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Abilities
Carnivore |
Restores a nice amount of HP and a small amount of mana everytime you kill something.
Especially will strengthen your sustainability in early game and you won't need to get back where other solo tops would have to. |
|
Rupture |
Awesome skill to harass your enemy, learn to aim and time it so it will be really annoying for them.
In late game it's nice to farm creeps combined with either Feral Scream or auto-hits. |
|
Feral Scream |
| Cho's weakest skill, in my opinion, although you can perfectly silence, e.g. that Soraka who's just about to heal that guy your mates trying to kill, or that freaking fed Kata who wanna destroy your whole team by her ult, or that damn op leblanc who's raping your supp/ap carry every single time they get near her, and so on - I guess you got it. |
|
Vorpal Spikes |
Bestestestestest skill that Cho has.
Awesome to farm creeps and harass enemies in early game, tons of damage in late game! |
|
Feast |
This spell is just lol. I mean 300/475/650(+0.7xap) true damage - wow.
Always remeber to stack it in early game, so you get 6 stacks as early as possible. Afterwards use it to surprise your enemies by tons of damage just by one freaking skill.
Especially in early game many summoners tend to underestimate Cho's damage - as soon as you devoured them the first time, they won't! |
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Introduction
Hi, I'm KraZunC from EU-West and this is my first guide at all, so don't
be that critically, as no one did prefect job on his first guide, I guess.
Besides I will edit this guide from time to time, adding further
sections, e.g. jungling and ganks. So for
now it shall just give you food for thought on building Cho in a
different, but in my opinion really strong, way.
This guide is
about solo top Cho'Gath of course, as I think top lane is the place
where Cho has to be!
Mid lane might be possible as well, but I think
that most AP carrys are stronger there.
In forseeable future it's about jungle Cho as well.
For all those who don't feel like reading the whole guide or not having enough time, I added a Quick Reference section right after this. Nevertheless I'd like you to read the whole guide afterwards and gimme some feedback :)
Gonna have to edit Masteries Section during the next days it seems q.q
New Mastery Trees incoming!
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Quick Reference
Runes
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Masteries
0-21-9
Summoner Spells
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Spell Priority
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Starting Items
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/
or ![]()
/
or ![]()
Core Items
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(depending on your farming/outcome)
Late Game Items
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[item_icon=Force of Nature]
(AS/AD Cho with nice sustainability)
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[item_icon=Force of Nature]
/
/
(Full-Tank Cho)
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Runes+Masteries
RUNES
One half of my runes are pretty standard tanky stuff and you should definitely take those.
The other half might sound a bit strange to you, still they're working quite well, but it's up to you changing those.
MARKS (they are up to you), I personally go for:
Greater Mark of Desolation
might sound strange to you, but your main damage according to this building will come from auto-hits...
or
Greater Mark of Alacrity
Greater Mark of Insight
...and
Vorpal Spikes, AS will help you clear waves faster, MPen will boost the damage of Vorpal Spikes
Good alternatives:
-Flat Armor
-Flat AD
SEALS
Greater Seal of Resilience
nice amount of Armor, especially usefull in early game
Good alternatives:
-Dodge
-Mana Regen/lvl
GLYPHS
Greater Glyph of Shielding
nice amount of MR/lvl
Possible alternatives:
-Mana Regen/lvl
QUINTS
Greater Quintessence of Fortitude
mass of HP early on, strengthen your sustainability in laning phase
or
Greater Quintessence of Strength
about 10 extra AD from beginning? why not, your main damage will refer to autohits
Possible alternative:
-Movement Speed (never tried it though)
MASTERIES
Masteries are pretty standard tank masteries
Grabbing improved
teleport is no must-have but as I take TP almost every game it's better
than reducing your time speant dead by 3.33% (this bug doesn't die that
often!)
If you wanna take Exhaust instead of TP, take improved Exhaust in off tree and neglect that gold/sec stuff in utility.
0-21-9
or
1-21-8 if you prefer Exhaust to Teleport
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Summoner Abilities
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pretty standard solo top spells, whereas you could also go
for ![]()
either if there's no one in your team that wanna take
it or if you really like playing with that spell.
Another viable option
would taking
instead of Teleport/Exhaust, depending on how much you
like it and/or if no one else in your team wanna take it.
Other options are up to you, I personally just go for these combinations, preferring Flash/TP.
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Skilling Order
![External Image]()
In my opinion maxing Vorpal Spikes is the best way to dominate solo
top. Especially if you want to play AD/AS Cho it's important to have it
maxed first, as you will mainly deal damage with auto-hits and therefore
you gonna push your damage by maxing Spikes first of all. Afterwards
it's up to you; you can either max Rupture or Feral Scream second,
contingent upon your enemy in top lane: if there's someone that mainly
deals damage by skills, you might max Scream second, otherwise I'd
always max Rupture first.
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Items
STARTING ITEMS
For
items I actually prefer starting with
as it gives you a
nice amount of hpreg and it's part of Warmog's, so it'll help you
rushing it earlier.
Further options are
+ 3 Potions(whereas it is
free to you deciding which you wanna take, recommending at least 1
Health Potion)
or
if you wanna have that 15 AP and mreg.
CORE ITEMS
If
you're doing good farming minions and even got some kills by ganks or
enemies that underestimate Cho's dmg, get
first, so you will be
able to really dominate your lane by that big amount of HP and HpRegen.
If you haven't been able to farm nicely or even got killed, I'd suggest
getting
and/or
. These aren't as strong
as an early Warmog's but they will allow you to farm nicely if you're
not acting that dumb, besides it gets you some gold/10sec.
According
to your enemy - and your starting item - you can either get boots before
you finish Warmog's or afterwards. If you have a naughty cc'ing/slowing
enemy I'd recommend getting boots before you start building anything
else, otherwise you can get them later if you feel comfortable without
'em. If you got boots as starting items definitely rush Warmog's and
don't think about anything else - at least if you aren't doing that bad.
After
you finished Warmog's get
although it might sound a bit
strange to you. That MR and attack speed will really make terrorize your
enemy and you will be able to push lanes reeeally fast.
BOOTS
Choosing
your boots is depending on enemy team's line up and success:
take
if they've got a well farming ad carry and top or jungle is also
doing AD mainly;
go for
if they've got much cc in their team or a
strong AP carry that is getting fed.
I don't think other boots are
viable options, maybe
, but it's up to you trying some new and different stuff.
LATE GAME
You
should be in late game now, or at least late mid game, and that's the
time where you have to decide what you wanna go for: building some
really strong Tank with up to 250arm/mresi (be carefull not to get too
much HP as there's always the chance of a Madred's in their team!) or go
for some nasty AD/AS Cho that still has got about 150arm/mresi.
TANK CHO
I
personally don't go for tanky Cho many times, to be honest, as I
think enemies won't attack you anymore if they see that you are at
250arm/mresi plus 4-4.5k HP. I would just go for it if your team is
really squishy and there's no one else that could initiate.
!!!
Initiation is the most important function that you have to fulfill if
you're playing Cho, it's all about the right time and the right place to
initiate !!!
If you decide to go this way, [item_icon=Force of Nature] is a must-have in my opinion, no matter what kind of dmg
opponents are doing. After finishing FoN, items are depending on which
sort of damage their team is dealing:
If they're mainly doing AD, get
,
,
or
. But also be
aware of a [item_icon=Madred's Bloodrazor] in their team, so don't get too much HP
if there is anyone that Madred's would fit to. For sure you can sell
your
if you feel like still needing more armor.
If they're mainly doing AP, get
and
- at least if no one else in your got it.
If
you're really doing well and not dying every single teamfight, you
should think about buying
as it will really let you
become invincible - at least almost.
AD/AS CHO
Continuing
with my favourite now - nasty AD/AS Cho. Building him this way makes
him an really annoying enemy, you can fulfill that tanking or let's say
soaking role even better, as you're dealing an nice amount of dmg but
still got some HP not to die instantly. Furthermore you can push lanes
fckn fast by that extra attack speed. Finally you gonna be some tanky
and high dmg dealing pain in their ass!
For playing this Cho, I'd recommend getting at least 1 defensive(personally I prefer getting 2) item from that "Tank Cho" part after you finished
+
and then go on taking these nasty AD/AS items.
First of all NEVER FORGET GRABBING THAT
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it will push your AD above 200. Afterwards I mostly get
,
other viable options are
[item_icon=Stark's Fervor] (especially if you've got a team
that mainly deals AD),
(if you wanna do more dmg on your
own and weaken their armor),
(they just won't get away from
you, seriously!) or
(some extras in every single way).
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Build
How to build him:
STANDARD
Starting Items
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Early Game
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Core Items
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Boots
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WARDS!
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PLAYING TANKY
Must-have
[item_icon=Force of Nature]
Vs AD-heavy team
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Vs AP-heavy team
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Vs balanced team
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If you are really doing well
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Tanky End Build (Example)
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[item_icon=Force of Nature]![]()
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PLAYING AD/AS
Tanky Stuff
[item_icon=Force of Nature]![]()
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Late Game
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If you don't stop munching 'em
[item_icon=Stark's Fervor]![]()
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AD/AS End Build (Example)
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[item_icon=Force of Nature]![]()
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What's that bug doing in the jungle?
First of all, unlike most people opinion and despite his bigness, Cho'Gath is a pretty nice jungler, his ganks are quite disgusting and from lvl 6 on Feast's damage will often surprise enemies.
If you want to go for jungle Cho, you definitely have to grab
Greater Mark of Desolation and
Greater Seal of Resilience.
You should always take
and 5x
.
I prefer starting the jungle path with blue, then head over to wolves or gank mid or top, wraiths, red, double golem, then either gank or counter-jungle or go back to base.
As you are pretty tanky in beginning with this build, you could also steal their wraiths and, if your team is around, even their red - definitely give it to your AD carry, he will be a freaking pain in botlane's ass then!!! If you decided to invade their jungle, you will need some more help at blue.
As you got to base you should always take
before you finish off your
. After finishing Wriggle's you can go on with either Tanky or AD/AS items.
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Pros / Cons
Pro:
-terrorizing big bug!
-can soak lots of damage while dealing tons
-nice initiator
-awesome in keeping your mates alive/untargetable
-terrorizing big bug!
Cons:
-Madred's Bloodrazor
-if you aren't able to time and aim your skills, you're just useless
-Madred's Bloodrazor
-can be countered by some solo top chars, e.g. Olaf q.q
-I'm not sure, if I mentioned Madred's Bloodrazor
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Summary
Hopefully you liked this guide, otherwise gimme some hints on how to improve it :)
Anyhow gimme some feedback on this guide, please.
Besides I'm sorry that my English isn't perfect but unfortunatelly it isn't my mother tongue.
Gonna
edit the guide during the next days/weeks, adding teamfight,
initiation, general gameplay/farming section and finishing Summary
section.
Anyone that might help me by theorycrafting things for Cho is welcome, just pm me.