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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Carnivore (PASSIVE)
Cho'Gath Passive Ability
Introduction
I am Solbrave.
This is my definitive guide on Top Lane

Why play

His


More defensively? Is a Kassadin/Diana/some jackass bothering your carry? Well, they can get throwed.
Getting focused? Good. Hopefully your team has the space of mind to attack the enemy team while they're preoccupied trying to kill the meat mountain that is

Flat Armor Yellows and Flat Magic Resist Blues to round out your defenses for the early phases of the game. Scaling Magic Resist runes work well if you know for sure you're not going to facing heavy magic damage in your lane, or you're comfortable starting with a

I go 9/21/0 in my masteries, for obvious reason. I pick up Summoner's Wrath for the buff on Ignite, and go down into Arcane Knowledge for more hurt.
I skip Juggernaut in the Defensive Tree, and I'll tell you why. It's a common mistake to go and build tons of health on Cho'gath. Think about it; his Feast already gives him a sizable health bonus. Building some health on him is obviously beneficial, but he benefits more from having resistances than from having an ***ton of health. Warmogs is, in most situations, a no-no. The only time I would justify it is when the enemy team only has one damage type, physical/magical, and you've already built items to mitigate their damage.
Perseverance might be a good option in the Defensive Tree. It'll give you some more passive sustain, but Cho'gath gets a decent health/mana heal just from his passive. His passive is a strong enough sustain tool to give him one of the safest jungle clears; this is why I pass that up in my masteries.
In Season 3, Riot took away 25 speed from T1 boots and gave every champion 25 more movement speed. What does this mean?





Cho's most important first purchase is going to be either a




Rod of Ages is something you should always try and build on Cho'gath. It gives him Health, Mana, and a reasonable amount of Ability Power. The other option for your Catalyst is a

Cho'gath has long cooldowns.



For Armor, the top picks are the




Magic Resist, you should probably go for an


Now let's say you're beefy (enough) and you want to raise your threat value.





Pssst! Here's a secret. Cho'gath (on account of







Cho'gath does not have a bad skill.





I prioritize R>W>E>Q. If you're jungling you should go R>E>W>Q
Why



Rupture has a long cast time and a delay. If that's the skill you're relying on to frontload most of your damage, you'd better be able to guarantee 100% accuracy with it.
Which you can't, cause your enemy is capable of moving their *** out of the way. Feral Scream has no travel time at all, despite what the animation may trick you into thinking. It's much harder for the enemy to avoid if they're in range, and applies the disable immediately. That said, Rupture hits a little harder, and has a higher ratio.
But why would I level Vorpal Spikes over Rupture? With Vorpal Spikes on, your autos hit hard, and you push much harder. It has no mana cost attached to it, and as you level it, you become a deceptively powerful opponent to fight face to face. Rupture's main utility lies in its CC, not in its damage, and leveling it doesn't reduce its cooldown.
When jungling, maxing Vorpal Spikes first gives you free clear time. No mana cost attached. You'll just chew up camps, and it makes counterjungling child's play; not that Feast + Smite didn't already make buff stealing easy. Now he can safely and with no cost to his resource steal small camps? Absolutely disgusting.
Cho'gath is clearly more comfortable dealing with champions who have to get into melee range to do things to him. Someone like Jayce is obviously your worst nightmare. He not only doesn't need to get close to hit you, if you get close, he's in his element as well.
In a matchup that is to your advantage, stand near your creeps so that the enemy has to get near you in order to get the CS they need. Ward often, as your lane opponent will probably have to rely on the jungler to win the lane. Use Rupture and Feral Scream sparingly, but to harass your opponent or push the lane. Only lasthit the creeps, and feel free to turn Vorpal Spikes off so you don't push as hard.
In a matchup that is disadvantageous, you need to be able to get farm. Call in help from your jungler, if he's there, but if you can't rely on that, let the enemy push the lane, and try and hold it just outside of the turret range. Between your Rupture and Feral Scream, you can deal with most hard engages, and you'll be able to sustain most of the enemy's damage. Build defensively, and know how your enemy works.
Your only goal is to hold your turret and try your best to outfarm the enemy. If you can push an early turret safely, that will leave you free to roam and gank. You are a scary ganker if you can land Rupture. If you are warded up and you're winning lane, a recommendation is to ward the enemy's jungle, and counterjungle them, perhaps with some assistance from your teams jungler. You are a presence, make yourself known.
With all I've told you, the only other thing you'll need in order to play Cho'gath is just to get used to his spells. His biggest weakness is the fact that he has long cooldowns, and after he blows them to go into a fight or a teamfight, he's gotta wait around before he can do anything really significant again.
Practice. Get used to laning, get used to teamfighting, as your goals are different for both.
Keep the circumstances of the game in mind. Based on your team structure and how the game is going, you will need to alter the way you play. Defend a specific teammate, be the meat mountain, put all your fire on one dangerous teammate, interrupt this, choke-point that...and all of those instincts will just come from more play.
You can do it. Mute the guy harassing you in chat and play the best you can no matter how badly the game is going.
I believe in you.
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