of depending on my team and the other team. If my team is mostly ap then I get Malady it helps my Vorpal Spikes and also every one else who is ap based. if there team is mostly ap then I get Wit's End it gives me survivability and does more damage (if they have less magic resist) if it's both ap or both ad or just all mixed I usually go for Malady because the attack speed is more and it helps with damage but it is up to you to make an informed decision in each game.
this is such a great item for Cho'Gath it not only gives him ad and hp but slows all enemies you attack so they will not get away... ever.
the last item in this build ups his attack speed one more time and gives you slightly more life steal and life steal and attack speed to all allied champions and reduces enemies armor by 20 just an amazing item to cap off a great build.
one of the best passives in the game it's right up there with Xin Zhao and Nasus in staying power
a great silence with large damage and a large area, good to use at the start of a fight and then whenever you can.
a high damage good cc skill with a knock up and a large slow great for saving an allied champ or chasing down an enemy champ.
I use Vorpal Spikes like some people use yi's Wuju Style it is a huge ad boost that makes it posable to focus on health instead of attack damage at the start.
HUGE true damage and gives 900 max health at level 16 just a beast of an ult
I max out Vorpal Spikes first because of reasons that I have already said it is like a better version of Wuju Style that does damage to targets all around the original target. the reason I max out Feral Scream before Rupture is because with feral scream the damage and the silence duration are increased while with rupture just the damage is.
my summoner spells are pretty mush personal preference Ignite is a great spell that can be used to get a kill as the enemy runs under their turret or to gain an advantage in a 1v1 that isn't going well.
Teleport is a spell that is great early and late game, early game to level up quickly in your lane when you die of have to go back to your base,and late game for getting to fights and farming large groups of minions.
other spells that could work are
Ghostboth are almost default for melee dps
Flash good for placing skill shots and escaping over walls or behind teammates
if you use any others that work tell me and I will try them then put them in the build if I like them.
not much to put for this exept to always be aware of where your Vorpal Spikes will fly so you do the most damage to the most minions.
Thanks for reading
I would just like to say thanks for reading and please, if you vote (yes or no) tell me why and give me at least one way to make it better. good bye for now and good luck with my build.
just posted june third 2011
Required coments to vote because of my first troll vote (thanks whoever did that)july first 2011