IntroductionHi, you are reading a guide written by Peekamoo. I am a 1500 elo ranked player who avidly plays jungle and top. I recently found about Jungle Cho'Gath and his amazing ability to jungle.
Everything in this guide is completely opinion and you are free to change items if you see fit. The same can be said about runes and masteries.
Strong AoE CC abilites
Has a decent range with his
Has a lot of burst even with tanky items
Double smite with his ultimate
Is very flexible in terms of items and runes
2 Legendary Skins (Gentleman and Battlecast)
Movement speed isn't great
His Rupture can be difficult to land consistently
Is big (gets hit by all the skill shots)
Update: After his recent "Quality of Life" changes (aka buffs), I definitely recommend picking up Cho'Gath in the jungle, as he is very strong now with more consistent spell casting times and even a bigger range on his as he becomes bigger!.
Update: After the silence nerf by 0.5 seconds, he is still good, however his mid to late game will take a small hit.
The masteries I choose are fairly generic.
Minion masteries and health are a must, as well as champion damage negation.
Good Hands, Defender and Block are all exceptional one point wonders, but Reinforced armour can be taken over Defender if you want. Juggernaut is better than Tenacious because Cho'Gath naturally has lots of HP from his ultimate.
In the utility tree, take reduced summoner cooldown duration and increased movement speed. If you feel you have mana problems, you can take three points in Meditation instead.
RunesPersonally, I run:
Attack speed Reds
Magic Resist per Level glyphs
Ability Power Quintesseces
You can change them up a little, I would only ever suggest:
Magic pen marks
HP/level seals Seals
Ability power glyphs, magic resist glyphs, attack speed glyphs
Attack speed quints, movement speed quints
If you don't have a full rune page or don't have runes, just armor seals or even no runes can suffice.
Summoner SpellsFor summoners, I take:
Flash for surprise initiations, nifty getaways, and everything.
A must for jungling.
You can replace flash with any of these summoners if you wish:
Very strong ganking summoner spell, and scales well into late game. Can help land your Q easier.
If you don't like flash or don't need flash.
Good summoner all round, can be used as a clutch heal to save allies or yourself. However, lacks the utility which bring to the table.
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).
Makes Cho'Gath's sustain through the roof.
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
Somewhat difficult spell to land alone against competent opponents, but if used with an ally with hard CC you can guarantee a shot on them.
Strong farming tool when paired with Feral Scream.
Has insane AP ratio of 1.0.
Max this second since the consistency change has helped make this much more easier to land.
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
Weaker than Rupture in terms of damage, but makes up for its reliability and accuracy, and its absurd scaling silence duration. Land this on an AP Carry or anyone who is reliant on skills, or on a target who may escape with flash, etc.
Strong farming tool when paired with Rupture.
Max this first as its consistency is unrivaled, and longer silence duration is always helpful.
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.
The majority of your jungle speed is from this passive, especially if you don't have blue buff. Very nice farming skill too.
Max this last, as only 60 damage is gained from 4 skill points. You could max this second if you wanted a less mana dependant jungle but I prefer a maxed before this skill.
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
The infamous NOM NOM NOM.
Use it to secure buffs.
Use it to burst down an enemy.
Use it on minions randomly if you need health stacks.
This is what makes Cho'Gath tank incredibly well and Cho'Gath can gain 6 stacks fairly easily in the jungle.
The path you will take will be:
This will get you to level 4 with double buff fairly healthy.
Alternate Path Red Start:
Ask your mid to leash your red buff, this will save around a potion or more of health which is nice.
When doing the first wraith camp, you will want to move to the back of the camp, closest to the inner turret. This way, when you attack the blue wraith when it spawns you will hit all of the wraiths with your E.
This will get you level 4 at around 3:20 with a fresh blue buff, from here you can either continue farming the jungle or try and gank a lane, preferably one with a hard cc.
Personally, I do blue path as I can give blue buff to my midlaner by 7 - 8 minutes, rather than 9 minutes or so. This will allow them to push out their lanes earlier and roam. However, the red buff is a solid alternative when you get counter-jungled early and cannot start at blue buff.
Skills Usage and Tips
- Your passive can sometimes be life saving. If you predict a Karthus ult coming your way, you can quickly Q+W a group of minions which could potentially save your life.
- When clearing the jungle, always make sure to hit all the creeps with your spells, and try to position yourself with your Vorpal Spikes as well as you can, to maximise jungle speed.
- Although Cho'Gath is extremely fast at clearing the jungle, he is prone to being counterjungled himself and is relatively weak in duels. Unless you have a clear advantage in a duel, it is probably best to run.
- Your silence is significantly easier to land then your Q. Max this skill first for more reliable burst and CC. Additionally, levelling your W first increases the silence duration.
- After level 9, you can either max Q or E first. Maxing Q is better for burst damage and if your are confident your team can properly synchronise CC with your skills, while maxing E is better for farming and split pushing, although you will have less damage unless you are constantly auto attacking in teamfights.
- You ultimate does a significant amount of true damage. In teamfights, it can be valuable to walk up to their carry if possible and use your ulti (or flash to them) before you die. The 600+ damage in late game teamfights can be the difference between a victory or defeat. If the carry is not accessible, try to Feast the most valuable target, normally either their bruiser or AP Carry.
- Feast is a huge nuke to minions as well. When securing baron, it's best to have feast available, as it will allow you to instantly kill Baron from around 2000 HP at level 18.
- Ganking from a brush is significantly easier then ganking when the enemy has vision. Generally, people won't at their feet all the time and by the time they hear the sound effects of the Rupture, and normally it is too late to react to unless they have movement abilities. However, if they have vision of you coming from behind, chances are they will be able to dodge the Rupture unless they are crossing a chokepoint or your teammate has hard CC. Remember landing Rupture is the key to a successful gank.If there is no gank opportunity available, it is probably best to farm the jungle unless objectives are available.
Item BuildStart off with and .
This is the safest route to go now, since the jungle was made harder. It will give you enough pots to survive against counter-junglers and will top you up easily between camps.
On your first back, buy a . It has almost the same stats as the previous , and is overall a great item for such a small price.
Generally after you buy your , you want to make a decision.
Are they physical damage heavy? Get + .
Are they magical damage heavy? Get + .
Then get either one of the three mid game items:
One of the best sources of CDR. It did get nerfed in S3, but is still a good buy in preparation for Frozen Heart. Normally you would get this if you are doing well.
Another decent source of CDR, but a magic resist orientied option. It's especially good if your team has a healer , since it buffs your healing from ALL SOURCES by 20%.
One of the most cost efficient items in the game, especially against attack speed heavy champions . Generally you would get this if you are losing, or the only tank on the team, since it provides an amazing passive if being focused and high amounts of armour too.
At this point, you want to purchase your late game items. These are very expensive for a jungler and some games may not enter this point, but they will be the most effective in disruption and soaking damage.
The three absolute best counters to an ad oriented enemy team are:
Frozen heart provides 99 armor and 20% cooldown reduction, as well as 500 mana, all stats very attractive to a jungler. In addition, it provides a 20% attack speed debuff which really seals the deal on this item.
Randuin's Omen is also another item you may be interested to purchase. It provides 75 Armor, 350 HP, some HP regen and 5% cooldown reduction. However its real sweet point is its active and passive, which decrease movement speed of nearby enemies, and decrease attack speed and movement speed, respectively. Extremely effective for peeling people like Tryndamere off your carries, and debuff them heavily too if they hit you.
Thornmail has 100 armour and is a strong counter vs heavy AD teams. It's passive acts as a deterrent against physical damage dealers to hit you, so I would only suggest you to get it if the enemy is very physical damage heavy.
The best items to buy versus an AP oriented team are:
Banshee's veil also is an all rounder item with a strong passive of the magic bubble. It provides stats which are all useful to Cho'Gath, HP, Mana and Magic resist. A strong purchase against certain champions .
Abyssal Scepter should be considered if your team has significant magic damage, and/or already has a full tank. It adds AP and Magic resist as well as a magic resist debuff to nearby enemies, which increase your already significant AOE magic damage. It's one of the best items to get now, since its range got nerfed, but you are still able to take advantage of it.
Warmog's Armor is suitable as your very last item as often you will have enough HP to tank, since Cho'Gath has incredible amounts of HP with . Avoid buying this until you have at least 150+ Armor and Magic resist as the benefits of HP will not outweigh the benefits of more armor/mr. However, this item provides great regen since S3 and is a good purchase vs poke teams .
Aegis of the Legion is a strong aura item for early game, and is extremely cost efficient in early team fights. The magic resist bonus given to allies nearby nearly negates from AP carries, which will easily help your team in early fights. Normally your support would pick this item up, but if he is not feel free to purchase it instead.
Basically the upgraded version of Aegis of the Legion, it is better in every way over Aegis. Including the aura, this item provides 60 MR to yourself and 30 MR to each of your teammates, making it one of the most cost efficient items with 4 other teammates. An excellent mid game purchase against heavy AOE teams.
Final CommentsThis is my second guide on Solomid.net, please leave feedback and constructive criticism. Thank you for reading!