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Runes:
Resolve
Sorcery
Spells:
Smite
Flash
Items
Ability Order
Carnivore (PASSIVE)
Cho'Gath Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Elise
Ideal
Strong
Ok
Low
None
Introduction









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
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
- Built in Sustain with

- Can peel for his carries
- Has an AOE silence

- Fast Jungle Clear
- Has 8k health in the late game
- His

- Infinite scaling
- Can kill the enemy adc just with

- Incredible objective secure with


- Fits in to the current meta really well
Cons
- Low moblilty
-

- Is considered a 'noob' champion even though he has two skillshots
![]() ![]() ![]() ![]() ![]() |
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 ![]() 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 ![]() ![]() ![]() ![]() ![]() ![]() ![]() FERAL SCREAM: After 0.5 seconds ![]() This can be a really annoying ability for your enemies to deal with. When you're ganking it can stop them from using ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() VORPAL SPIKES: ![]() ![]() ![]() This ability is your main ability for clearing the jungle. It can also hit up to 3 targets behind the target which means ![]() ![]() ![]() ![]() ![]() ![]() 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 ![]() ![]() ![]() This ability is what ![]() ![]() ![]() ![]() ![]() ![]() |
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.






I personally go for















For the sorcery tree I go










![]() ![]() |
These are your best 2 summoner spells bar far. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
STARTING ITEMS

Realistically, you have two options to buy when you spawn:





FIRST BACK

This item gives you the





This items is the same as




I often get this item on my first back because the health scales really nicely with



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



Why did riot think it would be a good idea to create and item like this? This is the main reason


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




This item is good if their team contains lots of magic damage or if they have an AP champions who spams one ablilty like



This item is good on



This items doesn't give you any health so it doesn't synergise with






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



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


This item covers both of your weaknesses: His lack of mobility and your difficulty to land



This item increases your healing which is good because



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

This is the standard build I get:





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.



Jungle Path 1, Level 3 Double Buff rush: You start with your bot side buff with a leash from bot lane then take take



Jungle Path 2, Level 6 Rush: You start







Jungle Path 3, Level Single Buff Rush: Start














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.
Turbo Chemtank 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
Turbo Chemtank 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.











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
Turbo Chemtank 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.














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







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








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





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
















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





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












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









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




























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





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














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









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









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





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










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:
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