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Cho'Gath Build Guide by Nerdsinc
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Choose Champion Build:
zOMG! I JUST TOOK JUNGLE CHO AND I NEED A CHEAT SHEET. GIMME ONE. NAOW!
Cho's core items. Use this if you want a general baseline on what items to build. After building the 4 core items, just get situational items based on what's happening in your game.
Righto, don't have any idea what Cho is about and want a full build for him? Choose this build. This build is an all-rounder Cho, meaning that you will be tanky and still do a hefty amount of damage.
Or, you could use this build, which is quite a bit tankier and uses ghost for 1337 Chase'Gath
Ye Olde AP Cho'Gath build. Use this if you want to try him AP and do massive damage with your spells while being UBER tank. Play this as either solo top or mid. See AAAHH Godzilla! - Cho'Gath activates limit break! for details for how to play this guy AP.
WELL HELLO THAR, MY FELLOW Cho'Gath PLAYERS!
Do yourself a favour and get this skin... It makes Cho'Gath look like a mechanized badass :)
My name is Nerdsinc, and I have been playing LoL for quite a while... It was not so long ago that a Youtuber made a video about jungle Cho'Gath. Seeing how good he did as a jungler, I decided to grab Cho'Gath and win with him. Upon playing a few games with Cho, I saw how good he actually was as a jungler instead of an AP tanky solo top (The way I see most people play him), I decided to write a guide on how I think his jungling potential can be maximized.
Before you flame at me in the comments, I would like to state that I am aware that the builds I suggest closely resemble other builds on MOBAFire. However, this guide isn't focused so much on the way Cho'Gath can be BUILT, it is the way he can be PLAYED with certain builds.
Wits End Cho'Gath Pros:
AP Cho'Gath Pros
AP Cho'Gath Cons:
I tend to go 0/21/9 as:
Summoner's Resolve : Increases the effectiveness of Smite and Heal.
Hardiness , Durability , Veteran's Scars and Vigor : Early game bonus armor (for jungling), health regeneration (stacks with Regrowth Pendant if you're going to use it) health (for early jungle sustain) and health per level (can help in late game for just surviving against that pesky color=#ff0000][[Ignite[/color].
Siege Commander : For pushing turrets late game. What else can I say?
Initiator : More movement speed so you can position your Ruptures easier.
Enlightenment : Cool-down reduction so you can use your Rupture and your Feral Scream more often.
Mercenary : I had to get a point into this as I needed 20 points to get Juggernaut and bonus gold on kills seemed like a cool option as opposed to 1 less damage and 1 more armor.
Juggernaut : Bonus health and tenacity. This synergies really well with Mercury's Treads.
Summoner's Insight : Less cool-down for Flash... I can't really say no...
Good Hands : You respawn quicker late game, meaning that you can be there for that Nexus tower defense.
Swiftness : This synergises well with your movespeed quintessences. Wheee, Rupture positioning :D
Runic Affinity : Longer Blue and Red buff means that you can spam your 1337 skeelz while slowing with your auto attacks more often.
(Choice Seals and Glyphs)
I get attack speed Marks for faster jungle clears early game.
I get armor/armor per level Seals for er... Bonus armor? (Flat armor for early game jungle sustain and armor per level for late game resists)
I get magic resist/magic resist per level Glyphs as you get less MR items in these builds and MR tends to be useful against LeBlanc's.
I get movespeed quintessences as they make me faster, which means that I can land my Rupture and follow up with my Feral Scream.