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Cho'Gath Build Guide by DoenVayne

Cho'Gath: The Pressure Cooker

Cho'Gath: The Pressure Cooker

Updated on December 28, 2010
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League of Legends Build Guide Author DoenVayne Build Guide By DoenVayne 2,812 Views 3 Comments
2,812 Views 3 Comments League of Legends Build Guide Author DoenVayne Cho'Gath Build Guide By DoenVayne Updated on December 28, 2010
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1
xshantarx | December 28, 2010 12:39pm
Pelikins wrote:

itemation isn't very good, Mogs on Cho is not a good idea, starting the game with a GA gives no offensive benefit meaning u will be ignored or destroyed do to lack of output.

Cho gets mana back every kill, he doesn't need clarity and the not being a threat makes teleport a lackbuster.

More kills=more hp+mana return= more kills
Offensive cho wins over defensive Cho every time.

Your skill selection is right, everything else needs work.



You must not have read the whole post, because it seems you missed the ENTIRE point of this build. This one Isn't there for the kills, It's meant purely as a defensive tactic. The more the opponent spend their time trying to kill you the more your team has extra time to push. Maybe you should read the whole post on a build before bashing on it.
1
DoenVayne | December 28, 2010 12:25pm
Quoted:
itemation isn't very good, Mogs on Cho is not a good idea, starting the game with a GA gives no offensive benefit meaning u will be ignored or destroyed do to lack of output.


Cho is able to start with defensive items because he is capable of dealing such high damage via spikes and feast. His disabling effects coupled with his ability to exert substantial lane pressure force people to notice him, thusly causing them to target him.

Quoted:
Cho gets mana back every kill, he doesn't need clarity and the not being a threat makes teleport a lackbuster.


At 90 mana per rupture, 200 mana at level 1, at most, with 6 minions on the map, Cho would net 36 mana per horde. that's maybe 3 ruptures in the beginning. With Clarity, that's 6. That doesn't account for the fact that you'll have a lane-mate. Or that minions may get the kill, or that your spikes may not get all 6 minions. hordes are spaced at roughly 15-20 sec per wave, so you will quickly run out of mana without judicious use of rupture. if you utilize clarity, you can "pull one out of your ***." Cho's scariness comes from his abilities, regardless of how you build his itemization/talents/runes. Considering the size of his mana pool, clarity on a tank-build for a character like Cho is not necessarily a must, but is definitely more useful than other talents. Teleport is debatable, i'll agree, though. I toiled over whether to use tele or ghost, and while ghost helps chase down for the finishing feast, I find teleport gets me to where I need to be, scaring people and rebuffing as per the play style.

Quoted:
More kills=more hp+mana return= more kills
Offensive cho wins over defensive Cho every time.


Did I ever say anything about playing defensively? The purpose of the build is to be a pressure-exerter, which means you must inherently be offensive. Utilizing your abilities to destroy your foes and placing yourself on the front line by initiating an attack and walking away from it alive is the essence of the build...
1
Pelikins (44) | December 28, 2010 11:37am
itemation isn't very good, Mogs on Cho is not a good idea, starting the game with a GA gives no offensive benefit meaning u will be ignored or destroyed do to lack of output.

Cho gets mana back every kill, he doesn't need clarity and the not being a threat makes teleport a lackbuster.

More kills=more hp+mana return= more kills
Offensive cho wins over defensive Cho every time.

Your skill selection is right, everything else needs work.
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