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Cho Gath The Slayer
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Spells:
Ghost
Teleport
Ability Order
Carnivore (PASSIVE)
Cho'Gath Passive Ability
Introduction
Most of the time, Cho is played as a tank. Something which isn't strange considering his huge ammount of hitpoints, especially late game when he has six stacks on his feast.
The thing is; Cho isn't meant to be played as a tank, his hp gain from his feast is a great benefit since you'll be playing him as an ability power Cho after you finished working through this build!
All of his abilities almost ask you to play him as an AP Char and that's what I did. I played quite a lot of games with him and noticed that nobody can take me on as long as I have my solo lane (which is always the case).
Now let's get started; I've always been an 'quit the **** and go to the good part'-kinda guy so here goes!!
Runes:
Magic pen: it's necessary for the major damage you'll do from lvl 1 and it won't stop until they have surrendered.
Dodge: dodge is great because you don't receive the damage and you gain the extra movement speed for a short period of time which saved me tons of times and made sure I got my kills as well.
AP per level: I want to start out by doing as much damage as possible early on in the game, my ap per level helps me get the damage I need and it's better in comparison to the flat ap runes, you do the math.
AP Quint: same thing with the ap per level -> I need the early damage and since I'm starting out with these runes and a Doran's Ring, I start out with 33 AP on lvl 1 and a decent regen since I get all the minions.
Magic pen: it's necessary for the major damage you'll do from lvl 1 and it won't stop until they have surrendered.
Dodge: dodge is great because you don't receive the damage and you gain the extra movement speed for a short period of time which saved me tons of times and made sure I got my kills as well.
AP per level: I want to start out by doing as much damage as possible early on in the game, my ap per level helps me get the damage I need and it's better in comparison to the flat ap runes, you do the math.
AP Quint: same thing with the ap per level -> I need the early damage and since I'm starting out with these runes and a Doran's Ring, I start out with 33 AP on lvl 1 and a decent regen since I get all the minions.
Utility (8): 1 point in ghost since I'm a huge fan of it. It get's me kills, keeps me out of trouble and allows me to tower dive. I also go for the 3/3 on Perseverence and 4/4 for experience.
Defense (22): I want the max in defense since I like the damage reduction it gives me (also helps with towerdives and teamfights). Dodge helps me as well (also have the runes) and it also gives me more health and AP.
Defense (22): I want the max in defense since I like the damage reduction it gives me (also helps with towerdives and teamfights). Dodge helps me as well (also have the runes) and it also gives me more health and AP.
Doran's Ring first since I need the extrap ap, hp and regen. It's a great item.
Then I want to finish my first boots and mejai's if I have the money.
After these items I go for my boots of swiftness and then go for R-cap to give me a great AP boost. After this I for rylai's scepter because I wan't the hp in combo with the AP to make sure that I don't loose any stacks.
That's my main build, the rest is a bonus and should be chosen based upon the enemy team and what you need or think is necessary. Every game differs so think in terms of more AP, more MR or anything else that rocks your world and makes them surrender..
Then I want to finish my first boots and mejai's if I have the money.
After these items I go for my boots of swiftness and then go for R-cap to give me a great AP boost. After this I for rylai's scepter because I wan't the hp in combo with the AP to make sure that I don't loose any stacks.
That's my main build, the rest is a bonus and should be chosen based upon the enemy team and what you need or think is necessary. Every game differs so think in terms of more AP, more MR or anything else that rocks your world and makes them surrender..
I've played against a lot of Cho's, but nobody starts out with feral scream except of course.. ME!!
Make sure you level it as much as possible. It does a great ammount of damage, it's duration (the silence itself) is quite long and it helps you farm like mad (almost instakills the casterminions).
You just need lvl 1 rupture to slow and help with gangs and kills. The rest is your ulti's or the spikes.
Lvl 6: always the ulti since it does true damage and will almost always give you a kill or at least the extra hp. The extra ap will also increase your ulti's true damage and you will be a force to be reckoned with!!
Make sure you level it as much as possible. It does a great ammount of damage, it's duration (the silence itself) is quite long and it helps you farm like mad (almost instakills the casterminions).
You just need lvl 1 rupture to slow and help with gangs and kills. The rest is your ulti's or the spikes.
Lvl 6: always the ulti since it does true damage and will almost always give you a kill or at least the extra hp. The extra ap will also increase your ulti's true damage and you will be a force to be reckoned with!!
Ghost: helps me get kills, run away and helps me to towerdive till I get my kill :)
Teleport: I always take the solo lane and it helps me defend my tower and go to the base to shop so I can get the 'extra' advantage on my opponent. It also helps you with the map control.
The only thing you could trade it for is Flash, but I prefer Teleport.
Teleport: I always take the solo lane and it helps me defend my tower and go to the base to shop so I can get the 'extra' advantage on my opponent. It also helps you with the map control.
The only thing you could trade it for is Flash, but I prefer Teleport.
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