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Choose Champion Build:
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Top lane Cho'Gath
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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 ![]() +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) + ![]() +Unkillable in the mid-late game +Really Good at securing Objectives with ![]() +Can go AP and still be tanky |
-Weak in the early game and pre-6 -Needs to scale and get stacks of ![]() -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: ![]() ![]() -Very inmobile and vulnerable to ganks - ![]() - ![]() -Without items or ![]() |
![]() ![]() I think that ![]() 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: ![]() ![]() ![]() ![]() ![]() ![]() In general ![]() |
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![]() When ![]() |

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![]() ![]() |

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![]() After a 0.5 seconds delay ![]() |

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![]() ![]() Vorpal Spikes resets Cho'Gath's autoattack timer. |

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![]() After 0.5 seconds, ![]() Against non-champion units (Dragon, Herald, Baron, Pets, Monsters and Minions) the base damage it's increased to 1000. If the target is killed ![]() ![]() 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 Itemization Before we talk about ![]() ![]() And secondarily Utility and engage items (like: ![]() ![]() 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 ![]() ![]() ![]() ![]() ![]() 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


Frostfire synergizes very well with

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


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.


The extra hp, and the AH or CDR from the mythic passive its quite nice for


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

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

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


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:








Merc's are good against a mostly AP team comp or against champs with hard CC, for example:







Although they give MR, the main reason to get Mercury tread's it's for the additional tenacity, not for the MR.

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

Something about





Force of Nature it's a nice MR item that works on



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.

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



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


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

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.

Warmogs it's one of the best items for

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

-Remember that Warmogs can backfire you if the enemy team builds items like:



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 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.

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.

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:


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 ![]() ![]() 1 or 2 autos, and in the late this rune gives a good amount of HP and damage. Since ![]() |
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 ![]() ![]() ![]() ![]() ![]() The reduced damage it's very good for short trades and for getting ![]() Remember to try and fight your opponent only when ![]() In the late game this rune it's also good, making you harder to kill and reducing the burst damage you receive. |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Overall it's a good option, but i think ![]() ![]() ![]() 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. |
![]() ![]() In Teamfights the HP restore helps to survive when you get focused or after you kill someone. And ![]() Remember you restore a % of your missing health, meaning that if you are about to die this rune healing it's very decent. ![]() 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: ![]() It also restores a % of your mana when getting a takedown, and restoring mana it's very useful in teamfights. |
![]() ![]() ![]() ![]() ![]() This rune allows you to skip ![]() ![]() ![]() |
In the early game you should try to lock to prock



In the first levels i recommend playing passive and poking with



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


Once you hit 6 and have


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


We max

We max




A good trick for



Champs wich this combo is useful against:







Mid Game
In the mid game

In the mid game you should look to help your team and take objectives, and remember to save




Remember to ward when you push waves, or go into the enemy jungle, since

Don't forget to continue to stack as fast as you can your

Good vision control and the usage of



If you are feed always do this since if you pull it off you will snowball even more and even get some

If you are behind try to help your team to get objectives or farm and get Exp,



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



And you are also a lor more useful frontlining or peeling your team rathen than farming or pushing.
In teamfights use your W and




And lastly, don't forget to get an



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



This little trick its very useful for landing your Q, since the enemy can't


Other champions that get screwed by your W














-Your Q,

-Your E doesnt go on cooldown until the effect ends or until you use all 3 attacks.

-Enemys that would die to


-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.
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