IntroductionThis guide is going to teach you how I am going to run a Cho'gath in a bottom lane. This build will maximize the amount of punishment you can sustain from an AD champion, while allowing you to still get farm and hold the tower. As Iron Cho, your job is to hold the turret and maximize your farm while staying alive.
MasteriesMasteries are going to be defensive masteries, helping you early on to sustain a lane in a possible 1v2 lane. You are then going to pick up a few things in utility, including increased regeneration and increased experience, as well as greed for an extra gold/10 as that is probably the best spot for the last point to go.
RunesRunes are going to consist of stacking flat armor for reds, yellows, and quints, and using a MR/Level blue because magic damage is not too effective early game, and usually at bot you won't be going up against a magic heavy combination. Bot lane is more often than not physical damage based, with the standard euro support+ranged dps.
Explanation: I like running flash on almost every champion as it allows for the most key escapes at key times. It also allows you to flash into postion to land a key stun, one that you would not be able to land had you not been running flash.
Ignite allows you to pick up kills when your opponents least expect it, as landing a successful then following with a deadly combo of , , and will do some huge damage early game. Ignite is true damage, and with your ultimate that is a ton of true damage going out which will crush even tanks.
Whenever Cho'Gath kills a unit, he recovers 34 - 68 (+2.5 each level) health and 3.5-7.75 mana (+0.25 each level).
Explanation:Great passive, allows you to sustain a lane very easily due to the fact that you regenerate when you last hit. Makes Cho very strong in lane, assuming you can last hit well.
Ruptures the ground at target location. After a short delay, enemies are launched into the air for 1 second, dealt 80 / 135 / 190 / 245 / 305 (+100% of ability power) magic damage, and have their movement speed slowed by 60% for 3 seconds.
Cooldown 10 seconds
Cost 80 / 90 / 100 / 110 / 120 mana
Explanation:Your skill shot. It has about a half a second delay, but also has a cast timer. Meaning that you are going to have to predict enemy movement when you cast it. I do not prioritize Q because leveling up Q past level 1 only increases the damage, and does not increase the knockup duration or the slow. This move is sometimes very hard to land depending on how good your opponents are and this should not be counted on for the majority of your damage.
W: Feral Scream
Cho'Gath screams in a cone in front of him, silencing enemies for 2 / 2.5 / 3 / 3.5 / 4 second(s) and causing 75 / 125 / 175 / 225 / 275 (+70% of ability power) magic damage.
Cooldown 16 seconds
Cost 70 / 80 / 90 / 100 / 110 mana
Explanation:Feral Scream is the easiest of your 2 skill shots to land, as it hits a cone instantly and has no cast delay. Feral Scream, like other abilities that cast in a cone will be affected by lag, so predicting the enemies movement while casting will not help you out whatsoever. Casting directly where the enemy was a split second ago will make it land, even if they step out of the cone after you are casting it.
E: Vorpal Spikes
Toggle: Cho'gath's physical attacks launch spikes which deal 20 / 35 / 50 / 65 / 80 (+30% of ability power) magic damage to a line in front of him.
Explanation:Adds some extra damage to your auto-attacks, and is affected by ability power. Allows you to last hit much easier, and you can clear waves of minions very quickly even if your W ability doesn't quite finish them off. Remember that attacking a turret with this ability toggled on may cause the turret to attack you, if your spikes hit an enemy hero. For this reason I would say that it is a good idea to be actively toggling your E off when killing turrets, but then turning it back on after so you are not losing out on dps.
Deals 300 / 475 / 650 (+70% of ability power) damage to target champion, or 1000 damage to target minion (ignores resists).
If the target is killed by Feast, Cho'Gath grows, gaining 90 / 120 / 150 maximum health (maximum 6 stacks). Cho'Gath loses up to half (rounded up) stacks upon death.
Cooldown 60 seconds
Cost 100 mana
Explanation:Nomnomnomnom...Deals a ton of true damage to a champion in melee range. Is affected by ability power, and is one of the strongest single target nukes in the game because it is scaling true damage. Should be used in lane on minions early on to get stacks growing, but can be used aggressively to kill champions as it does a ton of damage. You can also feast neutral minions like dragon and Baron, as this ability will do 1000 true damage to any minion. Remember to use this ability aggressively in teamfights, and it is usually not a bad idea to use it early on and then ignite on a target that your team is focusing to instantly take out a carry or even a tank.
Skill OrderPrioritize first, which will increase damage done and health gained from stacks.
Prioritize next, as it is a very easy skill shot to land. Prioritizing it will increase the damage done and the silence duration.
Pick up 1 rank of at level 1, and do not level it until later. This skill shot is great for level 1 teamfights, and will be great in basically any teamfight in general.
Max out after W, as this will add some extra damage to your autoattacks.
Item BuildsGives some extra armor, regen, and HP, all of which are very useful in an early lane.
Allows you to sustain a lane very well, even in a 1v2 setting.
Are great versus heavy magical/CC teams, as the 35 tenacity will make it harder to lock you down for an extended period of time.
Should not be underestimated versus heavy physical. Also allows you to tank towers when diving easier, and dodge chance is a great stat. Be careful of how weak your magical resistances will be, however, and you will be very easy to lock down and slow.
Get one of these early, and you will have the option to make it into a force of nature or banshees later on.
is good even versus heavy magical teams, as it is fairly cheap and gives armor and CDR. Upgrade it later into a Frozen Heart if the enemy is strongly physical.
Very good versus autoattack heroes like Vayne, but an item that you should plan for early on. If you do plan on going this item, grab a heart of gold after catalyst and get the gold/10 rolling.
Because of the fact that you lose half of your feast stacks when you die, you want to stay alive. You can achieve this with a GA, and this item allows you to play aggressive and not be punished for it when you get caught in a bad location.
Early GameFarm it up. Get stacks going. Stay alive. Every time you die you lose stacks, which is valuable time that will have to be spent using feast on minions instead of having it available for harassment on heroes, or even kills. Not having this ability up in a teamfight can be the difference between a win and a loss.
Mid GameMid game your job is to keep farming, and keep getting tankier. Again, stay alive. As you get stronger, you will get to a point where it is impossible to kill you. This will allow you to rush into the enemy team and choose who you want to silence, and who you want to be the victim of your combination. Choose fights wisely, and don't allow yourself to lose your feast stacks.
Late GameLate game your damage falls off, but it is still true damage. You have a silence and an AOE knockup, and this is basically all you will bring to a teamfight. Your E damage will become very weak, but your combination will still put out some heavy pressure when it is up.