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Choose Champion Build:
- Jungle Carry
- Jungle Tank
- Offtank Lane Carry
Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Carnivore (PASSIVE)
Cho'Gath Passive Ability
Introduction
Apologies, this guide is still in development, if you have any suggestions for improvements please comment or PM me.
Planned additional chapters include:
Masteries, Summoner spells, Core items, Situational items, Simplified item build, When to carry and when to tank, Jungle route, Ganking, Farming, Top lane match-ups, Jungle match-ups, Team fights and positioning, gameplay and videos/gifs of skill usage, an explanation of Mejai's Soulstealer, when to use it and when not to, how to land ruptures.
Hey there Mobafire and welcome to my first guide. Just as a request: before downvoting or upvoting my guide based on skills and item choices, could you please read the explantions for those choices first.
I do not claim to be a pro, nor do I know whether this build would work at high elo, however I have had great success using these builds at lower elo. I believe that Cho'Gath is a very underestimated champion and that the guides that exist for him have never explored this sort of build for him before. So again welcome to my first guide on Cho'Gath, the terror of the void.
This guide will be updated and greatly expanded upon in the near future.
+True damage ultimate which gives bonus max health | -Has a relatively weak early game |
+AoE, Knock-up and slow all in one skill | -Is very blue dependent early game |
+ Feral Scream silences for SECONDS | -Can't solo buffs early |
+Naturally very tanky | - Feast is almost always on cooldown when you need it |
+Is a terrifying monster |
+Has good skins and jokes |
Description: Whenever Cho'Gath kills a unit, he recovers health and mana. The values restored increase with Cho'Gath's level.
Explanation: This is possibly the best sustain ability in the game, this skill allows Cho'Gath to stay in the jungle forever and ensures that you will never really be fall behind in levels or gold because you are forced out of lane or out of the jungle. Other than that, there isn't really much to be said about it - just kill things to get mana and health.
Description: Rupture - Ruptures the ground at target location, popping enemy units into the air, dealing damage and slowing them.
Ruptures the ground at target location. Enemies caught in the rupture are launched into the air for 1 second, take 80/135/190/245/305 (+100% of ability power) magic damage, and are slowed by 60% for 3 seconds.
Cost: 90 Mana
Range: 950
Explanation: This skill is pretty much the bread and butter of any Cho'Gath. In my opinion, this skill is one of the most powerful and useful skills (except ultimates) in the the game. This skill can be used to chase, gank, lay down cc, deal damage, close gaps and etc. This skill scales 1:1 with AP which makes it incredibly powerful with some stacks on Mejai's Soulstealer and a Rabadon's Deathcap. Late game this AoE skill will hit like a truck if using one of the carry builds, and if using one of the tank builds will still cause some pain and can be used to initiate a team fight.
Cho'Gath unleashes a terrible scream at enemies in a cone, dealing magic damage and Silencing enemies for a few seconds.
Silences enemies in a cone for 2/2.25/2.5/2.75/3 second(s) and deals 75/125/175/225/275 (+70% of ability power) magic damage.
Cost: 70/80/90/100/110 Mana
Range: 300
Explanation: This skill is interesting, it is a huge silence at level 5, but it isn't worth taking more than one point in it until team fights are breaking out or you've already maxed Rupture and Vorpal Spikes because they are more powerful and useful early game. The mana cost increases with each point you put in this skill, which is just a drain on your beautiful Rupture mana early game. This skill should be maxed second when playing a tank, as you need to be able to lay down some hard cc in team fights, otherwise max it last.
Cho'Gath's attacks passively release deadly spikes, dealing damage to all enemy units in front of him.
Toggle: Basic attacks launch spikes that deal 20/35/50/65/80 (+30% of ability power) magic damage. Spikes grow wider as Cho'gath levels.
Cost: No Cost
Range: 0
Explanation: Double auto-attacks? AoE auto attacks?! Booyah! This is your main source of AA damage throughout the game. This skill is great, in the jungle your clear speed is fast, slower only than the "Jungle Gods" ( Udyr, Dr. Mundo and Shyvana). With some good AP, your Vorpal Spikes can deal more than 300 magic damage. Just be careful when you are attacking a tower in case a champ shows up and the tower starts shooting you.
Devours an enemy unit, dealing a high amount of damage that ignores defenses. If the target is killed, Cho'Gath grows, gaining maximum health (maximum 6 stacks). Cho'Gath loses half of his stacks upon death.
Hungrily devours an enemy dealing 300/475/650 (+70% of ability power) true damage to Champions, or 1000 (+70% of ability power) true damage to minions.
If the enemy is killed by Feast, Cho'Gath grows, gaining 90/120/150 maximum Health (maximum 6 stacks). Loses half of his stacks on death.
Cost: 100 Mana
Range: 150
Explanation: "OMNOMNOMNOM" - Cho'Gath. This ultimate... huge true damage that scales with AP, gives 900 bonus max health and has a short cooldown - only 60 seconds. There isn't really much to be said about this, use it to one hit minions, take buffs, steal baron/dragon and secure kills. Use it when it comes off cooldown, unless you are about to fight a champ or take baron/dragon. Try and surprise people with the damage this can do, if you open with it often people will retreat as soon as they hit half health in one second, and they might actually escape. We can't have that. That being said, don't be afraid to open with it in a team fight, if you can scare their carry off, then you have pretty much won the fight.
Nothing feels better than a level 11 Twisted Fate, at 600 health, thinking, only two more auto attacks and cho is dead, but all he gets is "OMNOMNOMNOM" followed by "You have been slain", and they start raging. :D
This section corresponds to the carry rune pages, the tank runes are examined below.
Runes
- Greater Mark of Scaling Ability Power: With these runes, Cho'gath becomes more and more powerful as the game progresses, becoming more of a late game monster than he already is, also these runes become better than Greater Mark of Ability Power at level 6, although other viable choices are Greater Mark of Ability Power and Greater Mark of Magic Penetration for the magic pen, though the magic pen won't help with Feast, but the extra AP wiil.
- Greater Seal of Armor: The standard seals of any jungler, these will reduce the damage you take in the jungle and when ganking, we need the early game damage reduction rather than late game as the jungle creeps are relatively strongest in the early game. These seals should not be be replaced with any others.
- Greater Glyph of Scaling Ability Power same reason as Greater Mark of Scaling Ability Power, these give a very nice boost to your late game damage. Other viable choices are Greater Glyph of Magic Penetration, Greater Glyph of Scaling Magic Resist and Greater Glyph of Ability Power however the offensive glyphs will drop off late game, take Greater Glyph of Scaling Magic Resist when you feel you are lacking magic resist, but we have Athene's Unholy Grail for magic resist.
- Greater Quintessence of Movement Speed: These quints are great, the movement speed helps with ganks, escapes, getting to fights, initiating fights, jungling. Basically, they're fantastic, but they can be replaced with Greater Quintessence of Armor or Greater Quintessence of Ability Power for the extra assistance early game.
Jungle Tank
Runes
- Greater Mark of Scaling Ability Power: We take this rune for the same reason as in the carry builds, it gives some nice damage which makes you more of a threat late game, and you need to be a threat to prevent the enemy team from ignoring you. The only other viable choice is Greater Mark of Ability Power for stronger early ganks, however, this rune is only better than Greater Mark of Scaling Ability Power until level 6, and most games aren't won before level 6.
- Greater Seal of Armor: These runes are taken for the same reason as all the builds, we take less damage early and these give us extra protection from the jungle creeps. We have better sustain and longer time in the jungle which equals more gold and levels. There are no other viable alternatives for seals.
- Greater Glyph of Scaling Magic Resist: The only real deviation in this rune build to that of the jungle carry, these runes are taken to give us extra protection from those mages late game when they are most powerful. Other viable choices are Greater Glyph of Scaling Ability Power if you do not own Greater Glyph of Scaling Magic Resist or if you want to use the same runes for whenever you play Cho'Gath.
- Greater Quintessence of Movement Speed: These runes are chosen for the same reason they are taken in the carry builds, they are pretty much awesome. These quints are really expensive though, so if you don't have them you could use Greater Quintessence of Armor for the same reason as Greater Seal of Armor.
Lane Tank
Runes
- Greater Mark of Scaling Ability Power: Do I even need to explain why we take these again? Basically they work well on Cho'Gath.
- Greater Seal of Armor: When laning, almost all solo tops will be AD bruisers, and this will provide us with some nice early game protection from them that isn't too bad late game.
- Greater Glyph of Scaling Magic Resist: Same as above, provides some nice protection from the mages when they are most powerful - late game.
- Greater Quintessence of Armor: Just like Greater Seal of Armor, these quints will give you some good early game protection and a little extra late game protection.
In this section I'll be posting links to replays where I used these builds with briefs summaries of what happened in the games.
All replays included here were recorded with LoLreplay, which you will need to view the replays, it can be downloaded here. I suggest downloading it even if you aren't going to view my replays, it is a fantastic piece of software and I have really found it invaluable in my time playing LoL.
Even a fed Cho can't always carry to victory
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