Not Updated For Current Season
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
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Ghost
Exhaust
Ability Order
Carnivore (PASSIVE)
Cho'Gath Passive Ability
Prologue
Rate this build down if:
You have an IQ lower than 20
You have no idea what MOBAfire is and came here on accident
You have no fingers
Rate up if:
You think a gigantic monster is the ****!
Enjoy literally eating people.
Like playing a Champ that requires skill
Enjoy absorbing amazing amounts of damage
Staying alive in a teamfights
Pros
Cons
-
Strong tank
Good damage output for a tank
Fun to play
Strong early game
Farms well
Has a lot of cc
You grow into godzilla proportions early game!
Having the satisfaction of literally eating your enemies!
Cons
-
Takes skill to master
Mana hungry early game
Always focused in team fights
Cho' Gath is naturally tanky and with this item and rune build a defense mastery tree is overkill so I choose hybrid attack and ability power along with the corresponding armor and magic penetration. I choose mana in the utility tree because of Cho' Gath's early game mana problems. Doing a primarilly offense tree not only allows for a more balanced Cho' Gath but allows you to have viable damage output late game when other tanks have had there damage drop off by mid game.
This build is entirely designed to be hybrid and work on synergy to allow both tanking and damage output while mitigating cho' gaths innate flaws. Synergy and Skill are the cornerstone of any Pro' Gath.
I take x9
because of Cho' Gaths normally slow cooldowns.
Some may argue that cho's cooldowns aren't that bad but when you are a tank and you only escape is landing that slow or that silence the two extra seconds are gonna save your life.
I take x9
because as a tank the extra armor is a big help against those pesky dps champs such as [Tryndamere],[Xin Zhao], and [Master Yi]
I take x9
because as a tank you will be initiating and that ap carry is going to blast away your life bar without an edge in magic resist.
Finally, I take x3
for the flat HP boost for that early game edge that allows you to be in lane that much longer and make you that much more tanky.
I take x9

Some may argue that cho's cooldowns aren't that bad but when you are a tank and you only escape is landing that slow or that silence the two extra seconds are gonna save your life.
I take x9

I take x9

Finally, I take x3

Viable Spells
An excellent spell for both chasing and escaping. Also Ghost has better synergy with Cho' Gath because he is naturally slow and a flash will not necessarily save you from those pesky movement champs such as [Master Yi] or a well aimed/timed cc skill.
Exhaust, again, is great for both chasing and escaping. That tryndamere whacking you hard? [Exhaust] him for a 70% damage reduction and 40% slow and watch as he tries to run for cover.
Teleport is a good skill if you are playing solo top and don't want to lose time or to save that tower from death when across the map or even jumping into a losing team fight to turn the tide.
Flash is one of the best skills in the game and can save you from certain death or secure a kill. However [Ghost] will do the same thing and has a much shorter cooldown. If you are skilled with flash and know when/how to use it effectively then it can be just as good.
Not as Viable
Heal is an underrated skill in my opinion but isn't the best choice with with cho'gath because he already has a heal from his passive and as a tank he will not be at critical health very often. Take this if there is no support on your team.
Clarity is a good skill for a Mage' Gath. This is not an ap build. Despite Cho's early game mana problems, that doesn't justify this skill for mid and late game. Take this skill if you wanna stay in lane till dinner time or are not well practiced with cho's skills yet.
Ignite is a very good skill for cho'gath to be honest, and can secure the retreating low life enemy kill. The issue I have with this skill is that with your skill set and you popup/slow you won't see your enemies escaping enough to justify taking this skill. Compared to Exhaust which gives a massive damage reduction this is just not as useful for a tank.




Not as Viable




This is a great for stopping a foe in there tracks and does decent damage late game. If you need to escape OR keep a fleeing foe from escaping pop this under them and enjoy the satisfaction of being pro. This is a skill shot that actually takes skill to master. Its somewhat predictable and its 0.75 second cast time means that the timing and placement of this is everything. Watch your opponents and play smart. Don't waste it by harassing with it or checking bushes. It requires a lot of mana early game so you want to max this skill last and use it mainly for the slow until then.

This is your bread and butter and is what allows Cho' Gath to do what he does. Use this to interrupt that ap Nunu's or Karthus's ult or to keep from being cc'ed to death when you need to retreat or before you initiate. Use it to deal moderate early game damage. Use it before auto-attacking for some decent harass. Initiate clustered enemies with this and watch as your team unleashes unchecked hell for 3 seconds. Use it on that pesky Tryndamere so he can't ult out of trouble. You get the picture, use your imagination.

This is what gives you such amazing farm and pushing ability. Not to mention, its free! Shred your enemies with it early game, and last hit minions easier (which assists your passive). Don't forget to toggle this off when attacking a tower because hitting an enemy with it will attract tower aggro and get you promptly destroyed and it doesn't apply the damage modifier to towers.

Feast is in my opinion one of the best skills in the game. It is essentially a fast cooldown smite which can also target champions, at six stacks it provides almost 1000 extra health, making you naturally tanky. It deals true damage to its target meaning you will be hitting for 300 damage at lvl 6 which is very strong last hitting tool and it scales well into late game being that it deals, like I said, true damage. Not to mention it makes you literally bigger which makes you feel like godzilla, and everyone gets pissed when you are digesting them :)












Cho' Gath is an extremely skill based Champion and as such takes some anticipation and quick placement in order to be truly effective.
Farming
Once your not worried about mana too much around mid game, hitting a feral scream and a vorpal spike (with tri-force on hit damage proc) shortly after can clear all the minions in a group. This will frustrate an enemy champion to death because with good placing and timing he/she will be silenced and damaged as well and not be able to farm very well.
Harass
Harass from cho'gath is not hard to predict but if you catch them with a well placed rupture you can burst for a lot of damage. Q, W, Auto, Feast. If they didn't end up in your belly after that then they will have a massive chunk of life missing afterwards. Deciding when to use your feast is the difference between good cho' gath players and great cho'gath players.
Placing Rupture
Rupture has a massive range and so it can be used in order to snag a fleeing enemy from the jungle or to continue assisting your team despite being low on health. Placing rupture is tricky because the 0.75 cast time is rather long. When an enemy is chasing you, place your reticule so that the edge of it is ahead of you, thus landing the popup on the champ behind you. Judge this attack well when escaping because if you summoner spells are gone this is your only hope. Practice the position of this with bots till you get the hang of it. The most common thing for an enemy to do when they see you use rupture is to immediately run back. If you see the enemy doing this from inexperience place your rupture accordingly. You get the idea. Don't waste your rupture, its not spammable and is very valuable.
Farming
Once your not worried about mana too much around mid game, hitting a feral scream and a vorpal spike (with tri-force on hit damage proc) shortly after can clear all the minions in a group. This will frustrate an enemy champion to death because with good placing and timing he/she will be silenced and damaged as well and not be able to farm very well.
Harass
Harass from cho'gath is not hard to predict but if you catch them with a well placed rupture you can burst for a lot of damage. Q, W, Auto, Feast. If they didn't end up in your belly after that then they will have a massive chunk of life missing afterwards. Deciding when to use your feast is the difference between good cho' gath players and great cho'gath players.
Placing Rupture
Rupture has a massive range and so it can be used in order to snag a fleeing enemy from the jungle or to continue assisting your team despite being low on health. Placing rupture is tricky because the 0.75 cast time is rather long. When an enemy is chasing you, place your reticule so that the edge of it is ahead of you, thus landing the popup on the champ behind you. Judge this attack well when escaping because if you summoner spells are gone this is your only hope. Practice the position of this with bots till you get the hang of it. The most common thing for an enemy to do when they see you use rupture is to immediately run back. If you see the enemy doing this from inexperience place your rupture accordingly. You get the idea. Don't waste your rupture, its not spammable and is very valuable.
You must be logged in to comment. Please login or register.