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Cho'Gath Build Guide by Igneousak

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League of Legends Build Guide Author Igneousak

MFing Cho'Gath

Igneousak Last updated on February 1, 2012
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Ability Sequence

1
3
5
7
9
Ability Key Q
4
14
15
17
18
Ability Key W
2
8
10
12
13
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 1

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 8


Guide Top

Introduction

Hi all. This is my first guide and I hope you enjoy.


Guide Top

Runes

For Cho'gath I give him runes that make him seem more like a mage to start. This will help you get through the laning phase and into the mid game. I know that it would be better to get the hp% quints on cho but, that comes out to be not as effective early game which is what I try to strenghen.


Guide Top

Items

Since this is going to be a Cho'tank build, I start with regen pendant + health pot. This keeps cho in lane longer and the pot is a panic button if he gets a gank early and needs to back out fast.
Then I build merc treads. I do this for two reasons:
1. Riot is taking dodge out of the game so no point in getting use to the cheap meele dodge
2. The tenasity on the boots is something that all tanks need.
Then I get Force of Nature. Cho is a tank and needs the hp regen and the mr+move speed is a boon for chasing down enemies.
Next I get RoA. I get the catalist first for sustain (Cho still needs more sustain by 11 because of the high cost of all of his spells) then I get the Blasting Wand as soon as possible. In my opinion the RoA is a god send for all ap tanks because it has scaling mana, health, and ap.
Next I get Warmog's Armour. This makes Cho's health skyrocket and gives him alot health regen per-second (this additional health also affects Force of Nature).
After this point the next items you get should reflect what the other team is.
If the enemy has a fed AD carry or just alot of AS and crits get Thornmail and Frozen Heart to finish up.
If the enemy has a AP heavy team, Stuns, or lots of magic damage, get GA and Abysal Septer to dominiate

Others Items that might be good (and I am too noob/pro too use):
Quick Silver Sash, For insta-clense. Shouldn't be nessary with 45% Debuff duration.
Ryla's Crystal Septer, This will give you a good slow and some health but I wouldn't because you already have some great health items already (if you folow this guide).


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Summoner Spells

The Summoner Spells I chose most often are what I call "The Gold Card" This consists of the spells Flash and Exhaust. I take Flash for the key role that it plays in not only escaping but also initiating and chasing. The difference between a good team fight and a bad team fight is the initiation. I take exhaust (and the upgrade in the offence tree) for the ability to shut down carries and great way to make a good target of someone. These are what I take but there are good spells as well as bad spells such as
Ignite
Cleanse
Heal
Teleport
Surge
Rally
(these are color coded for good/bad)


Guide Top

THIS GUIDE IS NOT FINISHED

Please show some respect untill I finish with it. I wanted to show people and mabye get some help in other spots (Hint/Wink/Nudge... this means YOU)