This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
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






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
First of all thanks for your comment on my guide, I think its my turn now. This guide is short but has a very clear message, it looks good and it is fun to read (i.e. not a wall of text). However I would like to see some changes in the runes:
* Flat health are only better than health/lv for the first three levels, health per level benefits
* Flat magic resist isnt bad but I would change them to per level as well. You start with 30 magic resist which is a fair amount and you won't be laning against casters anyway.
* Flat AD Quints benefit every ad carry much more in the early game, I would change to those but maybe thats more personal. Just having so much armour penetration is just overkill early-game and usually as well mid-game.
I'm still going to give a +1 because its a solid guide however it would be nice to see a response to this.
P.S. Flat armour penetration does not synergise very well with the percentual penetration from
Of course I'll comment!
I chose for the flat health at first because most carries are generally weak early game, and flat health prevents the first blood. I see how it has a limited usability, it's now switched to flat armor.
Flat magic resist's a solid choice against ganks, I almost forgot the AP carry will burst you down if you don't keep out. It's now changed to per level.
Flat arp quints are taken because a first blood is invaluable during laning phase as you will be able to get those early boots. Mostly quints are opinion though, I just prefer those.
I'm sorry that I couldn't give you a bigger comment on your guide. I haven't played many games of Cho'Gath, but the structure looked solid
Thanks a lot for your response!
* Flat health are only better than health/lv for the first three levels, health per level benefits
* Flat magic resist isnt bad but I would change them to per level as well. You start with 30 magic resist which is a fair amount and you won't be laning against casters anyway.
* Flat AD Quints benefit every ad carry much more in the early game, I would change to those but maybe thats more personal. Just having so much armour penetration is just overkill early-game and usually as well mid-game.
I'm still going to give a +1 because its a solid guide however it would be nice to see a response to this.
P.S. Flat armour penetration does not synergise very well with the percentual penetration from
Looks like an overall solid build It's pretty similiar to my build, But if I'm dominating late game the I don't bother with Banshee's Veil.
I've put some item choices under the items section... consider picking one of those. Thanks for the nice comment!
Those runes are so bad... Why would you need mp5 glyphs on Graves? Doesn't make any sense.
You were right. Changed 'er up, please reconsider your vote if you like.