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
Cho'Gath Build Guide by PuddingMix
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
- Very good tank, ends up getting focused on almost all skill shots due to the fact of how big he is on the map
- Has a slow/ knock up with Rupture and a silence with Feral Scream
- Fairly easy to play once you get the hang of him.
- Only 1350IP
- Has two of the best skins in the game, Gentleman Cho'Gath and Dino'Gath(my personal favorite :D)
- A fed Cho'Gath is a scary Cho'Gath
DO NOT BUY RUNES BEFORE LEVEL 20. WAITING UNTIL TIER 3 RUNES IS ESSENTIAL.
That being said, runes should not be bought until level 20. I would recommend saving up your IP from level 15 or so until level 20. Once you hit level 20, you will be able to buy a vast majority of runes, putting you at an advantage over other players who recently hit level 20, or on a level playing field with summoners at a higher level than you.
- Cost per rune: 410 IP
- Cost for all 9: 3690 IP
- These runes offer Magic penetration. Magic penetration works the same way as armor penetration, only instead of ignoring "x" amount of armor, you ignore "x" amount of magic resistance.
Greater Seal of Ability Power
- Cost per rune: 410 IP
- Cost for all 9: 3690
- These runes offer extra ability power. Ability power lets you do more damage with your abilities (imagine that). The more damage your Rupture Feral Scream and Feast are doing, the better off you are.
Greater Glyph of Scaling Cooldown Reduction
- Cost per rune: 410 IP
- Cost for all 9: 3690
- These runes offer cooldown reduction. The more cooldown reduction(CDR) that you have, the more you can spam your abilities. Once you hit max CDR, you can use your Feast approximately every 30 seconds. Scary right?
Greater Quintessence of Ability Power
- Cost per rune: 1025
Cost for all 3: 3075
- These runes cost a bit more than all of the others. Thankfully, we only need to buy 3 of them.
- These Quintessences, also known as "Quints", offer AP and lots of it. With these 3 runes alone, you will start out with 15 more AP, not including the seals or masteries. After everything is added up, you should have around 31 AP off the start.
Overall, this particular rune page will cost you 14,145 IP. This seems like a lot, and it is. In order for me to purchase all of the necessary runes, I had to save every last point of IP and buy runes from summoner level 20 until level 29 or so. However, I also built an AD (attack damage) rune board at the same time so I wasn't stuck playing strictly AP characters.
- Start with one point in your Rupture then put a point in your Vorpal Spikes.
- After that, 3 points into Feral Scream, grab Feast at level 6 then prioritize Feral Scream, followed by Rupture then Vorpal Spikes and grabbing Feast when you can. A brief skill explanation is below.
Carnivore is your passive.
- Upon killing a unit, you will regain health and mana based on your level. This passive gives you all the more reason to last hit minions.
- Carnivore provides excellent lane sustainability and allows you to not have to recall as often as your lane partner.
Max your Feral Scream First
- Your Feral Scream offers a silence in a cone in front of you and deals massive amounts of damage.
- An excellent way to farm minion waves, harass enemy champions, or get those kills on enemy champions when they are low health.
Max your Rupture second.
- Rupture is an Area of Effect(AoE) slow AND knockup. A VERY useful skill once you learn how to place it.
- Rupture has a 1 second delay before your spikes penetrate the ground and damage/slow/knock up your enemies. This is important to remember when placing your rupture.
- TIP FOR USING RUPTURE: When your enemies are in the middle of their minion wave trying to get last hits on your own minions, place the rupture directly on top of the enemy champion. The minions will somewhat block the Rupture animation on the battlefield, leaving your enemies surprised when they get knocked up/slowed leaving them perfectly open for some harassment or even a possible kill.
Max your Vorpal Spikes Last
- Vorpal Spikes is a very nifty skill. It allows you to shoot spikes out upon hitting a basic attack. These spikes also do extra damage to anyone who comes in contact with the spikes.
- Vorpal Spikes is especially useful for last hitting minions, securing the fact that you get the gold.
Now for what you've all been waiting for, probably one of the most amusing and most useful in the game,
Put points Feast whenever you can(Levels 6, 11, and 16)
- Feast will deal 1000 true damage to MINIONS or 300/475/650 + .7% of your ability power.
- TIP FOR FEAST:The first thing you need to do once you learn Feast, is to Feast a minion. Every time you Feast and kill your target, you gain extra health and grow in size. The more levels you gain, the bigger you will get. Feast will stack 6 times
- Once you get your 6th stack of Feast, you can start to use your feast as a harass against enemy champions. Feast is a very good way to make the enemy champions panic and either back off, or continue to attack you, and that's the wrong idea on their part. Focusing the tank will surely get the enemy killed.
- If your feast will be able to kill the champion and you do NOT have 6 Feast stacks, without a doubt Feast on their weak bodies.
- If the cenemy champion will not die to your feast and you don't have 6 feast stacks, have no fear. Remember the nice little bonus effect Rupture gives? That's right folks, a slow. The enemy champion will without a doubt, be slow enough for you to catch up to, land a basic attack or two, then feast on them for the kill and another feast stack.
- If you already have 6 Feast stacks, you should play the proper role of a tank, and that means letting your lane partner get the kill. If the enemy will not die from your Feast, Feast them anyways just to speed up the process. Once you reach max CDR, you can Feast every 30 or so seconds.
I start with a Regrowth Pendant and one Health Potion so I can stay in lane for as long as possible. I try to stay in lane long enough to turn my Regrowth Pendant into a Nomad's Medallion and buy Boots of Speed. Head back to lane after these purchases. On your next trip back, pick up Mercury Treads and a Ruby Crystal, which will be turned into a Catalyst The Protector. After you get your Catalyst The Protector, pick up a Rod of Ages. After the Rod of Ages you can start to build to counter the enemy team or, if you're playing correctly, build MORE AP! By more AP I mean build a Rabadon's Deathcap and finish with a Guardians Angel. If they are a well balanced team, I would recommend following the items at the top, finishing your build with a Frozen Heart, changing your Nomad's Medallion into a Shurelya's Reverie, and finally picking up a Guardians Angel. If they are heavy on Attack Damage, you can still build the Frozen Heart but I would recommend building a Thornmail instead of the Guardians Angel.
- Don't use your Rupture too often, you are very mana hungry early game.
- Just try to use your basic attack as much as possible for the last hit on the minions.
- Once you hit level 2 and learn Vorpal Spikes, farming becomes a whole heck of a lot easier. The extra damage Vorpal Spikes gives makes it so you can hit the minions sooner and still get the last hit.
- I consider mid game to be between levels 8-14
- By now, you shouldn't be having too much trouble with mana. If you are, just don't spam your abilities as much.
- What you want to do is Rupture a good majority of the minion wave then use your Feral Scream to finish them all off.
- You can pretty much instantly clear small minion waves and medium to large size minion waves will fall nearly as fast.
- NOTE: The more Feast stacks you have, the bigger Cho'Gath will get. The bigger you are, the more area your Rupture and Feral Scream will cover, making large minion waves seem like the usual 6 or 7 minions you get in a single wave
- Late game is considered by me to be levels 15-18
- By now, you should have well over 150 farms.
- You shouldn't be worrying about getting farms anymore, unless of course it is a very large minion wave pushing one of your turrets. In this case, either have one of your team mates clear it, or if you're very low on farms, use your Rupture & Feral Scream combo to wipe out the wave completely.
- Do not, for the love of god, focus the enemy tank. In at least half of the games I play everyday, there is someone who always focuses the tank, and that's exactly what the tank wants you to do. As a tank, your job is to soak up the damage for your team so you can kill the enemy carries.
- You want to focus the most squishy and closet person to you. After that, move onto the next squishy and so on.
- If the team fight is a success, the enemy tank should be left alone against 3 or 4 members of your team, who should be able to take him down.