This build guide for Cho'Gath is for Top Lane and is by Pobelter, a 2400 ranked player on League of Legends. Cho'Gath is a beast of a tank. He is able to wade into the middle of team fights and soak up damage all the while using his abilities for crowd control and doing a deceptive amount of damage.
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Ignite
Targets a single champion dealing 50 + (lvl x 20) true damage over 5 seconds. Also reduces the target’s healing and regeneration by 50%.
Ignite
Items
Full item build, in this order. GENERALLY speaking; there are many situations that buying an early component to another item is good.
Ninja Tabi
Rod of Ages
Athene's Unholy Grail
Frozen Heart
Runic Bulwark
Abyssal Scepter
Enchantment: Alacrity
I try to go ninja tabi over merc treads for several reasons. 1) I don't buy much armor. 2) Between the LW buff and armor pene buff, the static 10% damage reduction from basic attacks really mean a lot late game. Still go with mercs if they have 2+ AP and excessive CC.
So RoA is quite an aggressive item on Cho'gath, and allows you to bully any/every champion in the game. If you're more of a passive player that likes to sit back and get tanky, something like this can work really well. Note the new "Aegis" build is extremely strong and if no one on your team is in a position to get it when you need it, then it doesn't hurt you much to work towards it.
Of course change out Athene's with Glacial if you're against an AD, common sense stuff. The reason I like athene's/FH is because those + masteries you're touching max CD, which is very important for Cho. And you'll notice very few CDR items work well with him. Even tried Nashor's tooth-- Wasn't terrible actually, but far from viable!
Mercury's Treads
Athene's Unholy Grail
Frozen Heart
Warmog's Armor
Abyssal Scepter
Randuin's Omen
Enchantment: Alacrity
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.
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.
E
Vorpal Spikes
Toggle: Basic attacks launch spikes that deal 20 (+0.3*AP) magic damage. Spikes grow wider as Cho'gath levels.
W
Feral Scream
Silences enemies in a cone for 1.5 second(s) and deals 75 (+0.7*AP) magic damage.
W
Feral Scream
Silences enemies in a cone for 1.8 second(s) and deals 125 (+0.7*AP) magic damage.
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 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.
W
Feral Scream
Silences enemies in a cone for 2.3 second(s) and deals 225 (+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.
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 190 (+1*AP) magic damage, and are slowed by 60% for 3 seconds.
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.
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.
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 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 65 (+0.3*AP) magic damage. Spikes grow wider as Cho'gath levels.
E
Vorpal Spikes
Toggle: Basic attacks launch spikes that deal 80 (+0.3*AP) magic damage. Spikes grow wider as Cho'gath levels.
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Pros and Cons
Pros
Incredible amount of sustain in lane because of his passive.
Pussh hard with his 3x area of effect abilities.
High base health value making him naturally tanky.
Lots of crowd control.
Strong mid game presence
High true damage burst on enemy champions and PvE objectives like Baron and Dragon.
Cons
Feels sluggish.
No escapes which can lead to being camped
When killed he loses his Feast stacks which can lead him to being less tanky and takes time to build those stacks back.
No gap closing ability which makes it hard for him to initiate as a tank without landing a lucky Rupture.
Counterpicks - Top Lane
With mastery page changes, heroes can no longer tank creeps care-free with 11 points defensive masteries, that whole thing got removed. This was an huge indirect buff to Cho'gath, as he no longer has to worry (much) about people right clicking him and zoning from CS at lv 1. Teemo can provide a challenge levels 1-4, but aslong as you don't give up your brush too early, you'll be very solid against him later. Especially 6! Omnomnomnomnomnomnom
I love playing Cho xD. Only played him twice since picking him up but like, last game, I laned against a Malphite. I harassed him every once in a while, and at one point I was able to Q/flash/W/R him for the kill. From that point on, I was so far ahead that I could just take down his tower while he was next to me, unable to even touch me :P. Late game you deal a lot of damage with your Q's and W's and you're an amazing disruptor in fights. Nothing more annoying than getting knocked up for 1 second, then silenced for 3 while you're slowed by massive amounts for what feels like forever... Aaand then you just om nom someone for crazy damage.
Cho is very strong. Tanky, damage, CC, he has it all.
how do you face against kayle? i think she is the biggest counter to cho, she has incredible early game damage and her ultimate counters your feast. how do you beat her and what should you built against her? roa mr resist armor or pure health?
I basically do everything the same, but I rush GA straight after Rod of Ages. 6 stacks in conjunction with GA & the MR/Armor makes me virtually unkillable. Whole I steal dish out plenty of damage, & you never die. With just those 2 items alone I can knockup/silence & flash or get to the ADC and eat him immediately. Maybe not in tournaments/pro players. But Rushing GA after Rod of Ages in solo queue is amazing, & you will carry almost every single game.
You should give us more offensive situational items like Trinity Force or Madre's Bloodrazor.
On bruiser Cho, which this guide represents, It is generally good to rush armor and mr early, HP only vs true dmg. Catalyst definitly isn't needed (Passive).
For jungle Cho (and sometimes top lane Cho) I have always liked Nashor's Tooth instead of Wit's End. The AS is better, it gives him AP to make him more dangerous, and much needed mana regen. Add in the CDR and you have what amounts to a perfect single-DPS-item for Cho. And you're only talking a 465 gold difference between the two items.
Never really considered building Attack speed items on this champ, i usually go boots 3 pots when jungling, then build rod of ages, frozen heart, raduins, and shirelya's maybe force of nature if other team has more stronger AP builders or go Rabadon's for extra dmg..... I really like his ult can decimate any AD carris health in one click of a button.
But I think I'll try building nashor's tooth on him untill now I only builded that on Kyle and Teemo.
That... actually sounds awesome. I'll have to try it out. I think the only thing that makes Nashor's Tooth less desirable is that it doesn't have bonus damage on hit, which can detract from his overall jungling speed. Although, with the more powerful AP score his abilities might make up for it.
Essentially you're looking at 21 extra AoE damage (65 ap from NT x 0.3 ratio on VS) versus 42 extra single-target damage. I'll take the AoE for camp and wave clears any time.
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Posted 5/13/2013 5:21:37 AMlol cho is amazing
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Posted 4/21/2013 8:25:51 AMI love playing Cho xD. Only played him twice since picking him up but like, last game, I laned against a Malphite. I harassed him every once in a while, and at one point I was able to Q/flash/W/R him for the kill. From that point on, I was so far ahead that I could just take down his tower while he was next to me, unable to even touch me :P. Late game you deal a lot of damage with your Q's and W's and you're an amazing disruptor in fights. Nothing more annoying than getting knocked up for 1 second, then silenced for 3 while you're slowed by massive amounts for what feels like forever... Aaand then you just om nom someone for crazy damage.
Cho is very strong. Tanky, damage, CC, he has it all.
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Posted 2/2/2013 2:28:58 PMOn the Items tab for midgame items you have Randuin's Omen twice. I suspect the first one is suppose to be a Rod of Ages.
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Posted 2/1/2013 10:53:28 AMThis guide has been updated to reflect the new 3.01 patch. The reduced grail works well on him.
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Posted 1/19/2013 10:07:56 PMChogath video about jungle not top lane
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Posted 2/1/2013 10:53:33 AMRemoved
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Posted 1/19/2013 12:10:45 AMhow do you face against kayle? i think she is the biggest counter to cho, she has incredible early game damage and her ultimate counters your feast. how do you beat her and what should you built against her? roa mr resist armor or pure health?
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Posted 12/11/2012 10:33:43 PMThe Defense tree is missing a point. You can't get honor guard with 19 points in the Defense tree, I recommend putting a point in safe guard.
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Posted 12/6/2012 11:45:44 PMI basically do everything the same, but I rush GA straight after Rod of Ages. 6 stacks in conjunction with GA & the MR/Armor makes me virtually unkillable. Whole I steal dish out plenty of damage, & you never die. With just those 2 items alone I can knockup/silence & flash or get to the ADC and eat him immediately. Maybe not in tournaments/pro players. But Rushing GA after Rod of Ages in solo queue is amazing, & you will carry almost every single game.
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Posted 12/6/2012 11:39:29 PMIt might just be might comp, but under the Masteries it is only showing 20 points & not the 21...
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Posted 10/27/2012 12:54:11 AMYou should give us more offensive situational items like Trinity Force or Madre's Bloodrazor.
On bruiser Cho, which this guide represents, It is generally good to rush armor and mr early, HP only vs true dmg. Catalyst definitly isn't needed (Passive).
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Posted 9/12/2012 8:14:59 PMFor jungle Cho (and sometimes top lane Cho) I have always liked Nashor's Tooth instead of Wit's End. The AS is better, it gives him AP to make him more dangerous, and much needed mana regen. Add in the CDR and you have what amounts to a perfect single-DPS-item for Cho. And you're only talking a 465 gold difference between the two items.
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Posted 9/17/2012 6:27:13 AMNever really considered building Attack speed items on this champ, i usually go boots 3 pots when jungling, then build rod of ages, frozen heart, raduins, and shirelya's maybe force of nature if other team has more stronger AP builders or go Rabadon's for extra dmg..... I really like his ult can decimate any AD carris health in one click of a button.
But I think I'll try building nashor's tooth on him untill now I only builded that on Kyle and Teemo.
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Posted 9/23/2012 12:17:37 PMThat... actually sounds awesome. I'll have to try it out. I think the only thing that makes Nashor's Tooth less desirable is that it doesn't have bonus damage on hit, which can detract from his overall jungling speed. Although, with the more powerful AP score his abilities might make up for it.
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Posted 9/24/2012 5:24:41 AMEssentially you're looking at 21 extra AoE damage (65 ap from NT x 0.3 ratio on VS) versus 42 extra single-target damage. I'll take the AoE for camp and wave clears any time.