All Guides Cho'Gath Guides Roooooock LOBSTER (How to dominate with Mr. Gathigan)
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Cho'Gath Statistics for XDarkEchoesX

Author's performance with Cho'Gath compared to the ranked average.

Value
Average
Games Played
5
Win %
44
Kills
5.0
Assists
6.0
Deaths
5.2
KA:D Ratio
2.1
Gold Earned
10.4K
Creep Score
155.9
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Cho's choice summoners:


12.png4.png: Top lane immortality

Cho'Gath is definitely a farming champion, which means teleport is the best option for top lane. Being able to get back into the lane quickly is imperative for the void lobster in order for him to get his items and feast stacks.


14.png4.png: Mid lane burst

Cho's AP scaling is somewhat insane, making him a viable mid laner with his innate sustain. Though at the time of writing this alot of mid laners are taking teleport, I still say that ignite is the best for out-dueling your opponent.


3.png4.png: Bot lane protection

Support Cho is somewhat rare nowadays, but still a good option. Exhaust is very useful for all supports so they can help lockdown and outdamage the enemy ADC.


11.png4.png: Jungle feasting

Cho jungle is a surprisingly good option, but sees less play after the removal of "spirit of the ancient golem" (R.I.P). Despite this, cinderhulk works well with the big guy and his sustain keeps him healthy until he gets tanky.  

New Runes Back to Top

Masteries Back to Top

Mr. Gath's Masteries:

Basic masteries for AP based tanks. These masteries are specifically for Cho in the lane, either mid or top. For the preseason, bond of stone makes Cho a walking aura of damage reduction, which is stupidly powerful. A few other options are Cho jungle running 12/0/18 taking the masteries specific to jungle monsters, cho supp going 0/12/18 with the normal bulky support masteries, and AP Cho taking 18/12/0 in his masteries.

Abilities Back to Top

E
Q
W
E
E
R
E
W
E
W
R
W
W
Q
Q
R
Q
Q
Passive
Q
2
14
15
17
18
W
3
8
10
12
13
E
1
4
5
7
9
R
6
11
16

Tailor built tank spells:


  

latest?cb=20130929122718  Passive: Carnivore

Cho's passive is one of the best innate abilities of not only the voidborn, but perhaps the league in general. Restoring health and mana on kill makes a last-hitting Cho extremely hard to push out of lane before he's ready to fight. Health restored is a flat amount of 17 + (3 times Cho's level), while mana is much less at a flat amount of 3.25 + (.25 times Cho's level). I'll do the math so you don't have too, at level 18 Cho will be healing 71 HP and 8 Mana per kill, giving him some of the best sustain in the game.



latest?cb=20130929122721  Q: Rupture

This is an amazing spell for both offense and defense. After a brief delay, all neutral or enemy units in a circle are knocked up and slowed by 60% for 1.5 seconds. This ability has excellent AP scaling at 100%. For AP Cho, this spell is one of three steps to a free kill, but only if you can hit it. The delay is such that most champions can walk out of range once they have their tier two boots. The solution is to aim farther away from you than they are. Most players, at least in my experience, tend to run back towards their base when they see the void monster in question prime up his Q, so they just run right into it. Leading your shots is the only way to dependably hit your opponent, otherwise, you might as well be throwing away your precious mana. This spell does cost alot, and throwing it out for harass is never profitable. Carnivore can't keep Cho's mana high until he has items and wasting your mana early in an attempt to harass is asking to die before you can start getting scary. 




latest?cb=20130929122720  W: Feral Scream

Besides sounding like something straight out of a bad horror movie, feral scream is the void lobster's W, and wow is it a useful skill. Casting this spell makes Cho yell meanly at his enemies in a cone, because that's how sound works, and silences them for up to 2.5 seconds. This ability is AP Cho's bread and butter ability, giving him the perfect tool to silence before using his Q to win any and all trades in lane. If your opponent is silenced, the can't fight back, then they get knocked up, they can't trade, THEN its too late to win the trade because you've been hitting him with your E. It's a truly beautiful sight, abusing Cho's large array of CC to out duel and out perform your helpless victim.



latest?cb=20130929122721  E: Vorpal Spikes

Vorpal spikes is an incredible spell, and the best part is it's essentially a passive. At max rank, this pretty little spell has a flat magic damage of 80 per hit, with 30% AP scaling. Building AP Cho makes this innate ability sting like a mad summer wasp, but on tank Cho, it makes  nigh unfightable at level 1. Grabbing this at level 1 gives you the farming edge over your opponent, while making your opponent unable to fight you with your empowered AA's. These spikes get larger as you level up and grow with feast stacks, so the size that these spikes (supposedly coming out of Cho's flesh) becomes more dependable for farming. The benefits of this is that when your opponent goes in to farm, they get hit by the spikes, dealing considerable chip damage, essentially automatic splash damage.    



latest?cb=20130929122719  R: Feast

Hehehehehe, ooooh yes, we finally get to this magical spell. Feast is a near instant single target nuke that deals 300-650 true damage, WITH 70% AP SCALING. It's beyond insane to see a Cho do over 1000 damage instantly after his combo, no one can withstand this. That's all well and good to AP Cho, but it gets even better. Killing an enemy unit grants Cho a stack (2 if it's a champion) which grants him a max health boost and increases his size. Be careful, however, because dying knocks off half your stacks (rounded down on odd numbers which is still completley unfair and stupid). Besides being one of the coolest concepts in this malnourished, 3 hits to do something for every champion, game; it makes him an incredible natural tank. Even full AP Cho can be packing over 2000 health easy, making him incredibly hard to kill, and that's not even mentioning immortal Cho build. Immortal Cho (full tank) can be upwards of 6000 HP while rocking almost 300 in each resistance, and of course he has a GA, but more on that later.




Items Back to Top

Starting Items

    Typical tank Cho start, Doran's shield gives excellent proetction from most top lane threats, giving you time to farm until you can't die.
    Alternate Cho start. Use this against extremely AD heavy champions that can easily kill you *cough* Riven *cough*. This also gives you a good start on other items.

Core Items

    Full build immortal Cho. Some people ask why I dont take Rod of Ages, but my logic is that yes, it's an amazing item on Cho, AP or Tank, but it's not what my build is meant for. Notice, each of these items has resistances.

Situational Items

    A few other options for tank Cho. Banshee's is for when you want to shut out an initiate spell, abyssal scepter is for when there's more magic damage and magic resist, Rod of Ages needs no explanation, Dead Man's plate is a surprising item for letting Cho chase down his enemies, and Ninja tabi is a good substitute for merc treads against AD heavy teams.

Other build options:


AP Cho:

One of the most famous alternate Cho builds (and what some would argue is overall better), AP Cho is an absolute monster. His high AP ratios combined with his chain CC makes him a nightmare (lel, skin references) to combat. He can burst down your squishies while doing absurd damage to the rest of the team. So this begs the question, why would anyone take Tank Cho over AP Cho? The answer is this, Cho's about mobile as a dead tree in a pit. Getting caught out with low mana or cooldowns on spells out death in bright flashing neon letters, which means losing half your stacks. If AP Cho can't snowball, it's going to be hard for him to stay relevant.

Recommended Start:

1056.png2003.pngx2: Basic AP start. Doran's Ring gives cho some nice starting health for the top or mid lane, while giving him decent AP and even more mana on hit. Cho's early mana costs are incredibly high, but playing passive and farming with Doran's and carnivore brings substantial mana recovery.

Full Build:

3027.png3151.png3116.png3157.png3089.png1314.png: Rush RoA, no matter what this needs to be your first item completed; The sooner it starts stacking, the better. As for the other items, this gives Cho insane amounts of AP on top of being hard to kill before he kills 3 of the enemy. Use zhonya's to wait out cooldowns to surprise enemies with sudden feral screams.

Alternate Options:

3001.png3285.png3065.png3003.png: While not ideal options, Luden's and Abyssal gives Cho some damage as well as some survivability through movespedd or resistances. Spirit visage and Archagnel are nowehre near as useful on Cho, but they do help AP Cho stay topped off on health and mana.


Support Cho:

Just as the name implies, it's tank Cho going bot lane. The only difference is to grab 3302.png then upgrade it to 3401.png. The other alternate item to get is 2049.png, after that build immortal Cho at your own judgement.


On-Hit Cho:

As much as I dislike this build, with the advent of devourer, there is something to be said about it. On hit Cho is out to abuse his E with tons of items that compliment it. The main problem is that he becomes stupidly easy to kill at this point, so I thought of a hybrid build to fix this issue. (disclaimer: I'm not saying I'm the first person to think of this, I'm just saying I didn't read it online.)

Recommended Build:

3715.png3091.png3153.png3022.png3026.png1304.png: Ok, put down your pitchforks, and hear me out before you downvote me. The main oddity of this build is the BotRK in the middle, which at first glance seems like a pointless item. Consider this, if I'm gambling everything on my AA's I want to be able to get to people dependably, and I want to be able to hurt other HP tanks. What other item is tailor made for that besides Blade? Frozen mallet makes sure you stick to them while you beat them into submission. and wit's end combined with devourer brings the damage in spades.


Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
    Easy
  • Cho'Gath
    Medium
  • Darius
    Hard
  • Ekko
    Easy
  • Fiora
    Hard
  • Fizz
    Medium
  • Gangplank
    Medium
  • Garen
    Hard
  • Gnar
    Hard
  • Hecarim
    Easy
  • Illaoi
    Hard
  • Irelia
    Medium
  • Jax
    Medium
  • Kassadin
    Easy
  • Maokai
    Easy
  • Nidalee
    Medium
  • Olaf
    Hard
  • Riven
    Medium
  • Sion
    Medium
  • Tahm Kench
    Hard
  • Trundle
    Hard

VS

Aatrox

Easy

Sustain vs. sustain, the deciding factor is who manages their resources better. He runs on HP while you run on mana, and while mana is less abundant, his HP costs can be detrimental. Make sure you don't waste feast while he has passive and I would also recommend taking ignite.

VS

Cho'Gath

Medium

Mirror matchup! In draft this won't happen, but in blind, it's a bit odd, because Cho somewhat counters himself. Cho has a silence, but is ruined by silence, he has a knockup and slow, but he has to get close to his enemies to do anything, and he has true damage which destroys his resistances. Build normally, and take tp to out farm him and try and keep him from getting ahead.

VS

Darius

Hard

Darius is one of the most punishing lane bullies out there, however he isn't unbeatable. The juggernauts update made it surprisingly easy to beat him if you play smart. He becomes ridiculous after he gets Noxian Might, which is 5 hemorrhage stacks on his opponent. So walk in, dodge the blade on his Q, and when he gets more stacks on you use Q, W, and walk away. Be careful though, as he can probably still tag you with E to pull you back in with the right timing. At that point you're probably going to die.

VS

Ekko

Easy

Tank Ekko has been the scourge of top lane for quite a while now. With his high base damage, great mobility, and fantastic utility, he has the makings of quite the nuisance. Cho, however, can shut him down big time with a silence, knockup, and an ult that even Ekko players usually don't predict. Let me make this clear however, DON'T ENGAGE ON HIM. That's exactly what he wants, let him attack you, and punish him for it.

VS

Fiora

Hard

"She can't hit your vitals if she's up in the air. All jokes aside, Fiora has a very hard time hitting her vital points without taking punishment, and she can't parry if she's silenced, so chain CC and take her out."

This is what I said any months ago, I was so wrong.... I was so mistaken. Fiora is a monster, more of a beast than Cho could dream of. Try knocking her up or silencing her, she parries it, try fighting, you will lose, try playing it safe her lunge auto targets. You can't do anything to her. Get tanky? doesn't matter she still kills you. Get AP? Doesn't matter she has way too much healing. Farm.... and hope you starve her of kills.

VS

Fizz

Medium

As much as I despise this retarded blue devil (see the GP guide for a rant), Cho makes a decent counter. By the time Fizz hits his power spike, Cho should be very difficult to kill, tank or AP. Take tp and farm until he's not a threat to you.

VS

Gangplank

Medium

He hurts, that's the truth. But since you're building HP, he won't be that big of a threat to you at a certain point, just watch out for death's daughter on his cannons. Don't use feast until he uses oranges and don't depend on your CC to save you if he jumps you early.

VS

Garen

Hard

Not gonna lie, he counters you pretty hard. I will always stand by the statement that Garen is useless to a team, but he is a pain to deal with in lane. Unless your name is Renekton, don't expect to win post level 3. As for Cho, vorpal spikes makes it easy to punish him if he doesn't use spin2win after his Q. Farm and get tanky so you can be more useful than he will.

VS

Gnar

Hard

Here's an example of a champion designed to kill you and your kind. Gnar shreds health tanks which Cho definitely is; it gets worse when you think of the fact that he can kite you without effort and just chip you down until it's too late. Even when you're tanky, most Gnar build BotRK, so your own HP works even more against you.

VS

Hecarim

Easy

So this guy's usually a jungler, but lately he's been played in the top lane, and I don't understand why. He has relatively high mana costs, and he's rather frail early game. Cho eats this guy for dinner, out sustaining, damaging, scaling, and CC-ing him every time. If he engages you for a skirmish, pop your Q and punish him for thinking he can pull off something he saw in LCS and thought it looked cool.

VS

Illaoi

Hard

Don't try and fight Illaoi. Just don't do it, if she has ult tell your jungler to stay away and don't gank her. Forget vayne, THIS WOMAN is the queen of the 1v5. Not only does she have in fight sustain on a stupid level, extremely high sustained damage and burst damage, but she's also incredibly hard to kill. You have the sustain and the CC to survive, but in an extended fight that's only going to delay your death, and possibly the death of 2 teammates. Play it safe and get stupidly tanky so she cant slam your face in with the force of a friggin Kraken.

VS

Irelia

Medium

Farm v. farm, but the only issue is Irelia has much more consistent true damage than you do. The only advantage I can see is how much damage you can put out before she can heal it back with her sustain. You win the sustain and farm war, but she outscales you.

VS

Jax

Medium

Jax lately has been the epitome of late game dominance. He's shoved both Nasus and Irelia out of the spotlight and made top laners cry for months now. He really does shut you down if he gets an advantage. Your E's damage is great when added to your AA's but Jax stops this from being a threat, you're too squishy to deal with his W early game, and on top of that his stun outlasts your CC. You can silence him but he uses AA's mostly.... So just get tanky and hope you don't let him farm too much.

VS

Kassadin

Easy

Say hello to a fallen legend or OP'ness. In his hayday, Kassadin wrecked everthing he went against, but lately, hes little more than fun and ok. You crush his most recent iteration like butter under godzilla. You have a silence to stop his ports, a knockup to follow, and damage to finish him off. Just be wary of his surprising burst at level 6.

VS

Maokai

Easy

Neither of you can touch each other, so just farm. Im serious when I say this is the 2nd most boring lane EVER, beaten only by nasus vs. maokai. Both of you are going to be absurdly hard to kill, so just scale into late game and do your job. Early game he will try and go aggro, but your punish game is legendary.

VS

Nidalee

Medium

It's so satisfying to play this matchup when you hate Nidalee as much as I do. Early game, she will out damage you, but around level 6, or a specter's cowl, you can ignore her or kill her, either one is satisfying. Once you have some resistances she means nothing to you.

VS

Olaf

Hard

Well this one's like a direct challenge to Cho. True damage every 5 seconds, insane amounts of healing, constant slows, and CC immunity. It's just amazing.... for him. Cho truly struggles against this combination, and if you have the option, you shouldn't play this matchup, but if you must, play extremely passively.

VS

Riven

Medium

Again, I despise this champion, but Cho offers the solution. She can't deal with tanks, and Cho is tanky even when building AP. Be careful, she can out damage you early, and a behind Cho is near useless. Just farm and scale so you can be safe when she gets insane.

VS

Sion

Medium

Sion is that champion that at first glance seems easy to deal with, then you get into a game against him and you're forced to base 8 times in a row because he bullied you hard. Sion is different than most lane bullies because he can bully tanks. Much like Tahm'Kench he deals % max HP damage based on his HP and your HP. Just farm up and don't try and trade every opportunity you see, he will win until he drains his mana, but by that point it may be too late.

VS

Tahm Kench

Hard

He is a direct counter to you, his devour does more damage the more HP you have. So the better you do, the more he deals to you. I am dead serious when I say that it's become a joke how much damage Tahm does to Cho. Do not fight him later on, just farm and avoid getting eaten. Dont think you can burst him, because his shield nullifies your feast.

VS

Trundle

Hard

*sigh* Oh trundle, how painful you are for tank mains. Trundle has fairly high base stats already, doesn't help that he steals all of your AD, HP, and resistances. This is a disaster for tanks, just avoid direct fights with him, use your CC to keep him away from you.

Pros and Cons Back to Top

So as always we must ask why would I play Cho when I can play other tanks like Maokai or Ekko who are much more meta. Of course I'm here to anwer this question through my personal Pros and Cons to the oldest voidborn in the league.


rupture.png Pros feralscream.png

  • Amazing sustain
  • Godlike late game
  • Ridiculous AP scalings
  • surprisingly good early game
  • natural tankiness
  • one of the best silences (debatable) in the game
  • Fun concept
  • Best source of true damage
  • Very hard to ignore in team fights


vorpalspikes.png Cons feast.png

  • No mobility whatsoever
  • Fairly team dependent
  • Full tank falls of late game
  • AP falls of mid game until late game
  • Hitbox does grow with size, which makes sense
  • Feast is easily countered
  • Easy to dodge with minimal MS
  • Squishy early game
  • Vunerable to ganks







Special thanks Back to Top

I just want to say thank you all once again for giving this loser the time of day. Lord knows I suck at this game, but I have a mind for strategy and want to help others understand their chosen champs. I know this guide isn't as detailed, nor as derpy as the GP guide, but Cho is a much simpler champion (he's from a much simpler time). Besides, there are only so many jokes one can make about the league's own rock lobster.

So once again, this is Dark your resident rabblerouser signing out.

Change log Back to Top

11/11/2015:
Lolking has yet to update the masteries, so I'll get to that when I can.

11/13/2015:
Masteries updated, a few typos I missed taken care of, all in the spirit of integrity and not getting ripped apart by the internet :)

12/16/2015:
I'm changing the title. Yeah it may seem like a ploy to trick people into reading the same guide, but between a song from Lazytown, and a dig at an overused meme (GP and Shaco), a straight-faced title seemed.... lame. I also plan to expand the guide to make it on par with the other 2. 

7/1/2016:
It's been a long time coming, but the game has changed, and this guide desperately needed a makeover. So I decided may as well put some effort into this before making any new guides.

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