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Cho'Gath Build Guide by theExec

Wait a second...Jungle Cho'gath???

Wait a second...Jungle Cho'gath???

Updated on August 12, 2011
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League of Legends Build Guide Author theExec Build Guide By theExec 7,341 Views 10 Comments
7,341 Views 10 Comments League of Legends Build Guide Author theExec Cho'Gath Build Guide By theExec Updated on August 12, 2011
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1
jtroia | October 6, 2011 6:45pm
Awesome guide got me at least 11 kills and less then 3 deaths in 7 games so far!
1
Baxxie (12) | September 9, 2011 1:46pm
Cho'Gath is naturally a very fast jungler. One of the fastest junglers, actually. Because of this, I prefer starting with Doran's Ring and go for the wolves-golems route, and get blue at after recalling. I think you can Doran's Ring jungle and start at Blue Golem if you have AP quints and glyphs. Stonewall has a video about it on Youtube, called Versality of Cho'Gath.

Also, I think, that MPen quints may be able to decrease minions' magic resistances to minus. Not sure about that, though.
1
theExec | September 9, 2011 12:41pm
@Toxicosis
Very late Response on my part and I am sorry
(I counter your wall of text with equally large wall of text)
Alright Let's Start with the runes/masteries:

I will say that you're right on the most part but I never meant for all of those rune/mastery pages to go together, it was mainly as a showcase as to which runes/masteries you may want to pick up. It was mostly meant as a mix and match type of thing but I understand that I in no way clarified that. I do agree that the AS marks will greatly speed up jungle time but Honestly, in the long run, you won't be auto attacking much.

Next you commented on my Skill Build:

Now you're right that Vorpal spikes will give you a faster jungle but you mostly aren't going to need that slight extra speed. You'll generally be maxing Feral Scream first which would put you at Level 9. by the time you max vorpal spikes, you'll be level 13 and well into the team fighting phase of the game. While it could possibly do more damage if you auto attack more often, it still doesn't make much sense to max it before Rupture. Chogath's Burst and his ability to take damage is what makes him a good and damaging Tank/Offtank and taking away a major part of that will make you less threatening and more likely to be dodged and unfocused during teamfights.

Still replying to the Rupture Comment, the only reason why I had Rupture picked up first in one of my skill builds is due to it's power during level one fights. Generally speaking, after a level 1 fight (Most likely in their jungle) Your team will help you get blue buff more than when you would stick to your own buff. Taking vorpal spikes into a level 1 team fight is just useless.

Replying to your comments on my Pros and Cons:

Ganks
The ganks are reliant on rupture but you probably didn't even bother reading the part where I said that it's mostly about giving lane presence and burning their summoners. If you show up in mid lane, the person on the opposing team won't just stand there and keep farming, he'll back off as there are two people in his lane now and doesn't want to die. Even if you miss the rupture, you can still end up zoning out the other person and deny him some exp. Landing the rupture will probably burn a summoner if not end up killing him. Even missing a rupture that causes the enemy mid laner to move out of position is enough for a gank. There are far more mechanics to skills than just landing them.

Counter Jungle
If you didn't know already, Counter Jungle is very reliant on the opposing jungler's jungle speed, which means that if you attempt this against say Olaf(Fast Jungler) You'll probably fail but if you attempt against Ammumu(slow jungler) it will generally succeed. I say he's a very good counter jungler since he can take down mini-camps with realative ease and he can take buffs(after 6) with relative ease as well. Since you say he's very fast then It should be no problem at all to counter jungle.

Cons
I see no point in picking up early game exclusive runes. I will say that now that I think about it more, The MPen runes weren't a very good choice since 9 MPen is insignificant, but using something that only amplifies early game isn't too great at the same time. Even with better early game runes, you're still no chance for WW, Noct, Leesin, Udyr, Fiddle, GP, etc. which are the more popular junglers picked.
1
Toxicosis (4) | August 20, 2011 2:33pm
This is my opinion and critisms on your build, don't take it as I'm saying it's just bad. I more or less comment on these builds to see how well the user knows their stuff.

Just going to talk about the Runes first..

======================================

Build#1: Smite/Ghost (9/0/21)
Magic Pen Marks, Armor Seals, Magic Resist Glyphs, HP Quints

Not a single one of these runes increase your speed, Magic Pen can't make you deal extra damage from your spells because their MR is already 0.. Also the masteries for this don't really increase your jungling speed.


Build #2: Smite/Flash (9/21/0)
Magic Pen Marks, Mana Regen Seals, CDR Glyphs, HP Quints

I'd say this is worse than the first one :/ Not very flexible because you -have- to get the Cloth Armor to open with, and it's much squishier than the first build too. The Mana Regen is rather redundant, you get Blue Buff.
The biggest obstacle in this build is taking Blue at level 1, you'd be able to cast Rupture 3 times for 243 Magic Damage (assuming you live that long)

Just as a note, Ardor is a multiplicative, it increases your bonus AP and AS by 4%.. on this build you have, 0.624 AP (rounded to 1) and either +0% AS or +0.0576% AS (unsure if the Bonus AS from level-up applies) at level 1.


Build #3: Smite/Teleport (1/21/8)
AP Marks, Armor Seals, CDR Glyphs, MS Quints

An odd setup.. looks like it's leaning towards a caster opening.. I'd say you might as well go all the way and grab AP Glyphs and AP Quints while you're at it, you're going to get Blue Buff in the jungle anyway, so why do you need that much CDR?

The masteries are decent.. but again, you have almost no damage out of your runes and masteries :/


======================================

Now onto the skill build: You have your role in the right place.. but your early game is still weak :/ Leveling Rupture past 1 doesn't add any CC to your build, and the mana cost remains the same, it'll only add burst damage to your build, while Vorpal Spikes adds a lot of sustained damage, at equal ranks, 4 auto-attacks outdamages a Rupture..




Rupture vs Vorpal Spikes at Level 1:
The Ancient Golem has 1275 HP, 24 Armor and 0 MR.. Smite deals 445 true damage at level 1 (420+25 = 445), that means you need to deal 830 damage before you use Smite. I'm not exactly sure how long it actually takes for the Rupture casts, but I'll just assume it's instantaneous for this, I'll also assume you can't die..

Your auto-attacks w/ Level 1 Vorpal Spikes deals 64 Damage (44 Physical, 20 Magic), it'd take 14 (12.96, but rounded up to 14 due to natural regen) auto-attacks for you before you Smite it to kill (it'd take about 22.4 seconds to deal that damage with no bonus AS).
Now if you rank Rupture first.. you'd deal 81 Magic Damage and your auto-attacks deal 44 damage, it'd take 14-15 (13.34, but I'm almost certain that it'd regen enough HP to make you take that 15th hit) auto-attacks for you before you Smite to kill (24 seconds for this..)

CDR Glyphs won't help you here at all, you would burn your mana faster, that's all it'll do at level 1.. you'd be able to cast Rupture at most 3 times (245 Mana at Level 1.. I don't think you have enough Mana Regen to gain 115 Mana in under 30 seconds, you'd need over 20 Mana / 5 for this)

Just to prove a point, the AS marks alone raise your AS from 0.625 -> 0.7188, time taken for 14 hits goes from 22.4 -> 19.5, you might think 3 seconds isn't much, but this AS also influences the other mobs easily as well.. probably cutting 10 seconds off your jungle? That 10 seconds results in an earlier port back to base, and quicker ganks.



In your Pros and Cons section, you state that in your "Pros:", "Good ganks" and "Strong counter jungle".. Good is a rather subjective word, and many other junglers can pull ganks off much better than Cho'Gath, he's a good meat shield and good at throwing around CC, but you HAVE to land your Rupture to pull off those ganks, it's not easy to land these against better players.
"Strong counter jungle".. while Cho'Gath has the potential to counter jungle well, I don't think your current Rune Page and Mastery setup does it well.. you need to be mobile, and you need to be able to clear targets fast to be able to do this effectively. While Feast does the job, the opposing Jungler would likely having their ult ready to use on you too.
Your current rune/mastery setups is purely for taking damage, while that's fine, doesn't fit into counter jungling well because you don't deal damage quickly.

For the Cons.. disagree with the two major points, Cho'Gath is one of the fastest junglers in the game and is extremely flexible with his runes and masteries, but the reason why it's a slow start for you is because you have no resource of damage from your runes and masteries. Also your 1v1 is directly related to this, if you've ever tried a pure AS Cho'Gath (not that it'd be good for a serious game) you would realize that all of the DPS comes from his E. If you thought Teemo hit hard with his E (45 on-hit damage on Toxic Shot at rank 5), Cho'Gath deals 80 Magic damage (with Level 5 Vorpal Spikes) on all his auto-attacks.. AND it's AoE.


Holding my vote for now, I want to see how you respond to these points.
1
Symphunny (31) | August 12, 2011 11:43pm

Not a bad build. Only jungle cho i dont think is good for the fact that hes a great lanner and a amazing last hitter

cho is an amazing jungler and viable for players of all level. its just that his ganks are hard to accomplish. you need a lot of skill landing that Q.
1
theExec | August 12, 2011 11:31pm

Not a bad build. Only jungle cho i dont think is good for the fact that hes a great lanner and a amazing last hitter


I do agree with you, i just think that if you need a jungle and you already have two solo champs, Jungle Cho'gath is a strong pick, but as you stated, his laning is much stronger.



Your mastery options are weird imo. I agree with the 9/0/21 part but the 9/21/0 and the 1/21/8 is bad since you want the buff duration bonus for ganks, but it's up to you. And jungle cho'gath is insane I used to play him a little bit ago and I did quite well ;D


I just left 9/21/0 and 1/21/8 up for those not confident in this build or their jungle skill. I did make it more clear that i recommend 9/0/21 now.
1
Smokahontuss | August 12, 2011 9:26pm
Your mastery options are weird imo. I agree with the 9/0/21 part but the 9/21/0 and the 1/21/8 is bad since you want the buff duration bonus for ganks, but it's up to you. And jungle cho'gath is insane I used to play him a little bit ago and I did quite well ;D
1
EvilSnowman55 (4) | August 12, 2011 9:21pm
Not a bad build. Only jungle cho i dont think is good for the fact that hes a great lanner and a amazing last hitter
1
theExec | August 12, 2011 3:38pm
You don't need a nuker.. the nuker can ensure more kills during ganks but making them burn summoners is still good and causes them to lose farm. besides all of that, most teams will have a nuker.
1
neofit2 (2) | August 12, 2011 2:10pm
pick cho'gath only when you have a nuker like annie, because at lvl 6 annie and chogath can get an easy kill, jungle cho is interesting but it's not the best pick unless you have at least one nuker
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