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Choose Champion Build:
- Top lane Cho'Gath
- Jungle Cho'Gath
Recommended Items
Runes: Grasp setup #1
+10% Attack Speed
+6 Armor
+6 Armor
Spells:
Flash
Teleport
Items
Threats & Synergies
Darius
This lane it's a Nightmare. It's very complicated to do anything, don't try to fight him in early game, since you have no escape, only fight him if you are really sure you can kill him or if you are close to your tower. In this matchup i recommend going AP with a Dorans ring and poking him all you can, having extra AP and mana let's you farm safely with Q from the distance, wich reduces the risk of diying against darius in an extended trade. Remember 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, silencing him in TF it's very good for neutralizing him.
Champion Build Guide
English it's not my main language so there can be ortography and typing errors, if you see them please comment them to improve this guide.
Aside from that theres not much left to say from me, lets see Cho'gath devouring things and oneshoting adc's!
Words Explanation
Heres a quick list explaining some of the words used here for an easier read.
- regen = abbreviation for regeneration or regenerate.
- Resistances = Refers to Armor and Magic resistance together.
- HP = Health
- AD & AS = Attack Damage & Attack Speed.
- CC = Abbreviation for Crowd crontrol, an effect that generally inmobilizes or disrupts enemies.
- AR = Armor.
- MR = Magic resistance.
- MS = Movement speed / Speed.
- CDR / AH = Cooldown reduction / Ability haste, which increases your abilities uptime.
- DPS = Damage per second.
- Pushing/Shoving = it refers to "Pushing" a wave of minions by attacking the enemy ones so yours goes forward.
- Last hitting = Killing minions by using attacks or abilities when they are very low on Health to gain gold and xp.
- Freeze/Freezing = Only last-hitting minions so the wave doesn't push and stays on your side of the lane the maximum time possible.
- TF/teamfights = Fights where you group with your team and fight the enemy team in a similar situation with (generally) the same amount of people, around 3-4.
+Easy to use +Good sustain in lane with Carnivore +Can Oneshot squishys going Full Tank +You are useful even when behind, thanks to the free Health from your Ultimate. +Capable of carriying as a tank +Good CC and capable of shutting down targets (has a silence, knockup and a slow) + Feast deals a lot of single target True damage, making you a tanky menace by mid-late game +Unkillable in the mid-late game +Really Good at securing Objectives with Feast +Can go AP and still be tanky |
-Weak in the early game and pre-6 -Needs to scale and get stacks of Feast -Without your team enemies can easiliy kill you past mid-game -Get's melted by true damague and damage based on %Max Health (for example: Vayne and Fiora) -Very inmobile and vulnerable to ganks - Cho'Gath really suffers from kiting - Rupture it's easy to dodge and is your only ability to catch up enemies -Without items or Flash up it's hard to engage in most teamcomps with a lot CC and/or peel |
Cho'Gath it's a good champ either as a Tank or as an AP assasin/bruiser. Even though his kit it's really old it still works really well into modern league. Feast gives you very high single target burst and also let's you have around 3K or 4k of Health with just 1 or 2 items, making you ultra hard to kill without being really feed. I think that Cho'Gath Kit it's very fun to use and also very versatile, especially his R which deals a lot of damage and lets you be a Giant unkillable monster in the late game. He is also very versatile in builds and can adapt to whatever your team needs, and his kit it's really useful for a lot of situations and with a lot of utility, especially his Q and W which can heavily disrupt/shutdown very feed enemies, especially carry champions with high mobility or that spam abilities like: Yasuo Jax Camille Zed Fizz, etc... Cho'Gath is not really complicated to play, this also means that your opponents always know what you want to do, making you very predictable, and your basic combo it's always like this: Q + W + AA + E + R. In general Cho'Gath is a very good and fun tank with a unique Ult and offers a lot of utility with a surprising amount of damage output for a tank. |
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Carnivore When Cho'Gath kills a unit he recovers 20 - 71(+2.83 each level) Health and 3.5 - 7.75(+0.25 each level) Mana. |
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Rupture Cho'Gath Ruptures the ground at the target location, after a delay of 0.5 seconds he gains sight of the area and Knocks up Enemies for 1 second and deals 80 - 300 (+100% of ability power) magic damage, after the Knock up enemies are slowed by 60% for 1.5 seconds. |
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Feral Scream After a 0.5 seconds delay Cho'Gath screams in a cone in front of him, silencing enemies for 1.6 - 2 seconds and dealing 75 - 275 (+70% of ability power) magic damage. |
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Vorpal Spikes Cho'Gath next 3 basic attacks have 50 bonus range and launch a volley of spikes in a line, dealing 22 - 82 (+30% of ability power) (+ 3% of the target's maximum health) and (+ 0.5% per Feast stack) magic damage and applying a 30 / 35 / 40 / 45 / 50% slow that decays over 1.5 seconds to enemies hit. Vorpal Spikes resets Cho'Gath's autoattack timer. |
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Feast After 0.5 seconds, Cho'Gath devours an enemy and deals 300/475/650 (+50% of ability power) (+10% of Bonus health) true damage. Against non-champion units (Dragon, Herald, Baron, Pets, Monsters and Minions) the base damage it's increased to 1000. If the target is killed Cho'Gath gains a stack of Feast, and Cho'Gath obtains 80/120/160 additional Health (based on ult level). 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 Feast from Minions and Non-epic monsters, but Feast can stack infinitely on Champions and Epic Monsters. |
Cho'Gath Itemization Before we talk about Cho'Gath items i want to give an explanation about his itemization. Cho'Gath mainly want's items that give Health, resistances and CDR/AH. And secondarily Utility and engage items (like: Knight's Vow and Dead Man's Plate). Ability haste, or CDR, is a very good stat so you have your spells back up quicker which in turn means more CC during fights, and having Feast on a lower CD allows you to use it agressivelly in skirmishes without 'wasting' it, since you will probably have it back up for the next fight or objective.. Cho'Gath Bonus Health from his ult allows him to go straight for resistances and even AP without missing tankyness, which is items with low or no hp at all like Randuin's Omen Frozen Heart or Gargoyle Stoneplate are so good on Cho, since they increase the effectiveness of the bonus health you have. On Tanks items are adapted every game based on the enemy team comp and yours, and of course items that sinergyze with your champ. Your item path can change a lot from matchto match, so don't take all i say in this guide too linearly and always adapt your items to what you think suits better the match.. |
-All tank mythics have Bami's Cinder on them, the Inmolate passive helps to clear waves and deals some AoE damage.
Frostfire Gauntlet
Frostfire synergizes very well with Cho'Gath, the slow of Frostfire it's really good for staying on top of an enemy and chasing and it also deals ddamage, the slow also scales with your Bonus health, which goes really well the champ.
it's very useful for not getting kited once you get into an enemy, the only problem is that it overlaps with your E slow, which is why this item it's mostly bought because of the mythic passive.
The mythic passive is super good for Cho'Gath since his whole Kit revolves around Health and having more it's pretty good. The extra size is a cool extra that helps to block abilities for your team.
Turbo Chemtank
It's a good item that helps with Cho's lack of engage and mobility on his kit, and the slow helps to catch up enemies when you go in and ensure you
hit them with Q or W.
Cho'Gath main problem is mobility and engage, Rupture it's good to catch enemies, but most of the time it isn't enough to catch enemies or iniate fights against really High moblity/Hard CC champs.
The extra hp, and the AH or CDR from the mythic passive its quite nice for Cho'Gath as having more often your abilities is very useful and let's you CC enemies more often.
Sunfire Aegis
Sunfire gives a lot of extra damage in extended fights, and since you are really tanky you can stay alive for plenty of time in teamfights.
Since Cho'Gath tends to have a lot of HP and inmolate burn scales with HP, the burn can deal a lot of damage by mid-late game if you are able to get all the stacks and attack someone.
This item it's very good into melee comps that like Extended or Sustained fights, or against inmobile comps.
Because if you can't fight them in meele range or they kite you, then Sunfire Aegis it's not really useful, and it's also more expensive than the other mythics.
The mythic passive gives you 5% additional tenacity & slow resist and some hp, making it harder to disable or stop you in teamfights. And because you are huge and very tanky, tenacity it's really good because it compensates for your low mobility and because you get hit by abilities as Cho'Gath a lot because of your size.
Plated Steelcaps
Steelcaps are really good against a team composed of mostly AD champs or Autoattackers, they can be bought very early on to counter those kind of champs, for example: Lucian, Jinx, Jax, Tryndamere, Sett, Irelia, Fiora.
Mercury's Treads
Merc's are good against a mostly AP team comp or against champs with hard CC, for example: Lulu, Maokai, Brand, Morgana, Ryze, Thresh, Leona, etc...
Although they give MR, the main reason to get Mercury tread's it's for the additional tenacity, not for the MR.
Thornmail
This item it's technically situational, but due to the fact that there are so many champions with healing or that rely on autoattacks, and the fact that it works very well on a tank like Cho'Gath makes it a very common 2nd & 3rd item on him.
Something about Thornmail grievous wounds effect is that the only way Cho'Gath can apply the 60% healing reduction it's with Rupture since it's the only inmobilizing or hard CC spell Cho'Gath has, which additionally as you know it's an easy to dodge or miss ability.
Force of Nature
Force of Nature it's a nice MR item that works on Cho'Gath very well even if there aren't champions like Cassiopeia or Ryze in the enemy team, because of the high amounts of MR this item provides, and the movement speed.
It helps with your lack of mobility and gives (when the passive it's stacked) 20% magic damage reduction and 10% bonus movement speed, so ifyou get focused by the enemy mages or AP brusirs this item helps a lot.
Randuin's Omen
After 3 or 4 items and stacking feast randuins damage reduction on attacks it's very powerful and useful.
The active slows nearby enemies by 99% for 0.25 seconds and reduces their AD by 10% and critical strike damage by 20% for 4 seconds.
Since you will be frontiling for your team the reduced physical damage is very useful.
Both the passive and the active are insane on Cho'Gath due to your innate tankyness with Feast, which combined makes you really hard to kill even for the most feed ADC. It also works decently well into AD bruisers since the active reduces their AD, helping you to protect your team if they engage by using randuin's active and reducing their damage a little bit.
Gargoyle Stoneplate
Gargoyle it's a very good item that gives an %Armor and %MR increase when receiving damage, it's active gives you a BIG shield that scales really hard with Max Health but decays very quickly.
The Active and Passive helps to survive Teamfights and Burst damage, the quantity of armor and MR it gives both from stats and from the passive helps a lot since you will get focused in teamfights, this item makes you harder to take down, especially the with the shield.
Since Cho'Gath already has lot of Health you can buy this item earlier than other champs because once you have enough Health you need more resistances, and Gargoyles fills that need very well.
DeadMan's Plate
Deadman's give additional engage potential and gives some nice but not much armor and HP, and MS.
The extra movement speed and the passive helps Cho'Gath to catch enemies and move more around the map, it also gives some nice extra damage and a slow on your next attack.
If you dont need to engage you should look for more beefier items since Deadmans tankiness has been heaviliy nerfed, giving very little HP and armor values.
Warmog's Armor
Warmogs it's one of the best items for Cho'Gath and one of the best options as a last tank items, even tough it can be purchased earlier, it only gives raw Health, that's why it's a better purchase later on after you get your Core items.
Warmogs gives 800 Health, it helps to be really tanky in the late game, and it's passive gives insane sustain in late game, wich helps to recover from fights or towerdives, it's especially good against poke mages because whenever theres a fight they will poke you and your team before you even start a teamfight, and the sustain let's you recover from their poke or after a fight without having to go back to base.
Aside from the sustainit gives, the 800 health it provides has good sinergy with Feast, considerably increasing it's damage while making you really tanky.
-Remember that Warmogs can backfire you if the enemy team builds items like: Blade of the Ruined King or Liandry's Torment, or if they have some form of %Max Health damage, because you are increasing Their damage against you.
Abyssal Mask
The New S12 Abyssal mask it's quite good on Cho'gath, reducing the enemiees MR and granting you bonus MR per every nearby enemy champion.
The stats are pretyt good and the passive goes very well with Cho, and if your team has a lot of magic damage the MR redcution comes very in handy.
Knight's Vow
Knight's vow it's a pretty good situational item that helps you to protect your Adc or most feed teammate, reducing the damage they take and redirecting it to you.
The stats and the item itself aren't bad on Cho'gath, but it doesn't give him actually more tankyness, and there are a lot of better items, but if you need to peel the Knight's Vow it's a really god purchase after your 3rd or 4th item.
Frozen Heart
FH gives decent stats but no HP, but Cho'gath already has enough HP, so it compensates for FH only giving armor.
Aside frmo the stats the item passive it's really good for enduring damagbe from an autoattacking comp, though if there isn't atleast 1 or 2 autoattackers this item loses a lot of value, but even then the % attack speed reduction works well against almost any champion, so most of the time FH it's a very good purchase.
Anathema's Chains
Anathemas gives a lot of Health and CDR, and it's infamous nemesis active it's pretty useful for focusing a never stopping splitpusher or a feed ADC.
You can also use it on an AP champion if they are really feed (EX: Diana Ekko), or if they are the only AP threat in the enemy team and the rest are AD.
Not only the active reduces 30% of their damage against you, but it also reduces their tenacity when you are around them, which is pretty good for shutting them down in teamfights, though if your comp lacks CC then Anathemas loses some value.
The bonus health it gives ends up giving us a good amount of HP by the mid-game and more in the late-game. But also the damage is very powerful in the early game, during a trade Grasp of the Undying + Vorpal Spikes does a lot of damage with just 1 or 2 autos, and in the late this rune gives a good amount of HP and damage. Since Cho'Gath stacks a lot of health Grasp ends up doing a lot more damage than you would expect. |
Because you stack a lot of HP this rune does massive damage to turrets into the mid-late game. It's useful for taking turrets platings and destroying towers, since Cho doesnt have tools to easily take down turrets, during the mid-game demolish really helps to take them down. |
With some Feast stacks and this rune active you get really tanky, tough this rune doesn't help in the early game since it actives at 12 minutes. Second Wind is really good in lanes where we are constantly getting harrased or poked by the enemy, for example Gangplank or Teemo. Bone Plating it's good against Early game champions, reducing their overall damage in short trades. The reduced damage it's very good for short trades and for getting Grasp of the Undying procks without taking too much damage. Remember to try and fight your opponent only when Bone Plating it's up. In the late game this rune it's also good, making you harder to kill and reducing the burst damage you receive. |
Revitalize works fairly well on Cho'Gath because it increases Carnivore healing, Grasp of the Undying, Triumph and it also amplifies Gargoyle Stoneplate shield. Overall it's a good option, but i think Overgrowth is just better than Revitalize all around, as Cho doesn't really heal or shield that much. Unflinching it's a situational rune which is good against a high CC teamcomp, in thoe situations it is very valuable. The extra tenacity and slow resistance helps a lot against CC and slows, and this values increase the lower your Health is, which makes you harder to neutralize. It's really useful in teamfights since people will CC you for ages without letting you do anything. |
Triumph restores HP and gives some gold when you get a takedown, it's a very good rune that helps to somehow stay alive in clutch situations. In Teamfights the HP restore helps to survive when you get focused or after you kill someone. And Carnivore also gets procked on kills, these 2 little healings combined can get you out of though fights alive. Remember you restore a % of your missing health, meaning that if you are about to die this rune healing it's very decent. Presence of Mind has been recently reworked in S11, and now it's very good and more reliable in the laning phase. When we damage an enemy champion we gain additional additional mana regeneration, so if we poke or fight an enemy you can regen mana. The only problem it's that you have to deal damage to an enemy, and in some matchups (ex: Darius) you can't really do that, only with Q and maybe W. It also restores a % of your mana when getting a takedown, and restoring mana it's very useful in teamfights. |
Legend: Tenacity it's the best option from this row, extra Tenacity is always useful because you are very slow and the only ability you have to catch up an enemy it's your Q, so being CC'ed for less time helps to frontline and be harder to neutralize for the enemy. This rune allows you to skip Mercury's Treads and Unflinching if you need tenacity, which allows you go get something else. Legend: Bloodline is useless on Cho as he doesn't want lifesteal. |
In the early game you should try to lock to prock Grasp of the Undying when you can and farm, farming it's very important on Cho'Gath. Not only because of the gold but also to use your passive Carnivore, if you can't farm because you are behind or you can't trade with your opponent wait until the wave crashes on your tower and farm, or use Q to farm minions from the distance, remember to be nearby minions to get Exp. even if you miss CS.
In the first levels i recommend playing passive and poking with Rupture Q and traading with the Vorpal Spikes E + Grasp of the Undying combo until you hit level 6, where your power increases considerably.
There are champs wich you can play a little more agresive and force them to farm under tower by constantly pushing or trading every time you have Grasp of the Undying up, procking it on Cho using Vorpal Spikes it''s vey e***y and deals a surprising amount of damage in the early game, but these strategies don't work very well in hard matchups (Sett, Darius, etc...).
Once you hit 6 and have Feast you have 2 options, 1- Wait until the enemy it's low enough and kill him with Feast to get a stack,
or 2- you instantly eat a Minion to get a stack.
I recommend doing the second option against champs that destroy you in the early game, the extra HP you get it's always useful to get tanquier.
We Max Vorpal Spikes first because it gives a lot of damage and has low cooldown and a slow, and every point on E increases the slow and reduces the cooldown, Vorpal Spikes increases your trading power in lane.
We max Feral Scream second because of the damage and necause putting points on it increases the silence duration to 2 seconds when completely maxed, and reduces the cooldown.
We max Rupture last because we only increase the damage with every point we put on it, and W and E offer better things with every point we put on them, though you can max Rupture first if you plan on poking the enemy with a Doran's Ring, this is very good when you can't trade trade at all (Ex: Darius).
A good trick for Cho'Gath that is very effective against mobile champions in any stage of the game, and very punishing in the early game, it's the W + Q combo, this is because the silence doesn't let the enemy use their spells or any type of mobility (including Flash), wich makes hitting them with Rupture a lot easier.
Champs wich this combo is useful against: Fiora (this combo let's you use Q without letting her block it with Riposte) Camille Fizz Qiyana Zed Vayne.
Mid Game
In the mid game Cho'Gath starts to scale and slowly become a high treath for the enemy team because of your tankiness and damage. You will also probably have your mythic and finished boots by then.
In the mid game you should look to help your team and take objectives, and remember to save Feast to kill objectives, since dragon and Rift Herald are free Feast stacks that don't count for the limit of 6, and because you can easily secure them.
Remember to ward when you push waves, or go into the enemy jungle, since Cho'Gath it's really inmobile, so if you get caught by the enemy team it's very likely that you are gonna die, so always have vision or information of the enemies position when you get camps or push lanes.
Don't forget to continue to stack as fast as you can your Feast on minions or monsters, once you have eaten 6 minions or monsters you should have enough HP to be really hard to kill.
Good vision control and the usage of Control Ward can help you to hide in bushes, this helps Cho'Gathto surprise enemies since you don't have a gapclose, but if an enemy walks into the bush with no vision on it you can easily combo them with W+ Q + AA + E and kill any squishy target with Feast.
If you are feed always do this since if you pull it off you will snowball even more and even get some Feast stacks.
If you are behind try to help your team to get objectives or farm and get Exp, Cho'Gath scales very well, with some stacks and items you can still be useful to your team, unless they have something like Vayne or Fiora that outscales you.
Late Game
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 frontliner, however if the enemy also gets their items they will probably also have their anti-tank items, like Lord Dominik's Regards and Void Staff, which reduces your overall tankiness, for this reason try to always be nearby your team, because Cho'Gath can't really do much alone, altough this depends.
And you are also a lor more useful frontlining or peeling your team rathen than farming or pushing.
In teamfights use your W and Feast wiselly, they are important abilities that can deal a huge amount of damage to squishy champs, you can use it to kill the adc or support (enchanter), or to kill the enemy frontliner. If you are fighting for dragon or baron you should save your ultimate to ensure that your team gets the Objective, unless the enemy fights and you have to use it.
Cho'Gath CC it's very useful, especially his silence, for that reason always try to be nearby your team to help, if you can't help anyone ward the map and farm or push lanes.
And lastly, don't forget to get an Elixir of Iron once you get Full build, or if an important fight it's about to break out, like dragon Soul or baron.
Aside from that theres not much left i can say, generally however wins late game teamfights wins the game or gets game-winning objectives instead.
TIPS
-Use your W against certain champs to prevent them from dashing or using an important ability, for example, your W prevents Fiora from using Riposte on your Q or R, this also applies to Pantheon shield (E).
This little trick its very useful for landing your Q, since the enemy can't Flash or use their skills.
Feral Scream it's useful for preventing the enemy from: Dashing, spamming abilities, using their summoner spells and active items, becoming unstoppable or untargetabble and casting important abilities.
Other champions that get screwed by your W Feral Scream are: Yasuo Zed Vayne Qiyana Camille Ryze Yone Lucian Samira Renekton Vladimir Fizz Sett(silencing him prevents him from using his W, haymaker, this can let you kill him with R before he uses it).
-Your Q, Rupture, throws the enemy in the Air, while they are Knocked up they can't do or cast anything, and it also cannot be purified.
-Your E doesnt go on cooldown until the effect ends or until you use all 3 attacks.
Vorpal Spikes also resets your autoattack timer, wich it's useful for additional damage with a quick AA + E combo. It also doesnt get affected by spellshields.
-Enemys that would die to Feast show a red 'executing indicator' in their health bar, showing you how much the damage it does and how low they have to be to kill them, but remember, this is just an indicator, meaning that if the enemy gets a shield or healing you wont kill them even if the 'execute bar' was red, altough Pyke R ignores shields...
-Your passive applies to Anything that you can kill: towers, monsters, minions, champions, and champions pet's, and the hp and mana recovery are instant.
- Cho'Gath's size factors into the wideness of the hitbox Vorpal Spikes has. External size modifiers (like: Wild Growth) contribute to this.
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