Build Guide by FatManOnWheels
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READ THIS FIRST
I accidently hit publish before I was done. I will finish this build soon so please do not downvote for something that is missing. Thank you
Cho'Gath is an amazing champion being able to be built as his more prevalent Tank or the less seen caster. I like to build him as a combination of these making him a very durable caster. I've built him many ways and I find a tanky caster is the best way to build him because he tanks very well even without pure tanking items and with the added AP he can rip apart enemy casters and carries with ease.
Passive: Carnivore - Whenever Cho'Gath kills a unit, he recovers 34 - 68 (+2.5 each level) health and 7-15.5 mana (+0.5 each level).
Helps in the laning phase by supplying you with health and mana. Lets Cho take some punishment early and allows for spamming of Rupture to harass your enemies.
Q Ability: Rupture - Ruptures the ground at target location. After a short delay, enemies are launched into the air for 1 second, dealt 80 / 135 / 190 / 245 / 305 (+100% of ability power) magic damage, and have their movement speed slowed by 60% for 3 seconds.
Cooldown 10 seconds | Cost 80 / 90 / 100 / 110 / 120 mana | Range 950
Great for harassing early game but can be difficult to hit with when your opponents purchase boots and can get out of the area faster. Scales great with AP so becomes a great nuke when you build Cho as a caster.
W Ability: Feral Scream - Cho'Gath screams in a cone in front of him, silencing enemies for 2 / 2.5 / 3 / 3.5 / 4 second(s) and causing 80 / 130 / 180 / 240 / 300 (+70% of ability power) magic damage.
Cooldown 16 seconds | Cost 70 / 80 / 90 / 100 / 110 mana | Range 300
Early game should be used for its silencing effect to prevent enemies from CCing you and your lane mate. Late game it can deal decent damage and cause a lasting AoE silence which can interrupt casters from bursting your teammates in team fights. Very good ability to have when facing teams with Nunu or Galio because you can interrupt their ults reducing the damage your team takes.
E Ability: Vorpal Spikes - Toggle: Cho'gath's physical attacks launch spikes which deal 20 / 30 / 40 / 50 / 60 (+20% of ability power) magic damage to a line in front of him.
Helps for adding a little punch to your auto attacks early game and great for last hitting minions for Carnivore and pushing lanes.
Ultimate: Feast - Deals 300 / 550 / 800 (+50% of ability power) damage to target champion, or 1000 damage to target minion (ignores resists).
If the target is killed by Feast, Cho'Gath grows, gaining 90 / 120 / 150 maximum health (maximum 6 stacks). Cho'Gath loses up to 3 stacks upon death.
Cooldown 60 seconds | Cost 100 mana | Range 100
Cho's great nuke. In combination with Rupture and Ghost its great for catching an easy kill early game. Late game Feast can deal about 1000 true damage. For those of you who don't know what true damage is, it is damage unaffected by armor or magic resist. Do not conserve Feast if you do not think you will be going for a kill. Just eat a minion (preferably a cannon minion) and start getting those stacks. Helps with getting golem buff or dragon with the 1000 damage it deals to minions.
Ghost: Helps get in range for a Feast or just chase your target. (Cho doesn't flee ;D)
Cleanse: As the tank you will hopefully get CCed and cleanse allows you to get into your enemies face after taking an Ashe arrow to the face. Just an all around good summoner spell for tanks.
Teleport: I like to take this spell if no one else on your team has it. Helps to prevent backdooring and helps with lane control early game. I also like to take it if I go 1v2 so I have the option of blue pilling without my turret getting destroyed.
Other Good Spells
Ignite: I see Chos take this spell. Helps to get first bloods, early kills, and counter healers but not very necessary in my opinion because Cho is a tank before a caster.
Flash: A good spell for any champion and very versatile. I prefer Ghost on Cho but still a good spell.
Fortify: If you like this spell and are proficient at using it be my guest. Tanks and supports can use this ability so it fits with Cho. I'm just not a fan of it.
Exhaust: Helps shut down enemy dps champs and provides a slow to wreck an enemy champ.
Spells I Don't Use
Clairvoyance: Better for support champs or specific champs like Ezreal and Blitzcrank but not very necessary on Cho.
Clarity: Cho really doesn't have mana troubles as long as you are good at last hitting and have your runes and Doran's Ring. If you take a Ruby Crystal instead Clarity could be an option.
Heal: I really don't like this spell but can be used if you are new to Cho and/or like Heal on tanks.
Rally: Cho is not a physical champion so doesn't really benefit from Rally.
Smite: This is not a jungle Cho guide so Smite is useless, and Cho really doesn't need Smite to be a proficient jungler with the right runes and masteries.
For Masteries I like to go 9/21/0 because I view Cho as a tank before a caster.
Greater Mark of Insight: Helps Cho deal incredible damage with his abilities.
Greater Seal of Clarity: As a caster Cho needs mana to dish out his abilities and requires mana, so mana regen seal are just perfect.
Greater Glyph of Shielding: Gives great magic resistance and helps Cho tank.
Greater Quintessence of Potency: Gives some good early game AP to harass your enemies and helps get last hits on minions with Vorpal Spikes and Rupture.
Start with a Doran's Ring and a health pot. Another good option is a Ruby Crystal. I like the Doran's Ring because of the AP, mana regen, and health potion if I get low, but the Ruby Crystal gives more HP and allows for a faster RoA.
First Trip Back
catalyst the protector 1675 Gold or 1200 Gold (bought Ruby)
Try to farm until you can at least build the Catalyst. Brown boots can be bought later but I like to have some move speed early game.
Second Trip Back
I like to get the RoA ASAP because it builds as time goes on. As for boots I prefer Mercs because of the great CC reduction passive and the extra magic resist. If the enemy team lacks CC I will get either Swiftness, Ninja Tabi, or CDR Boots.
Third Trip Back
As a tank you will need some magic resist and armor. Luckily these items build into some great AP items to help you tank while you cast.
Fourth Trip Back
Build your Negatorn Cloak into an Abyssal Scepter. This is a great item because it gives you magic resist for tanking, good AP, and a great passive helping you and your casters. I prefer to get this item before Zhonya's because it is cheaper and for its passive.
Fifth Trip Back
Build your Chain Vest into an Hourglass. Although the passive isn't very necessary because you should be tanking and not going invincible, it can help get out of certain situations. This item gives great AP while helping you tank.
So after 11185 Gold you have finally finished your core build.
The other items depend on how well you and your team are doing to decide whether you should specialize in more AP or tank items.
Other AP Items
Mejai's Soulstealer: If your team is unstoppable and you don't plan on dying get a Mejai's. If I buy this item I prefer to buy it after the RoA and Mercs so I can build it faster.
Rylai's Crystal Scepter: Gives AP and HP great for a tank caster.
Rabadon's Deathcap: Best of the best for AP items. Very expensive though.
Nashor's Tooth: All around good item for AP Cho. AS lets him get out more Vorpal Spikes whereas the CDR lets him get out his other abilities faster. It also gives good AP on top of that.
Will of the Ancients: Gives AP and Spell Vamp to you and your caster allies. Very beneficial if your team has 1 or 2 other AP based champions.
Other Tank Items
Aegis of the Legion: Great tanking item. Gives you all of the tanking necessities HP, MR, Armor and even a passive to help your allies.
Guardian Angel: Balanced tanking item giving MR and Armor. The passive is great but Cho doesn't die late game but always a great thing to have as insurance.
Banshee's Veil: Gives good HP and MR and one of the greatest passive against caster teams.
Force of Nature: Helps against heavy magic teams and gives you some speed to rush in for a Feast after knocking an enemy into the air with Rupture.
Thornmail: Great armor item and a good counter for auto attackers like Master Yi and Gangplank.
Mid 1v1 - Not the best choice for your team for Cho to take solo mid, but he can definitely do it. Cho is pretty effective at ganking with Rupture and Feast combo.
Top/Bot 1v2 - This is my most preferable lane choice. The key is to last hitting to keep up your health and mana while harassing your opponent with Rupture. Because you out level your enemies, getting a quick kill with Rupture and Feast can be pretty easy. Farming is very necessary early game because you want to get a RoA as fast as possible. Usually if I go 1v2, I like to Feast cannon minions over champions to prioritize staying alive over getting kills unless my jungler tries for a gank in my lane.
Top/Bot 2v2 - Try to last hit to keep your health up but allow your lane mate to farm as well. Cho excels in harassing with Rupture if your opponents are not good at dodging it. Placing Rupture behind your opponent will usually cause them to react by running backwards and into it. I usually do not like to use Feral Scream for harassing purposes but save it for when your opponents attack you. If you are able to harass your opponents well enough and they can't harass back, go for the Rupture/Feast when you get a chance. With the help of your lane mate you should be able to land a kill. In the case your opponents have you turret hugging save it for cannon minions like in 1v2 lanes.