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Choose Champion Build:
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Jungle Carry
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Jungle Tank
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Offtank Lane Carry
Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Carnivore (PASSIVE)
Cho'Gath Passive Ability
Introduction
Apologies, this guide is still in development, if you have any suggestions for improvements please comment or PM me.
Planned additional chapters include:
Masteries, Summoner spells, Core items, Situational items, Simplified item build, When to carry and when to tank, Jungle route, Ganking, Farming, Top lane match-ups, Jungle match-ups, Team fights and positioning, gameplay and videos/gifs of skill usage, an explanation of

Hey there Mobafire and welcome to my first guide. Just as a request: before downvoting or upvoting my guide based on skills and item choices, could you please read the explantions for those choices first.
I do not claim to be a pro, nor do I know whether this build would work at high elo, however I have had great success using these builds at lower elo. I believe that


This guide will be updated and greatly expanded upon in the near future.
+True damage ultimate which gives bonus max health | -Has a relatively weak early game |
+AoE, Knock-up and slow all in one skill | -Is very blue dependent early game |
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-Can't solo buffs early |
+Naturally very tanky |
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+Is a terrifying monster |
+Has good skins and jokes |

Explanation: This is possibly the best sustain ability in the game, this skill allows


Ruptures the ground at target location. Enemies caught in the rupture are launched into the air for 1 second, take 80/135/190/245/305 (+100% of ability power) magic damage, and are slowed by 60% for 3 seconds.
Cost: 90 Mana
Range: 950
Explanation: This skill is pretty much the bread and butter of any




Silences enemies in a cone for 2/2.25/2.5/2.75/3 second(s) and deals 75/125/175/225/275 (+70% of ability power) magic damage.
Cost: 70/80/90/100/110 Mana
Range: 300
Explanation: This skill is interesting, it is a huge silence at level 5, but it isn't worth taking more than one point in it until team fights are breaking out or you've already maxed




Toggle: Basic attacks launch spikes that deal 20/35/50/65/80 (+30% of ability power) magic damage. Spikes grow wider as Cho'gath levels.
Cost: No Cost
Range: 0
Explanation: Double auto-attacks? AoE auto attacks?! Booyah! This is your main source of AA damage throughout the game. This skill is great, in the jungle your clear speed is fast, slower only than the "Jungle Gods" (





Hungrily devours an enemy dealing 300/475/650 (+70% of ability power) true damage to Champions, or 1000 (+70% of ability power) true damage to minions.
If the enemy is killed by Feast, Cho'Gath grows, gaining 90/120/150 maximum Health (maximum 6 stacks). Loses half of his stacks on death.
Cost: 100 Mana
Range: 150
Explanation: "OMNOMNOMNOM" -

Nothing feels better than a level 11

This section corresponds to the carry rune pages, the tank runes are examined below.
Runes




Greater Mark of Scaling Ability Power: With these runes, Cho'gath becomes more and more powerful as the game progresses, becoming more of a late game monster than he already is, also these runes become better than
Greater Mark of Ability Power at level 6, although other viable choices are
Greater Mark of Ability Power and
Greater Mark of Magic Penetration for the magic pen, though the magic pen won't help with
Feast, but the extra AP wiil.
Greater Seal of Armor: The standard seals of any jungler, these will reduce the damage you take in the jungle and when ganking, we need the early game damage reduction rather than late game as the jungle creeps are relatively strongest in the early game. These seals should not be be replaced with any others.
Greater Glyph of Scaling Ability Power same reason as
Greater Mark of Scaling Ability Power, these give a very nice boost to your late game damage. Other viable choices are
Greater Glyph of Magic Penetration,
Greater Glyph of Scaling Magic Resist and
Greater Glyph of Ability Power however the offensive glyphs will drop off late game, take
Greater Glyph of Scaling Magic Resist when you feel you are lacking magic resist, but we have
Athene's Unholy Grail for magic resist.
Greater Quintessence of Movement Speed: These quints are great, the movement speed helps with ganks, escapes, getting to fights, initiating fights, jungling. Basically, they're fantastic, but they can be replaced with
Greater Quintessence of Armor or
Greater Quintessence of Ability Power for the extra assistance early game.
Jungle Tank
Runes
Greater Mark of Scaling Ability Power: We take this rune for the same reason as in the carry builds, it gives some nice damage which makes you more of a threat late game, and you need to be a threat to prevent the enemy team from ignoring you. The only other viable choice is
Greater Mark of Ability Power for stronger early ganks, however, this rune is only better than
Greater Mark of Scaling Ability Power until level 6, and most games aren't won before level 6.
Greater Seal of Armor: These runes are taken for the same reason as all the builds, we take less damage early and these give us extra protection from the jungle creeps. We have better sustain and longer time in the jungle which equals more gold and levels. There are no other viable alternatives for seals.
Greater Glyph of Scaling Magic Resist: The only real deviation in this rune build to that of the jungle carry, these runes are taken to give us extra protection from those mages late game when they are most powerful. Other viable choices are
Greater Glyph of Scaling Ability Power if you do not own
Greater Glyph of Scaling Magic Resist or if you want to use the same runes for whenever you play
Cho'Gath.
Greater Quintessence of Movement Speed: These runes are chosen for the same reason they are taken in the carry builds, they are pretty much awesome. These quints are really expensive though, so if you don't have them you could use
Greater Quintessence of Armor for the same reason as
Greater Seal of Armor.
Lane Tank
Runes
Greater Mark of Scaling Ability Power: Do I even need to explain why we take these again? Basically they work well on
Cho'Gath.
Greater Seal of Armor: When laning, almost all solo tops will be AD bruisers, and this will provide us with some nice early game protection from them that isn't too bad late game.
Greater Glyph of Scaling Magic Resist: Same as above, provides some nice protection from the mages when they are most powerful - late game.
Greater Quintessence of Armor: Just like
Greater Seal of Armor, these quints will give you some good early game protection and a little extra late game protection.
In this section I'll be posting links to replays where I used these builds with briefs summaries of what happened in the games.
All replays included here were recorded with LoLreplay, which you will need to view the replays, it can be downloaded here. I suggest downloading it even if you aren't going to view my replays, it is a fantastic piece of software and I have really found it invaluable in my time playing LoL.
Even a fed Cho can't always carry to victory

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