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Cho'Gath Build Guide by kitten the cat

KS Your whole team and win the game

By kitten the cat | Updated on November 11, 2017
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Runes:

Resolve
Aftershock
Font of Life
Conditioning
Overgrowth

Sorcery
Gathering Storm
Transcendence

Spells:

LoL Summoner Spell: Smite

Smite

LoL Summoner Spell: Flash

Flash

LeagueSpy Logo
Top Lane
Ranked #38 in
Top Lane
Win 50%
Get More Stats

Ability Order

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Introduction

What horses eat guys. My name is Kitten the Cat and I have been a Cho'Gath main for all 1 years that I have played League. Cho'Gath has recieved plenty of buffs from riot this season. Unlimited stacks on his ulitimate Feast, increasing the health on those unlimited stacks, reworking his e Vorpal Spikes, lower mana cost on his q Rupture, increasing the silence duration on his w Feral Scream not to mention the buffs they gave the tank items. Cho'Gath has always been a really solid jugnler in season 7 but it was only after the changes in 7.14 when everyone realised this. Because of these changes, I think Cho'Gath is the best jungler in the game despite the fact that he was nerfed fairly recently too. This guide is for a tanky Cho'Gath and by the time you finish reading it I hope you become a better player of the tankiest champion in the game.
One thing to note, I'm from Russia so I'm the most pedantic person you have ever heard and if I make any mistakes with my English I apologise in advance
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Pros / Cons

Pros

- Built in Sustain with Carnivore
- Can peel for his carries
- Has an AOE silence Feral Scream
- Fast Jungle Clear
- Has 8k health in the late game
- His Feast scales off his health
- Infinite scaling
- Can kill the enemy adc just with Feast
- Incredible objective secure with Smite+ Feast
- Fits in to the current meta really well

Cons

- Low moblilty
- Rupture can be difficult to land
- Is considered a 'noob' champion even though he has two skillshots
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Abilities







































































CARNIVORE:


When Cho'Gath kills a unit he gains 20-71(+2.83 per level) health and 3.5-7.75(+0.25 per level) mana.
This passive is really good for keeping you sustained in the jungle and because this is a guide for jungle [cho'gath] not top or mid lane then all you have to do is clear the jungle and not have to worry about all that last hitting minions to proc it. A small tip for [cho'gath] players is when you think you're about to die in a lane (running away from someone or escaping a tower dive for example) you can just Smite a minion and it will proc this passive and give you a heal. It won't be much but it might just save your life. And if you don't like doing maths to work out how much heal you get then here is a simpler equation: KILL STUFF = FREDDO



RUPTURE:


Ruptures the ground at a target location. After a delay of 0.5 seconds enemies inside the target area are knocked up for 1 second, are dealt 80/135/190/245/300(+100% of ability power) magic damage and have their movement speed slowed by 60% for 1.5 seconds.
This is your form of hard cc and therefore your main tool for ganking. As I said in the pros and cons section, this ability is very easy for the enemy to sidestep as you can see when Cho'Gath is casting this and the target area 1 second before everything is knockued up. One tactic to use is casting Rupture while out of vision from the enemy team so they can't see you casting the ability and they will have less time to react so lane ganking is generally a good strategy. Cho'Gath doesn't have a built in gap closer so if you want to get in range to use Vorpal Spikes or Feast you must land this ability. When you max this ability is up to you. As you can see in the skill sequence section above I max this last but you can match it before Feral Scream if you are going for a farming playsyle. This does more damage and has a lower mana cost than Feral Scream so its better for farming the jungle.



FERAL SCREAM:


After 0.5 seconds Cho'Gath screams in a cone in front of him silencing all enemies for 1.6/1.7/1.8/1.9/2 seconds and dealing 75/125/175/225/275(+70% of ability power) magic damage.
This can be a really annoying ability for your enemies to deal with. When you're ganking it can stop them from using Flash to escape which is why if you're in range you should use Feral Scream before using Rupture so they can't use any mobility to escape from Rupture. Assuming you have slowed them with Vorpal Spikes and Chilling Smite, Rupture is guarenteed to land unless you're as boosted as the C9 esports team. If you land this onto mutiple members of the enemy team it can be very useful if you have a big AOE ultimate to follow up like Slicing Maelstrom, Mega Inferno Bomb or Crowstorm because it means they can't escape from them. Its also pretty funny when you get to cancel a channelling ult like Death Lotus or Absolute Zero. I max this second because the silence duration increases as it levels which is really nice for ganks because 2 seconds is a very long time to not use any spells.


VORPAL SPIKES:


Cho'Gath next 3 basic attacks have 50 bonus range and launch a volley of spikes in a line dealing 20/30/40/50/60(+30% of ability power + 3% maximum health + 0.5% per feast stack) magic damage and applying a 30/35/40/45/50% slow that decays over 1.5 seconds to enemies hit.
Vorpal Spikes resets Cho'Gath autoattack timer.
This ability is your main ability for clearing the jungle. It can also hit up to 3 targets behind the target which means Cho'Gath is so fast at taking AOE camps. Its basically a built in Tiamat. raptors are pretty much free hp to you. If you are clearing the raptors , wolves or krugs , make sure all your spkies are hitting targets so you maximise your clear speed and make sure you use this immediately after you auto attack to maximise your damage. This is also really good in 1v1 with other champions as the slow increases per level and the percentage health damage means you can kill tanky targets as well.


FEAST:


After 0.5 seconds [cho'gath]] devours an enemy unit dealing 300/475/650(+50% of ability power + 10% of bonus health) true damage. Against non champions the base damage is increased to 1000. If the target is killed [cho'gath] gains 80/120/160 health. Each stack gives Cho'Gath 4.9/6.2/7.5 bonus attack range up to 49/62/75. Cho'Gath can only gain 6 stacks from minions and non epic monsters but Feast can stack infinitely.
This ability is what Cho'Gath is known for and its a fantastic ability. A point and click true damage ability that makes you infinitely tankier. This is how Cho'Gath is naturally tanky and the damage in the late game is just ridiculous considering you don't build any AP. Don't be afraid to use this on monsters, in fact I would encourage you to do so seeing as its free tanky stats. But keep in mind that it can only stack 6 times on minions or non epic monsters so don't use it when you 6 stacks of these then its just a waste of mana and cooldown. There is an icon to show you how many stacks you have on minions and non epic monsters so you can look at that if you have lost count. Obviously when I say non epic monsters, that doesn't include drake, rift herald or baron. You can get unlimited stacks off these monsters so I recommend you have high priority on taking drakes (even cloud drakes) so get your bot lane to help you and the fact that the base damage is increased to 1000 against monsters means you have the best secure in the game. As well as taking objectives, this also means that its very easy to steal objectives. Simply blast cone or Flash over the wall then use Smite+ Feast to secure. You will need to check how much damage each of these spells do to calculate when to go in. As a Cho'Gath main I can tell you that the most annoying thing when playing him is when you ult someone and you miscalculate the damage slightly and they survive on 3 HP. 9 times out of 10 they die anyway but you have missed out on the stack. There is actually a small, slightly faded red ring around a champion if they will die to your feast so if they don't have this ring they won't die. The unlimited stacks means that there is no limit to how tanky you get and therefore, how much damage your ult does. But the best thing about this ability is that its so easy to ks your teammates and the funny thing is, you have to ks your teammates to get as many stacks as possible and you explain this in chat if they start crying in chat.
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Runes

The new runes have not been particularly kind to Cho the G because unlike in season 7 there is no mastery that really fits him like Stoneborn Pact . Guardian is more of a support mastery because it can only be used either if you use a spell on an ally, which you can't, or if an ally is very close to you but your allies aren't always going to be close to you because you are a jungler. Grasp of the Undying can only be used on enemy champions and being a jungler makes it extremely hard to proc it. The defensive stats and AOE damage you recieve from Aftershock is very good on Cho'Gath but it relies on you landing Rupture because it is your only form of immobilization.

I personally go for Font of Life because Cho'Gath has two AOE slows in Rupture and Vorpal Spikes so it is really easy to proc and if all your allies attack this target it will basically give your team an AOE heal which can turn a teamfight. Unflinching is nice because you will probably tank a lot of slows and other hard cc but it just isn't as good in my opinion and Demolish doesn't add much at all.

Conditioning doesn't give you any base stats at the start of the game whereas iron shell and Mirror Shell give you 5 armor or magic resist. Conditioning gives you 8 armor and magi resist after 10 minutes which is a lot more and it gives you an extra 5% so it continues to scale into the game which is why I think it is far better than the other two because very few games are won the the first 10 minutes.

Overgrowth suits Cho'Gath really well because it is basically a mini version of Feast only you don't even have to kill the minion or monster to get the health. Health also sclaes with the damage of Feast so this also gives permanent damage to your already busted ultimate. Revitalize is better early but useless once you get Warmog's Armor.

For the sorcery tree I go Gathering Storm and The Ultimate Hat. Gathering Storm is actually insane on Cho'Gath because (not many people know this) but he has some of the highest AP ratios in the game. Rupture has a 100% AP ratio, fearl scream has a 70% AP ratio, Vorpal Spikes has a 30% AP ratio per hit and Feast has a 50% AP ratio. At 40 mins it gives 80 AP and at 50 mins it gives 124 AP and the amount it increases by increases too. As Cho'Gath is best in the late game you may as well go full out late game because there isn't much else to take that will be useful and it means in the late game you will easily be able to one shot squishies despite building full tank which is pretty hilarious. It also gives you a high damage AOE knockup and silence. The Ultimate Hat gives Feast a lot of CDR and it means you'll be able to oneshot squishies more often.
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Summoner Spells



These are your best 2 summoner spells bar far. Flash is your only gap closer and Smite allows you to clear the jungle and buy Enchantment: Cinderhulk. The only scenario which you don't take these masteries is when you're trolling (like 50% of people in my ranked games). If you are trolling though, I recommend taking Teleport and Ignite. Teleport lets you feed as much as possible and Ignite lets you ks your team a lot easier which is always funny especially when they start crying in chat.
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Items

STARTING ITEMS



Realistically, you have two options to buy when you spawn: Hunter's Talisman or Hunter's Machete. Most tank junglers go with Hunter's Talisman becuase they rely on their abilities to clear the jungle and therefore get low on mana if they don't buy this item. You already have the sustain from Carnivore so you don't need Hunter's Machete straight away.

FIRST BACK



This item gives you the Hunter's Machete as well, but more importantly for Cho'Gath it allows youu to Chilling Smite champions and gives them a 20% slow which really helps when trying to land Rupture and therefore is a good tool to have for ganking which is why I get this item at some stage in 99.9% of my games.

This items is the same as Stalker's Blade only you can't Smite champions. Instead it allows you to place a stealth ward at a location. So if your laners are as lazy as my dad and don't ward, this will help them out. But as I said, I only get this item in 0.01% of my games because of the better alternative with Stalker's Blade.

I often get this item on my first back because the health scales really nicely with Cho'Gath and the passive is really good for your jungle clears. If you only have enough gold for either this or your upgraded jungle item, it depends what playstyle you're doing until your next back. If you're going to farm then get Bami's Cinder and if you are going to gank then get your upgraded jungle item.

These make you run faster.

CORE BUILD


I saved this section and the boots section on my cheat sheet but it hasn't appeared on it I have absolutely no idea why this is the case but it is so deal with it.

This is where league of tanks starts. The top 8 junglers by winrate all use this item. This item is really strong despite the nerfs it got, reduceing its health from 400 to 325 and I think its still stronger than it was before it was buffed especially on Cho'Gath. The item gives you 20% bonus health when considering Cho'Gath has 8k of it, thats quite a lot.

Why did riot think it would be a good idea to create and item like this? This is the main reason Cho'Gath has such a high winrate. You don't get this item for the stats, you get it for the active which makes you unkillable for 4 seconds. I get this 3rd item every game because by then I have enough health to get a decent amount when I activate it. Again its % health which is a lot in your case. Your own damage is reduced by 60% apart from that it isn't beacause this doesn't apply to true damage. Feast scales off your health which has been doubled so instead of reducing your damage it actually goes through the f******* roof or directly through the enemy adc.

BOOTS



Get these if their team has lots of magic damage

Get these if their team has lots of physical damage.

OTHER ITEMS



This is more popular on top lane Cho'Gath than jungle Cho'Gath because for the top lane you don't get a jungle item so they rely on this item for their mana suatin. You can get it on jungle Cho'Gath if you are struggling with mana even with the jungle item and it also has CDR and a very nice passive.

This item is good if their team contains lots of magic damage or if they have an AP champions who spams one ablilty like Rumble or Cassiopeia, but there are better alternatives.

This item is good on Cho'Gath because it gives him movement speed on an immobile champion and a passive that works well with Vorpal Spikes.

This items doesn't give you any health so it doesn't synergise with Cho'Gath as well as the other tank items. The only time I buy this item is when the enemy team is either full AD or has several attack speed champs. E.G. Their team is Tryndamere, Master Yi, Yasuo and Twitch.

This item is really popular in Korea on tank junglers. The current meta is about protecting the ADC and this item is perfect for that. The downside is that the stats for Cho'Gath aren't as good as other items and they're getting nerfed again in patch 7.18. And for protecting an ADC comp Locket of the Iron Solari is a far better alternative.

This item synergises so well with gargoyle's stoneplate. My A Level Maths allows me to calculate that if you activate this with gargoyle's stoneplate and 8k health, you will get up to 19k health (with 60% damage reduction don't forget) and give your team a 3314 shield. That is about twice your ADC's health. This combo is busted as hell and its not even hard to do. I'm surprised more people don't use it.

You get this item in the opposite situation that you would get Knight's Vow. If the enemy team has a fed ADC the reduced damage from crits really helps.

This item covers both of your weaknesses: His lack of mobility and your difficulty to land Rupture. You get a speed boost which means you can simply run up to people and spank them and the slow means its easier to land Rupture. Because of this, I get this item in 90% of games.

This item increases your healing which is good because Cho'Gath has lots of it. Unfortunately this is only useful in the early game because later on you can just get Warmog's Armor which regens all your health pretty much instantly so I only get this item if I'm in need for more MR.

Get this if they have a full AD team. Don't get this otherwise.

This is the only damage item on the list. If you want more damage then buy this because you do so much damage with this its insane because the damage on the passive and the active scale off your health so when you get full build you will be destroying people. Problem is the damage is physical so it does get reduced by gargoyle's stoneplate

This item gives bar far the most health out of any of these items so I get this in 90% of my games (I've already explained why Cho'Gath scales with health so well) and you also have the % health regen which is so if you get low=full HP.

This is the standard build I get: Stalker's Blade - Cinderhulk, ninja tabi's, Righteous Glory, gargoyle's stoneplate, Warmog's Armor and Locket of the Iron Solari. I get stalker's blade-cinderhulk and Gargoyle Stoneplate every game and I swap the other items if any of the circumstances I mentioned happen
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Jungle Paths

Because of Carnivore, Cho'Gath is very versatile when it comes to jungles paths. In my opinion there are 3 viable jungle paths on Cho'Gath.
Jungle Path 1, Level 3 Double Buff rush: You start with your bot side buff with a leash from bot lane then take take raptors and wolves then your top side buff. This will give you level 3 the quickest with double buffs and puts you in a perfect position to go and gank top lane. This is my favourite clear because your level 3 ganks are very good as long as you land Rupture. It helps if you have some hard cc in top lane to make it impossible to miss.

Jungle Path 2, Level 6 Rush: You start raptors (no leash required) then take krugs , wolves and gromp . Then back and do a full clear. This gives you level 6 the quickest with double buffs so you can do a gank. The reason I don't use this clear as much as the path above is because as good an ability as it is, Feast doesn't add much to your ganks. The only difference is you have more damage but that means nothing if you can't get in range to use it. So in terms of ganking level 3 is a much bigger power spike for Cho'Gath than level 6. You may want to rush level 6 so you can start stacking your Feast on monsters as quickly as possible and thats ok as long as you don't go completely AFK farming the jungle because your laners will most likely fall behind because they are getting ganked and then they will start 'wishing that you get cancer'.

Jungle Path 3, Level Single Buff Rush: Start raptors (no leash required), then red brambleback and krugs . This is a low elo version of Path 1. This clear will give you level 3, a good position on the map to gank and also full HP even without a leash. The reason you have full HP is you have cleared fewer camps than Path 1 and you've also cleared the krugs. Cho'Gath enjoys taking the krugs because it procs Carnivore 10 times. There is a huge risk with this path however. Say for example, the enemy jungler is mirroring your path. He will see that you haven't taken your blue sentinel and you are also on the other side of the map from it so it will be too easy for him to simply walk into your jungle and take it. He will also see that your wolves and your gromp are up as well and will probably take those away too and this will be a big problem for you because none of your camps will be up and even if they were you will run out of mana very quickly without blue buff. I only recommend this path for low elo because most junglers in low elo have no idea how to clear efficiently and its basically impossible to run out of HP while doing this clear and the enemy jungler problably won't be smart enough to realise the half your jungle is missing but because of the huge risk I wouldn't recommend this clear to anyone else.
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Jungle Clearing

Cho'Gath finds it easier to take the AOE camps over the single target ones because 3 of his spells are AOE and he gets more passive procs from clearing AOE camps. Your main mechanic for clearing the jungle is Vorpal Spikes so you need to learn how to use them properly. They are best for taking AOE camps because the spikes do damage to targets behind you so you have to make sure all the spikes are hitting targets. When taking the wolves position yourself in front of the big wolf so your spikes hit all 3 wolves. When taking the raptors make sure you're positioned so that all of your spikes are hitting a raptor (unless you've killed them all) and when taking the krugs kite the mini krug around the big krug. This means you're using your Vorpal Spikes to its full damage and only tanking 1 krug. These mechanics mean you are able to maximise damage and limit health loss.
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Ganking

Your main mechanic for ganking is your Rupture and it is vital that you land this in order to blow a Flash or secure a kill. I highly recommend you use Chilling Smite before Rupture as it makes it easier to land or to get in range to use Vorpal Spikes which will give them a slower slow (nice Russian) and make it even easier for you. Righteous Glory is a really good tool for ganking because it gives you a speed boost and a slow which makes it easier to land rupture and chain cc for a certain kill. Having said that, unless you're super fed and get Righteous Glory very early, laning phase will probably have ended. Using Feral Scream is really important in ganks. Its not hard to land because you use it directly after you land either Rupture or Vorpal Spikes. Just make sure you use it because it stops the enemy from using Flash or any other mobility.
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Teamfighting

Your teamfighting power spike is when you have a Gargoyle Stoneplate. Once you have this item you want to start grouping up with your team and fighting. Most of the time, you must be the frontline as you will be the tankiest champion on your team and you should focus on catching enemy squishies with Rupture. If you catch a squishy you have the potential to oneshot them. To do this you have to activate Righteous Glory or use Flash to close the gap to the enemy and Feral Scream then activate Gargoyle Stoneplate and Feast. This combo should kill them but if it doesn't it doesn't matter that much. All you're missing out on is the 300 gold and the Feast stack. If it doesn't kill them it will take them out of the fight and with fewer carries in a protect the ADC meta will put their team at a significant disadvantage. You must realise though, that protecting your own ADC is just as important as one shotting theirs. Cho'Gath has a lot of peel in his kit (lel) he has 2 slows, a knockup and a silence and if someone jumps on to your ADC you must use all of these in order to protect them. Using Locket of the Iron Solari is a very good idea in this scenario because it gives them a BIG shield. If you use Feral Scream the assasin can't use any spells so if the rest of your team starts focusing them then he will die and if your ADC survives then your team will be fighting a 5v4 and then you can do the combo that I mentioned earlier. If you can't pull off these flashy plays however, its fine to just sit in the frontline abosrbing damage. If you are doing this its better when you have Locket of the Iron Solari so you can use this in combination with Gargoyle Stoneplate. You should use this combo sooner rather than later in the fight because you will have more HP at the start of the fight so you shield will be bigger.
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Matchups


ROLE: TANK
JUNGLE CLEARING: 4/10
PRE 6 GANKS: 4/10
POST 6 GANKS: 8/10
ABILITY TO 1v1 EARLY GAME: 3/10
ABILITY TO 1v1 LATE GAME: 4/10
TEAMFIGHTING: 9/10
OVERALL: 3/10

You shouldn't have a problem with Amumu. His primary focus is to get tanky and group up in the late game so you should punish him until he gets to that stage. Pay attention to when his blue buff is spawning so you can get vision of that and invade him when he is taking it because he relies on blue buff for his clears. When he does group up in the late game he is a threat in teamfights with his ultimate Curse of the Sad Mummy. If you can see he is about to jump in and stun multiple members of your team, activate Gargoyle Stoneplate and Locket of the Iron Solari. This should shield your team from all the damage that follws up after this. Also make sure you ward outside the drake or baron pit when you're taking it, because Amumu can steal it from you if he has vision he can jump in and ult before you have time to secure the objective. Because of this, make sure you Smite + Feast as soon as you have the damage to secure it.


ROLE: AP ASSASSIN
JUNGLE CLEARING: 7/10
PRE 6 GANKS: 7/10
POST 6 GANKS: 7/10
ABILITY TO 1v1 EARLY GAME: 10/10
ABILITY TO 1v1 LATE GAME: 1/10
TEAMFIGHTS: 2/10
OVERALL: 9/10

Elise bullies the legs off of most junglers and you are no different. She will most likely try and invade you lots, try and kill you and snowball that lead into winning the game. In this scenario it helps if you have winning lanes because when she invades you, just ping your laners to collapse on her and the enemy laners won't be able to follow because they are too low. If you get vision of her you must take advantage of this, for example if she is ganking if you are on the other side of the map, either counter jungle her, take an objective or gank another lane. If you are on the same side of the map as her, then counter gank them unless they have died instantly. When you are ganking, make sure you know where she is so there is no risk of her counter ganking you because if you will probably lose a 2v2 or 3v3. If she doesn't get ahead in the early game that is good because she falls off hard in the late game and she is of minimal use in teamfights, but it's getting to that stage that is the real challenge.


ROLE: MAGE
JUNGLE CLEARING: 2/10
PRE 6 GANKS: 1/10
POST 6 GANKS: 9/10
ABILITY TO 1v1 EARLY GAME: 1/10
ABILITY TO 1v1 LATE GAME: 1/10
TEAMFIGHTS: 9/10
OVERALL: 1/10

Definately one of the easist matchups you can get get. Feel free to invade him as much as you want he can't 1v1 you at any stage of the game and his clearing speed is much lower than yours because his main source of jungle clearing Drain is single target. Thanks to its low CD and high mana cost, he also really struggles without blue buff so if you can take that away from him that would properly screw him. He can't 1v1 you at any stage of the game either, because Drain is also his main source of damage which you can cancel with Rupture or Feral Scream. The only thing you have to watch out for is a surprise counter gank with Crowstorm. This can completely turn around a fight so make sure you have vision at all times and spam your teammates until they do the same. Remember when I said I get Stalker's Blade in 99.9% of games. Well these are the 0.1% of the time when I get Tracker's Knife - Cinderhulk instead. In teamfights you should use stoneplate + locket when he ults to shield the damage and you should be fine.


ROLE: TANK
JUNGLE CLEARING: 5/10
PRE 6 GANKS: 4/10
POST 6 GANKS: 7/10
ABILITY TO 1v1 EARLY GAME: 4/10
ABILITY TO 1v1 LATE GAME: 3/10
TEAMFIGHTS: 8/10
OVERALL: 7/10

Gragas is very similar to yourself, a tank jungler who's strength is late game teamfighting. Its hard to get much from invading him because he has plenty of cc and a gap closer that can go over walls Body Slam so you can't really kill him only take his camps. But he can kill you if he invades you especially if he has Explosive Cask up. But in terms of a 1v1 you have the advantage after level 6. If you catch him in Rupture your full out combo will chunk him down and he may be forced to blow Explosive Cask. You might not kill him, but if you force him to recall thats fine to because you're stopping him from ganking for a short period and he will also have no ult. In teamfights his ult can be a real nuisance because it will split up your team which means you won't be near your carries so you can't peel from them. On the other hand it is easy for him to balls this up and send you into his carries which will be a big mistake.


ROLE: ADC
JUNGLE CLEARING: 8/10
PRE 6 GANKS: 3/10
POST 6 GANKS: 3/10
ABILITY TO 1v1 EARLY GAME: 10/10
ABILITY TO 1v1 LATE GAME: 5/10
TEAMFIGHTS: 4/10
OVERALL: 10/10

Graves is one of if not the hardest matchups for Cho'Gath. The main reason for this is his Quickdraw. He can dodge Rupture with this ability and because of the true grit stacks he gets, he doesn't get low when clearing the jungle so you can't invade with much success. His health regen got buffed in 7.20 so now his jungle clears are even healthier. These changes mean you dont even have to be good at Graves to be successful. In a 1v1 early game he has an obvious advantage of being ranged which means you have to land Rupture to get close to him which he can dodge with Quickdraw or Collateral Damage and mess up your placement with Smoke Screen. The only time you can 1v1 him is when you get Righteous Glory and can simply run up to him and its unlikely with the armor that he will have enough damage to kill you. The downside to Graves is that he has no cc and therefore can't initiate anything. This means he has to rely on you to initiate so he can counter gank you, so make sure you know where he is before you make any big commitments. He has options in terms of itemisation. He can abuse lethality with Youmuu's Ghostblade or he can go crit scaling items like Phantom Dancer, Infinity Edge etc as graves sclaes pretty well into the late game as well and the AD ratio on his End of the Line has been increased in 7.20 so he scales even better now. In teamfights, with all his kiting ability, you will probably have to use flash to get on top of him. If you get to full build you will be too tanky for him to kill you, but unless you land Rupture you probably won't be able to kill him either.


ROLE: TANK
JUNGLE CLEARING: 3/10
PRE 6 GANKS: 7/10
POST 6 GANKS: 8/10
ABILITY TO 1v1 EARLY GAME: 7/10
ABILITY TO 1v1 LATE GAME: 5/10
TEAMFIGHTS: 6/10
OVERALL: 7/10

Hecarim is a deeply annoying champion to play against. He can invade you if you are not careful and be very safe while doing so. In 1v1's its hard for you to land Rupture simply because he is so damn fast and then he can turn on you by knocking you back and trampling on you till you die. Its so risky invading him because if he catches you low on HP you are in big trouble. Teamfights are a more safe place for you. He will try and run down your ADC and take him out of the fight, it is your job to stop him. You do this by silencing him and slowing him with Vorpal Spikes (don't try Rupture because he will probably dodge it). You'll do well simply to avoid Hecarim and try and just get to the late game.


ROLE: SUPPORT
JUNGLE CLEARING: 10/10
PRE 6 GANKS: 6/10
POST 6 GANKS: 8/10
ABILITY TO 1v1 EARLY GAME: 1/10
ABILITY TO 1v1 LATE GAME: 1/10
TEAMFIGHTS: 7/10
OVERALL: YOUR WORST MATCHUP

Everything about Ivern irritates me. His Friend of the Forest, his Rootcaller, his Triggerseed, his fat friend daisy, his walk, his voice etc. I'm sure you know that Ivern is known for his counter jungling and that is exactly what he's going to do to you. He's going to go into your jungle, take you blue buff, take you red buff, go gank bot, get two kills bot, come back, take your red buff, take your blue buff, take you wife, take your kids and maybe even your life as well. It won't trouble him if you catch him at it either because he can simply root you with Rootcaller (it's very hard for you to dodge this because you are immobile) and walk away from you sneering at you with his voice that's more annoying than my sister's singing. With a voice like that no one wants to be his friend so when he's lonely he summons daisy to help him with ganks, sieging, peeling or anything pretty much. It's basically an upgraded Summon: Tibbers because he has his own stats. Late game he will get a Locket of the Iron Solari and he will combine this with Triggerseed to really minimise your oneshot potential plus he abuses Ardent Censer so there ADC can heal off you as well so you have basically no chance of taking them out of the fight. My suggestion is try and gank as much as possible as he can't really counter gank you because you will win almost any 2v2 with you against Ivern and that is his one weakness. He can't fight you and you must play around that.


ROLE: BRUISER/TANK
JUNGLE CLEARING: 4/10
PRE 6 GANKS: 5/10
POST 6 GANKS: 9/10
ABILITY TO 1v1 EARLY GAME: 8/10
ABILITY TO 1v1 LATE GAME: 4/10
TEAMFIGHTS: 6/10
OVERALL: 7/10

You've got to be really careful in this matchup. Knowing where Jarvan IV isn't a bad idea because he can invade you very easily and when he does, he has really high burst damage and if he has Cataclysm off CD you have to back off immediately because if he lands he full combo you are certainly dead. And he is very safe from you because he has a gap closer that can go over walls, a shield and lots of cc. If he is boning you its a good idea to rush Ninja Tabi because his damage is reduced quite a bit by armor. If you die to him early he will start destroying your whole team with Cataclysm. If he goes Stalker's Blade - Cinderhulk and Black Cleaver this is the worst build to play agaisnt because it means he will be very tanky whilst also dishing out some nasty damage. He has the option to instead go full tank and in teamfights he will jump on your ADC to burst him down or burn their Flash and he might just take them out of the fight anyway even if he doesn't kill them and the worst part is you can't really stop him. This will be a threat every game. And that's the most annoying part about Jarvan IV. If he gets ahead he can snowball out of control and yet he is never useless no matter how far behind he is.


ROLE: BRUISER
JUNGLE CLEARING: 6/10
PRE 6 GANKS: 7/10
POST 6 GANKS: 7/10
ABILITY TO 1v1 EARLY GAME: 9/10
ABILITY TO 1v1 LATE GAME: 6/10
TEAMFIGHTS: 5/10
OVERALL: 8/10

This matchup is hard to play. You have to be really careful if you are, for whatever reason, low in the jungle because he could be waiting for you in a brush with Counter Strike and this will be a certain kill whether you Flash or not. This guy is very similar to Jarvan IV in that he snowballs out of control if he gets fed but he's never completely useless if he's behind. Against most bruisers that stomp you early you will destroy them late game when you get armor. Against Jax however this is not the case because he scales into the late game really well too with items especially attack speed items which is why Stalker's Blade - Bloodrazor and Trinity Force are core items on him. After this, he will get either a Hextech Gunblade or a Titanic Hydra which, combined with sheen, will give him ridiculous burst damage. On 7.20 he also has the option of going Sterak's Gage which is really good with Trinity Force because the bonus AD increases the damage from Sheen and when he dives in the shield and tenacity is really useful. There is a downside to the Hextech Gunblade build in that he is not very tanky and if he goes Titanic Hydra or Sterak's Gage, which is more popular at the moment, he has no lifesteal either. So this means he struggles in long extended fights early on so you should play around this. But if he goes for this build he is prbably going to split push which is really annoying because with Titanic Hydra passive he split pushes so damn fast and with his passive Relentless Assault he takes turrets like an absolute truck as well. Because Jax doesn't have an escape, he is all about the all ins, so if you're in a 1v1 with him one of you is probably going to die and its simply a matter of who kills each other first. If he isn't tanky you will kill him first especially if you have Gargoyle Stoneplate, his ultimtae is almost useless against you because your Feast will completely ignore it, but as he gets tankier it will be harder for you to do this. If you think he is going to kill you, then bait out his Leap Strike before using Flash. If he goes Hextech Gunblade he is more likely to help his team in fights. Jax doesn't contribute much to teamfights. You will have to peel for your ADC. The only way he can be useful is if he oneshots your ADC and, in the late game, he will 100% have the damage to do so which is why if you see him running towards your ADC channelling Counter Strike you must Feral Scream him immediately to stop him using Leap Strike on your ADC. If you ignore him, he will one shot your ADC and he might be tanky enough to get out alive with the tank items he has and his ultimate Grandmaster's Might which gives him armor and MR scaling with his damage.


ROLE: AD ASSASSIN
JUNGLE CLEARING: 9/10
PRE 6 GANKS: 3/10
POST 6 GANKS: 4/10
ABILITY TO 1v1 EARLY GAME: 10/10
ABILITY TO 1v1 LATE GAME: 1/10
TEAMFIGHTS: 2/10
OVERALL: 4/10

Kha'Zix is a really strong early game champion. His invades are really strong as he deals bonus damage to isolated targets and gets a refund on Taste Their Fear. Don't try and 1v1 him early because he will win almost every time. You may be forced to give up camps becasue of this threat. Counter jungle this guy as much as possible and while you're doing that get some vision down in his jungle so you can try and track where he is. Your ganks are much stronger then his since he has no hard cc but don't overextend when you don't have vision of him because he has plenty of damage to clear up. He lacks hard cc but if you feed him and allow him to get Duskblade of Draktharr his ganks improve a lot when he can one shot a squishy. Late game there is no way he will be able to 1v1 you if you play it properly and Kha'Zix is much worse than you in team fights so if you get it to the late game you should be fine.


ROLE: BRUISER
JUNGLE CLEARING: 10/10
PRE 6 GANKS: 6/10
POST 6 GANKS: 9/10
ABILITY TO 1v1 EARLY GAME: 10/10
ABILITY TO 1v1 LATE GAME: 1/10
TEAMFIGHTS: 3/10
OVERALL: 5/10

I can't really say Lee Sin counters you and I can't really say you counter Lee Sin because this matchup is almost entirely dependant on the player playing Lee Sin. Lee Sin clearing speed is among the best in the game thanks to his Flurry and the sustain with Iron Will. A good Lee Sin will destroy you. He will utilise his amazing clear speeds and invade you 24/7. If he finds you his chase potential is incredible and there isn't much you can do about it. The only thing you can do is when he uses Resonating Strike on you, drop Rupture at your feet and Flash if you need to. In teamfights he will Flash + Dragon's Rage your ADC into his team before you can do anything about it and this will give them a huge advantage in the fight. On the contrary, a bad Lee Sin won't invade you and let you farm until you get too tanky for him to handle, will go AFK farm and let his laners fall behind. He may have the ambition to go for a flash ult on the ADC but won't have the mechanics to pull it off and will die and get flamed by his team even more which makes it even more likely that your team will win.


ROLE: TANK
JUNGLE CLEARING: 7/10
PRE 6 GANKS: 7/10
POST 6 GANKS: 9/10
ABILITY TO 1v1 EARLY GAME: 3/10
ABILITY TO 1v1 LATE GAME: 5/10
TEAMFIGHTS: 8/10
OVERALL: 8/10

Maokai does a lot of things better than you do. His engage is more reliable than yours because it is point and click compare to your Rupture with is a skillshot. He can also use his ultimate Nature's Grasp to peel for his carries if you try to oneshot them and it will effectively cancel your Righteous Glory active. He also get tanky like you and abuses Gargoyle Stoneplate + Locket of the Iron Solari like you do and he is a huge rock in teamfights like you. But Maokai doesn't have a spell for the 1v1 and you have Vorpal Spikes. You should take advantage of this by invading him in the early game where he is weakest. You may not be able to kill him because he has cc in all of his abilities, but you will be putting him further behind, assuming you take his camps, as well as his laners.


ROLE: AD ASSASIN
JUNGLE CLEARING: 5/10
PRE 6 GANKS: 3/10
POST 6 GANKS: 5/10
ABILITY TO 1v1 EARLY GAME: 8/10
ABILITY TO 1v1 LATE GAME: 3/10
TEAMFIGHTS: 3/10
OVERALL: 3/10

Master Yi is an easy matchup for you if you play it correctly. The only time of the game his is a problem is pre 6 when he can beat you in a 1v1. After 6 you will start stacking health with Feast which means his Wuju Style won't do much damage to you. He will most likely go for a very farm heavy playstyle. Its not as if the world fears a Master Yi as he has 0 cc. This means he will usually get outganked but don't overextend if he is out of vision because his main strength is clearing up fights. Watch out for his counter jungling as well. It's worth it if you get your laners ahead and all he gets is your gromp. But if you leave your buffs up then not quite so much. When 1v1'ing him use Feral Scream before Rupture so he can't Alpha Strike out of it. If he is ulting towards you in the late game, just use Gargoyle Stoneplate.


ROLE: AP ASSASSIN
JUNGLE CLEARING: 5/10
PRE 6 GANKS: 4/10
POST 6 GANKS: 4/10
ABILITY TO 1v1 EARLY GAME: 10/10
ABILITY TO 1v1 LATE GAME: 1/10
TEAMFIGHTS: 1/10
OVERALL: 4/10

Nidalee is not a popular pick in season 7 and there are reasons behind this. She doesn't have much AOE in her kit (lel) so her clear speeds aren't as fast as they used to be. She has no cc which means her ganks are unreliable as she has to land Javelin Toss to be successful. And this is the same in 1v1's. But if it lands and you were less than 50% HP (in the early game) then you must Flash away immediately, if you don't then you will die. Similar to Lee Sin this is dependant on the player. A good player will land lots of her spears and bully the meat out of you. A bad one won't and let you get to the late game where she falls off badly.


ROLE: AD ASSASSIN
JUNGLE CLEARING: 7/10
PRE 6 GANKS: 3/10
POST 6 GANKS: 8/10
ABILITY TO 1v1 EARLY GAME: 8/10
ABILITY TO 1v1 LATE GAME: 2/10
TEAMFIGHTS: 4/10
OVERALL: 8/10

Nocturne is a difficult matchup because he has a number of tools to deny you. Again his counter ganking is really effective because he can do it from such long range with Paranoia, he can dodge Rupture with Shroud of Darkness and turn on you with bonus attack speed. He can also use Shroud of Darkness to block Feast. This is challenging to pull off, but if he does then that will really shut down your damage so try to be unpredictable when casting Feast. He also has a fear Unspeakable Horror which means he will win pretty much any 1v1 with you early game, but late game you will have more than enough armor and health to stop him killing you. In teamfights he will be a nightmare (literally) for your ADC. He will jump on them with Paranoia and he will easily have enough damage to kill them and you won't be able to stop him because you probably won't be able to see your ADC until it's too late.


ROLE: TANK
JUNGLE CLEARING: 7/10
PRE 6 GANKS: 3/10
POST 6 GANKS: 3/10
ABILITY TO 1v1 EARLY GAME: 2/10
ABILITY TO 1v1 LATE GAME: 4/10
TEAMFIGHTS: 3/10
OVERALL: YOUR EASIEST MATCHUP

If you see the enemy team lock in Nunu & Willump, Cho'Gath should be your insta lock. Nunu & Willump is a not as good version of Cho'Gath. Cho'Gath is a tanky jungler who specialises in securing objectives and that is exactly what Nunu & Willump does only he's not as tanky as you and he has less objective secure than you. On top of this he has no hard cc, he has much less damage than you, his ganks are worse than yours (and most people's) and they don't get any better after level 6. The only thing you need to watch out for is his counter jungling, he will most likely max Consume first so keep your jungle warded. This means that 1v1's should be easy, because he can't use that ability on you, for you but before 6 it may take a while to kill him with the health he has stacked with Consume but his kill potential is very minimal. Many of you may disagree with my rating of Nunu & Willump's teamfighting. I know what you're thinking " Nunu & Willump is a really tanky frontline and has a huge AOE ulitmate. What more could you want in teamfights?". If you play it correctly he is not very useful in teamfights, he is very tanky in the late game but you are tankier because your stacking on Feast is unlimited when his is limited and he also has no engage so he doesn't do the jobs that true tanks should. Because his ultimate Absolute Zero can be cancelled by Feral Scream. Whenever he ults, just use Feral Scream. It's quite funny to be honest because eventually when he starts crying in chat.


ROLE: TANK
JUNGLE CLEARING: 6/10
PRE 6 GANKS: 4/10
POST 6 GANKS: 6/10
ABILITY TO 1v1 EARLY GAME: 9/10
ABILITY TO 1v1 LATE GAME: 3/10
TEAMFIGHTS: 4/10
OVERALL: 3/10

Olaf is an easy matchup if you know how to play it. He has and advantage on you in the early game. If possible, don't run towards his axes, especially if trying to escape because he will collect them and throw them again and he will do it until he runs out of mana by which time you will most likely be dead. His passive is also annoying when duelling with him but this passive does have a weakness which is Olaf will often get low on health in the jungle which means it's really important to get vision in his jungle so you can invade him if you see him low on health. This is a matchup where it helps to have pushing lanes and you must watch out to see if you're being collapsed upon because you're not going to get away from multiple Undertow. In teamfights he will probably use his ultimate Ragnarok to run at your carry. The weakness of this is, regardless of whether he kills your carry, he doesn't have an escape to get out afterwards. Your team must focus him and you should try to stop the rest of their team from helping him so use Rupture to zone them and if your team isn't boosted he will die.


ROLE: TANK
JUNGLE CLEARING: 3/10
PRE 6 GANKS: 8/10
POST 6 GANKS: 9/10
ABILITY TO 1v1 EARLY GAME: 3/10
ABILITY TO 1v1 LATE GAME: 3/10
TEAMFIGHTS: 8/10
OVERALL: 5/10

To be honest I have no idea why I'm including Rammus in this section because pretty much no one plays him. Not because he's bad, because playing Rammus is about as exciting as a Victorian novel. I'm not sure whether you can cancel Powerball with Rupture but it's worth trying to find out.


ROLE: BRUISER
JUNGLE CLEARING: 7/10
PRE 6 GANKS: 7/10
POST 6 GANKS: 9/10
ABILITY TO 1v1 EARLY GAME: 6/10
ABILITY TO 1v1 LATE GAME: 4/10
TEAMFIGHTS: 2/10
OVERALL: 4/10

Rek'Sai doesn't give you too many problems in the early game and you outscale her in the late game you can knock her up while she is burrowed and while she uses tunnell to cancel it which can shut down her ganks. This takes a high amount of mechanics and also requires you to be in the correct position on the map so this is another champion that will be a good idea to get vision of and track where they are. In teamfights she can't do much apart from stand there being tanky wondering what they're having for dinner.


ROLE: AD ASSASSIN
JUNGLE CLEARING: 2/10
PRE 6 GANKS: 2/10
POST 6 GANKS: 6/10
ABILITY TO 1v1 EARLY GAME: 2/10
ABILITY TO 1v1 LATE GAME: 1/10
TEAMFIGHTS: 3/10
OVERALL: 3/10

One of the easier matchups for Cho'Gath. One of Rengar biggest weknesses is his first clear. He will either start red buff or raptors which means he will do the other side of his jungle after. I would highly recommend invading him at this location because Rengar is a champion who gets very low when clearing the jungle and he also has absolutely no escapes so he will be an easy target. Rengar scales into the game with lethality items. He has an option of going Duskblade of Draktharr before his jungle item and if he does this you will probably have to rush Ninja Tabi otherwise he may have more lethality than you have armor and that will influence the outcome of 1v1's if he is doing true damage to you. In a normal 1v1 he will probably lose. As I said, he doesn't get damage until later by which time you will be tanky and impossible for him to kill and he also has no way of dodging Rupture so you should win 1v1's easily unless he uses his passive a lot which is a very unreliable ability. In teamfights he is only usefull if he can kill your carry. He will have tons of damage so if he ults you must stand in between him and your carry to try and stop him killing them.


ROLE: TANK
JUNGLE CLEARING: 4/10
PRE 6 GANKS: 8/10
POST 6 GANKS: 10/10
ABILITY TO 1v1 EARLY GAME: 4/10
ABILITY TO 1v1 LATE GAME: 5/10
TEAMFIGHTS: 9/10
OVERALL: 3/10

Sejuani provides a far greater threat to the rest of your team than she does to you. She can actually proc courage of the collosus with any of her abilities which shows how much cc she has which makes her ganks right up there with the best in the game. As well as this she is huge in teamfights with her AOE ultimate Glacial Prison and being as tanky as she is. Statistically speaking however she has a higher percentage winrate in the early game than in the late game, which is not what you'd expect from a tank jungler, and it's at this point where you have the advantage. In a straight up 1v1 it's probably going to be pretty even as you both have good base damage, but it's unlikely to be a fair 1v1 because she has slower clear speeds than you and she has no built in sustain which menas she gets very low in the jungle. In 7.21 the freeze damage on Permafrost has been halved which sounds worse than it is because that is only part of the ability. The passive damage is still the same but even so, her clear speed will be even lower and therefore she will get even lower. Like Gragas, she has lots of cc and a gap closer that can go over walls in Arctic Assault so you probably won't be able to kill her but if you can take her camps, put her behind and stop her from ganking then you have won the best part of her game. She also had her passive Fury of the North buffed and her armor and magic resist stats nerfed both the base and the scaling. This means that she is still pretty strong in 1v1's but will be weaker in teamfights because she will be easier to kill after her passive is burned.


ROLE: AD ASSASSIN
JUNGLE CLEARING: 4/10
PRE 6 GANKS: 7/10
POST 6 GANKS: 7/10
ABILITY TO 1v1 EARLY GAME: 5/10
ABILITY TO 1v1 LATE GAME: 5/10
TEAMFIGHTS: 1/10
OVERALL: 5/10

This is the result of riot's attempt to design a champion not to be good, but to be annoying. You really have to be careful about this geezer's invades he can really srcew you over. But he falls off so hard in the late game that Its not even worth talking about it. Shaco is nothing special when it comes to jungle clears. His Jack In The Box is the only thing that aids him with this and they're unreliable at best, either focusing the wrong thing or just dying much faster than it should. Your clearing speeds are faster than his but if you catch him just don't chase him, it isn't worth it, take the camp instead before it resets. Get your top laner to ward their top side buff, if shaco is starting at his top side buff, then he will probably try and invade your top side buff so you should go and invade his bot side buff. Leave the blast cone up though so if he does come you have an escape.


ROLE: BRUISER
JUNGLE CLEARING: 8/10
PRE 6 GANKS: 3/10
POST 6 GANKS: 6/10
ABILITY TO 1v1 EARLY GAME: 3/10
ABILITY TO 1v1 LATE GAME: 7/10
TEAMFIGHTS: 8/10
OVERALL: 4/10

Shyvana is also good at taking drakes. She can easily solo drakes so keep it warded. She does more damage to drakes than you but you can secure with Feast so that will mean nothing. she generally takes up a very farm heavy playstyle and carries mid to late game. She may try and ult your carries but you can still use Rupture to peel as after she uses dragon's decent she will have no mobility to dodge it. Try not to stand in her Burnout for too long because the damage will add up and keep your buffs warded because Shyvana players like to counter jungle.


ROLE: BRUISER
JUNGLE CLEARING: 8/10
PRE 6 GANKS: 5/10
POST 6 GANKS: 9/10
ABILITY TO 1v1 EARLY GAME: 8/10
ABILITY TO 1v1 LATE GAME: 5/10
TEAMFIGHTS: 5/10
OVERALL: 7/10

Skarner is an underrated jungler. His clearspeed is excellent thanks to his passive Crystal Spires giving him attack speed and meaning that he also never runs out of mana while he clears the jungle. In 1v1's he has a shield from Crystalline Exoskeleton, a stun from Fracture and a low CD AOE damage ability in Crystal Slash so Skarner is actually one of the best duellists in the game and if you are duelling in his crystals then he will get increased attack and movement speed as well so you will lose pretty much every 1v1 if you're inside his crystals. His ganks are very solid to with his stun and they only get better after level 6 when he has Impale to drag a target around where he wants and there are only a few abilities that can stop this Remove Scurvy and Intervention are the only ones I can think of by memory. Later on he gets tanky, a Trinity Force is all the damage he needs. If you go warrior instead of cinderhulk then you can legit carry with Skarner but a tanky cinderhulk build is more in the meta. And it also allows you to stay alive in teamfights which gives him more time to Impale your carry. However, the only way he has of getting to your carry other than Flash is to use the movement speed bonus from Crystalline Exoskeleton so you can peel from him in this time. Skarner is a jungler who has no weaknesses so you may have to play around objectives and use your better secure to stack drakes and win the game that way.


ROLE: BRUISER
JUNGLE CLEARING: 5/10
PRE 6 GANKS: 5/10
POST 6 GANKS: 5/10
ABILITY TO 1v1 EARLY GAME: 5/10
ABILITY TO 1v1 LATE GAME: 5/10
TEAMFIGHTS: 5/10
OVERALL: 5/10

I'm not going to lie (Russians don't do that) I didn't even know who Udyr was until I came across him 6 months after I started playing league and I know pretty much nothing about this big bear.


ROLE: BRUISER
JUNGLE CLEARING: 5/10
PRE 6 GANKS: 6/10
POST 6 GANKS: 8/10
ABILITY TO 1v1 EARLY GAME: 4/10
ABILITY TO 1v1 LATE GAME: 3/10
TEAMFIGHTS: 3/10
OVERALL:

There aren't too may things that can go wrong with this matchup. Vi isn't particularly good at invading, her main strength is ganking with Vault Breaker and, once she gets it, Assault and Battery. Her clear speeds aren't anything special so you can gank her lanes more than she does and try and put them as far ehind as possible. She doesn't really have a response to you counter jungling her either. If she catches you and she has more HP than you then just run. She will have to use either of her gap closers to get to you so you simply use Rupture and Vorpal Spikes and Feral Scream if you need to.


ROLE: BRUISER
JUNGLE CLEARING: 7/10
PRE 6 GANKS: 10/10
POST 6 GANKS: 10/10
ABILITY TO 1v1 EARLY GAME: 7/10
ABILITY TO 1v1 LATE GAME: 3/10
TEAMFIGHTS: 3/10
OVERALL: 7/10

It will be difficult to beat him, especially early game. My advice is don't try and 1v1 him. Several people are tricked into thinking they can win while forgetting about his passive Eternal Hunger which gives him triple lifesteal when he is low on HP. This doesn't work for you however because you will be using Feast to finish him off when he gets to that point. The issue is getting to that point. The amount of damage Warwick does while building full tank is absolutely rawcus. He can stack health with cinderhulk, dodge Rupture with Jaws of the Beast and fear you with Primal Howl while doing insane damage with Jaws of the Beast and Infinite Duress and healing for most of that damage. You shouldn't ever be low on HP in the jungle because of your passive which counters his Blood Hunt but if you are low on HP then he will sniff you out (sounds so wrong lol) and kill you. Warwick is a disgusting champion but thankfully he falls off in the late game when you get your full build and become too tanky for him and the ADC gets their full build and can kite them easier.


ROLE: BRUISER
JUNGLE CLEARING: 5/10
PRE 6 GANKS: 6/10
POST 6 GANKS: 8/10
ABILITY TO 1v1 EARLY GAME: 5/10
ABILITY TO 1v1 LATE GAME: 7/10
TEAMFIGHTS: 6/10
OVERALL: 8/10

Very tough matchup. Similar to Jax, he beats you early but he scales into the game as well. His Battle Cry means he heals every third attack so, again similar to Jax, he stacks attack speed so he can heal more the more attack speed he has. He can also land all 3 strikes of Three Talon Strike with more ease. He only needs a few damage items and then he can go tanky. Some Xin Zhao players go bloodrazor, Trinity Force and tanky after that. Others like more damage and go for a Blade of the Ruined King or even a Phantom Dancer. You can't really kill him when he is squishy let alone when he starts building tanky, he will dodge Rupture with Audacious Charge then start critting you and knocking you up until you are dead. In teamfights he can be realy useful if he gets a good ultimate because he might knock you away from your ADC and stop you from peeling from him. He has built in jungle sustain from Battle Cry but even so you should keep warding his jungle and try to catch him low on HP because he doesn't have an escape and it's your only chance to kill him really.


ROLE: TANK
JUNGLE CLEARING: 4/10
PRE 6 GANKS: 4/10
POST 6 GANKS: 8/10
ABILITY TO 1v1 EARLY GAME: 2/10
ABILITY TO 1v1 LATE GAME: 4/10
TEAMFIGHTS: 8/10
OVERALL: 2/10

Zac is not a hard matchup for you. Riot absoultely gutted this guys early game back in 7.15. They doubled the health cost on Stretching Strikes and halved the damage on Unstable Matter meaning this guy's clear speeds are slower and he takes much more damage. He is really easy for you to invade, he will get low on HP in the jungle and he has if he tries to escape with Elastic Slingshot you can cancel it with Rupture and wreck him because you have way more damage than he does. He is designed for being a tank and being disruptive to your team not for 1v1'ing you so use that to your advantage. I don't think his ganks are that spectaculr either. He can engage from far out and be unseen by wards but you can see the location he is diving to and it's very easy to simply run away from it. If he misses Stretching Strikes he is legit useless because then he can't get in range to use lets bounce. You have to destroy him early though because as the game goes on, he will just get more tanky and harder for you to kill although his Cell Division is never a problem for all the AOE you have. If you do see him trying a long range engage in a teamfight try and cancel it with Rupture. If you achieve this then congrats, you've cancelled his only engage. The only way he can use his lets bounce is by walking up to your team giving them plenty of time to react.




While a lot of these matchups are difficult, you can win any of these matchups with clever pathing and intelligent invading so it's not worth dodging when you see Graves locked in for example.
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Summary

This is my first guide and I know it's probably not great but hopfully you have learned how to become a slightly better Cho'Gath player. Happy feasting :)
League of Legends Build Guide Author kitten the cat
kitten the cat Cho'Gath Guide
KS Your whole team and win the game