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Choose Champion Build:
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Top lane Cho'Gath
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Jungle Cho'Gath
Runes: Tank Runes #1












+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:


Flash

Teleport
Items
Ability Order Tank skills leveling
Threats & Synergies






Darius
This lane it's a nightmare, his true damage and Bleed Hurta Chogath a lot. This lane it's very complicate, dont try to fight him early, only if you are really sure you can kill him or in the first levels (level 1-4). In this matchup i reccomend going some Ap with a dorans ring and poking him all you can, also having extra ap and mana let's you farm safely with Q, thus having less risk of diying against darius. Remember to you can use your Q or W to disengage after he uses E or if he is gonna use R. The W silence doesn't let darius use Q and R, wich are important abilities.













Champion Build Guide
Who i am? Im Fan22 a standard player who plays tanks and mages principaly, i play on the LAS server, aside from that i don't have lots of achievements on league.
I also play rankeds and i Mainly use:








Remember that English it's not my main language so there can be some ortography errors, if you see one please comment it to improve this guide! :D
Aside from that theres not much left to say from me, lets see Cho gath devouring things!
+Easy to pick up +Good sustain with ![]() +Can Oneshot squishys just with R going Full Tank +Can be usefull even when behind, thanks to his Ultimate giving additional Health +Insane Oneshots if you go Full AP +Very versatile on builds and runes, can go almost any item! +Good CC, and has a silence +Your R ![]() +You can Adapt to whatever your team needs +Late game you are (almost) unkillable with 4K of health, or even more! |
-Needs Items for being useful, and some to time to Scale and get ![]() -You relie on your team when going Tank. -Struggles against true damague and armor & magic penetration -You are Countered by % Max Hp damage -It's easiliy kited -Q it's easy to dodge -Inmobile without a ![]() ![]() ![]() -Weak in the early game and when extremely behind or without much ![]() |
![]() ![]() ![]() He is also not really complicated to play (wich can be very punishing in High Elo). ![]() ![]() ![]() ![]() ![]() |

Passive

Tips: Chos passive gives him a lot of sustain in lane, and even in late game.


Q

for 1 second and receive 80 - 300 (+100% of ability power) magic damage, and have their movement speed slowed by 60% for 1.5 seconds after the rupture.
Tips: This ability is good for poking and disengaging, this is your main damage dealing ability when going AP





W

75 - 275 (+70% of ability power) magic damage.
Tips: This ability can cancel channelings, similar to your Q.

Against high moblity champions in lane (when going AP) we should max either W first since Q it's easily dodgeable.
E

Vorpal Spikes resets Cho'Gath's autoattack timer.
Tips: As the description says, this ability not only deals a lot of the enemys max HP as magic damage, but also it resets your AA timer, meaning you can autoattack and cast E and land another AA for additional damage, this litte trick can enhance your damage a lot, and it combines with


R

Against non-champion units (Dragon, Herald, Baron, Pets, Monsters and Minions) the base damage it's increased to 1000.
If the target is killed with Feast, Cho'Gath grows, gaining 80 / 120 / 160 extra health.
Each stack of Feast gives Cho'Gath 4.9 / 6.2 / 7.5 attack range, up to a maximum of 49 / 62 / 75 bonus range and additional size.
Cho'Gath can only gain 6 stacks of

Tips: This amazing ability deals true damage based on a base quantity + your AP and extra HP, if you kill someone with this ability it also gives Additional Health.
Always try to preserve your Ultimate when fighting for objectives since it deals 1000 additional true damage to objectives, plus your AP and extra HP.
Meaning that you can secure a dragon or a baron really easy, this is why having

A little detail about


First of all, Items, especially on a Tank, have to be adapted every game, for example:



So don't take all i say in this guide literally, and always adapt your builds to what you think suits better your playstyle or way to play better!
The second thing it's that as

But, from all stats, Health its the best one since most of your items,



Frostfire gauntlet synergizes perfeclty with

It gives more armor and less MR, Health, and 15% ability haste.
It also has

The passive of the item makes

The mythic passive gives you 100 health and 6% increased size for every legendary item completed.
This is super good for


Sunfire Aegis it's another good option option for

It gives decent armor and MR, Health, and 15% ability haste.
It also has

It has another passive that has a direct synergy with

The passive gives Stacks for every second you deal damage with


At maximum Stacks your AA's explode around you dealing inmolate damage to nearby enemies for 3 seconds.
In short, this means the burn passive (Inmolate) will deal additional damage the longer you fight with an enemy, and giving you, at maximum stacks, additional damage on your attacks.
And since Cho tends to have a lot HP, and inmolate also scales with HP, the burn can deal a lot of damage just going tank.
This item it's good into a teamcomp that likes extended or sustained fights, like:







The mythic passive gives you 5% of ability haste for every legendary item completed. This is useful to use your abilities more often, and having on mind all the CC


Steelcaps gives some armor and reduces the damage from incoming autoattacks by 12%, this are higly recommended against a msotly AD team or against champs that relie on AA, like:






Mercury treads gives some MR and Tenacity.
Merc's are higly recommended against a mostly AP team or against champs with heavy CC, like:







Altough they give MR the main reason for getting Mercury tread's it's because of the free tenacity, on



This item its technically situational, but due to the fact that there are many champions with healings, or that depend on auto attacks, and the fact that it works very well in a super tank like

It's mandatory against a mostly full AD team.

Force of nature it's a really good new MR item that gives Health, 60 MR and 6% movement speed. It works on



The passive gives you a MR and movement speed increase for every stack you have, you gain stacks when taking damage by any (unique) ability. For a maximum of 30 movement speed and 20 MR.
I like more






Randuins gives Armor, Health and 10% Ability haste.
This items passive reduces incoming damage from AA by 5 per 1000 health, capped at a maximum 40% of the attack's damage of the enemy.
And the active slows nearby enemies by 99% for 0.25 seconds and reduce their attack damage by 10% and critical strike damage by 20% for 4 seconds.
Both the passive and the active are insane on


This items is higly recommended against champs that relie on AA, like





Grasp it's probably the perfect rune for

This rune it's really good not onyl because it works really well with



Altough it sinergyzes a lot and its very useful Grasp its a little bad into hard matchups because we arent gonna use it a lot, and we arent gonna use it at all against ranged champions.

Since you stack a lot of HP this rune does massive damage to turrets into the mid-late game, in the early game its useful for taking turret platings and destroying turrets, since Cho doesnt have tools to easily take down turrets, unless you are going AP, in that case you deal some damage to them.

Conditioning it's very good for scaling and getting some free armor and MR, and it also increases a % of them, with some


This rune it's good against Early game champions, reducing their overall damage when fighting you and the reduced damage its very good for short trades and for getting


In the late game this rune its very good, making you more hard to kill even if various enemies are focusing you, it also reduces the burst combo from most midlaners.

As you can imagine this rune sinergyzes really well with




The extra tenacity and slow resistance it gives helps against CC and slows, its really useful in teamfights where people will CC you for ages without letting you even use R.

Triumph restores hp and gives some gold when you get a takedown, its a very good rune that helps to somehow live in clutch situations, and in Teamfights the HP restoring helps to survive when you get focused.
Remember you restore a % of your missing health, meaning that if you are about to die this rune could save you, in general it's very useful.







EARLY GAME
In the early game you should focus on procking



I recommend playing passive and poking with



Once you hit 6 and have


or 2. you instantly eat a minion to get a stack.
I recommend the second against champs that slap you in the early game, the extra HP it's alwaays good to become tanquier, especially in hard matchups.
Generally we want to max


The reason why maxing

A good trick for



Champs that i recommend using this are:







MID GAME
In the mid game

In the mid game yoou should look to take objectives with your team and always preserve




Good vision control and the usage of




If you are feed always try to do this since if you pull it off you will always have an even bigger advantague.
Also, in the midgame don't forget to stack as fast as you can your

LATE GAME
In the late game the enemy team will mostly be at 4 or 5 items, if the match goes long enough even full build and Elixirs.
Here you should have around 6k or 8k of HP with around 140 armor and 120 MR or more, making you really tanky and a huge frontilner, however if the enemy also gets their items they will probably also get anti-tanks like


In teamfights use your




If you win a fight always try to get something out of it, an objetive, a turret, an inihibitor or steal jungle monsters, in the late game some fights and skirmishes in the jungle or in mid can decide the game, so be careful, especially because

And last, don't forget to get an

Aside from that theres not much else i can say, generally however wins late game teamfights wins the game or gets objectives instead.
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