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Build Guide by linabx

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 linabx

Mommy, There's a Monster Under My Bed!

linabx Last updated on September 25, 2010
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Ability Sequence

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

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Quickness
Blink of an Eye
 
 
 
 
 
3/
Intelligence
Mystical Vision
 
 
 
 
 
 
1/
Presence of the Master
 
 

Utility: 21


Overview:

Introduction: Hey guys and welcome to my AP Chogath guide. This guide will explain everything you need to know to play Chogath. This is your Sparknotes to learning how to play Chogath:

Summoner Spells:

Cleanse: No one wants to be disabled. Bottom line
Ghost: It is vital for Cho to move quickly especially after an unsuccessful feast. The opposing champion will flee with little health and without ghost you have just lost a kill.
Flash is also a possibility instead of Ghost. Although i do prefer ghost. But others insists to flash over a wall instead of Ghosting away

Mastery Explainations:

3x Archmages Savvy- Think of this like a rune. At level 18 you will have +10.8 Ability Power
1x Deadliness- This Mastery is useless. Its only there to get levels onto Sorcery.
4x Sorcery- The more Cooldown Reduction you have, the more you can spam your spells.
1x Archaic Knowledge- 15% Magic Penetration is useful against tanks with loads of Magic Resistance.
3x Perseverance- Taken mainly for the mana regeneration.
1x Haste- Useful to help boost your Ghost spell for Chasin/Fleeing
4x Awareness- 5% more experience means faster level.
3x Expanded Mind- Obvious? For greater mana
4x Meditation- Again for the Mana regeneration
3x Quickness- Basis for Movement Speed. IF you find this useless, then you should put 1 on Expanded mind and 2 on Good Hands if you find yourself dying.
3x Intelligence- Cooldown Reduction.
1x Presence of the Master- Cooldown Reduction from you summoner spells. Really not that necessary unless you depend on your summoner spells for kills or for flees.

Item Explanations:

1. Meki Pendant -> Chalice of Harmony. This is obvious. If you are going to harass champions with rupture constantly, then it is important to keep your mana up. This prevents: "Hey, ill brb I need more mana"
2.Sorcerers Shoes: This item boosts your Movement Speed by 70, which allows you to chase after any fleeing champions. The additional Magic Penetration allows you to puncture 20 Magic resistance.
3a. Rod of Ages: If you want Rod of Ages to be effective, GET IT EARLIER! The longer you have Rod of Ages, the stronger you be later.
3b. Mejaj Soulstealer: If you want Mejaj Soulstealer to be effective, YOU NEED TO BE KILLING AND DOING WELL. The more kills you have, the stronger you will be. Definition of doing well: Your death should be lower than your kills. You die here and there because of a gank, karma, slip, etc.etc.. You are the carry of your team.
4. Deathfire Grasp: When the Active Ability is available, I always target champions with the most health. Example would be a Tank Chogath with 10k health would do an extra 3000 damage, not including the AP x 0.035. The additional cooldown reduction is very useful.
5. Abyssal Scepter: Another item that helps with countering tanks with loads of magic resist.
6. Void Staff: Yet again, another Magic Penetration item.

Optional:
7. If the opposing team has no champion that builds on magic resist, then you may be able to skip Void Staff and buy an item of your choosing.
8. Late game you may be able to sell your Chalice of Harmony. However you will need to depend on Deathfires Grasp for Mana.

List of useless AP items:

Sheen/Lich Bane: This item is completely useless for Chogath. When Lich Bane is activated, it will increase your attack damage by 100%. This item is more useful for Hybrids like Akali or Ezreal.
Nashors Tooth: Why bother? Dont waste your Fiendish Codex on this ****py item that increases attack speed cool down. Remember your cool down reduction from your runes and your masteries are about enough. Taking Nashors Tooth will be too much cool down (Remember: Cooldown Reduction caps at 40%) and you will be wasting your gold. Instead, build your Fiendish Codex into a Deathfires Grasp, which gives 10% less cooldown, and a lot more damage output.
Guinsoos Rageblade: No. wasting your blasting wand for this ****py item. For Hybrids that go AD and AP. I would never even touch Guinsoo.
Trinity Force: Recipe: Sheen (useless see above), Zeal (nope.), and Phage (What the Hell?). Understand?

List of Somewhat Useful AP items:

Haunting Guise: Unless your opponents are really going into magic resist, this item is worth nothing.
Hextech Revolver/Hextech Gunblade/ Will of Ancients: I would only take this item for the Spell Vamp. If you feel like you are going to stay away from heavy damage, then this item is not needed, because of the lifesteal from your passive. Note: If one of you Allies get Will of Ancient, then it is pointless for you to get another one. Will of Ancients does not stack!

List of Useful AP items:

Zhonyas Ring: Incredible useful for its ability to make you non-targetable for 2 seconds. And I enjoy having the 25% increase AP with me.
Rylais Crystal Scepter: just like Frozen Mallet expect with Spells. I find it useful for chasing champions. However this debuff is cleansable. Extra Health from Rylais gives extra durability.
Archangels Staff: just like Warmogs Armor except with Spells. I always replace Chalice of Harmony with Archangels Staff. It is a great source of Mana Regen And Mana.

Gameplay

Early Game: (level 1-6)

Start off with a Meki Pendant and a health pot if you want. You have two choices, either you solo mid, or you can lane with another champion. I hate going mid because once I get feast, you will be vulnerable to ganks. And unless your teammates call mia (missing in action) there is almost no way you can survive continuous ganks. But if you lane with another champion, make shure you lane with a ranged DPS or a caster. (It sucks to be harassed all the time by Teemos Blinding Dart, Katarinas Bouncing Blade, Ezreals Mystic Shot and Essence Flux, etc. etc.) You should gather enough gold to go back for Chalice. If you have extra (because you are pro) aim for the Sorcerers Shoes.

Mid Game (level 7-11)

At this point you decide if you are doing well. If you are, skip the Rod of Ages and aim for Mejaj. If you are sucking (which you shouldnt) Go for Rod of Ages. Aim for the noobs. they will feed your Mejaj. If you are not doing well even after the Rod of Ages then you may consider skipping to the void staff and the abyssal scepter. These two items increase your magic output drastically. If you are doing good, then just keep going on the items list.

Mid-Late Game (level 12-16)

If you are doing well- good for you! Keep it up.
If you are not doing well, shame on you.

Late Game (levels 16-18)

At this time it would be ideal to have a clear view on Baron. If you dont have a Teemo (Mushrooms), Shaco (Jack in the Box) or Nidalee (Traps), then one person on your team should buy a sight ward. You be surprised how helpful they are. If you catch the opponents doing baron, camp behind Baron. You should let them lower Barons health and right before he has 400-600 health rupture Baron and steal the kill. At This point you teammates should be surrounding the enemy players for a gank.


Tips and Tricks:

1. During Early Game (before minions have spawned) rupturing the bushes may be a good idea. Your Meki Pendant should cover for the missing mana.

2. Rupture tower huggers. In fact, almost 60% (estimation based on my experiences) of the tower huggers think that they are safe from their tower, so they dont pay attention to what you do.

3. Toggle Vorpal Spikes OFF when you attack towers. Yes, Yes you may think: "Why? I can also hit minions while I'm hitting the tower." But what if you hit the champion? Then the tower will target you instead of the minions.

4. Rupture + Feast= Kill. For all the squishy characters: Feral Scream them so that they are silenced. then Rupture for a slow and a stun. At this point, they will run with a slow in which you would pop on ghost and feast him. If they disable you and then run, pop on cleanse and ghost.
5. Rupture when your hitting minions: Hopefully, the opposing champions have their sound off or they have horrible hearing skills. Because may players can SEE you stomp your foot when you rupture. By hitting minions, the enemy will think that you are just farming. However, while you are hitting minions, quickly rupture the enemy champion. They will not be aware you just stomped your foot because it looks natural in the process when you attack. So it goes like this (if you still dont understand):
You will: Hit Minions, Stomp foot (rupture), Keep Hitting minions.
They will think that you are just hitting minions. I hope you understand, this is really important to successfully harass an enemy champion.

Fun Things to do with Cho:

1.You ULTIMATEly Failed: When Pantheon channels his ultimate, Grand Skyfall, Rupture the middle and quickly Flash or Ghost out of the circle. Luckily since rupture is delayed, Pantheon will land, dealing no magic damage to you (if you get out of there in time) and Pantheon will take damage from. You can rupture any champion with an AOE like Nunu, or Fiddle (Feral Scream Fiddle before he channels Crowstorm)Note: Rupturing does not stop on Nunus ultimate, only Feral Scream.

2.Run midget Run!: Pursuing squishy champions through the jungle is fun right? Running after a Teemo who has 300 or less hp is fun! Then all you have to do is pop on Ghost before he makes it back to his turrets and feast on him.

3.Shut up, Slow Down, and Stand Still: Cho is one of the champions that possess a vast range of crowd control. Use this to your advantage. Rupture for an instant stun followed by a 4 second 60% movement reduction (in other words slow). Utilizing Feral is very useful against casters who depend on their skills.

Tank Chogath vs. AP Chogath
Yea yea I have seen a Tank Chogath take on a tower one-on-one. But what are you Chances of taking out a one-on-one with a champion? Tank Chogath forces you to just sit there and take all the damage and not output as much damage. AP Chogath forces you to think of him as a caster. You are a lot less durable, but your skills can at least ensure you a kill. AP Chogath is given the power to kill. So that would make AP Chogath fun to play, right?

For your reference:
Please do not refer to the build stat total.

If you take the Rod of Ages:

Chalice of Harmony: +0 AP,+ 0 Magic Penetration, +0 Mana, +7.5 + (((Max Mana- Current Mana)/Max Mana) X 7.5) Mana Regeneration, +0% Cooldown Reduction

Sorcerers Shoes: +0 AP, +20 Magic Penetration +0 Mana, + 0 Mana Regeneration, +0% Cooldown Reduction

Rod of Ages: + 50 + (2 AP/Minute. Caps at 30 AP), + 0 Magic Penetration, +425 Mana + (20 Mana/Minute. Caps at 300 Mana), + 0 Mana Regeneration. +0% Cooldown Reduction

Deathfire Grasp: +60 AP + (Target Hp X 0.3) + (AP X 0.035), +0 Magic Penetration, +0 Mana, +10 Mana Regeneration, +15% Cooldown Reduction

Abyssal Scepter: +70 AP, -20 Magic Resist (Enemy) , +0 Mana, + 0 Mana Regeneration, +0% Cooldown Reduction

Void Staff: +70 AP, +40% Magic Penetration, +0 Mana, + 0 Mana Regeneration, +0% Cooldown Reduction

Total: +280 AP (+8.91 AP from Runes), +40% Magic Penetration -20 Magic Resist +20 Magic Penetration (+14.22 Magic Penetration from Runes), +725 Mana, +17.5 Mana Regeneration (+3.69 Mana Regeneration from Runes), +15% Cooldown Reduction.

Total Damage:
Rupture: Damage: 80 / 135 / 190 / 245 / 305 (+288.91)
Feral Scream: 80 / 130 / 180 / 240 / 300 (+202.237)
Vorpal Spikes: 20 / 30 / 40 / 50 / 60 (+57.782)
Feast: 300 / 550 / 800 (+144.405)

If you take the Mejaj Soulstealer:

Chalice of Harmony: +0 AP,+ 0 Magic Penetration, +0 Mana, +7.5 + (((Max Mana- Current Mana)/Max Mana) X 7.5) Mana Regeneration, +0% Cooldown Reduction

Sorcerers Shoes: +0 AP, +20 Magic Penetration +0 Mana, + 0 Mana Regeneration, +0% Cooldown Reduction

Mejaj Soulstealer: +20 AP + (8 X Asists) +(8 X 2Kills), +0 Magic Penetration +0 Mana, + 0 Mana Regeneration, +15% Cooldown Reduction (At Max Stacks)

Deathfire's Grasp: +60 AP + (Target Hp X 0.3) + (AP X 0.035), +0 Magic Penetration, +0 Mana, +10 Mana Regeneration, +15% Cooldown Reduction

Abyssal Scepter: +70 AP, -20 Magic Resist (Enemy) , +0 Mana, + 0 Mana Regeneration, +0% Cooldown Reduction

Void Staff: +70 AP, +40% Magic Penetration, +0 Mana, + 0 Mana Regeneration, +0% Cooldown Reduction

Total: +380 AP (+8.91 AP from Runes), +40% Magic Penetration -20 Magic Resist +20 Magic Penetration (+14.22 Magic Penetration from Runes), +0 Mana, +17.5 Mana Regeneration (+3.69 Mana Regeneration from Runes), +30% Cooldown Reduction.

Total Damage
Rupture: Damage: 80 / 135 / 190 / 245 / 305 (+388.91)
Feral Scream: 80 / 130 / 180 / 240 / 300 (+272.237)
Vorpal Spikes: 20 / 30 / 40 / 50 / 60 (+77.782)
Feast: 300 / 550 / 800 (+194.405)
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Thats it.
Please Comment on This Build/Guide. I am open to any suggestions, comments or concerns (good and bad). IF you feel like anything is wrong, missing or incomplete, feel free to let me know. Please vote too! Thanks. I will be trying to update this every week if I can.