Cho'Gath Build Guide

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Mid Solo Cho'Gath

written by Deathbedeli

Cho'Gath Build



Table of Contents

  • Introduction

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    First off let me introduce myself and my Cho'gath experience.

    I am Gentleman Cho'Gath; Mid Solo.

    Normal Game

    446 Games
    267 Wins
    4039 Kills
    2222 Deaths
    2655 Assists
    16 Million Damage Taken
    63 Million Damage Given
    5.5 Million Gold Earned
    89.3 Thousand Creeps Killed
    686 Turrets Destroyed
    2031 Elo

    Ranked Game (Currently)

    21 Games
    14 Wins
    201 Kills
    120 Deaths
    161 Assists
    1411 Elo

    Almost all of these games were played in the solo queue, after successfully securing mid solo status.

    Oh and I should probably mention that I only play Attack Speed Cho'Gath.

    Yes; It works. Most of the time you are able to outmatch your competition by regenerating more quickly than you can be harassed, and you are also able to deal more damage to them than they can heal themselves for; which likely leads to you getting a kill or having alot of alone time in your lane. This by itself is a very valuable asset as you are essentially gimping the enemy mid, and are able to perform ganks for your side lanes; which can quickly change the tide of the battle to your favor.

    However it is essential that you acquire a solo lane for this to work properly

  • Viability

    Pros & Cons


    DPS Cho'Gath

    Pros
    -Superior regeneration ability
    -Highest starting damage and damage gain per level
    -Very effective farmer
    -Multifunctional hero (Decent CC, Good Initiation, Great DPS)
    -Unusually high innate health for an DPS
    -Synergy with attributes and passive

    Cons
    -Weak early game
    -Focused first in team fights
    -Highly item reliant
    -Requires a solo lane

    Neutral
    -Not considered viable to most players
    -If your team feeds, then this build will be much less effective.

    AP Cho'Gath

    Pros
    -Decent AP ratios (1, 0.7, 0.2, and 0.5)
    -Considered viable to most players

    Cons
    -Long cooldowns for a caster
    -Focused first in team fights
    -Highly item reliant
    -Weak early game
    -Vulnerable while in between cooldowns


    Tank Cho'Gath

    Pros
    -Excellent survivability
    -Considered the most viable build

    Cons
    -Mediocre initiation for a Tank
    -Low damage output
    -Constant mana starvation
    -Focused first in team fights
    -Doesn't bring much to a team fight


    Analysis


    DPS Cho'Gath

    Compared to the currently believed best meele DPS carry, Jax, Cho'Gath is a far superior DPS carry in many ways. In addition to having the largest starting damage and highest damage gain per level, and an AOE spell that adds an additional 20-60 damage per hit to his target. Cho'Gath also brings to the table one of the best single target nukes in the game. This combination is devastating to most champions, and even more so to an inexperienced player, such as someone who is unfamiliar with a DPS Cho'Gath.

    AP Cho'Gath

    Decent build, and useful in many situations. However between spell casts, you are useless.

    Tank Cho'Gath

    Doesn't bring enough to the table. Subpar as a tank. Very little damage output.


    Conclusion

    Compared to the two most viable builds: AP and Tank Cho'gath. DPS Cho'gath gains the most synergy from his attributes, and abilities. All while being able to minimize his weaknesses and promote a healthy blend of damage and survivability.


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    DPS Cho'Gath - Deathbedeli - "Mid Solo Cho'Gath" - 14580 Gold
    AP Cho'Gath - Razerwind - "AP Cho'Gath -- give it a shot" - 14190 Gold
    Tank Cho'Gath - Lunaras - "Lunaras' Guide to Carrying as a Full Tank Cho'Gath" - 14635 Gold

  • Attributes

    Damage: 54.1 (+4.2 / per level)
    Health: 470 (+80 / per level)
    Health Regen: 1.5 (+0.17 / per level)
    Mana: 205 (+40 / per level)
    Mana Regen: 0.79 (+0.05 / per level)
    Spell Block: 30 (+0 / per level)
    Armor: 21 (+3.5 / per level)
    Move Speed: 315


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  • Runes

    This guide works most efficiently if you have a full page of tier 3 attack speed runes. This gives a 38% attack speed bonus to you through out the game and allows you to start with 0.888 attacks per second at level one. This makes last hitting extremely easy and is critical to succeeding throughout the game with Cho'Gath.

    Although this guide was created with a full tier 3 attack speed rune book, this is not to say that other rune pages would not be effective. As long as your rune page incorporates a decent number of attack speed runes, then it should work with this build.


    Updated Rune Build

    6x Greater Mark of Alacrity
    3x Greater Mark of Desolation
    6x Greater Seal of Alacrity
    3x Greater Seal of Resilience
    6x Greater Glyph of Alacrity
    3x Greater Glyph of Warding
    3x Greater Quintessence of Alacrity


    OR


    Original Rune Build

    9x Greater Mark of Alacrity
    9x Greater Seal of Alacrity
    9x Greater Glyph of Alacrity
    3x Greater Quintessence of Alacrity


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  • Masteries

    This guide has found the most success in running a 21/6/3 mastery page.


    Updated Mastery Build

    Offense:
    [spell=Deadliness]: 3/3
    [spell=Archmage's Savvy]: 1/3
    [spell=Sorcery]: 4/4
    [spell=Alacrity]: 4/4
    [spell=Burning Embers]: 1/1
    [spell=Archaic Knowledge]: 1/1
    [spell=Sunder]: 3/3
    [spell=Lethality]: 3/3
    [spell=Havoc]: 1/1

    Defense:
    [spell=Resistance]: 3/3
    [spell=Hardiness]: 3/3

    Utility:
    Perseverance: 3/3


    OR


    Original Mastery Build

    Offense:
    [spell=Deadliness]: 3/3
    [spell=Archmage's Savvy]: 1/3
    [spell=Sorcery]: 4/4
    [spell=Alacrity]: 4/4
    [spell=Archaic Knowledge]: 1/1
    [spell=Sunder]: 3/3
    [spell=Brute Force]: 1/3
    [spell=Lethality]: 3/3
    [spell=Havoc]: 1/1

    Defense:
    [spell=Resistance]: 3/3
    [spell=Hardiness]: 3/3

    Utility:
    Perseverance: 3/3


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  • Summoner Abilities

    Top Tier


    Flash

    A very versatile spell

    Its uses include escaping from ganks, initiating ganks, dealing killing blows, and Flash-Feasting. This is a main-stay in my build, as it allows you to escape from trickier situations than Ghost.



    Ignite

    A damage over time spell

    This can be used to secure a kill from an escaping enemy, or to deal a decent amount of damage in the middle of a battle. This has netted me many kills that probably should of gotten away, and is another main-stay in my build.



    Cleanse

    A debuff removal spell

    This used to be one of the most widely used spells because it practically removed every single debuff from your champion including Summoner Spells, and Ultimates. Now that it has been nerfed, it is still a fairly good spell, but doesn't remove damage over time spells or Summoner Spells anymore. This makes it useless for my play-style and has slowly faded from use in my build.



    Ghost

    A movement enhancer spell

    This is used to either pursue a escaping champion, or to escape from a pursing champion. Useful for dealing additional damage to enemies as you run along side of them to secure a possible kill, or for getting out of tricky situations such as an unexpected gank.



    Exhaust

    A blind and movement debuff spell

    This can be used to slow down an escaping champion to enable you to reach and heavily damage them, or it can used to prevent a DPS from dealing major damage to you, or any nearby teammates.


    Middle Tier


    Teleport

    A long range teleport spell

    This can be useful for getting into the battle quickly, assisting teammates, and improving lane control.



    Smite

    A creep nuke

    This has the most utility when Jungling. It can be used to secure early game buffs, and creep kills.



    Heal

    An AOE heal spell

    This can be used to heal yourself during a teamfight, a gank, or really any situation in which you need health. It can also be used to heal nearby champions and minions.



    [spell=Rally]

    A attack damage enhancer spell

    This places a beacon that can increase the attack damage of any nearby allied champions. It is similar to a ward and can be killed by the enemy.


    Bottom Tier


    Clarity

    An AOE mana boost spell

    This is used to restore mana to all nearby allied champions. This is unnecessary because of Cho'Gath's passive which restores mana per creep kill.



    Clairvoyance

    A global vision spell

    This can be used for superior map awareness. It is useless for the aggressive play-style of this build.



    [spell=Fortify]

    A tower invulnerability and attack damage enhancer spell

    This is useful for holding off a pushing attempt. The extra creep damage is a nice addition throughout the game, but overall this spell falls short compared to other more successful options.



    Revive

    A instant revive spell

    No one uses this spell outside of Practice and Low Elo games. It is not recommended for this build.


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  • Abilities

    Carnivore
    Whenever Cho'Gath kills a unit, he recovers 40 - 82 Health and 8-16.5 Mana.
    (Based on level)


    This is basically a free health and mana potion every time Cho'Gath clears a creep wave. This allows superior regeneration compared to most other heroes and can be invaluable in avoiding certain death by quickly lasting hitting nearby creeps after performing risky maneuvers such as tower-diving or escaping from a successful/unsuccessful gank.


    Rupture
    Ruptures the ground at target location, popping enemy units into the air, dealing damage and slowing them.
    (Cooldown: 10 seconds) (Range: 950)


    A long range harassment skill that knocks up and briefly slows enemies. This is your main CC ability, and is used to close the gap between you and other heroes. It also has an AP ratio of 1.0 which does a very decent amount of damage.


    Feral Scream
    Cho'Gath unleashes a terrible scream at enemies in a cone, dealing magic damage and Silencing enemies for a few seconds.
    (Cooldown: 16 seconds) (Range: 300)


    A damaging silence. This allows you to disable enemies that rely on spells to harass, escape, or do anything else that you don't want them to be doing. It has an AP ratio of 0.7.


    Vorpal Spikes
    Cho'gath's attacks passively release deadly spines, dealing damage to all enemy units in front of him.
    (Cooldown: 0 seconds) (Range: 40)


    A passive AOE that damages enemy units in a line every time you auto-attack. This allows you to harass enemy champions who get close to you, deal extra damage in any 1v1 situation, and clear creep waves very efficiently. This has an AP ratio of 0.2.


    Feast
    Devours an enemy unit, killing champions at low health and most minions instantly. Every successful Feast increases Cho'Gath's health. Maximum 6 stacks.
    (Cooldown: 60 seconds) (Range: 275)
    (Damage dealt with feast is considered true damage and is not affected by any type of resistance)


    A very high damage nuke, with a passive that adds additional health when a killing blow is dealt. This allows you to kill most creeps instantly, and deal a killing blow to any low health enemy champions. This has an AP ratio of 0.5.


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  • Aiming

    WIP

  • Skilling Order

    Skill Order


    Rupture
    Vorpal Spikes
    Rupture
    Vorpal Spikes
    Rupture OR Feral Scream
    Feast
    Vorpal Spikes
    Rupture
    Vorpal Spikes
    Rupture
    Feast
    Vorpal Spikes
    Feral Scream OR Rupture
    Feral Scream
    Feral Scream
    Feast
    Feral Scream
    Feral Scream


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  • Items

    Updated Item Build


    Rejuvenation Bead
    Health Potion - 6x
    Boots of Speed
    Cloth Armor OR Null-Magic Mantle
    Ninja Tabi OR Mercury's Treads
    Recurve Bow AND [item=Emblem of Valour]
    [item=Stark's Fervor]
    B. F. Sword AND Long Sword
    The Black Cleaver
    Recurve Bow AND Long Sword
    Last Whisper
    Guardian Angel OR [item=Force of Nature] OR Thornmail
    [item=Madred's Bloodrazor] OR Guardian Angel OR [item=Force of Nature] OR Thornmail
    [item=Elixir of Agility] AND Elixir of Fortitude AND Elixir of Brilliance


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    OR


    Original Item Build


    Boots of Speed
    Health Potion - 2x
    Berserker's Greaves
    [item=Stark's Fervor]
    Zeal
    Leviathan - Optional
    B. F. Sword
    Pickaxe
    Infinity Edge
    Zeal OR Phantom Dancer OR Counter Item
    Phantom Dancer OR Counter Item


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  • Item Builds

    Updated Item Build


    Starting Items

    Rejuvenation Bead AND Six Health Potions

    These two starting items allow you to almost completely negate damage from early game harassment when combined with your passive and good last hitting skills. After the laning phase, leftover potions can be used whenever your health drops 200 below your max or sold back to the shop for a small pittance


    First Item

    Boots of Speed

    This should be the first item you buy after you return to the shop. Without boots Cho'Gath is very slow and isn't able to properly harass with his damaging attacks and aggressive play-style.


    Second Item

    Cloth Armor OR Null-Magic Mantle

    The next item that you get depends on what type of opponent that you are facing mid. If your opponent is dealing damage with mainly physical attacks, then get Cloth Armor. If they are dealing damage with mainly magical attacks, then get Null-Magic Mantle.


    Third Item

    Ninja Tabi OR Mercury's Treads

    The boots that your going to purchase next depends on which item you got as your second item. If you got Cloth Armor, then it's natural upgrade is the Ninja Tabi. If you got Null-Magic Mantle, then it's upgrades into Mercury's Threads.


    Fourth Item

    Recurve Bow AND [item_text=Emblem of Valour]

    The next item that you are going to purchase depends on the play-style of your opponent. If your opponent is constantly harassing you and getting your health to drop, then you should get Emblem of Valour. If your opponent isn't harassing you than you should get the Recurve Bow. Either way your going to end up with both of these items, so pick the one that helps you out the most in your present situation.


    Fifth Item

    [item_text=Stark's Fervor]

    This item is the bane of Cho'Gath's enemies. It provides additional attack speed, life-steal, and hp per 5 as an aura to the entire team, and also reduces the armor of any nearby enemies by 20. This is the perfect item for a Gentleman.


    Sixth Item

    B. F. Sword AND Long Sword

    Ideally you want your next item to be the B.F. Sword as it provides a considerable amount of damage to Cho'Gath. But if for any reason you need damage now, or are not able to farm up successfully then get the Long Sword. Either way your going to end up with both items.


    Seventh Item

    The Black Cleaver

    The natural upgrade to your last two items is the Black Cleaver. This is the item that allows you to turn the armor of your enemies into butter and then melt through them. This also increases the damage from any of your physical team-mates.


    Eighth Item

    Recurve Bow AND Long Sword

    The next item that you should get is the Recurve Bow as it's attack speed increase allows you to apply more stacks of the Black Cleaver debuff to your enemy. However if you cannot afford the Recurve Bow at the moment, then you should pickup a Long Sword. Either way your going to end up with both items anyway.


    Ninth Item

    Last Whisper

    The pentacle of armor penetration technology. I'm betting that any reasonable opponent facing a DPS Cho'Gath would start to stack armor to negate him. However because you are a true Gentleman, you predicted this ahead of time and prepared to peel through his armor as if it were nothing. This item completes the armor destroying properties of the Triangle of Penetration. Your Stark's provides -20 armor to all nearby enemies, your Black Cleaver can reduce the armor of an opponent by 60, and your Last Whisper penetrates through 40% of any of your enemies remaining armor.


    Tenth Item

    Guardian Angel OR [item_text=Force of Nature] OR Thornmail

    Your next item should be dedicated to countering the damage of whomever if giving you the most trouble. If your facing a physical DPS, then pickup a Thornmail. If your fighting a mage, then pickup a Force of Nature. If your facing a hybrid or prefer more all-around defenses then pickup a Guardian Angel.


    Eleventh Item

    [item_text=Madred's Bloodrazor] OR Guardian Angel OR [item_text=Force of Nature] OR Thornmail

    The next item that you should pickup depends on how much damage you are dealing to your enemy per hit. If your not able to kill a enemy champion with between 3 - 11 hits then pickup a Madred's Bloodrazor. If you are already able to kill your enemies rapidly, then pickup something to boost your survival chances. Try to buy the item that you don't already have, unless the other team is only stacking one type of damage.


    Final Items

    Elixirs ([item_text=Elixir of Agility], Elixir of Fortitude, AND Elixir of Brilliance)

    If your game has lasted long enough for you to have completed your build, then open up an item slot (Your boot slot is the easiest to replace), consume your Elixirs, and buy-back the item you sold. Make sure that you have enough money to buy both the Elixirs and to repurchase the item that you just sold.


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    OR


    Original Item Build


    First Item

    Boots of Speed

    To keep out of range of the probable ranged enemy you will be facing in the middle, To avoid unnecessary damage from auto-attacks and spells, And to aid in escaping from / chasing down an enemy.


    Second Item

    Two Health Potions

    To heal yourself if you happen to run low on health (from taking that unnecessary damage that I just told you about).


    Third/Fourth Item

    Berserker's Greaves OR [item_text=Stark's Fervor]

    Depending on the hero and play-style of the other carry you want to get what benefits you most in destroying there squishy fibers. Berserker's Greaves to add additional movement speed and boost your attack speed, Stark's Fervor to provide bonus attack speed and a nice aura of bonuses to yourself and your team. For an additional 700 gold this has served me well over the previous malady component of my build.


    Fifth Item

    Zeal

    To increase your movement speed even further, boost your attack speed, and start the build-up of your critical strike momentum.


    Optional Item

    Leviathan

    If by this point you have been able to successfully kill a few heroes and haven't had any major problems in doing so than you will want to invest in an Leviathan.

    This is what will make you into a true tank for your team, especially if you reach 20 stacks. Otherwise the added health will make your enemies think twice about attacking you (even in a gank situation) as you can mow through the other team and not die in doing so.


    Sixth/Seventh Item

    B. F. Sword OR Pickaxe

    Depending on how well your farm is going you will want to get one of these two attack damage items.
    B. F. Sword to increase your attack damage to +50, this really will make you fiercesome and allow you to mow through the other heroes quickly. Pickaxe to increase your attack damage to +25, this is a decent damage addition to the build and allows you to do some serious damage to the other heroes.

    Either way your building towards an Infinity Edge. Most of the time you'll have enough gold to skip the Cloak of Agility and go straight to the eighth item.


    Eighth Item

    Infinity Edge

    To increase your attack damage to +80, boost your critical chance to 39%, and most importantly increase the damage of your criticals to 250% damage.


    Ninth/Tenth Item

    ZealOR Phantom Dancer

    Depending on what would be more beneficial to you at this point will determine what your next item will be. This can be either of the items listed below or just a item to help you counter the other team. If you need movement speed more then increased attack speed, increased critical strike chance, and increased dodge chance then a second Zeal. To increase your movement speed by 8%, boost your attack speed, and complement your critical strike chance to 49%. If you need increased attack speed, increased critical strike chance, and increased dodge chance more than movement speed then a Phantom Dancer. To greatly increase your attack speed, critical strike chance, and add a 20% dodge chance. It also adds a 4% increase in movement speed.


    Eleventh Item

    Phantom Dancer OR [item_text=Force of Nature] OR Thornmail OR Warmog's Armor

    At this point if you decided to get the optional Leviathan than you will have only one inventory slot left, and should use it to counter the other team in whatever way will hurt them the most (Aka magic resist against caster, thornmail against dps, warmog against constant focus-fire, etc.). After you build up your counter item, you can go back and upgrade any Zeals that you have into Phantom Dancers.

    However if you skipped the Levithan than you will have two item slots left and should pick up a second Phantom Dancer, and then use your final item slot to counter the other team in whatever way will hurt them the most (Aka magic resist against caster, thornmail against dps, warmog against constant focus-fire, etc.). If you have any Zeals than upgrade them into Phantom Dancers.


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  • Farming

    Remember when I said that Cho'gath is very item reliant?

    Well, you need to get the gold for those items somehow and unless your getting hero kills like crazy you'll need to be at least able to last hit 83% of every wave or 5 out of 6 minions. However with your innate damage dealing ability and vorpal spikes, its relatively easy to meet that quota, while still being able to harass your way to the occasional kill. However you should be careful early game as this is when you are at your weakest, don't deny yourself the ability to snowball far ahead of the other champions by dying early when trying to secure a kill that will get away regardless of what you do. Patience is a virtue, the opportunity you need will eventually present itself.

  • Working in a Team

    In a 1v1 situation the best way to help your team is to stun and damage any heroes that get within your range. In a ganking situation, try to lay down ruptures at every opportunity, so that you will immobilize and slow down the chased champion enough to catch and kill them. In a ganked situation, lay down ruptures to help fleeing allies escape and feral scream to prevent killing blows on your allies. In team fights, always start out with a well-placed rupture and possibly a feral scream if you can land it on more than two opponents, than rush in and try to get the most damage on whoever is closest and squishiest. Remember that every attack that you land will also deal damage via vorpal spikes in a line in front of Cho'gath.

  • Creep Jungling

    Cho'gath when setup properly (When running this build you are setup decently for jungling), can jungle efficiently from level 1, while only needing to return to base once in his low levels. Start with your lizard and work your way through all of the smaller camps in a clock-wise manner, ending at your golem.

  • Before the Game Commences

    Start out by purchasing your starting items then head on over to the middle lane. Do whatever you want until the game starts or help any team-mates requiring assistance, as long as it isn't too far away from your lane. One interesting thing that you can do is to try and delay the minions that are rushing down your lane. You can do this by blocking them, which is where you position yourself in front of them and stand in the way of their movement path until they try to revert around you, which results in them taking a longer movement path than before. You try to do this as many times as possible to the minions at the front of the wave. This allows you to be closer to your own tower for the first few waves which can help against any impending ganks at mid until you level and gain more survivability.


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  • Early Game

    The opposing champion in middle will determine how aggressive your gameplay should be.

    If it's a ranged champion or a champion with a long ranged skill shot such as Ashe, Twisted Fate, Tristana, or Ezreal then you should try to stay out of their range and stay behind minions to avoid any incoming skill-shots, then last hit minions to heal any damage that you acquire from harassment.

    If it's a meele champion or a champion with little harassment skills such as Tryndamere, Nasus, Poppy, or Udyr then you should attack minions more freely while trying to abstain from taking any damage, and attacking them when they get too close. When attacking your minions try to position yourself so that your vorpal spikes deal damage to the enemy champion as many times as possible.

    If it's a champion with superior harassment skills such as Pantheon, Katarina, Kennen, or Mordekaiser then you should keep your distance from them, last hitting when possible. It's probable that you will have to tower hug and last hit under tower fire, just time your attacks to ensure that you get the last hit on most minions. When you reach level 4 or 5 and build up some innate survivability, you can start to attack minions more freely as long as you keep last hitting to ward off the enemy champion's harassment. Pretty soon your initial squishiness is replaced by a hardened exoskeleton and you can start to farm more normally and harass more successfully.

    If it's a champion that is inherently squishy such as Fiddlesticks, Karthus, Twitch, or Annie then you should avoid or get out of range of any damaging skill-shots and push your wave, getting last hits at every opportunity. Try to harass your opponent everytime they get too close.

    Eventually the opposing champion will start to let their guard down, this is where you will start to subtly harass them by getting hits on them every time they get within range, and start to launch a few raptures at a caster wave when the opposing champion is within it's AoE range. Your enemy should now be at 1/2 - 3/4th's health, this is when you strike down your opponent when the opportunity presents itself. Let the opposing minion wave start to push itself towards your tower, while you keep landing hits on minions and last hitting when appropriate but start to do so at a slower rate until the wave meets near your tower or at the water line. With all of the last hitting that you have done so far, you should have a near full mana pool, land a rupture on the enemy champion and rush towards them hitting them at every chance you get. When they start to run back, run beside them so you can keep landing hits and rupture them every time it gets off cooldown. Ignite them if you took that summoner spell, and by this point they should feel the sweet embrace of death. If not flash-feast (Where you flash in front of your enemy and use feast on them) them and send the message that you'll kill anyone crazy enough to challenge you. As soon as your lane has no other hero in it, finish your current minion wave and bluepill back to base to purchase the components for our build, and head back to the middle-lane and creep up until the opposing carry revives and makes there way back to their lane. Keep farming and harassing until you kill the other carry again or they leave the lane, when this happens take a glance towards the side lanes, if none are in any danger then head to your forest or the enemies forest and grab a lizard buff. Now its time to gank a side lane. Pick the side lane that has the enemies with the lowest health bars. When you get to another lane sneak up to and hide in a nearby bush, and ambush an enemy when they get to close, rupturing them and hitting them to keep a constant slow on them, soon you will be able to land a killing blow on them or feast them for another stack. If you can kill both of the enemies, then do so. If not then you have given your side lane an advantage either way, and should head back to your lane and farm up. Farm until you have enough gold for a few more of your items. When you have acquired enough gold you should bluepill, buy your items, head back to your lane and keep growing in power.


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  • Mid Game

    By this point, on average, you should be at least two to as many as five levels ahead of the other carry (and all of the other enemy champions). This is due to your aggressive last hitting, and early game kills. The name of the game now is to stay ahead of all of the other champions in creep kills, constantly downing the dragon, destroying any unguarded turrets, and helping to gank the other lanes to secure kills and assists for your team. Remember that 17 creep kills is equivalent to one hero kill in gold. If your constantly being CC'd or focus-fired in skirmishes or teamfights, then remember that you can flash out of their range, allow your team-mates to damage the chasing heroes and then run right back into them to heavily damage them all and possibly secure a kill. Rupture fleeing champions to allow your team-mates to deliver killing blows.


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  • Late Game

    Late game is essentially the same as Mid game, but with a few key differences. You hit harder, there are more teamfights, and you will be raiding the other teams base. Try not to get disabled early in a fight as it is likely you will be forced to retreat and have to kill jungle creeps to heal yourself back up to a decent condition. If the other team is caster-heavy then start out a teamfight by throwing down scream. if their are alot of squishies then throw down a rupture and focus fire the poor champion who is flying through the air. (Bonus points if the game glitches and the hero is thrown about ten thousand feet into the air;) Remember that by this point of the game, you hit hard and fast enough to down a tower before drawing the aggro of the enemy team who is trying to defend their towers.


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  • Nexus Celebration

    As soon as you crush your enemies nexus, Its time to celebrate. I would recommend /T, /L, and /D


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  • Questions

    Question 1
    Whats the point of building DPS items on Cho'Gath? What synergy is there? - The Green Giant

    Most of the time you are able to outmatch your competition by regenerating more quickly than you can be harassed, and you are also able to deal more damage to them than they can heal themselves for; which likely leads to you getting a kill or having alot of alone time in your lane. This by itself is a very valuable asset as you are essentially gimping the enemy mid, and are able to perform ganks for your side lanes; which can quickly change the tide of the battle to your favor.


    Question 2
    Does Magic Resistance reduce the damage of spikes? - Noperabo

    Yes, MR reduces the damage of vorpal spikes.


    Question 3
    How does attack speed help last hitting? - Alamandaros

    Attack speed helps you to last hit multiple creeps in a row. Such as multiple low hp caster minions that might otherwise be picked off by friendly minions, if not for your ability to deal the last blow on each of them in a timely manner. Faster attack speed means that your hero has a faster response time to an attack command, which could mean the difference between dealing the fatal damage on a minion and getting the bonus gold, and having your minions take the bonus gold.


    Feel free to ask questions; I promise I'll answer them! They'll be put up in this section for my other readers' reference, and you will be credited below. If you want to ask a question visit the Offical LoL Thread or post a comment in this guide.

  • Credits

    Guide/Pictures/Skin

    Deathbedeli


    Other Guides Compared

    Razerwind
    Lunaras


    Questions

    The Green Giant
    Noperabo
    Alamandaros


    Special Thanks

    AutoCheesyBacon

  • Updates

    Guide Started

    05-07-2010, 06:33 AM


    Guide Last Updated

    08-22-2010, 2:46 PM

  • Offical Skin

    Mid Solo Cho'Gath


    Offical Thread

    Mid Solo Cho'Gath

  • Random

    "All truth passes through three stages. First, it is ridiculed. Second, it is violently opposed. Third, it is accepted as being self-evident."



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