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Choose Champion Build:
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Tank'Gath (Top)
-
Jung'Gath
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Mage'Gath (Mid)
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Supp'Gath
Recommended Items
Runes: Resolve + Precision
+10% Attack Speed
+6 Armor
+10% Tenacity/Slow Resist
Spells:
Ghost
Teleport
Items
Threats & Synergies
Darius
Might as well just dance away from him and wait for the wave to push to tower. Or beg your ranged Mid to lane swap with you.
Champion Build Guide
'Sup
First off, I want to thank you for clicking on this guide. I put a lot of time and effort into making it and I'll never get feedback unless viewers like you look over my work.
I'm TheI3igDaddy, a North American summoner who finished in low Platinum before the beginning of Season 5. After being away at school for a few years, I returned to League and decided to update this guide. Cho is still awesome after all these years, and he was even buffed from the old Cho that I knew and loved.
I'm not forcing you to read the whole thing, of course. Think of this like an encyclopedia; if you only want to know how to Jungle with Cho'Gath, jump to that section.
So if you've read some of this guide and have any feedback to give me, positive or negative, please comment. It's my first ever, and while I'd like to think that my writing skills are above average, nothing is really perfect.
On that note, let me explain how this guide came to be.
(Feel free to skip this, it's just a bunch of ranting / praising of my favorite champion.)
I starting playing League in the middle of 2012, around the time that Jayce was released. I had always been fascinated with dinosaurs and other leviathan-type creatures, and one day I realized that there was a champion that could grow in size over time based on how much he ate. Not only was he a behemoth, he was an ALIEN behemoth. He looked cool, he SOUNDED cool...
This champion was Cho'Gath.

He's one of the most versatile champions in the entire game. You can lane, jungle, AND even support with Cho; very few other champs can say the same (


I hope that after you read this guide, you'll be able to succeed with him as well.

Pros
|
+ Extremely Versatile Champ + Innate Sustain + Strong Waveclear + AOE Crowd Control and Damage + Giant Meatshield + True Damage Nuke |
You can build Cho'Gath in so many ways, in a variety of roles. In solo-que, this helps out in champ select if your team isn't co-operating. His sustain and waveclear allow him to remain in lane nearly indefinitely around mid-game.In teamfights, Cho'Gath disrupts everyone with his CC while face-tanking as much damage as possible, using his ultimate to either peel enemies off of his teammates, or to eliminate carries himself. |
Cons
|
- No Mobility - Weak Against %Health Damage - No Steroids - Still Gets Creep-Blocked - Somewhat Team Dependant |
|
If you're looking for a speedy champ, Cho'Gath is not for you. It's his main weakness and everyone knows it. It only makes sense that Godzilla does not have the mobility of a jet fighter. In being huge and terrifying, keeping Feast stacks means that Cho'Gath gets more health than others, which allows users with %HP damage to have a field day. Cho does not have any combat steroids in his kit, so his dueling suffers. Pesky minions will still impede your rampage because Riot thinks that will be OP or something. Finally, it's quite challenging to carry an entire game by yourself, especially if you're the main tank. You still need to rely on your teammates to do THEIR jobs along with your own. |

Cho'Gath recovers a flat amount of health and mana back whenever he kills something; minion, monster, or champion. This is an old, simple passive from the dawn of League. Personally, I wish it gave more mana back on-kill, but beggars can't be choosers, I guess.
This sustain passive allows Cho to sit in lane for a long time, generally being immovable unless his opponent is constantly harassing him. It's also half of the reason he's an effective jungler. This makes CS'ing on Cho'Gath incredibly important, as he won't heal unless HE kills the minions.

I could write a LOT about this move...hm, where to begin? Mastering this skill is the most important part of Cho'Gath. What we have here is an AOE knockup that does strong base damage as well as slowing everyone hit by it afterwards. Oh, and it's ranged too. It's almost like

So what's the catch? It's delayed, along with the short casting animation that Cho'Gath does beforehand. Therefore, you MUST predict where your enemy will be right as the spell would land, otherwise they can simply walk out of the targeted area. Hitting Rupture in teamfights is crucial to your team's success; sometimes that's all it takes for the rest of your squad to dive the poor sap(s) who get hit by it.
*And that's WITHOUT any CDR!

All terrifying monsters have their roar, and Cho'Gath is no different. Feral Scream is loud enough to silence multiple enemies for up to 2 seconds at max rank, which again is extremely effective in teamfights. Against team compositions that rely mainly on spells, Feral Scream is invaluable in shutting them up long enough for your team to clean house.
Since it's cone-shaped though, and also has a cast animation like Rupture, you need to make sure that you tag the right champions with it, else they may have the damage to kill your carries.

This ability gives each of Cho'Gath's next 3 autos more damage in the form of spikes, which spread out to hit others around the target. This used to be a second passive due to its old toggled nature, but now it's gotten a nice buff to modernize Cho. The spikes now do %health magic damage, which scales on your

This is the second half of why Cho'Gath can jungle; the AOE nature of this ability allows him to clear entire camps of jungle without losing a lot of mana. It also allows him to CS easier, which combos well with his passive healing.

This is what really makes our monster come to life. Each time Cho'Gath executes something with his ultimate, he gains size, health, and a bit of attack range. Leveling up the ultimate ability itself also makes

You can get a maximum of 6 stacks from minions and non-epic monsters. Epic monsters (




There are two methods of using Feast; peeling and killing. I tend to do the former when I build tank and the latter when I build to carry (A.K.A. Mage'Gath). Generally if someone wants my carry dead, Feast allows Cho'Gath to chunk them hard and hopefully provide enough extra damage to eliminate the threat before your ally dies. On the flip-side, if you know your ult can murder an enemy carry (indicated by the spikey-looking icon that appears around them when they're at low health), you can quickly eliminate them from the fight.











As with any champion, picking the right summoner spells for

The Good


It also lets you catch up to fleeing enemies so that you can tag them with

And plus, running Ghost will have many of your enemies pissing their pants:








The Bad
















































Some are quite mandatory for certain builds and/or runes (







YOU SHOULDN'T BUILD THE SAME STUFF EVERY GAME.
That's part of the reason I like Cho'Gath, every game is a thought experiment on what the best build will be for both YOUR team composition and THEIRS.
====================================================================================
Regardless, I wanted to show just how versatile Cho'Gath is for his build options. Cho'Gath's kit allows him to benefit from almost every stat, except Critical Chance.
Attack Damage: All champs get increased Auto damage, but Cho doesn't have any AD scalings. The only AD items I consider on him have additional properties that make the AD a secondary (or tertiary) addition, not the primary reason I buy it.
Ability Power: All four of Cho's abilities have AP ratios.
Cooldown Reduction: More reduction = more abilities = more CC and lunch opportunities. Not much else to say.
Attack Speed: Your

Health & Health Regeneration:

Mana & Mana Regeneration: Your passive

Armor / Magic Resist: While he doesn't have any armor or MR scalings like some tanks (i.e



Tenacity: Without


Movement Speed: Well this is just self-explanatory. Everyone benefits from it. Cho is fat and slow, so his build can help with that.
****, I'm running out of colors...
Life Steal: The only reason this is listed here, instead of being on the 'ignore' stat list with Crit Chance, is because of

====================================================================================
So what I'm going to do next is rate each of the ABOVE items on a scale of 5-10, in terms of usefulness. Why do I start at 5? Because any item under 5 wouldn't be considered at all for


Feedback for this part is appreciated, I want to convey this information as effectively as possible.

A great magic resist item that also gives you health, mana, and CDR; I consider this a better pickup than


I don't consistently get this magic resist item, but it's very useful to rush if you're laning against a




A solid item for Mage'Gath that will provide Ability Power, CDR, & magic resist. The spell shield is useful when you really DON'T want to intercept skill-shots.

Yeah, why is this here? I normally don't buy this for



One of the two jungling enhancements I prefer on Cho; this follows similar logic to


Of course, this rating is really just for Supp'Gath, and wouldn't be considered otherwise. This is the most useful ward item for


Ooh-la-la...now THIS is a great enchantment for Cho, because the % bonus health DOES work with your


The main advantage that this health/armor item gives over others is the ramping movement speed. This will give





This is definitely one of the best armor items you can buy for Cho, because it also gives a sexy 20% CDR & a good chunk of mana. The attack-speed reduction aura is very useful for a fat monster that wants to sit in the middle of a teamfight, soaking up damage. Frozen Heart is good to the point that I don't really consider buying


So you're already a Big Boi, and now you want to be truly THICC. Not only does the passive help you in teamfights, by effectively doubling the armor & magic resist this item gives, but the active will massively increase both your total base and bonus health.
The other reason this is so useful on



A very solid rush item as Mage'Gath, usually when running




Truth be told, I don't think about buying this much at all. Still, if you play other champs that normally use this, Mage'Gath can utilize it just as well. The active dash will help in your burst combo, along with moving you closer to


A solid first buy for Supp'Gath, or even a later purchase for Jung'Gath if you want to have a more support-focused tank build. Health, armor, and CDR are always welcome for


A very solid buy for Mage'Gath, as it increases Cho's health and gives him a nice chunk of ability power. The enhanced burn damage can be applied by both



The only


Locket is nice and cheap, while providing a nice amount of both armor and magic resist. This is useful on any


A good rush item as Mage'Gath if you're NOT running





This is a good item in theory, but it's often not the best buy for a beefcake support like


The NomNomNomicon, a good buy for Mage'Gath both literally and figuratively. Health, ability power, alongside magic penetration and enemy healing reduction. You definitely want this against compositions that have strong healers (




Nashor's is an aggressive item that gives a whopping 20% CDR along with making your




The other health-focused warding item, this is very similar to



Oh boy, the king of ability power himself (yes I did just assume this item's gender, whatcha gonna do about it?). Mage'Gath is all about burst, and this will massively increase the damage of all your abilities. It also makes all future AP buys more gold-efficient. The only challenge is dealing with its price tag.

A very strong health/armor item that will increase Tank'Gath's durability a lot. Like



This item provides a lot of good stuff for



As I said before with


Spellbinder provides a great chunk of ability power along with movement speed, and can be considered a substitute for



A strong health/magic resist item that will greatly help resisting...well, magic damage! The item will also improve all healing/regen, both in your own kit (



This is the closest item on this list to being removed (GASP), but hear me out.



It may be weird that this is only a 6, but here's my reasoning;




It's always good to stick your enemies with the pointy end, and this item has a lot of them. It gives a lot of armor and a decent amount of health, but you really buy this for the anti-healing. Very important for Tank'Gath against the likes of



This is another AD item on a champion with no AD ratios. Of course, we don't buy it for the AD, but moreso for the passive and active cleaving attacks, which both scale off of your maximum health. It pairs very well with your damaging

Oh yeah, and the active (also an auto-attack reset) hits like a truck.

Another Mage'Gath item that works well with


The classic item for when you just need to tear through a LOT of magic resist. Well...it technically ignores it, lets not get into semantics here.

Ah yes, the item that truly makes Tank'Gath a nightmare (and can even be bought on Mage'Gath in certain situations). True, stacking TOO MUCH health on

Oh, and it also gives CDR, so consider this core for the majority of your tank builds.

I'm really a fan of this item on



Another support-focused item that can work for Supp'Gath, but I'm not the biggest fan of it. This is mainly because


And finally at the bottom of the list is Ol' Reliable. Ability power, armor, and CDR make it an important part of Mage'Gath's build. You certainly need this if you're being focused, and I'd only consider avoiding it unless you're going up against a lot of magic damage, where






I'm going to throw these in at the end because their usefulness is pretty straight-forward. Tank builds want Ninja Tabi or Mercury's Treads. Mage'Gath wants Sorcs or Ionian Boots of Lucidity. Supp'Gath probably is best off with Ninja or Ionian.

Philosophy
Tank'gath; for when you want to be an immovable kaiju, who causes destruction wherever and whenever he wants. With the same build as other tanks, Cho gets a lot of bonus health thanks to


There are two ways to play Tank'Gath: aggressively with the use of





Skill Order
With Tank'Gath, there's no perfect skill order. It's entirely dependent on your lane matchup; this is another reason why Cho'Gath is so versatile.
Against SAFE melee champions:




With this, Cho'Gath's

Against enemies that are mainly ability-based:







Against ranged enemies with low innate sustain, or TOUGH melee laners:




Cho'Gath just hates it when ranged opponents repeatedly shoot him in the face. Therefore, maxing






Primary Runes
If you're in it for the long haul, you want ![]() ![]() ![]() |
Even though you become the size of towers, Cho'Gath is ironically slow at taking them down. With ![]() ![]() ![]() |
We really want resistances as Tank'Gath to make all of that health harder to take down. Conditioning does just that, but it's a delayed rune like ![]() |
This is my go-to at the final level, once again we're taking a scaling health choice because ![]() ![]() ![]() ![]() |
Taking mainly health-focused runes results in armor & magic resist stats. Attack speed is chosen to help early-game CS and to improve ![]() |
Secondary Options



I've had some good success with Precision;






This is the typical secondary tree that I take on my tanks, and it's still good for extra survival.


Build Examples






Damage | ||||||||||
Tankiness | ||||||||||
Utility |
This is a standard build for Tank'Gath, when you care about being as tanky as possible while still providing some utility to your team via auras and shields.









Damage | ||||||||
Tankiness | ||||||||
Utility |
With this alternative bruiser build setup, you lose some resistances, gain health, and also get attack speed from



Understand that these aren't the only build paths! It'd be exhaustive to give every setup, but you should always think about what statistics you need to properly do your job.
Tank'Gath Throughout The Game
Early Game: Right at the start of the game, you need to worry about farming and not dying. I cannot stress this enough; AVOID FEEDING! Cho's lack of steroids mean that if he gets behind in lane, it's very difficult to harass his opponent without taking a ton of damage in return. If your enemy is a lane bully, you may need to sacrifice some farm in order for the lane to push towards you. Also, WARD the river (and the tri-bush if you're on Red side) to be able to see if the enemy jungler is coming.
Once you hit 6, start eating whenever your ult comes off of cooldown, unless you can harass your enemy low enough to eat them instead. You want to grab your six minion/monster

Mid-Game (1 or 2 Towers Have Fallen): By now, you should have at least Tier 1 Boots and your first major defensive item. If your tower has fallen, you most likely had a rough time in lane; keep farming and pay attention to your lane opponent's movements if they try to roam.
If THEIR top tower is gone, proceed to push the lane out and roam mid to help the rest of your team. With either scenario, make sure that



Late-game (First Inhibitor is Destroyed): Builds are being completed, full-scale teamfights are the norm. You MUST be with your team 90% of the time. You're the tank, and if the enemy sees you in a side lane, it gives them the perfect chance to dive on your teammates without you being there to protect them. They can also see an opportunity to bring over 2 or 3 members to kill you. Picking you off can mean a lost



This should be the time of game where



Honestly, this is one of my all-time favorite pieces of music.
Philosophy
Along with being an effective solo laner, Cho'Gath can also jungle. The two big reasons that he can are his passive,




With Jung'Gath, Cho can avoid duking it out with champions early on, and stack to his heart's content. In time, he'll become just as tanky as Tank'Gath. You can, of course, build him more mage-like in the jungle, building mostly ability power and health, or even play him more as a bruiser...really, pick your favorite playstyle!
Skill Order
There's only one way to skill Jung'Gath, in my opinion:




Obviously, you need



Primary Runes (1st Option)
If you're in it for the long haul, you want ![]() ![]() ![]() |
Even though you become the size of towers, Cho'Gath is ironically slow at taking them down. With ![]() ![]() ![]() |
We really want resistances as Tank'Gath to make all of that health harder to take down....but Jung'Gath will want to gank, and to help that we take ![]() |
This is my go-to at the final level, once again we're taking a scaling health choice because ![]() ![]() ![]() ![]() |
Both attack speed and damage improve your clear speed, but feel free to swap out the latter with more armor if you want to be extra safe. |
Secondary Choice(s)



Cho'Gath is slow, and the jungle role requires some degree of mobility to get map pressure. Not only do we take






We mainly spec into this secondary tree to take advantage of




Primary Runes (2nd Option)
Honestly, ![]() ![]() ![]() |
As said earlier, ![]() ![]() ![]() |
All choices here will increase your adaptive damage, so any of these can really work. I prefer ![]() |
Yeah, remember what I said about using ![]() ![]() |
|
Secondary Choice(s)



In the nature of getting in enemy champs' faces,



Build Examples






Damage | |||||||||
Tankiness | |||||||||
Utility |
This is basically Tank'Gath, but in the jungle. You get a LOT of bonus health from











Damage | |||||||
Tankiness | |||||||
Utility |
Like Tank'Gath, this is a bruiser-focused build to drop enemies faster than they'd except from a lumbering 'tank'. With

This is a viable build to run with










Damage | ||||||||
Tankiness | ||||||||
Utility |
So what if we wanted to try running Mage'Gath in the jungle? This is an experimental build that I don't normally run, but I think it'd be an interesting thought experiment.
While




Oh boy, does this build hurt though. Building straight AP and health will make




It's also worth noting that all of your health will still allow you to take

Jung'Gath Throughout The Game
Early Game: Evaluate your team's lane match-ups; who needs help most? Try to plan out your first clear + gank route before the camps spawn. Additionally, be wary of full-team invades (as you would with any other jungler) and guess where your opponent is starting; if you both start at the same buff camp, be wary of a potential invade at your second buff.
You must watch the lanes as often as possible for the enemy jungler, and both ping + listen to ally pings if anyone sees them. If you're close enough, you can counter-gank and possibly come away with a kill for your team.
There are two ways to gank, depending on what direction you come from. If you come straight up the lane, you should start off by using


If you're flanking or coming in behind an opponent, start off with





Before mid-game begins, the first



Mid-Game (1 or 2 Towers Have Fallen): Continue to farm and stack


Obviously by now, you should have a large chunk of armor if against a lot of AD, and a bunch of health / magic resist if against heavy AP. For the majority of your games, you're still going to want to balance armor and magic resist, so try to buy what you currently don't have.
Late-game (First Inhibitor is Destroyed): You need to stay with your team at all times, and NOT be caught out. You lack



You're essentially Tank'Gath 2.0, so the same rules apply. Bodyblock as much as you can, peel for your teammates, eat whoever the biggest threat is. Put out consistent damage with


Philosophy
Mage'Gath is underrated. The majority of players view Cho as a tank first, and a caster second. What people fail to realize is that Cho has very nice AP scalings on most of his abilities, including a decent .5 ratio on Feast. That will hurt anyone who's on the receiving end of it.

Cho still retains his tenacity and waveclear in mid lane, forcing his opponents to stay in lane or risk losing farm / turret protection. This makes him an ideal pick against assassins with poor waveclear.
This build has a lot of surprise value, as many will brace for the

Skill Order
95% of the time, you want Mage'Gath's skill order to be the following:




Chances are, you'll be up against someone that's ability-based, whether they be AP or AD.



Primary Runes (1st Option)
The main reason you want to run Inspiration primary is to take advantage of ![]() ![]() |
Really...you could take any one of these options. ![]() ![]() ![]() ![]() |
![]() |
We take ![]() ![]() ![]() ![]() |
I tend to play Tank'Gath more often than Mage'Gath, so I'm used to taking two defensive stats alongside a single offensive one. Feel free to swap either defensive stat out for more Adaptive Force. |
Secondary Choice(s)



Getting CDR is obvious for your build, so grabbing



Primary Runes (2nd Option)
Alternatively, ![]() ![]() |
![]() ![]() |
![]() |
Likewise, ![]() |
I tend to play Tank'Gath more often than Mage'Gath, so I'm used to taking two defensive stats alongside a single offensive one. Feel free to swap either defensive stat out for more Adaptive Force. |
Secondary Choice(s)



With Domination, you can add extra damage to your burst combo with







It's also a decent idea to grab Inspiration secondary, to take advantage of both


Build Examples






Damage | |||||||||
Tankiness | |||||||||
Utility |
This is an example Inspiration build with









Damage | |||||||
Tankiness | |||||||
Utility |
This is the more utility-focused











Damage | |||||||||
Tankiness | |||||||||
Utility |
If you prefer the




Mage'Gath Throughout The Game
Early Game: You normally want to start with


Once you hit 6, evaluate the lane: do I have kill potential with




Oh, and you ALWAYS ALWAYS ALWAYS want to do two things. You must have at least one of the side bushes warded AT ALL TIMES, and try to keep yourself to that side. Mage'Gath is slow and prone to push the wave, which can make you jungler food. If you're up against an assassin that wants to roam (





Mid-Game (1 or 2 Towers Have Fallen): You should have completed your first item by now, along with Tier 2 boots. If neither mid tower is down, continuously push your minion waves into their turret to deny your opponent farm. When this inevitably gets a bit boring, you can try to roam bot in order to kill their ADC and / or support.
Keep your lanes warded, and group with your bot lane and jungler when



Late-game (First Inhibitor is Destroyed): The most important part of Mage'Gath, by this stage in the game, is this:
YOU ARE NOT THE TANK.
Make sure both you and your other four teammates all understand this. You may be big and mean-looking, but you drop a lot faster than the other builds. Therefore, you shouldn't be riiiight out in front, but back enough so that you can still hit people with


Mage'Gath's burst combo is as follows:






Done right, this is a disgusting burst combo, especially considering that


The real beauty of Mage'Gath, is that not only can


Philosophy
Oh, welcome! Welcome to my humble abode! Please, sit down and have some of these DELICIOUS crumpets and tea.
I'm going to make a disclaimer to all that read this rather cultured section. I don't really play Support Cho'Gath.
BUT.
I normally play tanky supports when I go bot lane, namely



So yes, Supp'Gath doesn't have experience behind it, so use this as a forewarning. I put this in because IF god forbid you have a teammate in champ select who WON'T support, you can offer to support after picking Cho'Gath.
It's all about being a gentleman.
Skill Order
With Supp'Gath, you generally want to zone their bot-lane from your carry, and the best way to do this would be to max Rupture first:









Primary Runes
A proper gentleman provides utility to his team; ![]() ![]() ![]() |
Even though you become the size of towers, Cho'Gath is ironically slow at taking them down. With ![]() ![]() ![]() |
Since Supp'Gath's early game...isn't really impressive, we want ![]() ![]() |
Free stats are always useful on supports, and while ![]() ![]() ![]() |
'Best choice for Supp'Gath is cooldown reduction and armor, but you can also take some magic resistance if you're up against supports with heavy magic damage like ![]() ![]() |
Secondary Choice(s)



This is the typical secondary tree that I take on my tanks, and it's still good for extra survival.



Build Examples






Damage | |||||||
Tankiness | |||||||
Utility |
I'm not going to drop like 5 different support builds, because I could, but they'd all share a similar theme: you want tankiness and utility first and fore-most. If you play

Of course, the chances of you getting full build on a support are small, and you will most likely forgo your last item slot for

Supp'Gath Throughout The Game
Early Game: With Supp'Gath, you have a serious dilemma in that your




Supp'Gath will struggle the most with poke lanes; he has little way of sustain as previously mentioned. Along with this, he can't harass back that frequently, or he will run out of mana by casting


With all-in lanes, he has a slightly easier time due to neither side really committing until one sees an opportunity. In lanes like this,



And then there's the




Mid-Game (1 or 2 Towers Have Fallen): You should be warding with




Late-game (First Inhibitor is Destroyed): By now you're the only one on the team with an item slot dedicated to wards, so KEEP WARDING. Remember that


2/25/2015 - Removed Revive from Summoner Spells (Patch 5.4)
3/13/2015 - Edited Jung'Gath; replaced Juggernaut's enchant with Cinderhulk. (Haven't tested Luden's Echo on Mage'Gath just yet.) (Patch 5.5)
3/26/2015 - Finally got off my lazy *** to add Luden's Echo into Mage'Gath's possible item build.
4/27/2015 - Edited Jung'Gath builds to compliment the current Cinderhulk Tank meta.
5/28/2015 - Small stuff. Bleargh.
6/13/2015 - Wow, more than 100k views on the guide! Sincerely, thank you for checking this guide out.
6/30/2015 - Changed Mastery pages for all four roles, as per the 5.12 changes.
7/9/2015 - Quickly edited the items section to reflect the 5.13 changes.
7/15/2015 - Updated Devourer changes. I also hit Platinum today!
9/3/2015 - Finally got around to adding in some of the new Juggernaut items.
5/1/2020 - After literal years in some dark corner of Mobafire, this guide has been resurrected for Season 10!
6/18/2020 - Minor updates, added AP Jungling build.
7/3/2020 - Created Items & Stats section
7/11/2020 - Added Runes and Build Options sections to each build, shortened the cheat sheet descriptions.
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