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No, they are bad. Health quints are the weakest of those choices, and magic pen reds are complete ****, especially for jungling.
BV is a poor choice, QSS or Force of Nature are directly better in every way.
Bloodrazor is your #2 On-Hit Cho item behind Wit's End.
Wit's End is the #1 On-Hit Cho item in terms of damage.
Atma's is Cost Effective at 2k+ health, it is effective on ALL Cho'Gath builds, especially with this much attack speed.
The "Assassin" Method doesn't work with a character that has < 400 move speed, no gap closer, no reliable ranged slow, and has a very large amount of natural tankiness.
Yes i did try your build.
It ISN'T as good as it could be, because i've tried it.
Health Quints get you through the early jungle, which is what runes are for, and MPen reds DO affect
You STILL don't say why they are better, and yet I have said why BV is better.
Your on hit Cho is obviously different than mine. Mine uses AP to make ALL his stuff useful, instead of just his AA's. You seem to think that having a more On-Hit approach means his spells should do almost no damage. I build this way to capitalize on everything he can do, and not just using his spells to CC the enemy while I hit them.
I still really doubt you tried it.
So my runes are actually mostly right, not just 'ok at best'.
I take BV because he has to get close to deal damage and the bubble prevents him from getting CC'd. He also gets health, mana and MR so the item is pretty damn good actually.
Bloodrazor is more of a situational item for people like tank-cho who stack a bunch of health. A different damage item can be more effective in other situations. It is one of my situational items, as is Wit's End, where I explain when they are used.
This version of Cho doesn't have enough life to make use of Atma's, it is only cost effective at greater than 3k health.
With the Gunblade, I have enough survivability to not play like a brusier and still not die. You need to wait till all the CC and heaviest damage has been blown before you put yourself in a vulnerable spot, but I mention that in my guide.
You didn't try it this way because you assumed it wouldn't be as good as it could be.
No, they are bad. Health quints are the weakest of those choices, and magic pen reds are complete ****, especially for jungling.
BV is a poor choice, QSS or Force of Nature are directly better in every way.
Bloodrazor is your #2 On-Hit Cho item behind Wit's End.
Wit's End is the #1 On-Hit Cho item in terms of damage.
Atma's is Cost Effective at 2k+ health, it is effective on ALL Cho'Gath builds, especially with this much attack speed.
The "Assassin" Method doesn't work with a character that has < 400 move speed, no gap closer, no reliable ranged slow, and has a very large amount of natural tankiness.
Yes i did try your build.
It ISN'T as good as it could be, because i've tried it.
You want to play On-Hit cho?
Attack Speed red
Armor yellow
Magic Resist or Attack Speed(Only if jungling.) blues.
Move Speed, Health, or flat AP quints.
Anything else is kind of bad.
You use Banshee's Veil, but it's a pretty bad item on Cho'Gath because of his massive base health pool.
Force of Nature, or Quick Silver Sash are better choices generally.
If you want to build an Attack Speed Cho, then you should do Wit's End > Bloodrazor > Rageblade > QSS > Atma's or something like that.
The main concept that i think is falling short is that in order to do an On-Hit character, you NEED to be a bruiser, or you will do 3-4 auto attacks worth of damage, and then just die because you're doing too much damage, and are too easy to kill.
It's not that i haven't tried it, it's that I've tried it and it's not as good as it could be.
So my runes are actually mostly right, not just 'ok at best'.
I take BV because he has to get close to deal damage and the bubble prevents him from getting CC'd. He also gets health, mana and MR so the item is pretty damn good actually.
Bloodrazor is more of a situational item for people like tank-cho who stack a bunch of health. A different damage item can be more effective in other situations. It is one of my situational items, as is Wit's End, where I explain when they are used.
This version of Cho doesn't have enough life to make use of Atma's, it is only cost effective at greater than 3k health.
With the Gunblade, I have enough survivability to not play like a brusier and still not die. You need to wait till all the CC and heaviest damage has been blown before you put yourself in a vulnerable spot, but I mention that in my guide.
You didn't try it this way because you assumed it wouldn't be as good as it could be.
Runes: I present choices, you do not. Try giving actual constructive criticism?
Items: I offer choices, you do not. You don't even say what about them is bad. GJ.
Build 3 works very well, so long as you don't try to play him offtank. I don't worry about soaking up damage because that is not what the build is meant to do at all.
Sounds like you read the cheat sheet and nothing else, down voted without even trying it. Thanks.
You want to play On-Hit cho?
Attack Speed red
Armor yellow
Magic Resist or Attack Speed(Only if jungling.) blues.
Move Speed, Health, or flat AP quints.
Anything else is kind of bad.
You use Banshee's Veil, but it's a pretty bad item on Cho'Gath because of his massive base health pool.
Force of Nature, or Quick Silver Sash are better choices generally.
If you want to build an Attack Speed Cho, then you should do Wit's End > Bloodrazor > Rageblade > QSS > Atma's or something like that.
The main concept that i think is falling short is that in order to do an On-Hit character, you NEED to be a bruiser, or you will do 3-4 auto attacks worth of damage, and then just die because you're doing too much damage, and are too easy to kill.
It's not that i haven't tried it, it's that I've tried it and it's not as good as it could be.
Really strong build, written really nice with formatting that flows well. Definitely will help out some new Cho'Gath players. I recommend looking at a Wit's End and Randuin's for your 3rd build just so you aren't super squish, in replacement of the Rageblade and something else.
Thank you! I'll add those into optional items to improve survivability. Thanks for the suggestion.
Your Tank runes are silly, your Mage runes are okay i guess, and your Jungle runes are okay at best.
Your item choices are pretty sketchy, and some of your items builds are just bad (#3 in particular is pretty terrible.)
It's not that Build 3 is bad, it's that you get items like Nashor's Tooth and Malady, which are significant and expensive hindrances to your ability to soak damage, the thing that On-Hit cho'gath requires.
Runes: I present choices, you do not. Try giving actual constructive criticism?
Items: I offer choices, you do not. You don't even say what about them is bad. GJ.
Build 3 works very well, so long as you don't try to play him offtank. I don't worry about soaking up damage because that is not what the build is meant to do at all.
Sounds like you read the cheat sheet and nothing else, down voted without even trying it. Thanks.
Your item choices are pretty sketchy, and some of your items builds are just bad (#3 in particular is pretty terrible.)
It's not that Build 3 is bad, it's that you get items like Nashor's Tooth and Malady, which are significant and expensive hindrances to your ability to soak damage, the thing that On-Hit cho'gath requires.
Constructive criticism:
{*]The formatting isn't half bad, quite good if you ask me.
- I'm not a big fan of listing more sheets but you explained 3 different roles so I think it's fine.
- Awesome guide overall.
+1
Well Cho'Gath has a small mana pool, so Clarity is actually useful to the build that will be spamming the most. Fortify is really good, in some situations. Sometimes it can change a game. Sometimes they can just wait and push after. I do explain other Summoners that you can take! :)
The tank build wont be getting many buffs at all, so even one ward is better IMO. I'll fix that for the mage build though!
I had more color, but something bugged out in the coding and I have to fix it all still.
I suppose. It was a good game though, and I do explain why it was a negative K/D/A. I'll save the next one I play.
Thanks! I actually want to do a few improvements to the walls of text, those changes are coming soon too.
The only reason I have three sheets is for three roles.
{*]The formatting isn't half bad, quite good if you ask me.
- I'm not a big fan of listing more sheets but you explained 3 different roles so I think it's fine.
- Awesome guide overall.
+1
{*]The formatting isn't half bad, quite good if you ask me.
- I'm not a big fan of listing more sheets but you explained 3 different roles so I think it's fine.
- Awesome guide overall.
+1
Buff duration increase is nice, but I prefer to get the extra gold because you won't always get much gold from ganks.
I don't skip any buffs, per say, just leave red till the end, so I have it for as long as possible while I gank.
Thanks for the mention of Malz's ult time- I'll fix that right away.
And of course- thank you both for your comments and votes!