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Cho'Gath Build Guide by broncmanbrosif

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League of Legends Build Guide Author broncmanbrosif

DESTROY ALL HUMANS! - An In-Depth Cho'Gath Guide

broncmanbrosif Last updated on February 11, 2013
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Team 1

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: 9

Honor Guard

Defense: 21


Utility: 0

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A Quick Introduction

Hey guys! My name is broncmanbrosif, also known as thebronc2782, and this is my Cho'Gath guide! It's also my first guide, so constructive criticism is more than welcome. Before I get into the guide itself, I'd like to thank jholjhoi for her amazing guide to writing guides. I couldn't have written this without it! So without further ado, let's get started.
Also, this guide is a work in progress. I should be updating with decent regularity.

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Change Log

2/11/13: Made some changes to masteries and skill orders based on comments by others (after testing them of course). Thanks guys, your feedback is appreciated! Also added some champs to lane opponents section.

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General Champ Info

WTF is a Cho'Gath?

Cho'Gath was one of the original champions to be released when League of Legends first launched. He's been one of my favorite champs for a long time now. He also has some interesting lore, which I'll go ahead and thank Riot for.

There is a place between dimensions, between worlds. To some it is known as the Outside, to others it is the Unknown. To those that truly know, however, it is called the Void. Despite its name, the Void is not an empty place, but rather the home of unspeakable things - horrors not meant for minds of men. Cho'Gath is a creature born of the Void, a thing whose true nature is so awful most will not speak its name. Its fellows have been poking at the walls that divide dimensions for a crack, a way into Runeterra, where they can visit their own personal paradise of horror upon the world. They are called the Voidborn, creatures so ancient and terrible that they have been removed from history altogether. It is rumored that the Voidborn command vast armies of unspeakable creatures on other worlds, that they were once driven from Runeterra by powerful magic lost to antiquity.

If such tales are true, then the rumors that follow must be equally true - that one day, the Voidborn will return. Even now, something dark stirs in Icathia, perverting the summoning rituals of the League to allow the presence of Cho'Gath. It is an alien creature of malice and violence, a thing that causes all but the most stalwart to cringe in fear. Cho'Gath even appears to feed on its predations, growing and swelling as it gorges itself. Worse yet, the creature is intelligent, perhaps greatly so, making most wonder how such a monster could be contained. Fortunately, the power of the League's summoning has confined Cho'Gath's presence exclusively to the League of Legends. It is here that summoners use Cho'Gath's Voidborn abilities to help decide the fate of Runeterra. The Terror of the Void knows what fate it would choose for Runeterra, given half the chance.

Woe betide the day when Cho'Gath grows weary of the League.

To clarify what Cho'Gath is in League speak, he is an Ability Power Bruiser (tanky AP). Note that I did not say he is a tank. Some people may play him as a tank, and that's fine. I prefer to build Cho with a mix of AP and tankiness, letting wade into enemy teams and slaughter carries with ease.

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Pros / Cons

So Cho'Gath is really good at some stuff and really bad at others. Let's take a look and see where he fits in.

Naturally tanky

High burst damage

Good crowd control

Amazing sustain via Carnivore

Eats carries :3

Awesome Skins!

Low mobility

No escapes

Tendancy to be focused

NEEDS to land Rupture

Reliant on Feast stacks

Needs to be close for ultimate

Skins are expensive

The nice thing about this is Cho'Gath's tankiness and items can eliminate or lessen the impact of the majority of the cons in this list!

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In this part of the guide, I will go over my reasoning using the runes I use. Most of this should be easy to understand for veterans, so feel free to just glance if you know what you're doing. For those of you who aren't as sure of themselves, the guide proper starts... NOW!

Build 1


Greater Mark of Mana

Greater Seal of Mana Regeneration

Greater Glyph of Mana Regeneration

Greater Quintessence of Ability Power

This build is based around dominating the laning phase. Cho'Gath has a very strong laning phase and I aimed this rune page at aggresive play, getting early kills, and out-sustaining your lane opponent. Remember, a fed (literally) Cho'Gath is a happy Cho'Gath!

Build 2


Greater Mark of Mana

Greater Seal of Mana Regeneration

Greater Glyph of Mana Regeneration

Greater Quintessence of Ability Power

This is my safe build. I use this when I'm in a matchup where I may not come out on top in laning phase (when I'm against Olaf). It provides some early durability, while still giving a decent amount of damage to keep your opponent on their toes.

Build 3


Greater Mark of Mana

Greater Seal of Mana Regeneration

Greater Glyph of Mana Regeneration

Greater Quintessence of Ability Power

This is the jungle build. Grab armor seals for jungle creeps, then go straight damage and penetration for super-scary ganks. Simple as that.

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Now to go over masteries. Again, if you're a vet, you have my permission to skim this section. If not, read on!

Build 1


This tree is the SAME between Builds 1 and 2. It provides everything Cho needs to do Tons of Damage[super]TM[/super]. More AP, cooldown reduction (CDR), magic penetration (MP), and Spellsword , which makes his basic attacks hit like a semi-truck.

Build 2


This is the jungle build. Take bonus damage to monsters and reduced damage from monsters and you win!

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And now, what makes Cho'Gath the badass he is: his abilities!

Carnivore: This is what makes Cho'Gath the king of laning and sustain. Is your opponent harassing you and generally being a prick? Just get ganked and are low on health? Out of mana? Just want to piss off your lane opponent? Get a couple last hits on minions and your problems are solved! Please note that you have to land the killing blow for this to proc, so make sure you get those last-hits!

Rupture: Your bread and butter ability. Great Area-of-Effect (AoE) damage, while also providing a knockup and a slow on targets caught in it. This ability is great for early harass and farming, though it's mana cost is relatively high at early levels. It really shines in teamfights, where you can disable multiple opponents if aimed correctly. This is also meant to set up for Feast, so land it. Learn it. Love it. Cherish it. And use it to make yourself a nightmare for those pesky carries! PROTIP: Don't aim this where your opponent is, aim it where you think he/she is going to be. Try to see patterns in movements to predict this.

Feral Scream: A cone AoE damage nuke that also silences opponents. Hit as many champs as possible with this for maximum disruption. Also helps with farming when used with Rupture. PROTIP: This ability disrupts enemy casters the most. If you hit anyone with it, hit them!

Vorpal Spikes: This ability makes getting up close with Cho much scarier. It doesn't cost any mana, so there's no reason to turn this off. Good for poking opponents until you're ready to Feast. Combine with Sheen procs for train-wrecking basic attacks. PROTIP: Turn this off if you are worried about pushing your lane too hard. More on laning later.

Feast: Your signature ability. Deals ridiculous amounts of True Damage (negates armor and MR) and gives bonus health if you kill an enemy with it, stacking up to 6 times. HOLY S**T. Use this. Use this on minions to gain stacks, then use it on carries to BLOW THEIR ***ES UP. PROTIP: Don't be afraid to use this at the start of a fight. It's rather demoralizing to have half your health bar disappear in the opening half second of a fight.

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Not really much to say here. I've found this is a great order to go in. Feel free to switch this up if you feel there is something better or just want to experiment.

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And now onto items! This will just be early/core/optional items in no particular order. I have my own orders in each build. Feel free to mix and match these items depending on the situation.

Early Game

Boots of Speed and Health Potionx3: This is my preferred starting set and one the most widely used for Cho'Gath. Good early mobility along with some extra sustain in case Carnivore fails you (it won't).

Doran's Ring: Another popular item. Gives early health, AP, and mana regen (MP5). A solid choice for any AP champ. I prefer boots and pots, since carnivore gives all the sustain you'll need.

Sorcerer's Shoes:The damage upgrade for boots. I have this in all my builds on here. Early MP causes you to do Tons of DamageTM.

Mercury's Treads: I'll admit it; these are the best boots in the game. Take these if you're facing a lot of CC or are laning against another AP champ.

Core Items

Rod of Ages: THE must-have item for Cho. It gives everything he needs: health for tankiness, mana for sustain, and AP for damage. Just buy it. It's better for Cho than Rylai's Crystal Scepter.

Frozen Heart: An item that is calling Cho's name. A ****load of armor, mana, CDR, and an aura that reduces attack speed (AS). Sorry AD carries, you lose!

Abyssal Mask: An extremely underappreciated (IMO) item that is great on Cho. Gives AP, MR, and an aura that reduces enemy MR. Sorry AP carries, you lose!

Rabadon's Deathcap: The Infinity Edge of AP champs. We buy this last because Cho'Gath does massive damage without buying tons of AP. This is basically a luxury item.

Alternative/Additional Items

Warmog's Armor: Meet Troll'Gath. Now you will never die. Most health and health regen on any item in the game. Great if you want to be a giant wall that falls on the enemy team as they attempt to flee from your invincibility.

Runic Bulwark: One of the best items in season 3, this thing is Aegis of the Legion on steroids. Buy this if your support doesn't.

shurelya's reverie: You are now become Rammus. Health, CDR, mana and health regen, and a speed boost for yourself and nearby allies. Great for initiating and chasing down that last pesky enemy carry.

Rylai's Crystal Scepter: Personally, not a huge fan of this item on Cho. I'm including it because I have seen quite a few people building this on Cho'Gath, so it can't be all bad. It gives great health and AP, which is awesome of course, but the slow is unnecessary. You already get a slow from Rupture, so this item just isn't really needed. Get it for the stats if you want.

Spirit Visage: This is a great defensive item for Cho'Gath. It gives, health, CDR, MR, and a boost to all healing effects. Hello OP Carnivore. Get this if the enemy team has you against a pesky AP laner or if they have a lot of AP on their team in general.

Iceborn Gauntlet: Your basic attacks will hit like AOE freight trains and slow everyone in the immediate area. Plus. armor, mana, and AP. Nuff said. You can replace Frozen Heart with this if the enemy team is light on AD.

Twin Shadows: Believe it or not, I really like this item on Cho'Gath. Gives AP, MR, movement speed, and a slow on 2 nearby champions. This is a great item for ensuring kills and giving you a little extra edge on casters.

Will of the Ancients: A HILARIOUS item on Cho. Land Rupture on a minion wave late game and watch as you get half your health back. Great in combination with Spirit Visage and other AP casters.

Liandry's Torment: Gives health, AP, magic penetration, and a great DoT. This is a very powerful item on Cho if you're leaning towards a more damage-heavy build.

Void Staff: Lots of AP and more magic pen than any item in the game. I'd take Liandry's Torment over this, but still a very good item.

Mejai's Soulstealer: Snowballer item. Only get this if you are doing EXTREMELY well. Even then, there are better items on Cho. If you really want it though, go for it I guess.

If there are any items you think I missed, leave a note in the comments!

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Laning Gameplay

Time to get into the meat of the guide: how to play Cho'Gath!

Laning Phase

A quick list of priorities for the laning phase:
1. Farm.
2. Farm some more.
4. Maybe a kill or 5...
Seriously, farming is important. The goal of the lane phase, especially top, is not to get kills. Top lane is meant for the people who need a ton of creeps to do well in the game. You want to try to have a bit over 100 minion kills by the 20 minute mark. If both people in the lane are playing correctly, it should be very rare to see a kill top lane. That being said harass is fine. In fact, I encourage it! Cho'Gath can easily outsustain the vast majority of lane opponents, so forcing them out of lane gives you an advantage. However, keep 2 things in mind.
First of all, you don't want to push the lane. While pushing to he tower may deny your opponent farm, it also makes ganking for the opposing jungler absurdly easy. Remember how I said that Cho has no escapes and low mobility? Ganking him is easy enough to begin with. Don't make it easier. To harass without pushing, make sure you don't hit creeps with Rupture and Feral Scream. Also, don't be afraid to turn off Vorpal Spikes if you feel your creeps pushing.
Secondly, Cho is at his most vulnerable early. Once you hit level 6 and start getting Feast stacks, you'll get absurdly tanky very quickly. Until then, you are SQUISHY. This means that you need to be careful against champions with a strong early game.


Occasionally, you'll see your lane opponent pushing your lane. This is where killing people come in early game. Call in your jungler for a gank! If you can land your Rupture into Feral Scream combo, you can pretty much guarantee an easy kill for you or your jungler. If not, you can at least get them to blow their Flash, which will make the next gank much easier.

Mid Game

This is where things get interesting. Towers have gone down, a couple kills have been acquired by both teams, and teamfights are starting to spring up around the map. By now you should have a couple Feast stacks. KEEP THEM. Unlike Christianity, Cho havs only 1 Commandment: Thou shalt covet thy Feast stacks! If you haven't finished up you core build, get it done through creeps and kills. And by the way, NOW is the time to start killing things. Mid game is where Cho is at his strongest. His CC and damage can crush most carries, while his tankiness can let him soak up their hits. Use both to their fullest potential.

Late Game

Baron, dragons, and inhibitors. Keep focusing them carries and being a raging beast of terror and you will come out on top! By now you and your team should be finishing up your builds. This will make carries a bit scarier, since they should be buying items to punch through your armor and MR. This is when those Feast stacks we've been keeping up with all game become vital. YOU NEED YOUR STACKS. I will keep pounding that into your skull until you get it. Endgame is where they are most important. That 150 health from that 1 stack can mean the difference between life and death if that ADC happens to land that lucky crit on you.


This is pretty simple, if intimidating once you get into the game. In teamfights, you have two priorities: kill their carries and protect yours. If a teamfight goes correctly, the ADC should be the first to fall. Generally speaking, if you kill the ADC, your chances of winning the fight go way up. Make sure you kill theirs before they kill yours!
Rupture is your best friend in teamfights. If you can land this on 2 or more of the enemy team, you can swing the fight in your direction in an instant. If you then follow up with Feral Scream into Feast, you will get a free kill, especially if you land it on one of he carries.
Rupture can also be used to protect your carry. If you see the enemy bruiser dive onto your carry, you are to disengage and PROTECT DAT CARRY. Drop Rupture on the enemy's face and help your carry destroy him.
You may have noticed that I haven't mentioned Feral Scream in much detail up to this point. Teamfights are where this ability really shines. Use this to ensure kills and save lives! Silences actively prevent damage from abilities, as well as preventing escapes from enemies with dashes or blinks ( Kassadin, Ezreal, Tristana, Corki). WARNING: Proper use of this ability may lead to your team worshipping you as the God of Death.

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Jungle Gameplay


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Bonus: Lane Opponents and How to Beat Them

In this part of the guide, I'll go through champs you may end up fighting and how scared or euphoric you should feel when you see them picked. I'll be going over both top and mid lane in alphabetical order, so that's how you should read this ****.


This one shouldn't be an overly difficult mid lane for you. Essence Theft gives her decent sustain and her combo can hurt, but there's 2 problems with these. First of all, Carnivore gives you better sustain, so you can beat her there. Secondly, to land her full combo, she first has to land Charm. DON'T LET HER. Stand behind minions as much as possible and just farm. If she decides to go aggresive, dodge Charm, land your combo, then farm all your health back.
It should be noted that she gets much more dangerous at level 6. Spirit Rush gives Ahri quite a bit of mobility and gap-closing power, which makes it much easier for her to land Charm. Again, just sit behind minions and farm. If she blows it trying to kill you, call in your jungler for a gank. Ahri is extremely vulnerable with her ultimate down.


This ninja can be seen top or mid and can be... tricky. Her early game is incredibly weak, so take advantage of this. Don't let her activate Mark of the Assassin and harass her whenever possible. If she throws down Twilight Shroud, drop a Rupture into Feral Scream into the middle of it. Chances are, you'll nail her for a lot of damage.
At level 6, she gets Shadow Dance. This is where problems start happening. Her burst is SCARY. Thankfully, you get Feast, so you should be tanky enough to take her hits. That being said, play with caution. If she starts to get the advantage, call in your jungler.


Birdo can be found midlane and can be a bit of a pain for the unprepared. Dodge her Flash Frost. If she lands it, she'll combo it with frostbite] and chunk your health. Early [[boots of speed are your friend here! Don't push the lane, since crystalize will ruin your day if the enemy jungler comes to gank. At level 6 she gets Glacial Storm, which makes farming and landing her combo much easier for her. Just don't stand in it you idiot.
And then there's her ******* PASSIVE. Rebirth sucks. Don't try to dive her with egg up. In fact, don't even try to kill her. Chances are her jungler will come along and you'll be out of mana so you won't be able to kill her OR get away.


This little kid an her teddy bear are found in the mid lane and shouldn't be too much of a problem. The biggest thing you will need to look out for is her passive, Pyromania. The Noob-Stun, as it is widely known, can catch people unaware if you are not used to fighting her. This can be used to set up ganks very easily. There's an animation around her model when it is active, so watch out for it and don't engage her if unless it is down. Even then, be careful early. Her burst is pretty good early, but your tankiness should be able to beat it by mid game. On a side note, Feast can eat Tibbers.


The Human Torch is a mid laner a hard hitting combo. Thankfully, he has to land the whole thing to be effective. Sear and Pillar of Flame are both skillshots and both are easy to dodge if you're paying attention. If he does manage to land some of his combo, rely on Carnivore. You can easily outsustain this guy. If you see him use Pyroclasm, move away from any and all nearby units IMMEDIATELY. This ult can crush entire teams if allowed to bounce around.


Medusa is a pain in the butt. Her passive, Deadly Cadence, gives her almost as much sustain as you do, especially if she gets an early Hextech Revolver. Combine this with all of her poisons (which can negate Carnivore) and a spammable nuke and the Snake Lady is a deadly opponent. Plus, and AoE stun with Petrifying Gaze. Ouch. Just focus on farming for this lane and call in your jungler if you really need it.


Mirror lane! Follow what I've told you in this guide and you should be just fine. Also, deny him last hits whenever possible. If you haven't figured it out, Cho relies on last hits a lot.


Captain OP... NOT! Cho is one of this broken champ's hardest counters! you outsustain AND outrange him, you get tanky faster than he does, AND your Feast hits much harder than Noxian Guillotine after you get your Rod of Ages. That being said, he can be dangerous early. Don't let him land an Apprehend. If you do, he will combo you and you will be hurting. As long as you don't feed him, this should be a pushover. This is also one of the situations where I would suggest that you harass as much as possible. This guy has a nasty habit of snowballing if given free reign to farm.


The Scorn of the Moon is a relatively easy lane for Cho to handle. Like all assassins, tankiness counters. Cho is about as tanky as they come, so you'll be fine. Her burst with Crescent Strike into Lunar Rush can be a bit intimidating, but once she blows her combo, she's vulnerable. She has no escaps and can get stomped pretty easily if you don't give her kills.


If you don't like spiders, you'll love this mid lane! The Spider Queen can do nothing to you. Oh sure, she has a stun and a gap-closer, but you have Carnivore, Rupture and Feral Scream! That being said, don't let her land her stun. It can set up for ganks and lead to an untimely demise.


Eve can be an annoying mid... unless you're playing Cho. She can do nothing to you. She has no hard cc and only burst damage. This means you get to keep what mobility you have and soak up hits while you ignore her and heal it back with Carnivore. The only time you would need to be careful would be if they have a jungler with EXTREMELY strong ganks. Pushover lane otherwise.


You won't see Pulsefeeder mid lane too much, but it happens every so often. And there's a reason AP Ez is rare. He SUUUUUUCKS. If you ccan land your combo, you will kill him. Period. The only thing you may need to watch out for would be a Trueshot Barrage after a nasty gank attempt. Even then, your tankiness should be able to weather the hit.


Scarecrow is one of the few mid laners who can be said to have as much sustain as you do. Drain can let him stay in lane for absurd amounts of time if he manages his mana correctly. Thankfully, Rupture can knock him out of it no problem. His fear is absurdly long, which makes killing him a pain. And Crowstorm. Please don't stand in it! This ultimate will melt you if you haven't built and MR. Even if you have, it will still hurt a lot. Basically, he probably won't get any kills on you due to your cc and sustain, but you probably won't get any kills on him either.


One of the few top laners you should be relatively worried about. Duelist gives her a lot of sustain in lane and her early burst can give her kills. Until you hit level 6, play very carefully. Let her push, stay under your tower, and call your jungler in for ganks. No escapes makes ganking the Grand Duelist a breeze. Once you hit level 6 and get some Feast stacks, you should be able to start beating on her with less fear of lethal retaliation. As a last tip, be careful of turret dives. Blade Waltz can let her dive you and get away with full health.


The fish... you are screwed. Never get this lane, top or mid. EVER. This guys will dance rings around you and get uberfed. Seastone Trident negates Carnivore. His E will let him dodge your combo and dart around your tankiness. And Chum the Waters... instant death if their jungler is nearby. Just farm under your tower and pray this adorable but deadly champ doesn't get it in his head to dive you.


You'll find the Gargoyle in top or mid. This is a farm lane. Neither of you will be able to kill the other unless your jungler gets off a MLG worthy gank. Runic Skin makes him immune to most of your damage if he's building correctly, so just farm to your hearts content and destroy his team once lane phase ends.


The Pirate is one of the easiest top laners you'll run up against. You will quickly get too tanky for his damage and sustain to compete with. The only things you need to worry about are Parrrley crits and tower dives with Cannon Barrage and the enemy jungler. Other than that, farm the lane, get kills, proceed to snowball.


Spin-to-Win is a deadly top laner. His early game is incredibly strong. He has infinite sustain via Perseverance and early damage out the shizzam. Don't let him land Decisive Strike. Ever. It will screw over your combo and leave him free to Judgment on your face for a while. Demacian Justice will get him kills if you engage him at low health. And for Pete's sake, DON'T FACECHECK BUSHES. Seriously, assume he is in every bush in the entire map unless said bush happens to be warded. Thankfully, he has to be right up in your face to do anything to you. Just sit back at your turret and farm to your heart's content or call in your jungler if he decides to get ballsy.


The Drunken Blob is one of the tougher mid laners out there. He has good sustain through Happy Hour and Drunken Rage and great poke with Barrel Roll. Thankfully, barrel roll is easy to dodge. Don't get hit by it and you should be just fine. That being said, neither of you should be getting kills this lane unless one of you gets cocky. One thing to keep in mind: Explosive Cask can be used to set up ganks. If you see him toss it, be prepared.


Pony Boy is usually seen in the jungler, but every so often you'll see him go top. This lane should be pretty even. He's got good sustain through Spirit of Dread and he does very good damage, even without items. That being said, his build is expensive. If you can deny him farm, you can reduce his late game effectiveness. The biggest thing to watch out for is Onslaught of Shadows. This is one of the best initiations in the game and can crush you even under your tower. If he uses this in combination with a jungle gank, you will die. Don't push the lane.


This guy shouldn't even count as a champion anymore. He's hilariously weak and a pushover for anyone who knows how to not push a lane. He's even easier for Cho. Just hit level 6, then turn his turrets into free Feast stacks! The only thing he can do to you is stun. That's it.


Aw ****, the True Damage Princess. Irelia is a rough top lane opponent. Hiten Style gives her ridiculous sustain and true damage on her autoattacks, which shreads through your tankiness, Bladesurge makes denying her farm impossible, and Equilibrium Strike can turn a 1v1 fight in your favor in an instant. That being said, she doesn't start getting really bad to fight until level 7 or so. Use her early weakness to punish her. If you can force her out of lane once you can solidify an advantage for the rest of the lane phase.

Jarvan IV

The Prince of Top Lane is deadly. His E-Q-Passive combo gives him more early burst than you cuold possibly hope to dish out. Thankfully, you have Carnivore. Farm creeps until you tower over him with Feast stacks, then crush him underfoot. Just watch out for the Cataclysm and jungle gank combo.


This guy is called the Grandmaster at Arms for a reason. Jax is a fierce opponent in the top lane. He'll get up in your face with Leap Strike and Empower, then stun you with Counter Strike, then do it all again 2 seconds later. Farm under your tower and call for ganks. Unless he's really bad, this is a very dangerous lane for you.


Hammer-Time should be a pretty even top lane. He has as much poke as you do with his E-Q combo
and his burst is nasty. However, we have Carnivore. Use it to weather his poke until you're tanky. Then eat his soul. Don't be afraid to call your jugnler if you need a gank, he doesn't have much for escapes.


Global Threat is usually found in the middle lane. I'll be honest: if the Karth you're facing knows what he is doing, it is possible for him to beat you. He has a lot of poke potential, and AoE damage toggle, and a huge slow. I'd keep this as a farm lane, although it is definitely possible to beat him if you are skilled. And be sure to call out when he hits level 6! Requiem can land him multikills if timed well. And rest assured: a fed Karth will destroy your entire team.


Darth Wheezy is usually a pretty deadly mid laner. However, he's got nothing on Cho. As a burst assassin, your tankiness wins every time.If you shut him down early, he will be useless for the rest of the game. However, be careful of his Null Sphere Force Pulse combo. It has a tendancy to make enemy ganks succeed.


Knife Girl will get pentas if fed, so don't do it! Unfortunately, this can be difficult depending on the skill of the Kat you're fighting. Shunpo lets her dodge Rupture with ease, and she doesn't run on mana, so she can spam her skills all day. Combine this with an early Hextech Revolver and you've got a sustainable and deadly lane opponent. However, building tank items can help ease the pressure she can put on you with her damage. One other note: if you see her start to channel Death Lotus, LAND Rupture OR Feral Scream IMMEDIATELY. This ult can melt your team and lower healing at the same time. And Riot keeps buffing it for some reason. Wtf Riot. WTF.


Fairy ***** is a ***** to fight. Top or mid, Kayle is deadly. Holy Fervor will shred your armor and MR, Reckoning will slow you and CRUSH your health if she is building AP, and Righteous Fury turns her into a ranged champ. And don't even get me started on Intervention! She will bait the **** out of Feast with this, then kill you while it's down! *******IT! Get lots of early ganks and play aggressive. Kayle has a relatively weak early game, so take advantage of it. If you ruin her early, she'll have a hard time coming back.


Mini-Ninja shouldn't be too much of a threat. Yeah, he runs on energy. Yeah, he has a stun every 3 abilities he lands. We have Carnivore. And to land the stun, he has to land the abilities. Thundering Shuriken doesn't go through minions, so land Rupture from behind creeps, then combo him. He'll die. Slicing Maelstrom can be scary in teamfights, but in lane you shouldn't have to worry about it too much.


Grasshopper shouldn't be too much of a problem for a smart Cho. The key to Khaz is that you have to be isolated for him to be able to get his full damage. To counter this, stick near minions at all times. He has to be up in your face to be able to hurt you, so combo him if he decides to jump in. Also, if you see him Leap onto you, assume his jungler is nearby. Fight carefully and don't chase him. Khaz has a nasty habit of using Void Assault into an isolated Taste Their Fear to turn a 1v1 fight in his favor.


Cruella DeVille is one of the few AP assassins that you might be wise to be careful with. If she lands her full combo, she can silence and immobilize you FOREVER. This can lead to ganks, which leads to you dying, which is of course not good. Plus, she hurts like a *****. Play smart. If she blows her combo, go in and CRUSH HER. She is extremely squishy and will die if you get in her face.

Lee Sin

The Shaolin Monk is a brutally difficult opponent for Cho. He has more mobility than almost every champion out there, which means he can dodge your rupture all day. His sticking power via Cripple and Resonating Strike is ridiculous. Combine this with a stupidly strong early game and you have a recipe for disaster. Thankfully, Lee likes to jungle. However, if you see him in lane, get your jungler to gank and farm under your damn turret, because this guy will kill you.


Flashlight can be tricky. Her abilities are all skillshots, so they shouldn't be too hard to dodge. Her combo hurts though, so be careful! Eventually you will just get too tanky for her, but she has way more poke potential than you do early. Get early Boots of Speed, stay behind minions as much as possible, and keep moving.


Golem Guy is generally considered to be op these days. However, Cho should have no trouble stomping him. Malph counters AD and is weak against AP, so Cho is a great choice against him top lane. You have more sustain, poke, and damage than he does, so don't be afraid to be a bully. Watch out when he hits 6 though. Seismic Shard and Unstoppable Force can make ganks for the enemy jungler much easier.


Mid lane Malz hurts something awful. He has a silence, an AoE that ticks for a percentage of max health, and space AIDS ( Malefic Visions). Thankfully, he's also squishy. If you have an advantage, beat on this guy. He's a natural pusher, so don't be afraid to farm to your heart's content. If he lands some damage, just sit back and Carnivore for a while. If you find he's doing well against you, an early Negatron Cloak works well. And NEVER stand in Null Zone! If he combos it with Nether Grasp, he will kill you no matter how tanky you are.

Master Yi

AP Yi seems to be making a comeback these days. Good thing you crush him. If he harasses with Alpha Strike, use your passive to get the health back. If he tries to use Meditate, throw a Rupture under him and watch him cry like a baby. Even his ult does nothing against you. Highlander doesn't work through hard CC, so just land a good rupture and he's out of the fight.


Mord can be a tough lane for Cho. He doesn't run on mana and his shield can make him rival you in tankiness. Carnivore is your best friend here. Thankfully, Mord has 2 weaknesses. He's a natural pusher and he has no mobility or hard CC at all. This makes ganking him a breeze. Call in your jungler if you're having a rough time with this guy and you'll win the advantage back in no time.


Morg used to be a scary mid laner. With season 3, she's just meh. Which sucks because I enjoyed playing her mid. Anyway, she has ridiculous sustain in lane with Soul Siphon and hard cc in the form of Dark Binding and her ult Soul Shackles. However, her snare doesn't go through minions and her ult require you to be very close to her. Which is exactly what we want as Cho. In lane, sit behind minions to avoid her snare. When she ults in fights, EAT HER FACE.


He's just a dog...
Nasus will do nothing but farm in lane. Which is bad, since that means Siphoning Strike is just going to get stronger and stronger. Unfortunately, Soul Eater means it's almost impossible to shove him out of lane. Wither makes ganking him a pain as well. There's really not much you can do to this guy in lane. Just try to outfarm him and deny him last hits whenever possible. And don't dive him if you think Fury of the Sands is off cooldown. That ult can turn fights around for him.


Nid isn't really a difficult lane, but she's not an easy one either. If the Nid you're fighting is building AP, do not let Javelin Toss hit you. It will HURT. However, Nid is very vulnerable to duels when building AP, so don't be afraid to get up in her face. AD Nid is a different story. She will harass all day with basic attacks and sustain with Primal Surge. Just farm farm farm. Once she unlocks Aspect Of The Cougar, keep and eye on your health. Her cougar burst can kill you very quickly if she's already put some harass on you.


**** OLAF. I've heard some rumblings about how Cho counters Olaf and I disagree completely, especially with Season 3. If he lands one Undertow, he will beat on you. Yeah, you can land Feral Scream and shut him down for a few seconds, but after the silence, he will smack you in the face with Reckless Swing and win the trade. Then he'll go back and farm with Vicious Strikes and get all that health back. He builds very tanky and he has a ton of sustain. And when he gets Ragnarok... you will be dived. It will happen. Man-mode makes him immune to all CC. Goodbye Rupture. This guy is deadly and unless you know EXACTLY what you're doing, he will probably beat you.