This Build Guide for Chogath is for Jungle and is written by Malunoo, he is one of the best Cho Junglers in competitive play. His elo has topped out at 2500 and he plays for Team Curse.EU. Chogath is a very fast jungler and a phenomenal ganker.
+0.15 magic resist per level (+2.7 at champion level 18)
Greater Glyph of Scaling Magic Resistx9
Masteries
Points Available:30 / 30
Summoner Spell
Smite
Deals 460 + (lvl x 30) true damage to target enemy minion or pet.
Smite
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Skill Order
Rupture
Rupture
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 (+1*AP) magic damage, and are slowed by 60% for 3 seconds.
Cost
90 Mana
Range
0
Cooldown
9/9/9/9/9 Seconds
Rupture
Ruptures the ground at target location. Enemies caught in the rupture are launched into the air for 1 second, take 80 (+1*AP) magic damage, and are slowed by 60% for 3 seconds.
Rupture
Ruptures the ground at target location. Enemies caught in the rupture are launched into the air for 1 second, take 135 (+1*AP) magic damage, and are slowed by 60% for 3 seconds.
Rupture
Ruptures the ground at target location. Enemies caught in the rupture are launched into the air for 1 second, take 190 (+1*AP) magic damage, and are slowed by 60% for 3 seconds.
Rupture
Ruptures the ground at target location. Enemies caught in the rupture are launched into the air for 1 second, take 245 (+1*AP) magic damage, and are slowed by 60% for 3 seconds.
Rupture
Ruptures the ground at target location. Enemies caught in the rupture are launched into the air for 1 second, take 305 (+1*AP) magic damage, and are slowed by 60% for 3 seconds.
Feral Scream
Feral Scream
Silences enemies in a cone for 1.5/1.8/2/2.3/2.5 second(s) and deals 75/125/175/225/275 (+0.7*AP) magic damage.
Cost
70/80/90/100/110 Mana
Range
0
Cooldown
13/13/13/13/13 Seconds
Feral Scream
Silences enemies in a cone for 1.5 second(s) and deals 75 (+0.7*AP) magic damage.
Feral Scream
Silences enemies in a cone for 1.8 second(s) and deals 125 (+0.7*AP) magic damage.
Feral Scream
Silences enemies in a cone for 2 second(s) and deals 175 (+0.7*AP) magic damage.
Feral Scream
Silences enemies in a cone for 2.3 second(s) and deals 225 (+0.7*AP) magic damage.
Feral Scream
Silences enemies in a cone for 2.5 second(s) and deals 275 (+0.7*AP) magic damage.
Vorpal Spikes
Vorpal Spikes
Toggle: Basic attacks launch spikes that deal 20/35/50/65/80 (+0.3*AP) magic damage. Spikes grow wider as Cho'gath levels.
Range
0
Cooldown
0.5 Seconds
Vorpal Spikes
Toggle: Basic attacks launch spikes that deal 20 (+0.3*AP) magic damage. Spikes grow wider as Cho'gath levels.
Vorpal Spikes
Toggle: Basic attacks launch spikes that deal 35 (+0.3*AP) magic damage. Spikes grow wider as Cho'gath levels.
Vorpal Spikes
Toggle: Basic attacks launch spikes that deal 50 (+0.3*AP) magic damage. Spikes grow wider as Cho'gath levels.
Vorpal Spikes
Toggle: Basic attacks launch spikes that deal 65 (+0.3*AP) magic damage. Spikes grow wider as Cho'gath levels.
Vorpal Spikes
Toggle: Basic attacks launch spikes that deal 80 (+0.3*AP) magic damage. Spikes grow wider as Cho'gath levels.
Feast
Feast
Hungrily devours an enemy dealing 300/475/650 (+0.7*AP) true damage to Champions, or 1000 (+0.7*AP) 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
100/100/100 Mana
Range
0
Cooldown
60/60/60 Seconds
Feast
Hungrily devours an enemy dealing 300 (+0.7*AP) true damage to Champions, or 1000 (+0.7*AP) true damage to minions.
If the enemy is killed by Feast, Cho'Gath grows, gaining 90 maximum Health (maximum 6 stacks). Loses half of his stacks on death.
Feast
Hungrily devours an enemy dealing 475 (+0.7*AP) true damage to Champions, or 1000 (+0.7*AP) true damage to minions.
If the enemy is killed by Feast, Cho'Gath grows, gaining 120 maximum Health (maximum 6 stacks). Loses half of his stacks on death.
Feast
Hungrily devours an enemy dealing 650 (+0.7*AP) true damage to Champions, or 1000 (+0.7*AP) true damage to minions.
If the enemy is killed by Feast, Cho'Gath grows, gaining 150 maximum Health (maximum 6 stacks). Loses half of his stacks on death.
E
Vorpal Spikes
Toggle: Basic attacks launch spikes that deal 20 (+0.3*AP) magic damage. Spikes grow wider as Cho'gath levels.
Q
Rupture
Ruptures the ground at target location. Enemies caught in the rupture are launched into the air for 1 second, take 80 (+1*AP) magic damage, and are slowed by 60% for 3 seconds.
W
Feral Scream
Silences enemies in a cone for 1.5 second(s) and deals 75 (+0.7*AP) magic damage.
E
Vorpal Spikes
Toggle: Basic attacks launch spikes that deal 35 (+0.3*AP) magic damage. Spikes grow wider as Cho'gath levels.
E
Vorpal Spikes
Toggle: Basic attacks launch spikes that deal 50 (+0.3*AP) magic damage. Spikes grow wider as Cho'gath levels.
R
Feast
Hungrily devours an enemy dealing 300 (+0.7*AP) true damage to Champions, or 1000 (+0.7*AP) true damage to minions.
If the enemy is killed by Feast, Cho'Gath grows, gaining 90 maximum Health (maximum 6 stacks). Loses half of his stacks on death.
E
Vorpal Spikes
Toggle: Basic attacks launch spikes that deal 65 (+0.3*AP) magic damage. Spikes grow wider as Cho'gath levels.
W
Feral Scream
Silences enemies in a cone for 1.8 second(s) and deals 125 (+0.7*AP) magic damage.
E
Vorpal Spikes
Toggle: Basic attacks launch spikes that deal 80 (+0.3*AP) magic damage. Spikes grow wider as Cho'gath levels.
W
Feral Scream
Silences enemies in a cone for 2 second(s) and deals 175 (+0.7*AP) magic damage.
R
Feast
Hungrily devours an enemy dealing 475 (+0.7*AP) true damage to Champions, or 1000 (+0.7*AP) true damage to minions.
If the enemy is killed by Feast, Cho'Gath grows, gaining 120 maximum Health (maximum 6 stacks). Loses half of his stacks on death.
W
Feral Scream
Silences enemies in a cone for 2.3 second(s) and deals 225 (+0.7*AP) magic damage.
W
Feral Scream
Silences enemies in a cone for 2.5 second(s) and deals 275 (+0.7*AP) magic damage.
Q
Rupture
Ruptures the ground at target location. Enemies caught in the rupture are launched into the air for 1 second, take 135 (+1*AP) magic damage, and are slowed by 60% for 3 seconds.
Q
Rupture
Ruptures the ground at target location. Enemies caught in the rupture are launched into the air for 1 second, take 190 (+1*AP) magic damage, and are slowed by 60% for 3 seconds.
R
Feast
Hungrily devours an enemy dealing 650 (+0.7*AP) true damage to Champions, or 1000 (+0.7*AP) true damage to minions.
If the enemy is killed by Feast, Cho'Gath grows, gaining 150 maximum Health (maximum 6 stacks). Loses half of his stacks on death.
Q
Rupture
Ruptures the ground at target location. Enemies caught in the rupture are launched into the air for 1 second, take 245 (+1*AP) magic damage, and are slowed by 60% for 3 seconds.
Q
Rupture
Ruptures the ground at target location. Enemies caught in the rupture are launched into the air for 1 second, take 305 (+1*AP) magic damage, and are slowed by 60% for 3 seconds.
I would like you to add nocturne to his counters because of his W and he can kill you in you own jungle spots almost every time you spawn unless your mid has a good team play.
I think he got and wandered off because there is no boots in the guide though he says later to sell the mobility boots. Later in the items section he says start with ninja tabi but then at the bottom "Sell Mobility Boots late game and replace with Tabi depending..."
Probably because that's something AP Cho does, and both the top and jungle guides don't really encourage AP Cho. He's viable enough mid, I'm honestly surprised there isn't an AP mid Cho guide...
I definitely feel starting Hunter's Machete is the way to go. It will give you more damage in the jungle and builds into useful sustain items later. I especially disagree with buying a philosopher's stone and then selling it to get the spirit stone later given that the former is only 100g more.
One a side note, now that armor and magic pen have been made way better, is it better to now concentrate on stacking health, getting other stats as secondary concern, than actually buying items like Frozen Heart early? My current thinking was to get something like Spirit of the Ancient Golem or Warmog's Armor fairly early to tankdamage and build specific defenses later on.
-
View User Profile
-
Send Message
Posted 4/3/2013 2:33:05 AMI would like you to add nocturne to his counters because of his W and he can kill you in you own jungle spots almost every time you spawn unless your mid has a good team play.
-
View User Profile
-
Send Message
Posted 4/8/2013 1:30:34 AMI don't think personal experience warrants an addition to the counter list.
-
View User Profile
-
Send Message
Posted 3/8/2013 11:28:35 PMFor the 6th item would a Guardian angel be good???
-
View User Profile
-
Send Message
Posted 3/13/2013 7:07:33 AMIf you get to the 6th item, you will allready be unkillable. It is a bad idea to build GA on tank anyways :)
-
View User Profile
-
Send Message
Posted 12/21/2012 6:01:25 AMvid and guide completely different????? the masteries, runes :3..... im new so.....
-
View User Profile
-
Send Message
Posted 1/13/2013 1:39:56 PMGuide completely updated by Saint
Team Curse Team Captain. Follow us at www.facebook.com/teamcurse
-
View User Profile
-
Send Message
Posted 2/6/2013 7:40:28 AMI think he got and wandered off because there is no boots in the guide though he says later to sell the mobility boots. Later in the items section he says start with ninja tabi but then at the bottom "Sell Mobility Boots late game and replace with Tabi depending..."
Might want to adjust the guide a bit.
-
View User Profile
-
Send Message
Posted 12/13/2012 4:46:46 PMIf you're not gonna start machete, why build the jungling item at all? Why not replace it with Wit's End?
-
View User Profile
-
Send Message
Posted 12/14/2012 4:46:06 PMTenacity.
-
View User Profile
-
Send Message
Posted 2/6/2013 7:41:35 AMyes, but he doesn't upgrade it
-
View User Profile
-
Send Message
Posted 12/8/2012 2:00:49 PMWon't u have to much armor with this build?
-
View User Profile
-
Send Message
Posted 12/8/2012 2:20:19 PMlol
Team Curse Team Captain. Follow us at www.facebook.com/teamcurse
-
View User Profile
-
Send Message
Posted 12/14/2012 4:50:00 PMToo much? No such thing. Though I find it odd that this build lacks an Abyssal Scepter, when Cho'gath tends to be in the middle of the action.
-
View User Profile
-
Send Message
Posted 5/17/2013 12:30:19 AMProbably because that's something AP Cho does, and both the top and jungle guides don't really encourage AP Cho. He's viable enough mid, I'm honestly surprised there isn't an AP mid Cho guide...
-
View User Profile
-
Send Message
Posted 12/7/2012 2:45:13 PMI definitely feel starting Hunter's Machete is the way to go. It will give you more damage in the jungle and builds into useful sustain items later. I especially disagree with buying a philosopher's stone and then selling it to get the spirit stone later given that the former is only 100g more.
One a side note, now that armor and magic pen have been made way better, is it better to now concentrate on stacking health, getting other stats as secondary concern, than actually buying items like Frozen Heart early? My current thinking was to get something like Spirit of the Ancient Golem or Warmog's Armor fairly early to tank damage and build specific defenses later on.