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Cho'Gath Build Guide by WhiteTigeR

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League of Legends Build Guide Author WhiteTigeR

Cho'Gath the Big, a New Way to Play Cho

WhiteTigeR Last updated on September 16, 2013
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Top Lane
Ranked #13 in
Top Lane
Win 51%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 13

Honor Guard

Defense: 17


Utility: 0

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It's funny that coding takes more space than actual texts here.

Welcome to my Cho'Gath guide. I'll try to explain my different kind of playstyle with him here. I hope you enjoy this guide and give me a comment about how to improve it and your results.

This is a Solotop Cho'Gath with an innovative way to play. This build works in normals, I personally never tryed on Ranked but with the right team comp, it can work.

This guide focuses on Cho'Gath having Attack Speed and Ability Power so he can burst his targets with his Rupture+ Feral Scream combo, and after his burst he can AA his targets to slow and deal immense amount of sustained Magic Damage with Nashor's Tooth and Vorpal Spikes. And while doing all of this, having HP like 4K so he can't get one shotted.

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+ Eat to get bigger
+ Eat enemy champions to get bigger
+ Can outsustain almost everyone with passive
+ Easy to farm with Vorpal Spikes
+ Lots of HP with Feast
+ AOE CCs.
+ High burst with True Damage
+ Short cooldown on Feast

- Hard to manage mana early-game
- Long cooldowns
- Losing your Feast stacks makes you want to cry
- No escape when Flash isn't up.
- Needs experience to land Rupture
- Slow champion
- Level 1 survivability isn't great.

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Greater Mark of Magic Penetration

Greater Seal of Armor

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Ability Power
Those marks give you a great early game damage advantage, because of people starting with little Magic Resist and Flat Penetration being more useful in early game. These make it a really good pick. Also, late game, if you have Void Staff, these marks be even more useful scaling into late game, because after the S3 changes, they now calculate percent before flat, which means when you have percent pen, flat pen becomes better.
Those seals really help you earlier for common AD Top laners you'll meet during your journey. Also, even if your enemy is not AD, they still AA, which means Armor still helps you a lot. Also, this is also great for freezing your lane against strong opponents.
Those Glyph are for the late and mid game APCs. You don't need it early because you won't be fighting them since you'll be usually against an AD Top.
For early AP. You already have your marks as Magic Penetration so you can make better use of Ability Power Quintessences.
These Quintessences are the only ones that I can think of swapping with Ability Power. Since Cho'Gath's Movement Speed is fairly low, this helps you evade skillshots early game. They also offer you to roam and return back to your lane relatively faster.

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With Cho'Gath You'll usually want to run 9-21-0, but this guide is not a tank Cho'Gath guide. This guide emphasizes on AP and AS, while having some HP. That's why, we run 13-17, going in offense until Spellsword which we want because we like to AA, and then going on the defense for tenacity and protection, since we won't be getting Mercury's Treads we need that tenacity from Tenacious

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Summoner Spells

Pick one mobility and one offensive


  • Flash: This is my all-time favourite summoner spell, you can jump over walls, flash after a the enemy you're chasing to drop that ignite which kills him/her. Flash to the safety of your turret, flash to baron steal, tons of more possibilities are avaible with Flash
  • Ghost: I don't really think this is as good as Flash for Cho'Gath but Ghost is also good for sticking to your targets and travelling around. Also the total distance Ghost covers is higher than Flash.
  • Ignite: This is a good spell for solotop since it's damage and the 5 AD and AP really changes around the duels in top lane. Also the fun of igniting someone then running backwards like a boss is a good feeling.
  • Exhaust: This is another fun spell for top lane, it's impact on duels are higher but it lacks the ability of damaging the enemy. And it doesn't kill running enemies too.

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Ability Explanation
  • Carnivore (Passive): This is what makes you an amazing top-laner and jungler, this passive gives you Health AND Mana for every unit you kill. The amounts get bigger as you level.
    HP: 20+(3 x level)
    Tips: Ignited? They think you'll die? No, you'll just clear that wave and heal back.
    Mana: 3.25+(0.25 x level)
  • Rupture Q: Deals Magic Damage and Knocks Up the units in target area. Great for initiating, running, chasing and dueling. Please take that Rupture is a delayed ability and can be easily dodged if you don't place it on their path.
    Tips: You can use it to interrupt channeling spells.
  • Feral Scream W: Screams like a wild big dinasour, dealing damage and silencing units in a cone. Can be used after Rupture to make a high damage wombocombo while also silencing them to make sure they can't combo you back.
    Tips: You can use this to interrupt channeling spells like Rupture too.
  • Vorpal Spikes E: Our no cost toggled ability. Nice for clearing minion waves and secretly making your enemy laner lose his HP. Our Attack Speed and Ability Power greatly enchances this ability making it a hidden destroyer.
    Tips: Toggle it OFF when attacking turrets to not hit champions close by accidentally.
  • Feast R: Ultimate, makes you "OM NOM NOM NOM" people. Deals True Damage and has an AP ratio. What's better? Gaining permanent HP when you kill people with it.
    Tips: Can be used to bait people to turretdive you. Just Rupture+ Feral Scream them and then Feast them to get free HP and a kill.
Ability Order
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
> > > SPC We want to max out Rupture as it's our main damage tool while also being our best CC, then we max out Vorpal Spikes because our Attack Speed and Ability Power makes it a very strong ability which doesn't require Mana. We level up Feral Scream last because the Mana cost gets higher as we level it up and the damage from Rupture and Vorpal Spikes are much better. Normally, we level up Feast whenever possible.

I've been asked about maxing Vorpal Spikes first. This won't really work because of the low attack speed we have early on and also the lack of attack speed items. Rupture gives us much more bursting potential and harass early on. Also levelling Vorpal Spikes early leads into a pushed lane if you don't toggle it OFF. And if you toggle it off, this means you'll have harder time CS'ing and also this basically means you toggled your only harass off.

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Core Items
Rod of Ages is one of your core items for those 2 reasons, it gives you HP and it gives you AP. We like both so we buy RoA. Also the Mana lets us spam our skills a lot more.
This is the main item of this build, it gives us AS for our Vorpal Spikes, CDR for Feast'ing more and AP for our every ability.
Defensive Items
This is for the games which their ADC or AD Caster get fed and destroys you. Pick this item up and show him/her who's the boss.
The new Spirit Visage is a very good elite tier item. Also the Unique Passive it gives let's you sustain really well throught the game, since the base healing on Carnivore is already high, this let's you heal a lot more. Also, if you're having problems with their APC and need some HP too, pick this up and you will be satisfied.
Warmog's Armor is the most popular defensive pick nowadays because of the HP it gives and the Unique Passive it has. Because of the resistances getting expensive HP became a popular pick and Warmog's Armor offer the most HP.
This is the item with most Armor after Thornmail, but this item also has thing that we love, 20% Cooldown Reduction, 500 Mana, lovely 90 Armor, and the great weapon against autoattackers, attack speed reducing aura! This will make the enemy Tryndamere cry in pain, he'll really hate the time he spent attacking around you. This also makes you able to peel greater. A good buy if they have more than 1 autoattacker.
Offensive Items
This is our typical APC item. It gives tons of AP and a % boost and we already have a lot of AP already so we can buy this.
Zhonya's Hourglass is a very good item on AP top laners like Cho'Gath because it's earlier component, Seeker's Armguard is a very good early game item. Also the active of Zhonya's Hourglass will save you tons of times. Good to buy if you're struggling on lane and bough Seeker's Armguard
Another item which gives AP and HP is appreciated. Also it makes our every one of basic attacks slow becuase of Vorpal Spikes.
This beautiful item gives you a decent amount of AP and a very important thing, 35% of Magic Penetration. This makes our every ability except Feast deal more damage. It also works with our Nashor's Tooth's passive effect.
This item gives you AP and also high amount of MR so this item is very good to buy when there is a fed APC and you still want damage. Also the Passive of this is really good on Cho'Gath because you'll be in melee range usually.
Optional Items
This is good because of the Attack Speed it gives, the Magic Resist steal which also helps u like Mpen. But the real deal is that, 42 magic damage on-hit. This is great for us because we've been trying to achieve this, on-hit damage. If you're going to buy Wit's End don't buy a defensive item, instead of that buy a Zhonya's Hourglass or Rylai's Crystal Scepter.
These are normal APC boots. They make you bypass 15 Magic Resist so they're good boots to have. The only situation you don't want these are, they're not building Magic Resist or you need Mercury's Treads for their high CC
Ionian Boots of Lucidity is a good item overall for Cho'Gath because your ultimate cooldown isn't high so you can build this item to have max. CDR to Feast more and maybe use your skills a second time in a teamfight.
This boots are the best boots for bruisers. But you're not playing as a bruiser, so you should only take this if they have high CC or you need that little amount of MR
Against that nasty Tryndamere AA'ing you all day and walking away from your corpse. This boots may save you from high AD damage dealers and auto-attackers. So take this if you're falling behind against an AD laner.

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In laning phase, the goal of the game is farming and maybe trying to grab a few kills on your enemy laner. Which Cho'Gath is good at. Because of Cho'Gath passive Carnivore Cho'Gath is able to stay in lane forevere if not killed. Also his skillset has alot of CC and damage in it. This makes him score easy kills in toplane.

Start with your Rupture for being prepared to attacks by your enemy but don't engage the enemy laner. When you reach level 2, open your Vorpal Spikes and start harassing him/her while farming, also, try to land your Rupture once on him before 3. The damage may look small but if you achieve this goal successfully, your enemy should be something like 50% by the time you reach level 3.
From now on, you have your Feral Scream and you can force an engage. Try for an open from your enemy and call your jungler for gank if you think you'll need. Rupture+ Feral Scream combo your enemy. He/She will take heavy damage from this combo and the 3 second slow from your Rupture will let you get in close range and AA him to death.

If you successfully kill your enemy, push the lane with Rupture and Feral Scream then recall. Buy your items(Should be Catalyst the Protector and Boots of Speed and return back ASAP.
If you don't successfully kill the enemy and he/she didn't recall. Keep harassing him/her until he/she recalls. Then do the process above.

Now, you have Catalyst the Protector and if farmed well, Boots of Speed, these two will make your laning really easy, (You only need 1525 gold, u can push and recall after you reach this.) the protection and sustain from Catalyst the Protector and your passive, Carnivore will make you stay at full HP and Mana easily. And the MS bonus from Boots of Speed will make you dodge skillshots easier if your enemy has them and it'll also protect you from junglers. Just try to not push your lane if you're not planning to recall. Also, you're one of the best pushers for toplane. So use this for your advantage before backing. Just Rupture+ Feral Scream them and back comfortably.

Also don't forget to make sure river is warded all the time early-game. Try to buy the Fiendish Codex before level 6.

Proceed with normal farming until you reach level 6, quickly Feast the closest minion at low HP. Or, if there is an easy kill on your enemy laner,(Something like Rupture+ Feast or directly Feast) go kill him.

Early-Mid Game

After 6, your team can try to start taking objectives and gathering up, always have an eye on them, but if your opponent is a good pusher, it's not recommended to leave your lane otherwise you can be punished for it. Also, don't forget to push your lane every time enemy laner leaves the lane, this denies his XP/Gold, also leads to damaging turret which at last destroys it.

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Change Log

Spoiler: Click to view

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That's me playing normals, I know it's not looking good but I destroyed both turrets in my lane that game. I also died that much because of botlane coming to my lane without mia.

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Thanks for reading my guide, I hope you had fun reading it and it worked for your game. Please make a comment, I'm always open to new ideas, I'm also not a native speaker and i maybe did typos, please point them out. It's really hard to spot them with all those codes over the place.

Also, I'd like to see your ideas of the BBCoding and the texts, I feel like it needs some improvement but don't have an idea where to start. I'd be so happy if someone gave me an idea.