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Cho'Gath Build Guide by Noesanity

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Noesanity

Jungle, it's what's for dinner.

Noesanity Last updated on August 29, 2013
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Ability Sequence

2
14
15
17
18
Ability Key Q
4
8
10
12
13
Ability Key W
1
3
5
7
9
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Executioner
 
 

Offense: 6

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 15

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 9


(under construction)

This is my first guide so please bare with me a little bit as I learn how to make chapters.

Jungle rotation
Obviously, start in blue, for the first few minutes of the game blue is your best friend, but as soon as you start building CDR you can give it to your APC. (usually the 3rd golem, 2nd if you get a few good ganks.)

Abilites
Carnivore: This passive is what makes Cho such an amazing jungler. When cho kills something he ganes health and mana. To use this most effectively I would suggest positioning yourself in a way that vorpal spikes hits the most enemy minions. It may also be beneficial to burn Smite small minon during a fight for the extra health, it might not seem like a lot but 70 hp could be the difference between life and death. this also gives you a nice healing power late game, a single rupture scream into a wraith camp will give you almost 300 hp, a single minion wave will give you over 400, and by the time the enemy has b'd and gotten back you're up and roaring to go again.

Rupture: His rupture should be used less as an attack and more for it's slow. it does hit hard (about 800) but it's cooldown is so high that it is best to use it for it's 60% slow. I would suggest using this to slow enemies at the start of a fight and then use it to chase them down when they start to run,try to resist the urge to spam it in the middle of the fight because it is your primary method of catching up.

Feral Screams: This is one of Cho's most powerful tools, the ability to silence an entire enemy team could be the difference between eating lunch and becoming lunch. similar to Rupture, I do not believe that this should be spammed for its damage. Try to make it count, it has a 13 second base CD (about 8 at 40%) so you will probably only get one shot in a fight, try to hit supports and APCs.

Vorpal Spikes: In general your major damage dealer will be your vorpal spikes, they don't hit hard to start with but they have no cooldown, causing them to add up rather quickly. On my runs it normally comes out to about 480 ish a second, in addition to Cho's abnormally high natural AD.

Feast: this is probably one of my favorite abilities in the whole game. at level 6 this will give you 300 damage agiasnt champions, that mgiht not sound like much, but it deals 1000 to minons and monsters, essentally giving you a second smite (that is also stronger). It might seem tempting to use this early against champions, but I personally suggest using it on jungle creeps or siege minions as soon as it comes off cooldown until you get to 6 stacks. Another amazing thing about this ability is it deals true damage, meaning no matter how tanky they build, you are still taking a sizeable chunk with you after you bite.

At full build your ability damage will be about, Q:840 W:650 E:240 R:1075 this will vary based on items and damage mitigation

Ganking
Ganking as Cho is both very hard, and very simple. Cho is slow, he doesn't have the ability to chase early on so trying to gank a faster opponent is next to impossible, though stepping into the lane might scare them from farming and allow your lane to push. Now, if the position presents itself don't be afraid to gank, even if you don't get the kill you will hit hard enough to force a B. Early on a Q, W combo will deal serious damage and in many cases Q,W,R will flat out destroy everything short of a bruiser. (at level 18 useing my build this combo will hit about 2500 with almost half of that going through any amount of MR)

Final Notes
This build is in no way perfect, and I am not trying to introduce a new meta. This build is simply an alternative look at a champion that many think they already understand, buy building AP instead of tanky you take a champion who most people write off as an annoyance and turn him into a 3 shot munching machine. The biggest problem with this build is that you are not a tank, in fact you are pretty heavy in the glass cannon area, 140 AR and 70 MR and only 2000 health points you are pretty reliant on the 900 hp from feast to survive in a fight, but remember that most people will write you off as a tank and not focus you early in a fight. But if the enemy team starts to focus you just start playing like a normal APc, pick your battles, try not to be the first to engage, and don't be afraid to walk away from a battle, it is better to survive a fight with no kills than to get a kill and die.

P.S.
Against this build is not meant to be a new meta, it is designed purely to counter a preconception, this build works and is not a gimmick but you must understand the champion, this is not a new to cho build, this is not a guaranteed success build, but if you know how to play cho, this build could be the difference between a win or a lose.