Introduction
Hi, I'm Spreekaway and welcome to my Cho'gath middle guide. Cho was the first champion I ever bought, and since then I've been hooked. I think I played him basically every game from level 10 to level 30. I was platinum in season 2 with quite a few games as Cho (and even more in normals).Lately I've been experimenting with playing Cho middle, and I'm convinced that it is the best place for Cho, provided you build him properly.
![[http://i.imgur.com/fcFtw.png]](http://i.imgur.com/fcFtw.png)
Cho'gath is one of the scariest champions in the game. Everything about him, from his appearance, to the spikes he makes come out of the ground, to the NOMNOMNOM that is his signature, just feels terrifying. With my build and tips in tow, you'll be making opponents say "Cho My God."
Updates
8-21-12: Guide Released8-23-12: Guide Approved
8-28-12: Updated item builds to be more flexible
10-27-12: Added matchups with Syndra and Elise, changed item build to reflect DFG nerfs
12-7-12: Major update for Season 3, new item build, added matchups with Zed and Kha'zix.
Please remember that these Season 3 changes are still very new to everyone. I don't claim to know everything yet and I will update when I have more experience with the new changes.
12-14-14: There were minor Cho nerfs in the new Preseason Balance patch.
was changed from 34+2*level to 21+3*level. The breakeven is at level 14, where much of the utility from the passive was already used. I don't think this is so significant -- Cho still has ridiculous sustain. Another minor nerf was the buff to smite; it's now slightly harder to steal objectives with Feast. Again, not such a big deal.
Videos
Apologies for the lagginess (my internet is OP...)Runes Masteries and Commentary vs Zyra
Part 1:
Part 2:
Cho Mid vs Cho Top vs Cho Jungle
I will admit, Cho'Gath middle is somewhat of an unorthodox pick. He's seen far more often in top or even jungle. While top and jungle cho are by no means bad, I feel his place is in middle. Pros of Cho Middle:
- Great wave clear/wraith clearing
- Long duration silence on
(3 seconds at max rank) shuts down casters extremely hard - Safe pick, no hard counterpicks
- High sustain for both health and mana than most opponents
- Good enough burst to 100-->0 squishy laners
- Able to push waves and do jungle camps extremely fast
- Controls dragons and buffs extremely well
- Unorthodox pick, many players won't know how to handle you
Cons of Cho Middle:
- Melee autoattack against primarily ranged champions
- Fairly low damage (especially if you build tank or fall far behind)
- Some heroes can kite/dodge your
and ![skills/chogath/w.png [skills/chogath/w.png]](guide/skills/chogath/w.png)
Pros of Cho Top
- Can build tankier (since you have another AP carry in mid)
- Able to use
more effectively - Most of the time, you won't have to deal with ranged heroes harassing you with autos
- Able to stay in lane for a long time
- Able to freeze lane
Cons of Cho Top
- No escapes, quite easy to gank
- Pushes lane with all abilities (allows enemy to control creeps easily)
- Rarely has kill potential
- High mobility bruisers can juke your abilities
Pros of Cho Jungle
- Very fast clear speed
- Amazing sustain
- Great control over buffs and objectives once you hit level 6
- Can transition into a tank
Weaknesses of Cho Jungle
- Struggles to duel enemy junglers
- Weak ganker, unless his lanes have hard CC or enemy lanes lack escapes of any kind.
- Semi-blue dependent early
When To Pick Cho Mid
Cho is somewhat situational. He's definitely weak to kiting and mobility. His initiate is based on hitting a difficult skillshot.You normally want to pick Cho when you have a team with more reliable CC and initiate. His
and
are amazing followups. So, he does great with people like ![champ/amumu.png [champ/amumu.png]](guide/champ/amumu.png)
![champ/alistar.png [champ/alistar.png]](guide/champ/alistar.png)
![champ/galio.png [champ/galio.png]](guide/champ/galio.png)
![champ/malphite.png [champ/malphite.png]](guide/champ/malphite.png)
etc.It's often a bad idea to pick Cho against enemies who are highly mobile and can juke your skillshots. Try to avoid picking cho against people like
![champ/corki.png [champ/corki.png]](guide/champ/corki.png)
![champ/ezreal.png [champ/ezreal.png]](guide/champ/ezreal.png)
![champ/riven.png [champ/riven.png]](guide/champ/riven.png)
, etc.
Masteries
Season 3 brought a much improved utility tree, some nice defensive masteries, and an offensive tree remaining largely the same. Though Cho can benefit from all 3 trees, I think Offense is not very useful for Cho past 9 points. The two mastery pages I've been using most often are:9-0-21
![[http://i.imgur.com/vuBnL.jpg]](http://i.imgur.com/vuBnL.jpg)
The utility tree has some very nice stats for Cho, especially summoner spell cd reduction (Cho is very flash dependent as he is a melee caster with no gap closer) and regular CDR. The gp10, buff duration, mana and movement speed are nothing to scoff at either. The weakness of this page is that it will leave you much squishier than defensive spec.
9-21-0
![[http://i.imgur.com/iSvtc.jpg]](http://i.imgur.com/iSvtc.jpg)
The defensive tree is also good for Cho. The extra armor can make it easier to lane as a melee autoattacker, while the increased % of health, tenacity, and reduced crit damage will make Cho that much harder to stop late game. You may want to run this page against difficult lanes who can harass you hard. This disadvantage of this build is that you lose out on the goodies in the utility tree which tend to be much harder to itemize for.
Conclusion: Test out these pages (or some combination of all 3 trees perhaps!) and choose whichever one suits your playstyle best. I'll try to have a more definitive conclusion when the season has progressed a little bit.
Runes
Standard Rune Page
![[http://i.imgur.com/XjO3O.png]](http://i.imgur.com/XjO3O.png)
I run this in the majority of matchups. It's versitile enough to work well in pretty much any matchup.
Vs Difficult AP lanes or High Magic Damage Teams
![[http://i.imgur.com/7w4Zu.png]](http://i.imgur.com/7w4Zu.png)
Same page as above, with health per level yellows replacing armor. I'll take this if the enemy only has one source of AD damage.
Vs Difficult AD Lanes
![[http://i.imgur.com/CV143.png]](http://i.imgur.com/CV143.png)
This page is much different. You don't need MR glyphs against an AD opponent, while the Armor quints will allow you to shrug off their harass. Make sure you only run this when you're sure to be against an AD lane. If you wind up in a difficult AP lane without MR, you're in big trouble.
Reds
9x Mark of Insight (Magic Pen): . AP mids pretty much exclusively run these. It's the only type of red that offers anything substantial.
Yellows
9x Seal of Resilience (Flat Armor): Melee champions typically will want to run armor, since they take a lot of autoattack harass as well as creep damage.
9x Seal of Vitality (Health/Level): These runes can help you survive a difficult lane against heavy magic damage. You also might want to use these against an enemy team full of magic damage.
9x Seal of Replenishment(Flat Mana Regen: Though I personally don't think Cho needs mana regen, those more inclined to spam spells may prefer these yellows.
Blues
9x Glyph of Warding (Flat MR): Cho makes very good use of this magic resist. If he can survive burst, he can normally heal it all back with his passive. Furthermore, the effectiveness of these resists grows even more once Cho begins to gain health with his Feast stacks.
9x Glyph of Force (AP/level): I normally only run these against heavy AD lanes for whom I do not need magic resist. However, more aggressive types may prefer these runes as they allow for higher damage and burst potential.
Quints
3x Quints of Swiftness (Movement Speed): Movement speed is quite good for cho. It allows you to stay out of harass range easier as well as allowing you to catch up to fleeing opponents to Rupture or Feast them.
3x Quints of Resilience (Flat Armor): Run these against difficult AD lanes who you fear can zone you. Note, that you might prefer Movement Speed against melee ADs because it allows you to harass them with Vorpal Spikes more effectively.
3x Quints of Potency (Flat AP): These are the best option if you cannot afford the expensive Movement Speed quints.
Summoner Spells
![summoners/ignite.png [summoners/ignite.png]](guide/summoners/ignite.png)
![summoners/flash.png [summoners/flash.png]](guide/summoners/flash.png)
Ignite and Flash
is pretty much necesssary for cho. You lack any other form of gap closer or escape, yet two of your skills require being in melee range.
gives you the ability to finish people off in middle. It's a crucial part of your combo and has gotten me many kills.Alternatives
A solid spell for top lane Cho, but I don't think its needed for mid Cho. You rarely get forced out of lane, and since mid lane is so close to the action, you can just walk wherever you need to be. (Note for season 3: Homeguard + TP cheese can be rather good on Cho, but who knows if it will last in the game -- I think Riot may remove homeguard MS after using a teleport.)
I would encourage your support or jungle to grab this. If they don't, I suppose you could, especially if they have an important target to exhaust. Do Not Get
Flash is far more useful as an escape/gap closer spell.
You can bait people with this ability, but it won't help you much later.
You can bait people with this ability, but it won't help you much later.
Skills
Passive: CarnivoreWhenever 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:
This passive is just amazing. Very few champions get mana sustain and health sustain, and even fewer to the extent that cho does. The downside is, you actually have to last hit well.
Q: RuptureRuptures the ground at target location. After .65 seconds, 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 9 seconds
Cost 80 / 90 / 100 / 110 / 120 mana
Range 950
Explanation:
This skill can be difficult to hit, but it is probably one of the strongest abilities in the game if hit. An AoE knockup (the best CC in the game) with a large slow immediately following it. Not only that, but it also has extremely high base damage AND a 1.0 AP ratio.
On the other hand, the cooldown and mana costs are long, especially early. Thus, you should try to avoid spamming it until you get some CDR and items.
W: Feral ScreamCho'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 13 seconds
Cost 70 / 80 / 90 / 100 / 110 mana
Range 300
Explanation:
This spell is much easier to hit than Q, and still packs quite a punch. The base damage is nothing to scoff at, nor is the AP ratio of .70. Furthermore, it is a long duration silence which can be very difficult for the enemy caster to deal with. Often, it's a good idea to use this ability before trying to land Q because it will prevent the enemy from flashing or using a dash move to escape.
However note the high cooldown. In teamfights, (even with 40% cdr) you want to make sure you silence high priority targets (especially the enemy AP).
E: Vorpal SpikesToggle: 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.
Range 40
Explanation:
This ability is not quite as great as cho's other moves, but it is quite helpful for last hitting as well as adding a nice bonus to his autos late game. One downside of being mid lane cho is that you won't be able to use this ability too much.
R: FeastDeals 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
Range 100
Explanation:
True damage that scales great with AP. This is your signature move, the NOMNOMNOM followed by "An enemy has been slain" feels so satisfying. The health steroid is also extremely strong, worth about 2 giants belts of health when fully stacked at lvl 16.
You can and should use this ability on minions to stack up , if there is no imminent fight.
This ability also works great for stealing/securing buffs and dragons/barons. It always does at least 1000 damage to minions, which is more than max level smite. You can tell your jungler to smite at about 1600 and you will finish it by eating.
Landing Rupture
- Rupture is Cho's most important move. If you want to be a good Cho player, you need to land these consistently.
![[http://i.imgur.com/v08aG.jpg]](http://i.imgur.com/v08aG.jpg)
- As you can see, rupture has a fairly long range and radius. The problem is, not only is there a delay before the ability goes off, but Cho'Gath also does his own animation which makes it really obvious he's rupturing somewhere.
![[http://i.imgur.com/AJ48m.png]](http://i.imgur.com/AJ48m.png)
- In lane phase, before people get boots 2 or increased movement speed, it's often possible to drop rupture right on top of them as they last hit.
![[http://i.imgur.com/TE6oZ.jpg]](http://i.imgur.com/TE6oZ.jpg)
- The most reliable way to hit rupture however, is to aim it behind them slightly. Most people, upon seeing Cho's animation start will start to run away, right into the rupture itself.
General Tips
- Always smartcast Rupture. You often need to be able to use it quickly.
- It's often a good idea to use
before using
. Not only will the enemy be unable to flash or use mobility spells, but the silence often makes them start to run away. - Predict your opponents movement. The easiest Rupture to land is the one on the enemy fleeing for their life, because they rarely change their path.
- Try to cast Rupture from where you can't be seen, so the enemy doesn't get a warning from your characters animation.
- You can use Rupture to see into the fog of war. If it hits something, you will see them.
Skill Order
Early Levels
Level 1: Always get Rupture (Q). It is extremely good for level 1 fights, and also helps the jungler most on their buff.
Level 2 and 3: Feral Scream (I used to get E to harass melee opponents back in S2, but with the removal of Indominable I no longer think its worth it)
Level 4: Vorpal Spikes. This will help you last hit and do a little extra damage if you can get in range to auto attack them.
What To Max
-->
-->
--> ![skills/chogath/e.png [skills/chogath/e.png]](guide/skills/chogath/e.png)
In my opinion, this is a no brainer for mid Cho. You won't get off enough autos with Vorpal Spikes to make maxing it worthwhile. Your Feral Scream is much easier to hit than your Rupture, and putting more points into it ups the silence duration. Therefore, I always max Feral Scream first
I also believe it makes sense to max Rupture second. After all, you are playing the role of a caster, so powering up your melee auto attack is of dubious importance.
Item Builds
Season 3 is here, and with comes several new items and many changes to the way items work. With it, come many questions about how to itemize Cho now. Let's start by considering what stats we want to get on Cho. Cho's Needed Stats
IMPORTANT: Cho does NOT need health from items. He gets two giants belts worth of health from his feast stacks
- Cooldown Reduction. Cho's base cooldowns are extremely long, and he needs them to be up sooner to be useful. That extra Rupture or Feral Scream could win the fight for you.
- Armor/MR. Cho gets an enormous health steroid so buying resists gives him more effective HP than buying health itself.
- AP. Don't forget, you are filling the traditional role of the AP caster, so you need to do some damage.
Starting Items
Cho'gath has the luxury of having enormous natural sustain, so he has the ability to start a variety of items in Season 3. It really comes down to personal preference but I normally choose between
A:
Typically I get this item first in easy lanes that don't have much reliable harass. Be wary of starting this against dangerous earlier gankers like
or
, since getting chunked by a gank could force out of lane It's nice to be utility specced so you can at least get a buscuit to sustain in the case of emergency.B:
You can customize this to the situation (for instance, replacing pots with a second ward against an especially dangerous ganker). This build allows you to sustain through the most powerful early harass and survive until you are strong enough to punish them. The flask is very nice throughout the game on Cho since he can have some mana problems. Your level 1 ward also allows you to be less worried about the enemy jungler.C:
![items/crystalline-flask.png [items/crystalline-flask.png]](guide/items/crystalline-flask.png)
![items/faerie-charm.png [items/faerie-charm.png]](guide/items/faerie-charm.png)
This build is good when you want to build chalice --> athenes (I'm not convinced that this is the way to go anymore, but if you still like it, these are the starting items to go with).Which Boots?
Cho can use a variety of boots to great effect.
A.
Get Mercs against hard magic lanes, or against high CC teams when you lack tenacity from the defensive tree. B.
Get Sorcs when you are crushing your lane and you want to snowball it.C.
Choose this if you are against an AD lane, the enemy team is heavy AD, OR your bot lane is feeding out of control.In my opinion the ideal enchantment for Cho is
. The other options don't provide very much for his skill set.Core Build
One of the greatest advantages of Cho is the extreme variety of items that can be good on him. That being said, I believe that there are 4 ideal options for your first item:
A:
This item was my core recommended item back in Season 2, but since then it has sustained some significant nerfs. Though I still think it is a good item on Cho, I only get it now when I'm significantly behind, getting denied blue buffs, and/or in a difficult matchup. I think the mana from the flask is enough to sustain you in most situations and I'm not pleased with the much lowered AP value on this item.B.
This item (now cheaper) is a good option to rush now. It provides you with a really high amount of burst. If you can make do with the mana sustain from your flask, I would rush this item.C.
If you're really far ahead, getting this item will allow you to snowball the lane. An extra 20% damage on Rupture and Feral Scream can be quite nice (as well as the 15% health damage) can really do wonders for you. I personally prefer Deathcap, but I can definitely see the argument for DFGD.
ONLY if you're against a difficult AD lane (think of it as the Athene's purchase for physical opponents). It will help you survive but it won't do much to make you a scary AP caster.Your 2nd item is much easier to select. Get a
if you got a CDR item first, and get a CDR item if you got Deathcap first. Most of the time, you will only need one CDR item. Only get a 2nd CDR item in one situation:
- You are defensive spec (i.e., no CDR from utility tree)
- Your jungler/the enemy team is taking blue
- You benefit a lot from the other parts of the item
Finishing your build
So, you have your core build of 3 items. What should you buy for your other slots? Let's look at the options:
/
/
/
, and you need a way to escape their ults.
and
that building a little extra health makes some sense. Also, the extra AP scales nicely if you have a deathcap. The real reason to get this item however, is the passive. It makes Cho's spells (including his autoattacks with
) slow the enemy, which can help him stick to his targets.
is enough armor. If it isn't, you can consider this item. It offers a lot of armor, as well as a nice passive since you have magic penetration. enemy autoattackers with your abilities and brings a very nice active to the table.
Mediocre/Bad Items on Cho
/
/
are much better for magic resist.
counts as an AoE spell), but the AD is nowhere near as useful to us as the AP from Rylai's (which scales with Rabadons).
and ![items/frozen-heart.png [items/frozen-heart.png]](guide/items/frozen-heart.png)
or
provides better stats for Cho.
. Getting this just weakens lane phase.
.
if you need more health.
General Early Game Tips
Level 1 Fights
- Cho has one of the strongest level 1 teamfights in the game.
- Remember, you can blindly rupture bushes to avoid facechecking
- Be patient with your rupture. Try to let your teammates use more reliable CC or wait for a good chance to hit multiple opponents at once.
Early Mindset
- Play passively, and try to conserve mana at early levels.
- Once you get two points into
, look to harass the enemy with it. - Make sure you CS accurately; your sustain depends on it.
- Know that you can clear wraith camps quickly as early as level 4.
- Make small trades; do NOT let your opponent all in you.
- You will outlast almost every other AP.
- If your opponent stays around with low health after level 6, hit one Q and they're dead.
Escaping Ganks
- Try to avoid overextending for cs. Go do wraiths or try to roam.
- If the enemy jungler appears, wait for them to use their gap closer, then use your
very slightly behind you. - Be wary of junglers with a high amount of CC or mobility as your
may be unable to save you. - Remember you have an enormous amount of CC and damage. If a jungler comes with low health, it's very possible to simply combo them and enjoy a nice meal.
Facilitating Ganks
- Cho also excels at helping his own jungler get kills.
- Silence them as the jungler approaches to prevent a flash
- Wait for your jungler to use their cc before using rupture.
- If you chain your CC properly, it is normally an easy kill.
The Feast Combo
- Once you get your feast, you can often look to setup a kill.
- First, trade with your opponent and get them down to about 50-60% life. Remember that you will quickly regain any health you lost, wheras your opponent will not be so fortunate
- Now you want to hit them with a
. You might miss a few times, but keep trying. - As soon as you hit your
, immediately follow up with
and
. Either
+
or try to walk up to them. With a few autos with
, they are very likely to die. - Don't get greedy and try to get stacks off of them. You're better off ensuring that you actually get your feast off (before they flash or use a jump move).
Apologies about the poor quality and shoddy camera work :)
Matchups
General Thoughts
Overall, Cho'gath has relatively few counters in my opinion. His high sustain and tankiness means that few people can actually force him out of lane.
That being said, certain champions like
and
have the sustained damage output to potentially shut you down. You don't have to worry much about burst casters like
or
since assuming they can't one shot you, you will just kill a few creeps and be back to full again. Quick Reference
Easy Matchups:
![champ/katarina.png [champ/katarina.png]](guide/champ/katarina.png)
![champ/talon.png [champ/talon.png]](guide/champ/talon.png)
![champ/vladimir.png [champ/vladimir.png]](guide/champ/vladimir.png)
![champ/syndra.png [champ/syndra.png]](guide/champ/syndra.png)
![champ/elise.png [champ/elise.png]](guide/champ/elise.png)
![champ/khazix.png [champ/khazix.png]](guide/champ/khazix.png)
![champ/zed.png [champ/zed.png]](guide/champ/zed.png)
Skill Matchups:
![champ/ziggs.png [champ/ziggs.png]](guide/champ/ziggs.png)
Hard Matchups:
![champ/zyra.png [champ/zyra.png]](guide/champ/zyra.png)
In-Depth Matchups
Difficulty Level: Medium
and your
. Like most assassins, she prefers squishy targets which you are most certainly not. Difficulty Level: Easy
Difficulty Level: Easy
Difficulty Level: Easy
and a
every time he tries to last hit. Make sure you don't get hooked into turret or baited by his mana shield. Also, ward up your lane. Blitzcrank is one of the best at setting up ganks for his jungler.Difficulty Level: Easy
Difficulty Level: Medium
to prevent her from following up with Twin Fangs. Assuming you survive early game, you can start to outsustain her harass as soon as you get chalice. She has no escapes and is rather squishy so ask for ganks or man up and kill her yourself. Difficulty Level: Hard
Difficulty Level: Medium
Difficulty Level: DON'T PLAY BLIND PICK...
Difficulty Level: Medium-Hard
Difficulty Level: Easy-Medium
whenever she tries to melee a minion. Most of the time, if she jumps on you, you'll easily win the trade with
and
. Just be careful not to hang around with low health and make sure you ward your lane to discourage her roaming.Difficulty Level: Easyish
Difficulty Level: Easy
AD Ezreal, while not seen very often, can cause some minor annoyance to Cho with auto attack harass. It might make sense to grab a Glacial Shroud before your Athene's. You can still push on him, but as AD he can actually CS under turret.
Difficulty Level: AP: Easy/ AD: Medium
ME!." If your
is down, you can even just
him. He's so squishy without his drain that most of the time, you can just 100-0 him with
,
and
. You also want to push on this guy hard since he can't really last hit at his turret. You'll have an easy lane, as long don't let him surprise you with an ult from a random brush.Difficulty Level: Easy
Difficulty Level: Easy
whenever he tries to last hit. His many jumps can be neutralized with a simple silence. He has pretty weak wave clear, so you can push him hard if you want.Difficulty Level: Easyish
. Otherwise, if you want to do anything to him later, you'll have to go for a more Attack Speed oriented build with Wit's End or something. I would recommend just sticking to the usual build and just try to farm your jungle and roam more effectively than he does. Difficulty Level: Naptime
Difficulty Level: Easy
and
. You can harass him early with
, when he tries to last hit, but he will probably just heal it all back with his passive. Difficulty Level: Medium
does work on his turrets. If you can get close enough to land a skillshot, you can get a kill pretty easily. Difficulty Level: Easy
and
, it might be possible to kill her. Otherwise, just try to farm. You'll be far more useful for damage later. Difficulty Level: Easy-Medium
Difficulty Level: Easy-Medium??
however, you can often 100-0 him. Make sure you dodge his Qs in lane, and try to deny him from farming as best you can. Remember that you have two ways to cancel his ult if he's dumb enough to channel it while in your sight. Difficulty Level: Medium-Hard
every time he goes to last hit. After level 6, shove the lane constantly to keep kassadin from roaming. If he riftwalks into you, STAND YOUR GROUND. He cannot burst you completely. Remember that most trades end up good for you because you have so much more sustain. Difficulty Level: Easy
and
. Never let her use her ulti on you without instantly cancelling it. If she jumps into you, instantly silence her and blow her up with all your skills.Difficulty Level: Mega Easy
Difficulty Level: Medium-Hard
Difficulty Level: Easy
Difficulty Level: Easy
Difficulty Level: Easy-Medium
and
, you can possibly one shot her. Difficulty Level: Easy
Difficult Level: Easy
Difficulty Level: Easy-Medium
. One trick you can use is to drop your
beneath Malz right as he drops his pool, since he normally uses pool right before he will ult. It's also possible to cancel Malz ult with your
if he starts it at a particularly bad time. Difficulty Level: Easy-Medium
or
. Sometimes, Yi's will get cocky with their meditates at low health, since it gives them 300 armor and magic resist at rank 5. But as we know,
does true damage. Mostly, you'll both just farm, and Yi will end up being fairly weak later on.Difficulty Level: Easy
and
. You can let Morde push a little, and have your jungler put some pressure on him. With Cho's help, an overextended mord is typically an easy kill.Difficulty Level: Easy-Medium
Difficulty Level: Easy
Difficulty Level: Easy
. Most likely the lane will just become a farm off, but be careful of her burst with cougar form.Difficulty Level: Medium
Difficulty Level: Medium
. Still, Orianna lacks a mobility spell, and as such can be fairly easy to hit with
. Your best bet is to survive the early game harass and hope to kill her when you reach level 8 or 9. Difficulty Level: Medium-Hard
. Get an early ninja tabi into glacial and Pantheon won't be able to do anything to you.Difficulty Level: Easy
. She can't dash or do much of anything while she's silenced. So, try to silence and go in for a last hit, then back off. After you get
and
, you should be able to trade well with her. Difficulty Level: Medium
on him before he uses Q, you'll get a bunch of free damage with
. Once you get your chalice and merc treads, you'll outsustain him easily.Difficulty Level: Easy-Medium
Difficulty Level: Hard
Difficulty Level: Mega Easy
and auto-attacking once or twice with
. Without his shield, Sion won't be able to roam or even outpush you. So you can just survive past laning phase and Sion will be rather useless in teamfights.Difficulty Level: Easy
and
.Difficulty Level: Medium-Hard
Difficulty Level: Hard
Difficulty Level: Easy
and a
early. You can poke him with
and
while he tries to last hit, and pretty much make his life miserable. Most trades will favor you because Talon has no natural sustain.Difficulty Level: Easy
Difficulty Level: Easy-Medium
AD trist can be a problem however. Make sure you realize so you don't get a bunch of MR. As usual for laning against ADs, stay away from their autoattack harass, and stack a bunch of armor with
and
.Difficulty Level: AP Trist = Easy-Medium / AD Trist = Medium
and just die instantly to your full combo. You need to keep the wave off of your turret, because it gives TF too much free harass and/or the ability to gank with his ulti. Push his tower relentlessly whenever he leaves. Force him to choose between ganking or farming. Difficulty Level: Medium
and
.Difficulty Level: Easy
Difficulty Level: Easy-Medium
Difficulty Level: Easy
him. He will be unable to switch out of his siege tank mode if you do it properly which means you can land a free
on him.Difficulty Level: Medium
. Silence him before he uses his ghouls and you can outtrade him. If he plays it smart, the lane will probably still become a farm off.Difficulty Level: Easy-Medium
. Difficulty Level: Medium
.Difficulty Level: Easy
Difficulty Level: Easy
. Be wary of her combo with snare and ulti once she gets level 6. Once you get tankier, you'll hopefully be able to outsustain and outtrade her. Difficulty Level: Hard
General Mid Game Tips
Mid Game Mindset
- You start to absolutely destroy your lane around now. Most AP's can't handle your sustain and tankiness.
- Clear waves quickly in middle so you can have presence elsewhere.
- Take as many of your own jungle camps as you can (without hindering your jungler too much).
- Ward the enemy jungle and steal his camps. You start to one shot wraiths with
and
. - You can do dragon very quickly with your
, so make sure your jungler is ready to go if the enemy ganks top or dies in mid/bot. - Roam and gank other lanes. You have a lot of CC and can cause a lot of trouble.
- Don't be afraid of fighting in the enemy jungle. Cho loves enclosed spaces because they make it easy to hit
.
To Blue Or Not To Blue
- Cho is pretty blue buff independent once you get chalice.
- If my jungler can use blue (e.g., Olaf or Amumu), I normally let them take at least the first two blues.
- I like to keep taking blues, until I get my
AND
for 40% CDR. Athene's pretty much solves any mana issues too. - Make sure you communicate this to your team. Say something "I don't need blue anymore, Corki should take"
Managing Feast Stacks
- If you have a chance of getting a kill in lane (they are low on health or really far behind), you normally want to save your feast.
- If you are going to do blue buff or dragon soon, save feast to secure those.
- If you're already max stacks (6) then obviously don't use it on creeps anymore.
- Otherwise, use your feast as soon as it comes off cooldown. It's a fairly short cooldown and getting more stacks makes you significantly stronger.
- If you die, your first priority is to get those stacks back. Your build doesn't have much health, so you absolutely need to stay high stacks.
- Make sure your team knows that you would prefer not to fight until you're stacked up again.
Late Game/Teamfights
Late Game Mindset
- Keep farming constantly. You are one of the best wave clearers in the game. It's not uncommon to have more than 400 cs at the end of a long game (I had 600 in a recent hour long game).
- Ward their jungle constantly. It's the perfect place to teamfight/catch one of them.
- Your AD carry will start to do more damage than you, and their AD carry will start to actually hurt you.
- You can play two major roles in a teamfight. Either a bodyguard for your AD or a killer of their squishies (i.e., AD carry, AP carry, and support).
Pushing Towers
- Many don't realize it, but Cho is amazing for pushing towers. His zone control and poke with
is exceptional. Believe me, if a Rupture is going down by the turret, 99% of people are going to run for their lives.
![[http://i.imgur.com/QEooI.jpg]](http://i.imgur.com/QEooI.jpg)
- It's often a good idea to stand out of sight, so they can't see Cho start the rupture animation. Think of where blitzcranks stand to hit pulls over the wall.
Teamfights: Should I Stay or Should I Go?
- Deciding whether to stay back by your AD or try to kill the enemy squishies can be difficult.
- Understand your own team. If you have an Alistar and a Janna, your AD probably will have enough defenders. Go ahead and kill the squishies. On the other hand, if you have an Irelia and a Nocturne, you may want to stay back and keep your AD alive.
- How hard will it be for you to get to the enemy squishies? If they are Ezreal, Kassadin and Janna, you have almost no hope of ever getting to them.
- How fed are you? Generally if you're far ahead, you should try to kill the enemy rather than defend.
Being a Bodyguard
- Cho is a great bodyguard for an AD carry.
- First of all, you're so big that the enemy can find it hard to hit your AD with skillshots or even click on him.
- Second, even the tankiest of bruiser will be begging for mercy after you take a bite of them with
. - Third, you can
the pesky AP carries and assasins that try to use their spells to burst down your AD. - Finally, you can knock up bruisers who try to jump onto the ad carry.
Killing Enemy Squishies
- Cho also excels in CCing and destroying the enemy squishies.
- The most important thing you can do for this job is to land your
. If you can't land it, you'll get kited and killed. Generally, any squishy hit by Rupture will be killed more or less instantly. It's common for the AD and AP to jump out of the rupture, and leave their support to die. - Don't discriminate. If you hit the support, most of the time, your best bet is just to kill them.
- After killing someone caught by rupture, you can normally use your silence to zone the remaining squishies. After a short delay, your rupture will be up again. Rinse and repeat.
Final Comments
Cho'Gath is an extremely fun champion, especially as a mid laner. I hope you've enjoyed the guide and have great success with this build. Please feel free to ask questions or offer criticism in the comments. If you're on the NA server, you can also add me in-game (Spreekaway on NA server) to ask whatever you'd like.Thanks for reading,
Spreekaway
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![items/quicksilver-sash.png [items/quicksilver-sash.png]](guide/items/quicksilver-sash.png)
![items/aegis-of-the-legion.png [items/aegis-of-the-legion.png]](guide/items/aegis-of-the-legion.png)
![items/banshees-veil.png [items/banshees-veil.png]](guide/items/banshees-veil.png)
![items/frozen-mallet.png [items/frozen-mallet.png]](guide/items/frozen-mallet.png)
![items/ionian-boots-of-lucidity.png [items/ionian-boots-of-lucidity.png]](guide/items/ionian-boots-of-lucidity.png)
![items/frozen-fist.png [items/frozen-fist.png]](guide/items/frozen-fist.png)
![items/lich-bane.png [items/lich-bane.png]](guide/items/lich-bane.png)
![items/mejais-soulstealer.png [items/mejais-soulstealer.png]](guide/items/mejais-soulstealer.png)
![items/morellos-evil-tome.png [items/morellos-evil-tome.png]](guide/items/morellos-evil-tome.png)
![items/shurelyas-reverie.png [items/shurelyas-reverie.png]](guide/items/shurelyas-reverie.png)
![items/spirit-visage.png [items/spirit-visage.png]](guide/items/spirit-visage.png)
![items/sunfire-cape.png [items/sunfire-cape.png]](guide/items/sunfire-cape.png)
![items/trinity-force.png [items/trinity-force.png]](guide/items/trinity-force.png)
![items/will-of-the-ancients.png [items/will-of-the-ancients.png]](guide/items/will-of-the-ancients.png)
![items/zhonyas-hourglass.png [items/zhonyas-hourglass.png]](guide/items/zhonyas-hourglass.png)
![champ/blitzcrank.png [champ/blitzcrank.png]](guide/champ/blitzcrank.png)
![champ/caitlyn.png [champ/caitlyn.png]](guide/champ/caitlyn.png)
![champ/chogath.png [champ/chogath.png]](guide/champ/chogath.png)
![champ/darius.png [champ/darius.png]](guide/champ/darius.png)
![champ/gangplank.png [champ/gangplank.png]](guide/champ/gangplank.png)
![champ/heimerdinger.png [champ/heimerdinger.png]](guide/champ/heimerdinger.png)
![champ/karma.png [champ/karma.png]](guide/champ/karma.png)
![champ/kogmaw.png [champ/kogmaw.png]](guide/champ/kogmaw.png)
![champ/masteryi.png [champ/masteryi.png]](guide/champ/masteryi.png)
![champ/nautilus.png [champ/nautilus.png]](guide/champ/nautilus.png)
![champ/nunu.png [champ/nunu.png]](guide/champ/nunu.png)
![champ/pantheon.png [champ/pantheon.png]](guide/champ/pantheon.png)
![champ/rumble.png [champ/rumble.png]](guide/champ/rumble.png)
![champ/teemo.png [champ/teemo.png]](guide/champ/teemo.png)
![champ/tristana.png [champ/tristana.png]](guide/champ/tristana.png)
![champ/viktor.png [champ/viktor.png]](guide/champ/viktor.png)
![champ/xerath.png [champ/xerath.png]](guide/champ/xerath.png)
![champ/yorick.png [champ/yorick.png]](guide/champ/yorick.png)
![champ/zilean.png [champ/zilean.png]](guide/champ/zilean.png)



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@DrunkenOne You're correct as well, I must've forgotten to change that section.
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