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
Cho'Gath - A Sheep in Wolf's Clothing
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
Clarity
Ability Order
Carnivore (PASSIVE)
Cho'Gath Passive Ability
Introduction


Remember to tell your team mates that you are going AP Cho/AP Cho Hybrid. You will best be served as a group by having a 'real' tank. Keep in mind that your feasts will add to the above HP total, so you will have up to 900 additional health for a 3300ish total! Also not included is the optional

This build has been tweaked quite a bit over the last few months, and hopefully it serves you well! Enjoy!
PROS:
- Reputation for being hard to take down
- Great AP to Damage ratio for
Rupture 1:1, and
Feral Scream 1:0.7
- Great Burst Damage
- Great Farmer:
Rupture/
Feral Scream Combo = GOLD
- Fearsome Size
CONS:
- Less survivability than Tank build
- Stomach hurts from laughing at how much *** you kick
- Reputation for being hard to take down
- Great AP to Damage ratio for


- Great Burst Damage
- Great Farmer:


- Fearsome Size
CONS:
- Less survivability than Tank build
- Stomach hurts from laughing at how much *** you kick
The 3x Quintessences of Fortitude are great for providing 76 extra HP right from the start. You can pick them up cheaper during certain LoL holidays if you are patient. The 9x
Greater Mark of Magic Penetration gives great Magic Pen, which maximizes your Ability Damage output. The 9x Greater Seals of Replenishment help keep your mana full, which is helpful since you are not very useful without mana ;-). Finally, the 9x Greater Glyphs of Focus help keep your cooldowns low, allowing you to build feast stacks faster, and get in a second round of abilities on longer fights.

The item selection is by all means flexible. I selected these items based on my own personal preferences of how I like to play Cho. The build list SHOULD be changed based upon the makeup of the opposing group. Lots of spell caster types? Build Abyssal Sceptre. People taking magic resist items? Build a
Void Staff. Knowing how to counter your opponents builds is just as important as your own build, and is discussed below in more detail.
Anyway, I start with
Boots and 2x
Health Potion, 1x
Mana Potion. The additional speed allows you to position Cho to run in for last attacks for minion gold, as well as the
Ruptures your opponents are sure to be fleeing from. When your
Rupture does hit, moving in for the follow up of
Feral Scream and eventually
Feast will keep your opponents at bay. The pots are great for extending your laning time, and for covering up any *gulp* mistakes you may make.
I almost always rush the Tear's of the Goddess and
Archangel's Staff to start building my Mana Pool and Ability Power. The goal is to be able to use your spell A LOT to keep harassing and getting minion kills. Lots of mana and powerful spells will help you do this.
Upgraded boots only make you more lethal ;-) I like
Mercury's Treads for the MR and CC assistance, but
Mobility Boots are also great fun (A Super Sized, Super Fast Cho is Awesome!)
Sorcerer's Shoes are sweet for additional Magic Penetration. Tough choices!
Other alternate starting items I have used are
Doran's Ring or
Meki Pendant with 1x
Health Potion and 1x
Mana Potion. It really just depends on your preference.
The next item selection will be based your needs as a group and the make-up of the opposing group.
Caster Heavy? =
Abyssal Mask
Melee Heavy? =
Glacial Shroud /
Frozen Heart
Doing Fine? =
Rylai's Crystal Scepter
Want More Health? =
Warmog's Armor
You are free to be creative at this point in the build. If people are giving you a wide berth, and seldom engage you (due to your potent damage and annoying silence ability ;-) feel free to keep building massive attack power. I find that a bit of either Armor, Health, or Magic Resist helps keep me happy during more 'heated' moments.
The final items I prefer are
Rabadon's Deathcap or
Morello's Evil Tome for the pure AP and CDR and AP respectively. If things are going well you can focus exclusively on AP items and really become a massive damage dealing powerhouse!

Anyway, I start with







I almost always rush the Tear's of the Goddess and

Upgraded boots only make you more lethal ;-) I like



Other alternate starting items I have used are




The next item selection will be based your needs as a group and the make-up of the opposing group.
Caster Heavy? =

Melee Heavy? =


Doing Fine? =

Want More Health? =

You are free to be creative at this point in the build. If people are giving you a wide berth, and seldom engage you (due to your potent damage and annoying silence ability ;-) feel free to keep building massive attack power. I find that a bit of either Armor, Health, or Magic Resist helps keep me happy during more 'heated' moments.
The final items I prefer are


Early Game -
Your mana will be somewhat precious early on, so I usually use Rupture to harass/farm. Keep moving and look for your moments to
Rupture/
Feral Scream. You want them to respect you so that you can use your
Vorpal Spikes to get mana-free minion kills. Don't get to fancy before level 6, but if you can hit with a Rup/FS combo you and your teammate can put a serious hurting on any opponent! His
Carnivore ability should keep your health and mana high, but the 2x
Health Potion and
Mana Potion certainly help you keep your dominance over the lane.
Boots help you get in/out of any situations that may arise.
Mid Game:
Once you have your
Archangel's Staff you will notice that you can put quite a serious hurting on your opponents and minions alike. I 'go fishing' with my
Rupture, and when it hits I quickly close the gap for a
Feral Scream/
Feast if possible. Continue to farm/harass until team fights begin to break out. Continue buying items based upon your team needs and opponent team composition/build.
If opponents are really keeping their distance don't be afraid to
Feast on the minions to build up your stacks. Be careful saving
Feast too long, you may end up in late game with few if any stacks.
As will all phases of the game NOT DYING is crucial for not losing your
Feast stacks, be somewhat aggressive, but careful.
Late Game:
You should be able to kill most opponents with your brutal
Rupture/ Feral Strike/
Feast Combo. The key is to choose your spot. I begin most team fights in the middle of the pack and harass with
Rupture and or
Feral Scream until the battle kicks in. Remember that you are not built as a tank, but can still take a pretty good beating ). Assist in taking down the squishies while supporting your team mates. Once equipped, and even somewhat before being equipped, you can carry your team to victory.
Your mana will be somewhat precious early on, so I usually use Rupture to harass/farm. Keep moving and look for your moments to







Mid Game:
Once you have your




If opponents are really keeping their distance don't be afraid to


As will all phases of the game NOT DYING is crucial for not losing your

Late Game:
You should be able to kill most opponents with your brutal







Want to kill someone? I first use




Carnivore - Whenever Cho'Gath kills a unit, he recovers 40 - 82 (based on level) health and 8-16 mana.
Another great reason to kill minions besides their precious gold ) This ability lets you lane longer, and since you are a kick *** Cho, you will be getting lots of kills!

Rupture - Ruptures the ground at target location, popping enemy units into the air, dealing damage and slowing them.
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 (+1) magic damage, and have their movement speed slowed by 60% for 3 seconds.
Cost 90/90/90/90/90
ManaRange 950
AHHHHHHHhhhhhhhhh, the joys of Rupture. Not only does it do great damage, it pops your victim(s) up in the air for 1 second (allowing you to close in), AND slows their movement speed. What a pain in the *** for them! There are two important parts of casting Rupture. Positioning the circle somewhat behind your target(s) is very helpful in catching them in the radius. Champs often flee to a certain side so taking that into effect can really help your hit percentage! Using Rupture on a champ, but also catching a few minions is a great way to help with your minion kill/gold totals. In any even Practice, Practice, Practice. A well placed Rupture can catch a fleeing foe, or save your Cho *** when fleeing.
Use this first when going for the kill )
An interesting side note to




Feral Scream - Cho'Gath unleashes a terrible scream at enemies in a cone, dealing magic damage and Silencing enemies for a few seconds.
Cho'Gath screams in a cone in front of him, silencing enemies for 2/2.25/2.5/2.75/3 second(s) and causing 80/130/180/240/300 (+0.7) magic damage.
Cost 70/80/90/100/110
ManaRange 300
The Silent Killer ;-) Or should we say the silence killer? Either way, they are due for some great damage and a silence. Used as a cone it can be 'cast' outside of your initial casting radius, causing loyal Cho to run up and unload on the


Vorpal Spikes - Cho'gath's attacks passively release deadly spikes, dealing damage to all enemy units in front of him.
Toggle: Cho'gath's physical attacks launch spikes which deal 20/30/40/50/60 (+0.2) magic damage to a line in front of him.
Cost None
Range 40
Vorpal Spikes serves two great purposes. Weakening/Killing minions, and keeping your opponents away. Sometimes, you can even accomplish both! Keeping people fearing your


Beware using Vorpal Spikes when taking on towers with enemies nearby as the spikes can hit the enemy and turn the tower onto you! Get used to toggling these off when tower assaults come into play with enemies, and don't forget to turn it back on!

Feast - Devours an enemy unit, dealing a high amount of damage that ignores magic resist. If the target is killed, Cho'Gath grows, gaining maximum health (maximum 6 stacks). Cho'Gath loses up to 3 stacks upon death.
Deals 300/550/800 (+0.5) true damage to target champion, or 1000 true 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.
Cost 100/100/100
ManaRange 100
Yum Yum YUM! This is what makes Cho Cho... At the end of a





Other Options:



If you are all hot and bothered to take different Summoner Spells, go for it, I just find these to be the most helpful
You should always be in motion with Cho'Gath. By mid game your will have enough AP to take out any of the jungle groups of your choosing. Don't be afraid to dip out of a lane to
Rupture/ Feral Shout some jungle mobs. I usually leave the red/blue buffs for my team mates, but if no one else is taking them... ) Keep getting exp. Keep getting gold!
If I am somewhat weak, but still have my
Feast up, I
Feast on a jungle mob for the stack and head back. An extra stack is an extra stack, and heading back to heal/buy items lets your
Feast CD refresh. A few items in and you will laugh at how quickly the jungle mobs are destroyed!

If I am somewhat weak, but still have my















You must be logged in to comment. Please login or register.