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Warmogs is always a bad idea on Cho, in my opinion. You need mitigation way more than the regen or healthpool.
Considering as I already have quite good mitigation, the health pool is more useful. It adds to the only damage I get, Atma's.
Thanks to Cho being a freebie to play this week I decided to try this build out. I'm only 19 for now, but this Cho build is beast! It also inspired me on my build for my Teemo. The double 5Gold/10 items is genius! My build is completely done by 16 a lot of the time and I have so much gold at the end of the match I constantly have all 4 potions running.
Excellent job!
I'm glad you approve! I figure that, if I'm going to get the items they build into anyway, may as well get the gold gens first- they pay themselves off in about 20 minutes and games are so rarely that short that it is a safe bet.
Don't forget to vote!
Excellent job!
Again, thanks for the great work!
Again, thanks for the great work!
While atmas may seem like a good idea on cho due to his high HP, his attack speed is way too slow to take advantage of it, even with AS marks.
You would be much better off with a Nashors Tooth. The AP helps all spells damage the 50% AS gives you sustainable auto attack damage, 130+ 100 aoe spike damage.
The CDR helps by reducing your cooldowns to the point where you can easily get of a rupture to start a fight and one at the end to catch a runner.
It also allows you to restack your feast after a death much faster.
You voted -1 over a single item choice?
Anyway... Atma's Impaler also gives you armor, which you have not considered. My build doesn't have as much armor as it could, so the benefit there outweighs the AS and AP boost. Having a ton of health does nothing if it is not guarded by anything. As to the CDR- that part is very nice, but you really should be able to hit with rupture as you said without the CDR if you know how to time your abilities correctly for tanking. Honestly you shouldn't need to be rebuilding Feast because you shouldn't die. I'm not saying that you won't die, but it really aught to be infrequent enough that regaining stacks will happen well before the next teamfight anyway.
You would be much better off with a Nashors Tooth. The AP helps all spells damage the 50% AS gives you sustainable auto attack damage, 130+ 100 aoe spike damage.
The CDR helps by reducing your cooldowns to the point where you can easily get of a rupture to start a fight and one at the end to catch a runner.
It also allows you to restack your feast after a death much faster.
Tank Cho is useless. 'Nuff said.
Also, this is nit picking, but maxing out spikes before scream is ******ed. Cho's attack speed (even with this build) is to low to make spikes worthwhile without AP, which this build has none.
I play ranked Cho'Gath and I know that tank Cho' is not useless at all. You need to understand that having high personal damage is not as important as having huge overall team benefit. I don't do as much damage as I could, but I can do enough to make people concerned about my presence and can live long enough to disable people so my REAL high damage teammates can do their job and live. It is far more important to have wins then a high KDR and you get wins by being a superb team player.
The silence duration is the important part and it really doesn't increase as much as I would like. The aggro generation plus the extra damage of Vorpal Spikes helps make farming up the rest of the build so much faster.
To the author of this, ever tried using sunfire in place of warmog's for more damage and aggro? The huge health stacking is a LITTLE over the top for someone with a lot of health already like cho'gath.
I have tried it, and I really just don't like it as much. It is a good idea in some situations, like if they are all AD team, but I would switch it for something like FoN (in this example). I'll try it again and post if anything changes.
The only change I made was to substitute Ignite for Clarity. I find that being able to harass and disable in a lane as long as possible is more effective than *maybe* getting a kill with a DoT. If Cho' had a larger base mana pool, I could perhaps understand using Ignite, Flash, or some other summoner spell alongside Ghost. However, since this build is based on damage mitigation and not actual damage output already, I find Ignite to be quite underwhelming. Clarity, on the other hand, almost completely restores Cho's mana pool even at max level which comes in handy considering his abilities cost so much.
All in all, thanks for the amazing guide!