Cho'Gath Build Guide by Cr0ssFir3
Build 1 (Cheat Sheet)
Champion Build: Cho'Gath
| Health | 2530 |
| Health Regen | 22.8 |
| Mana | 2375 |
| Mana Regen | 14.25 |
| Armor | 234.69 |
| Magic Resist | 211.8 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 415 |
| Gold Bonus | 0 |
| Attack Damage | 129.7 |
| Attack Speed | 72.778 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 344.85 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 7.83 |
| Cooldown Reduction | 30% |
Recommended Runes
Starting Items #2
Ability Sequence

1
4
7
8
12

3
5
9
13
14

2
10
15
17
18

6
11
16

Masteries
Guide Table of Contents
Introduction
Champion Build & Guide
Hi everyone welcome to my OP'Gath Guide.
This is the update of my old guide for season 3.
Prices:
- Champion: 3150 Influence Points or 585 Riot Points
- Runes: XXXXX Influence Points
- Normal Build: XXXXX Gold
Main Tasks:
- Crowd Controler
- Bruiser
Runes
__________________________________________________
Standart
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Movement Speed 2 |
Greater Quintessence of Ability Power 1 |
|||||||||||
RED - Magic Penetration (Flat)
YELLOW - Armor (Flat)
BLUE - Magic Resist (per level)
QUINTS - Movement Speed & Ability Power
__________________________________________________
Optional
Some flat Magic resist always good when you play AP Mid.
x3For better damage output early game.
Only use this if you have mastered Cho'Gath and you don't get caught like newbies.
Some people uses Health runes flat/per level sincerely i think its a waste on Cho'Gath the core item (Rod of Ages) and Feast full stacked is more then enough to have 3500 HP.
Masteries
__________________________________________________
Ofensive
For those of you that like to be powerful beyond measure.
Ability Power, Magic Penetration (%), Cooldown Reduction
Mana, Mana Regen
Buff increase
Recall duration reduction
Summoner spell improvements.
Mainly for: AP Mid
__________________________________________________
Defensive
Cant touch this!
Ability Power, Magic Penetration(%), Cooldown Reduction
Armor, Magic Resist, Health, Tenacity, Movement speed
Summoner Spells improvement.
Mainly for: SoloTop
Items
__________________________________________________
Starting items
Doran's Ring
Standart start item for Cho'Gath.
Making you start with more HP, Mana regen per 5 and Ability power.
&
x3Boots of Speed & 3 Health Potions
Optional start item for Cho'Gath.
Pros: You will start with less AP and health but you gain Movement Speed and Sustainability.
Cons: You will not be able to spam skills.
Doran's Shield
This is my last choise.
I only use this incase i have to play against a Counter(AD) or Duo Lane(AD).
Frist Trip Base Goals: (1900 GOLD)
x3Early Game Goals:
Mid Game Goals:
Mid Game Goals:
__________________________________________________
Core items
Mercury's Treads
Dont need to explain why.
The only otpion here is Ninja Tabi against heavy attack damage enemys early game and Sorcerer's Shoes if you are AP Mid.
Rod of Ages
This is a good items for a AP Bruiser like Cho'Gath.
Gives you some decent HP, mana to keep spamming skills and ability power to make you even more powerful.
You only need this item and Fest with 6 stacks to be a meat shield.
__________________________________________________
Normal Build
Frozen Heart
One of the best Armor items around.
Great armor and incredible utility for you team.
Abyssal Scepter
Increase you magic resist, gives you some AP and utility for your team.
(+ 20 Magic Reduction for nearby Enemy Champion)
Rabadon's Deathcap
You only need this and Rod of Ages to reach 350 ap and start making Feast's with 800 True Damage.
Void Staff
Last item for some extra AP and some incredible Magic Penetration (%).
__________________________________________________
Build Adaptations
Ninja Tabi
This is an otpion for boots.
I only do this against heavy AD early game before i build Mercury.
Sorcerer's Shoes
You can take this if you are playing AP Mid.
I thing i dont need to explain why...
Force of Nature
This is what i do when i need a little more survivability and magic resist late game.
I choose this over Wit's End because it gives more resistance, some extra movement speed and the OP health regen.
Wit's End
Viable you can get this instead of Force of nature to help your team dealing damage.
Banshee's Veil
I only use this early game when the enemy AP Mid is dealing tons of damage.(Karthus)
If you have finished the Rod Of Ages dont do this, buy 2 negatrons instead.
(1 for Abyssal and another for FoN or Wit's End its ur choise)
Guardian Angel
A option for a late game item against Physical Attacks.
Randuin's Omen
A great item for utility.
This can easly replace Frozen Mallet so... its you call.
Thornmail
I rarely do this... this is used against heavy Attack Damage.
(This means you will end with 300 Armor...
3500 Health
195 Armor
180 Magic Resist
400 Movement Speed
550 Ability Power
8,5 Magic Penetration (flat)
50 Magic Penetration (%)
{+ 20 Magic Reduction(flat) - Abyssal Scepter}
24% Cooldown Reduction
Skill Sequence
Well there are alots of game play styles out there... but mine is focused on Rupture.
Since i can land about 90% of them and rupture does more damage Feral Scream.
Alots of people max FS frist i dont thinks its so important to max a skill to get more 1 second of silence.
So here goes:
If you want you can max Feral Scream instead of Rupture its ur choise.
Spells
__________________________________________________
Standart
Flash
The best escape/engage method on the game.
Exhaust
Since your job is disrupt and crowd control this is a great tool to achieve objective.
__________________________________________________
Optional
Chost
After Flash this is the best escape/engage method.
This is mainly used to take advantage of Vorpal Spikes.
Teleport
You can take this to help your team with map control, teleporting from lane to lane getting kills/assists.
Ignite
I only use it when im playing OP'Gath as AP Mid...
(Dont need to explain why right?)
Summary
Pros
* Good Survivability
- High Health Points
- High Health Regeneration per 5 seconds
- High Physical Damage Resistance
- High Magic Damage Resistance
* Good Crowd Control
- Knokup's
- Slow's
- Exhaust
- Silence's
- (( Your size scares them! ))
* Good Pusher/Farmer
- Rupture + Feral Scream combo can easily kill a minion wave or monster camp
* Good Mage
- Around 550 Ability Power
- 49% Spell Penetration
- 25% Cooldown reduction
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