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Choose Champion Build:
Spells:
Teleport
Flash
Ability Order
Carnivore (PASSIVE)
Cho'Gath Passive Ability
Prologue

Revamped the whole guid, changed builds to my own experience and testing. Removed AP
Cho'Gath due to the fact that I never use it. Added "Bruiser" instead. Check below for upcoming chapters.

We've all seen the beastiality!
But let's first have a word about why

This is actually correct! The characters that are recognized as tanks are:









The reason why these are recognized as tanks is simply because they have damage reduction spells, for example








In this guide, I will try to explain how to use

I will keep this guide up to date and edit/add where I see fit. A guide is never finished, there will be subjects left out, not by choice, but simply because I forgot to mention.
If you have the feeling that there is something that really needs to be added. Please leave a comment below.
I hope you learn something from this guide, and perhaps I learn something from you.
Don't forget to leave a COMMENT below and VOTE up if you think I deserve it.

My preferred/most used combination is


Viable spells![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
SPACE |
Less viable![]() ![]() ![]() ![]() ![]() ![]() |
SPACE |
Jungling![]() ![]() |

Bruiser Solo top build
Runes





Gives you about 17% AS from level 1, which makes farming and harassing way more effecient early game as


We want to get more tanky! This is the way to go, it prevents alot of early damage early game.

Is great for having early game magic resistance. Good against an AP at top.

Is preferred vs an AD top, since you won't need the early MR. Though mid to end game, you'll have alot more than when you'd have taken


The extra movement speed is a great pluss for


Other options:

This helps alot early game, the +78 Health at level one is amazing to say the least!

Very handy if you are solo top vs a heavy melee champion, such as



Very handy if you're solo top vs an AP champion, such as

Jungling Bruiser Build
Runes





Gives you about 17% AS from level 1, which makes farming and harassing way more effecient early game as


We want to get more tanky! This is the way to go, it prevents alot of early damage early game. Since all the monsters in the jungle are AD, armor is the way to go!

Great for jungling, prefered over


The extra movement speed is a great pluss for


Cho'Gath Bruiser
I mostly start with 1 point in

Why:
- Great way to harass from a long range
- Creates a gap between you and the enemy when chased
- Deals the most damage compared to
Feral Scream or
Vorpal Spikes
At level 2, I mostly chose

Why:
- Allows you to be more agressive in lane
- Great damage, able to win damage trade-off’s
- Has the potential to keep your opponent zoned
- Able to push harder
- AoE damage when positioned properly
- More single target damage/hit
At lever 3, I specifically take


Why:
- A much larger burst (
Rupture level 1 +
Feral Scream level 1 >
Rupture level 2 in damage)
- Consumes less mana, so viable to last hit a wave of minions
- Good way to harass and kill enemy champions when used properly to avoid your target from being healed by their support or being able to stun/slow you.
This Skill Sequence is known as "The Bruiser" Build. This is also the new way of playing

Here we level

After that we level

Cho'Gath Jungler
At level one, we take

At level two we take


At level three we take


After level three we max

Item Sequence






Force of Nature
2800

Mercury's Treads
1250

Wit's End
2800

Trinity Force
3333

Atma's Impaler
2300
Starting with either






There also is another option, by starting with either




+99 Armor, 500 Mana. UNIQUE Passive: Reduces ability cooldowns by 20% and reduces the attack speed of nearby enemies by 20%. (1000 range)
This must be my FAVORITE item! Basicly says that AD carries damage is reduced by -20% (theorethically) since most of their damage comes from auto attacks. It provides a massive amount of armor, adds a large amount of mana to your mana pool and a very well needed -20% cooldowns! A must have!

+25 Magic Resistance. UNIQUE Passive: Enhanced Movement 2, Tenacity +35
These are THE main tanking boots, tenacity reduces silences, stun duration, taunt duration,... by % of the Tenacity, in this case -> 35%


I mostly go for Cata's first, depending if the team/my laning opponent is AP or AD, I either build Cata's into





+40 Attack speed, 30 Magic Reistance. UNIQUE Passive: your attacks deal 42 bonus damage and increase your magic resistance by 5 during 5 seconds, stacks up to 4 times.
A must have for Bruiser



+45 Armor, +18 Critical strike chance. UNIQUE passive: Physical attacks deal an additional 2% of your maximum health in damage.
A must have item as "Bruiser


+30 Ability Power, +30 Attack Damage, +30 Attack speed, +15 Critical Strike, +250 Health, +250 Mana, +12 Movement speed Multiplier. UNIQUE Passive: 25% chance on hit to slow the target by 35% for 2.5 seconds; on cast, increases your base attack damage by 150% for one attack. 2 seconds cooldown. Does not stack with

This is a brilliant item, since


+100 Armor. UNIQUE Passive: On being hit, returns 30% of damage taken as magic damage.
Honestly, I am not a big



+68 Armor, +38 Magic Resistance. UNIQUE Passive: Revives your champion upon death, restoring 750 health and 375 mana. This effect can only occur once every 5 minutes.
This item provides both Armor and Magic Resistance, which are useful. I must say, the reviving is mostly a fail, since they'll be drinking tea at your corpse until you pop up again, with some luck you can do a rupture on your body, but they'll kill you 85% of the time. This item can be great situational, but I wouldn't implement it in any Cho'gath build as a core item.

+75 Armor, +350 Health, +25 Health Regeneration. UNIQUE Passive: 5% Cooldown Reduction and 20% chance on being hit to slow the attacker's movement and attack speed by 35% for 3 seconds. UNIQUE Active: Slows movement speeds and attack speeds of surrounding units by 35% for 2 seconds + 0.5 seconds for every 100 armor and 100 magic resistance. 60 seconds cooldown.
A great item choice for




+56 Magic Resistance. UNIQUE Active: Removes all debuffs from your champion. 90 seconds cooldown.
This is a magnificant situational item. Put to it's best use when the enemy team has gamebreaking CC, against



+330 Health, +30 Health regen, +15 mana regen. UNIQUE Passive: Reduces ability cooldowns by 15%. UNIQUE Active: Nearby Champions gain 40% movement speed for 3 seconds (60 seconds cooldown)
A great situational item, especially if you found yourself building philosopher's stone along the way if you have been zoned at laning and had a reduced income.

+20 Attack Damage, +700 Health. UNIQUE: Physical attacks reduce your target's Movement Speed by 40% for 2.5 seconds
Great situational item, can be a great asset to your team if you're against



+20 Attack speed. UNIQUE Aura: Gives nearvy allies 20% lifesteal, 20% attack speed and 30 health regen per 5 seconds. Reduces enemy armor by 20.
Another great situational item, if your team's AD carry can't afford it or when it doesn't fit in his build and it's really needed. This can be a game changing item.
Jungling

+30 Armor, +23 Attack Damage, +15 Life Steal. UNIQUE Passive: 20% chance on attack to deal 500 magic damage to a minion/monster. UNIQUE Active: Places a sight ward with 600 cast range. 3 minute cooldown.
This can be an optional jungling item. Makes it easy to ward enemy buffs or your own. I would suggest this for inexperianced junglers.


Early game
You will just be last hitting minions. As I covered at the "Skill sequence 1" part, we will have


TIP: When I am dominating Solo Top, I tend to stand before my minions, so the new enemy minion wave starts attacking me, because you'll heal off most or all of the damage with

Of course, this is not done very early in game. First you need to focus on farming, not on pushing towers. This allows you maximum farm.
In a normal lasting 40-50 minute game, it's not rare for

Mid/Late game
Whenever you'll be passing through the jungle, you can



Step 1
Starting at Blue buff. Have someone pull it for you. If this is not an option, start at wolves.
You should easily be able to kill either of these. If you are fast enough, you can always start at wolves, by the time you killed those, blue should just have spawned.
Step 2
Go for Blue buff or Wolves, depending what you did in step 1. It's possible to initiate in a lane for a gank, depending on how much %HP you have left. In doubt, keep jungling.
Step 3
Go kill Wraiths, swap targets for maximum damage, as your

Step 4
Get the red buff, by this time your

Step 5
Kill the red lizard or golems, depending on what you did in step 4. You can keep on jungling from here on, since you simply won't die die to


You should be ganking lanes now, if there is no option, get



Cooldown timer
KevAlmighty has written a jungle timer. Where you can see the remaining cooldown of yours or the enemies buff duration, including Dragon and Baron.
Jungle Timer

Warding is necesarry to not have your buffs stolen. That is why we place a ward at our own buff and even at the enemy his buff, so we can steal it or gank the enemy jungler while he is taking it, and stealing blue buff in the process.
We can also ward our lanes in the river, to prevent our allies from getting ganked. If they don't do it themselves, you should do it.
From the moment you think the enemy jungler is capable of taking Dragon on his own, you should really be warding it and ganking the enemy jungler when he does so, and stealing Dragon in the process.

"Ruptures the ground at target location. After a delay of 0.75 seconds, enemies are launched into the air for 1 second, dealt 80 / 135 / 190 / 245 / 305 (+100% of Ability Power) magic damage, and have their movement slowed by 60% for 3 seconds."
Step 1
Keep your eyes on the enemy! Being a 'Rupture God', you need to use some psychology. See how the enemy reacts when you move a little closer (in range to use

Options:
- Enemy runs back
- Enemy stays at position
- Enemy strays to the sides
- Enemy will engage
Step 2
Depending on the action your enemy takes, you will have a better idea where you'd have to place your

Now that you tried to harass a bit with

For example. Let's say "When you come closer, your enemy moves back a little (no

Place a

Step 3
You can't of course keep doing this and hope to remain succesful. You have to anticipate. Know your opponent, gamble his skill and know where to place

Facts:
Rupture is a great way to keep teammates out of trouble, by placing
Rupture in front of the enemy who's chasing your teammate.
- When there are some of your teammates stacked together with low HP who will get ganked. Try running in the enemy team and
Rupture,
Feral Scream and
Feast away! Take one for the team. Best to have you killed then giving away an Ace!
Rupture can seperate an enemy champion from their team when they're running away, giving your team a free kill.
- In a 1v1 with an enemy melee champion, you can place
Rupture in front of the enemy melee champion to interrupt their DPS. If they flee, they'll be slowed for a few seconds, allowing you to lay on further damage before they can escape.
Example: how saving your teammates
BEFORE

AFTER


"
Cho'Gath screams in a cone in front of him, silencing enemies for 2 / 2.25 / 2.5 / 2.75 / 3 seconds and causing 75 / 125 / 175 / 225 / 275 (+70% of Ability Power) magic damage."
This is a great spell, silences enemies in a cone in front of you for a full 3 seconds (1.95 seconds on people with 35 tenacity).
We can use this in quite a number of situations, we have to make sure to make use of the silence whenever we can.
Situational options:
- When someone tower dives you, you can use a
Feral Scream +
Rupture combo. This will make sure he can not flash or use any kind of "teleport" ability such as
Tumble or
Rocket Jump, placing a well positioned
Rupture will knock the enemy in the air, keep in mind. If people have Tenacity items, the silence duration is lowered by 1/3 as noted above, so you have to be quick to place the
Rupture due to the 0.75 sec delay on
Rupture
- When you are fighting an enemy champion and he's low on health and you see his support coming to help,
Feral Scream the support and bring down the enemy champion. This way the support can not heal or shield the enemy you're fighting, giving you a great advantage. When you've killed the enemy champion while the support is silenced, you should easily be able to finish the support as well.
- In teamfights, make sure to feral scream the AP champions and/or their support, leaving them worthless for a full 3 seconds. Silence has a bigger effect on AP champions, due to the fact that they fully rely on their spells to do damage.
Example: Silencing to disallow them to
Flash away


"Toggle:
Cho'Gath's physical attacks launch spikes which deal 20 / 35 / 50 / 65 / 80 (+30% of Ability Power) magic damage in a line in front of him"


Positioning
If you want the maximum damage out of your


Off or on?
It can sometimes be adviced to turn it off, for the reason above; you might do damage to a minion which could result in you not being able to last hit the minion.
In other cases, when damaging a turret, it's adviced to turn it off. Since when you are attacking a turret and your

Example: how to position


"Devours an enemy unit, dealing 300 / 475 / 650 (+0.7 per Ability Power) true damage (1000 to minions) that ignores armor and magic resist. If the target is killed,
Cho'Gath grows, gaining 90 / 120 / 150 extra health (max 6 stacks).
Cho'Gath loses half his stacks (rounded up) upon death"


Where and when to use it?
- Use it together with
Flash to steal Baron while they're doing it. You'll most likely die in the process, but regardless, a great move.
- To devour an enemy and getting the kill + stack (if not already stacked at 6).
- Use it to scare the living **** out of someone, if someone plays aggressive and will most likely kill some of your teammates (mostly a carry).
Feast on them, so they HAVE to back off
- Use
Feast to make it easier for your teammates to kill the one you are focussing.
Example: Ending Lux her Ultimate before it lands, by
Feast-ing on her precious bones
BEFORE

AFTER

You role as
Cho'Gath in team has a wide variety.
Why would you choose
Cho'Gath and why would your other team mates want you to.
What can he do:
This gives us a better idea of how we are going to use
Cho'Gath as a right hand of the team!
Try being as disruptive as you can, ripping the team open with
Rupture, leaving them scattered around the place, where you can easily pick one to kill, the rest will flee, only, and ONLY than can you yell "Release the hounds!" (sorry I really wanted to implement this).
Try saving people with
Rupture, use
Feral Scream properly and at the right time.
Rupture people who're doing scary things! For example
Karthus his
Requiem. A few matches ago I did it on lux and she casted her ulti in the air, she was still loading it while being in the air, and when she almost landed, she threw her ulti. Anyone else noticed this bug?
Don't forget that you're the team's tank! So do your part! Engage, don't hang back, take some damage,...

Why would you choose

What can he do:
- Big burst damage
- Disruptant (knock-up and silence)
- Can take some damage -> Tanky of his own nature
This gives us a better idea of how we are going to use

Try being as disruptive as you can, ripping the team open with

Try saving people with





Don't forget that you're the team's tank! So do your part! Engage, don't hang back, take some damage,...
4th of January 2012 // Published the build + minor changes (Typo's and forgot
Wit's End).
5th of January 2012 // Added "Team work" .
6th of January 2012 // Revamped the whole guide, seeing as I never use the AP Cho'gath build, added a Bruiser build instead and revamped both builds.
12th of January 2012 // Added HQ pictures for the "Tips and Tricks" section.
13th of January 2012 // Wrote the "
Feral Scream Tips and tricks" section and added an HQ picture to show an example of how to use
Feral Scream.

5th of January 2012 // Added "Team work" .
6th of January 2012 // Revamped the whole guide, seeing as I never use the AP Cho'gath build, added a Bruiser build instead and revamped both builds.
12th of January 2012 // Added HQ pictures for the "Tips and Tricks" section.
13th of January 2012 // Wrote the "


I hope you learned something from this guide.
With my special thanks to:
Please leave a comment below, and don't forget to vote and +rep me, if you feel I deserve it.
Thank you,
Sincerely
DrasQ
With my special thanks to:
- Jhoijhoi for answering some questions of mine and her wonderful "How to make a guide" guide.
- PsiGuard for reviewing my guide.
- KevAlmighty for writing a jungletimer.
Please leave a comment below, and don't forget to vote and +rep me, if you feel I deserve it.
Thank you,
Sincerely
DrasQ
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