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Choose Champion Build:
-
Offtank Cho
-
Damage Cho (Just for Normal ga
Welcome








The first build was created for more experienced jungle


Here is a short list of abbreviations, which I used for this guide:
- AA = Auto-attack (Basic Attacks)
- CC = Crowd Control (Stun, fear, slow, snare, etc)
- FB = First Blood
- AP = Ability Power
- AD = Attack Damage
- AS = Attack Speed
- MS = Movement Speed
- HP = Health

Your effectiveness depends on your ganks, so make sure that you practice how to position yourself. Keep in mind that a good gank does not always result in a kill, it is often good enough if your opponent has to use



Also, your opponents will recognize that, at some point, you will be a very tanky melee DPS champion and that they really have to start to focus you, otherwise the opposing carries will get smashed by your autohits and

Do not be discouraged, if you do not have fantastic stats - the most important thing is that your TEAM wins and that you have fun while doing that.
And last but not least: Always try to be smart and use


Pros:
- Great Jungler post Level 4
- Due to his
Feast,
Cho'Gath is a natural tank.
Feral Scream is one of the longest Silence Spells in-game
- Late Game nearly unkillable 1vs1
- One of the best pusher/farmer in-game
- Dances like a happy Teletubby
Cons:
- Squishy early game
- Vulnerable to counter jungling
- Ganks need a lot of exercise in order to be successful
- If he gets focused early game/mid game he will not be as tanky as he should
- You nearly won't understand a word he says
No matter which build you will try, the skill sequence will stay the same.
Whenever


This passive is the primary reason, why jungling is even possible. You will always get health back after killing a unit. Thanks to this passive, you will not need any

Ruptures the ground at target location, popping enemy units in the air, dealing damage and slowing them.
This spell will be usefull in more than one way: On the one hand, you will be able to pop up minions in the jungle to get one more auto hit, before getting attacked by them. On the other hand, it is a great chasing spell, if it is used properly. Low life enemies should not be able to escape, if you do not want this to happen. Try to guess, where your opponents will be positioned, when your ability triggers, so that you really pop them up into the air.

Pretty self explanatory,




The synergy between


Furthermore, most people will underestimate the additional damage, your auto hits will deal. So maybe, they will just keep attacking you a fraction too long, so that you can use your other spells, to land that kill.
Always think about deacitvating this spell, when you are hitting a turret and do not want to hit opposing champions.
Devours an enemy unit, dealing a high amount of damage that ignores magic resistance. If the target is killed,


This beauty is the reason, why you can ignore getting health items like

- While ganking, try to kill hostile champions, so that you also get one more stacks. Only do that, if you are sure that they will not escape.
- In Teamfights, try to land a complete spell combination onto one of the opposing carry champions. More often than not, you will kill this carry, due to the fact that your team also will hit the carries first. However, sometimes it is necessary to utilize this spell on the enemy tank, so that you can weaken them just enough, so that i.e.
Soaring Slam does not deal a high amount of damage to your team, and your team can kill the tank first.
Always remember:Feast will deal 1000 true damage to minions! Check the targeted minion's health, if you will actually be able to kill it, with this ability.
To conclude: These spells are the reason, why


Ghost will just help you close gaps, while ganking, so that you can land some more autohits and trigger your passive


Every jungler needs smite! One of the most important sentences, which you will read often at low elo and normal games. You may ask why, but the answer is pretty simple. You can "last hit" i.e. dragon/baron with it. With that said, you got again two options how to properly use smite:
- Try to secure the kill on the minion your team is attacking at the moment, so that it cannot be stolen by the opposing team. Mostly this will be dragon and Baron Nashor.
- If you know, or even can see that the enemy team is aiming to kill Baron Nashor or Dragon, you can try to steal it. Just walk/
Flash close enough to "last hit" the minion. However, always think about the game situation: Will your potential death mean a loose for your team, because the opponents can destroy your nexus, or is it even possible to first steal the minion and then even get kills.
Never forget: Always check, how much true damage smite will deal to your target minion and use it to kill the minion. You do not want it to survive with 100 health, or so.
The best of the considerable summoner spells, you can exchange




Only utilize this summoner spell, if your team does not have any exhaust and you think that you do not need




Exchange this summoner spell, if you feel that you need more damage output and do not need any escape mechanics. The warning here is the same, as with

Runes





Nontheless, your late game damage output will be better than with


There do not exist any other considerable seals.

The only glyphs, which require some attention are






Considerable Rune Choices:


If you do not like playing with these quintessences, consider Greater Quintessence of Desolation. Your late game damage will increase, but you will have a lot of trouble in order to get to level 6 quickly.
Basically

Start at the blue buff and ask for a nice and long pull, even though your allies may loose some experience, it will help you to clear the complete jungle and gank one lane. You probably will loose some health, so utilize one

Right after killing the blue buff, move to the wolves, focus the big wolve first and just auto hit them, until they are dead. Try to time your


Continue with the wraiths in the same manner.
Now its decision time (again): Kill the red buff, in the same way you assassinated the blue buff. However, if you think using


All in all, you should have enough health, in order to gank a lane. If it is not possible teleport back to your base, get your next item and try to gank a lane or continue jungling (depends on the game situation).
Finally, always remember one thing: Warding is essential! Do not be too cocky to think that your foes will not counter-jungle. Always place a ward next to your wraiths, at the tri-bush (next to your bot/top lane) and into the bush in the river next to Baron Nashor. Furthermore, these wards may help you getting a kill, if one of your opponents tries to escape with low health.
In order to successfully gank a lane, first of all tell your ally champion that you intend to gank his/her lane. This sentence seems fairly unnecessary, given that you should always stay in touch with your teammates, in order to win a game. However, more and more junglers do not try to communicate with his/her own team and therefore just go and gank a lane without reaching an "agreement" with his ally.
Sure, if you watch the minimap, you will probably notice, if your jungler intends to gank your lane.
Nonetheless, while ganking timing is the most important thing! Especially as


Here is a step to step conclusion for a successful gank:
- Communicate with your ally. Tell him a few seconds before you will initate the gank.
- Pray, so that your lane partner really recognizes that you actually are about to gank his lane.
- Utilize your
Rupture correctly, in order to pop up your foe.
- Silence your enemy with
Feral Scream, so that they cannot use any of their escape mechanics, e.g.
Flash//
Ghost.
- AA your victim, while having your
Vorpal Spikes ability activated (works perfectly, if you have killed the red buff recently).
- Hope that your ally deals some damage.
There is only one thing that is certain, while you gank a lane: If you are able to pop up your foe with



- General
- Magic Resist per level increased to 1.25
- Attack Range normalized to 125 from 130 - Rupture
- Cast time reduced to 0.5 seconds from 0.672
- Delay normalized to 0.625 seconds from 0.5 - 0.75 - Feral Scream
- Cast time reduced to 0.5 seconds from 0.6417 - Vorpal Spikes
- Width now increases based on Cho'gath's size. - Feast
- Now grants Cho'gath up to 50 additional Attack Range, based on Feast rank and
amount of stacks.
- Cast time normalized to 0.5 seconds from 0.43
- Range increased to 150 from 100
- How to utilize this build for a solo lane.
Furthermore giving advice against which champions it actually makes sense to play with an AS
Cho'Gath build.


Last but not least: I have to spread some love for all the guys that helped me creating this guide and had enough patience with me, while I played jungle

Furthermore, thanks to jhoijhoi for her guide template, which really helped me to understand the basics of creating a guide.
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