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Cho'Gath Build Guide by Wookachuk

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 Wookachuk

Solid Cho'gath Solo Top Tank

Wookachuk Last updated on February 20, 2012
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Ability Sequence

1
8
10
12
13
Ability Key Q
2
4
5
7
9
Ability Key W
3
14
15
17
18
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: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 22

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 8


Guide Top

Intro

So this is my first guide. I don't play ranked but this works well in normal. Now if you are decent at LoL you realize builds are a start and depends on the situation. I will go into some of those situations later. This also works well bottom lane too.


Guide Top

Runes





These runes are based on defense and sustainability in top lane. Flat armor runes and flat magic resist is for durability early game. Movement speed helps getting around. Same as the one in the champion spotlight.


Guide Top

Masteries

Defense is the way to go. Extra health, health regen, armor, magic resist, mana, and mana regen. With this build unless the enemy is ganked you won't be pushing your lane. Solo top is about 4 things: Don't get ganked, defend your tower, farm, and deny the enemy farm.


Guide Top

Summoner Spells

I prefer Teleport and heal.



Teleport lets you buy and get back to the lane early game. Mid and late game it lets you defend against backdooring and jump into team fights. If you can get back to your lane or where you need to go without using it don't. Save it for the situations mentioned above.

Heal is great for three reasons. First, Cho can be great for bating turret divers if you seem fairly low on health. If they do turret dive: heal, rupture them so they get hit by the turret a few times and use feast. Second it can save your life in a gank. Third, you can save your carries in a team fight. Note: if you have a lot of health but your teammates don't, burn heal anyways. Especially on squishies and carries. With heal, rupture, and scream you will save them from death often.

Cleanse is good but you will have tenacity so it isn't as important.

Flash is okay but I prefer more of a Savior/Support role in teamfights.

I don't use offensive summoner spells like ignite because the goal is to be defensive.


Guide Top

Skill Sequence

Scream first because you want to increase the duration of that silence.

Then rupture because this build is about interrupting the enemy.

You won't deal any serious damage (besides feast) until late game.

Feast (chos ult) is extremely powerful with a low cooldown especially after getting frozen heart. Always maintain full feast stacks when possible. Eating minions is very important DO NOT eat siege minions because they will survive if they have full health. When you have 6 stacks you then can use it when ever you want on champs. Since it is true damage you don't need to worry about armor. Also you can you it on baron and dragon if you want.


Guide Top

Laning and other Tips

Early: Play it safe. Stay closer to your turret near the bushes at the edge. This will give you more time to avoid a gank. Learn how to place rupture to aid in your escape. Use rupture to disrupt the enemies farm. Use your scream when your enemy comes too close trying to attack you. Be conservative with your spells because you will run out of mana fast if you use spells too often. Always keep enough mana to place rupture if you need to escape.

2 v 1: If they don't have a jungler turret hug and wait for your jungler to be able to gank.

Last hitting: don't push your minions forward, only hit minions to kill. This means being careful with vorpal spikes , although the spikes flying at the opposing champ may make him back up a bit.

Turrets: turn off Vorpal spikes when approaching or attacking a tower if they hit a champ the turret will start shooting you.

Mid game: Hopefully another lane has destroyed a tower and can help you push your lane. But if not try landing a few hits with autoattacks, vorpal spikes , rupture , and scream . You should have full feast stacks so use feast on your opponent. Your jungler should help you here. If you can scare him off and get him to b, attack the turret with your jungler. Watch for mias though. If you are able to get top try to gank mid if that isn't down.

Late game: absorb damage, interrupt attacks on your squishies and carries, heal, defend against backdoors, and feast on low health champs.


Guide Top

Items

I start with regrowth pendant because it lets you stay in lane longer. Another regrowth pendant will let you stay an even longer time and will still be used later in force of nature. Because Warmog's requires farm and will benefit you most early, rush that as the first big item.

Now if you are dealing with a lot of cc and it is giving you a lot of trouble then get Merc Treads before finishing Warmog's.

If you are dealing with tryn top or an ad heavy team you may want to buy chain vest before finishing Warmog's then build frozen heart (after merc treads)

If you are dealing with a lot of ap finish merc treads, then warmogs, then force of nature, then frozen heart.

The last two items give you some more magic resist, magic pen that that help the team, and a lot more damage.


Guide Top

Summary

The great things about this build is by end game you have about 4300 health (with full feast stacks) and regen around 120 health per 5 secs and 16 every second from force of natures passive. This will the armor and magic resist will make you very hard to kill. Play a bot match if you don't know how to play cho to get used to placing rupture and last hitting. Also, play defensive in the lane phase but use your abilities to try and harass the enemy and deny their farm.


Guide Top

Now with more filler

There is a place between dimensions, between worlds. To some it is known as the Outside, to others it is the Unknown. To those that truly know, however, it is called the Void. Despite its name, the Void is not an empty place, but rather the home of unspeakable things - horrors not meant for minds of men. Cho'Gath is a creature born of the Void, a thing whose true nature is so awful most will not speak its name. Its fellows have been poking at the walls that divide dimensions for a crack, a way into Runeterra, where they can visit their own personal paradise of horror upon the world. They are called the Voidborn, creatures so ancient and terrible that they have been removed from history altogether. It is rumored that the Voidborn command vast armies of unspeakable creatures on other worlds, that they were once driven from Runeterra by powerful magic lost to antiquity.

If such tales are true, then the rumors that follow must be equally true - that one day, the Voidborn will return. Even now, something dark stirs in Icathia, perverting the summoning rituals of the League to allow the presence of Cho'Gath. It is an alien creature of malice and violence, a thing that causes all but the most stalwart to cringe in fear. Cho'Gath even appears to feed on its predations, growing and swelling as it gorges itself. Worse yet, the creature is intelligent, perhaps greatly so, making most wonder how such a monster could be contained. Fortunately, the power of the League's summoning has confined Cho'Gath's presence exclusively to the League of Legends. It is here that summoners use Cho'Gath's Voidborn abilities to help decide the fate of Runeterra. The Terror of the Void knows what fate it would choose for Runeterra, given half the chance.

Woe betide the day when Cho'Gath grows weary of the League.

Rupture - Ruptures the ground at target location, popping enemy units into the air, dealing damage and slowing them.
Ruptures the ground at target location. After a short delay, enemies are launched into the air for 1 second, dealt 80/135/190/245/305 (+1) magic damage, and have their movement speed slowed by 60% for 3 seconds.
Cost
90 Mana
Range
950
Feral Scream - Cho'Gath unleashes a terrible scream at enemies in a cone, dealing magic damage and Silencing enemies for a few seconds.
Cho'Gath screams in a cone in front of him, silencing enemies for 2/2.25/2.5/2.75/3 second(s) and causing 75/125/175/225/275 (+0.7) magic damage.
Cost
70/80/90/100/110 Mana
Range
300
Vorpal Spikes - Cho'Gath's attacks passively release deadly spikes, dealing damage to all enemy units in front of him.
Toggle: Cho'Gath's physical attacks launch spikes that deal 20/35/50/65/80 (+0.3) magic damage to a line in front of him.
Cost
No Cost
Range
40
Feast - Devours an enemy unit, dealing a high amount of damage that ignores magic resist. If the target is killed, Cho'Gath grows, gaining maximum health (maximum 6 stacks). Cho'Gath loses up to 3 stacks upon death.
Deals 300/475/650 (+0.7) true damage to target champion, or 1000 true damage to target minion (ignores resists).
If the target is killed by Feast, Cho'Gath grows, gaining 90/120/150 maximum health (maximum 6 stacks). Cho'Gath loses up to 3 stacks upon death.
Cost
100 Mana
Range
100
Carnivore - Whenever Cho'Gath kills a unit, he recovers health and mana. The values restored increase with Cho'Gath's level.