Salutations!Hello everyone I'm Carosion and I want to teach you how to play Cho Gath in the mid lane. This is a comprehensive guide in how to play an ideal cho game. It might be a bit text heavy but all of the information is important to helping you master cho mid. It will help you learn all the tricks and trade that is Cho'Gath mid.
I will put a (example -summary avaoinefaoidnfabe) after large text blocks to save you time if you don't care for my explanations
Advnatages and Disadvantages of My Guide.Advantages
1.Damage-lots and lots of burst damage along with some decent sustain damage.
2.Lots of sustain-easy to over power enemies who do not have built in sustain.
3.Getting ahead through farming like a beast. (main objective of this guide)
4.Innate tankiness allows you to become nearly impossible to burst and more difficult to kill.
5.Very easy to apply pressure to mid and other lanes.
6.Neutral objective control is high with a 1k true damage feast (plus the ap ratio)
7.Insta-killing people never ever gets old. (Too fun and you feel like a baus)
8.Very strong against the assassin meta that has started to rise.
1.weak early game
3.no escapes or speed boasts
4.extremely skill shot dependent (LAND THOSE Qs boi)
5.falls off late game (once carries get defensive items or are nearly full build)
6. probably the hardest champion to dodge skill shots with (cause your so fucking fat)
7. same concept as above you clunky large animation makes it easier to misjudge you flash (the terrible feeling of a fail flash)
Skills-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).
After the nerf of this skill it does not really sustain you through nearly every opponent. I used to only buy boots/pots and most of the time end up selling the pots for wards. No longer so lets not speak in the past. 2 1/2cs completely heal 1 auto. Always trade cs for an auto however don't expect huge relief like killing 3 minions used to provide. Cho can be harassed out of lane now by persistent harass/annoying ganks.
-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.
This is your bread and butter. Simply put if you can land this skill on enemies then you a hero otherwise don't play this champion. 1-1 ap ratio OP.
-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.
The lowest "skill" of skill shots possible a simple cone that silences. The recent nerfs to this skill did help to balance this skill but it is still strong. (Silence duration got reduced rightfully, and the range is a hair shorter because of riots cone skill attachment updates a little while back). This skill prevents abilities from being used against you and deals decent damage with a .7 ratio to accompany it.
-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.
This skill is huge in rounding out this champion's kit. With a decent .3 ap ratio you strength between cooldowns will be you auto attacks. Plus pushing a wave with no mana is still very easy and doable. Cho probably has the best damage of all burst champions during cool downs. Very solid damage not to be underestimated.
-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.
Tanky and damage all in one. This skill makes cho gath a real force to be feared. Levels where Cho Gath upgrades his ult give Cho HUGE power spikes of true damage and hp. It is truly the ultimate that makes rushing levels so good on cho.
Skill OrderStart Q. The utility of this skill makes it worth while to take early. It really helps you leash, get the cs that you would otherwise take a large load of damage for, and makes you a threat in level 1 team fights (as every champion with hard cc is (a threat) at level 1).
After that you have two general choices on how to path your skills at Levels 2-3-4. EWW vs WWE
EWW- normally this is what I take mostly based on habit but it has its advantages. First it helps you last hit so you are far less likely to miss a cs (its the worst when you take damage and don't get the cs. This is a general thing not just a cho thing... I call it taking free damage=bad). It is far easier to judge when to approach a cs and take it when you have a stronger auto attack to rely on to secure it. +24ish magic damage just at level 2 is really strong. Also one point in w has far more damage potential than one (and even probably 2) points into silence. The next factor is the pushing that comes along with vorpal spikes. Pushing can both be an advantage and a disadvantage. You become far more vulnerable to ganks when you are further up the lane. However applying the pressure mid can allow you jungler to count on you for help when counter jungling AND it also can put you at an early CS advantage because most mids still have trouble csing on tower. On the flip side over if you are pushed into tower early and have vorpal spikes at level 2 you can easily cs off tower with just 1 point into vorpal spikes.
-summary (for impatient readers) you get more damage early and better auto attack csing but you will also push harder from the splash effect. Note you can farm range minions that take one tower hit with one auto attack on cho with vorpal spikes level 1.
WWE- In general I would suggest this only if you need to trade with enemy champion early. Generally i would only do this if I know that walking up to take a cs is going to cause you too much pain for its worth. Keep in mind that your CS=your healing so getting zoned really hard from the get go is really really bad on cho gath. Normally this won't happen unless you are against some douchebag that started 9hp pots (and 2 wards to make it harder for you to win). particularly one that doesn't use mana ex(kat or akali or zed). An advantage in this start is that silence duration and burst is max by 3 instead of 4 (not a huge difference but 1 level can always be the difference)(note I'm also speaking about you level 3 potential because at level 4 it all becomes the same). The silence duration can stall out a enemy's flash (mash flash until it works)
-summary at level 3 you have the same burst potential as level 4 but you need to rely on the base auto attack alone to cs (which can cause you pain especially if you miss the cs because you don't have the extra heal). Take this if you are very confident in getting every cs possible without it. Silence duration is longer at level 3 than if you went EWW.
This may not seem like a big deal but it really can be. The little things can always make a difference in league.
After 4 you skill order should always be the same. Take you 3rd point in feral scream at level 5 and then take your ultimate at 6. From level 5 on you priority is R->W->Q->E max the silence for its duration to max out first (very useful against ap champions that need to cast spells to be effective and most champions need their skills to be effective)
Runes-Marks- I always run magic pen. there is nothing better to run here so just do magic pen. This helps to negate some magic resist.
Alternatively you could try magic resist reds (or armor against ad mids). They are Ok but honestly it doesn't make a large difference.
-Seals- Always get armor seals. If you think u can get away without armor seals then you are extremely foolish because Cho'Gath probably eats more auto attacks then any other champion in the mid lane. You need armor seals 100% of the time even against other melee ap mid. Please ALWAYS RUN ARMOR YELLOWS. (espicially when versing cho because the minions will out trade you while cho just heals back the damage). Also most junglers are ad so please take armor.
Alternative: NONE! TAKE ARMOR YELLOWS ALWAYS ON EVERY CHAMPION! -the base armor is too good to pass.
-note the only possible time to ever not take armor seals is if you are against a tripple ap comp that basically dont use auto attacks at all. in which case i would take mana regen.
-Glyphs- Take flat mr. This will help you endure early magic damage harass.
You could run extra Ap but honestly the MR really does help in early laning which is your weakest area. If you really want to kill people early like pre-6 then take flat ap but otherwise just take MR.
-Quint-Flat AP make you hurt really badly early and mid game. This is basically your early game damage. It is really good and helps you a lot in laning before you get any major items.
Alternative:MS quints help you catch enemies with you Rupture, escape ganks mids, get a cs and back off faster, roam faster, take jungle camps faster, Etc. I usually don't take ms unless I feel like I'm going to get camped.
Alternatively if you are against an Ad mid I take armor quints and AP Glyphs. and the same marks and seals.
MasteriesI run 1 12 17 on Cho Gath. Taking the one
1 in offense for Ignite
12 in defense. Taking durability and veteran scars for the early hp, Resistance for early MR, Hardiness for the early armor and safeguard for tower diving and tanking towers. (You can change it up if you are against champions that don't auto attack you (like Kass or Gragas) or champions that are full ad (like zed and pantheon).
-the one point in the tower reduction isn't really that important and you could put it anywhere you feel like and it will make 0 difference.
17 for Utility because Defense and Offense suck. Take Meditation, Summoner insight, and improved recall for standard utility. Then mastermind for 10% reduction of summoners. Then Buff duration and Greed for more gold and longer buffs (blue helps you get stacks better cd on feast makes you grow faster.) Lastly awareness for the exp increase. Getting feast level 1 2 and 3 faster means your damage spikes tremendously. Its like on karthas you want that ulti as strong as possible as fast as possible.
The general idea behind my mastery page is to get big and strong faster than other champions can handle. With the gold/exp points in mastery (8 points a large investment) you level up so much faster and get so much extra gold. Gold=items faster EXP=high base damages earlier. Rushing levels and getting that ultimate a level high makes a gigantic advantage.
(next thing is an example of why i like my masteries)
-You are a cho mid lane against a ryze. Ryze rushes tear and then gets a catalyst. You are 10 and he is level 9. You hit that crucial level 11 and you burst combo instantly becomes 150 true damage stronger and therefore you combo allows you to kill ryze earlier, deny him cs and exp (causing you to snowball further ahead),putting you ahead and look like a baus. However if you didn't have the exp runes you will still probably hit 11 before ryze with you lane dominance but he gets an extra level closer to you and maybe he flashes away with just enough hp to live instead or even worse you over-estimate you damage onto ryze at level 10 and go for something that you clearly should have waited one more level to do. (Landing q's isn't always easy and sometimes you are pressured in you head to make a split second decision whether to all in or not when you land q).
-summary having you ult a higher level sooner is really really good.
Advantages in getting exp masteries
-sustain gets better faster (it increased per level)
-base stats increase faster
-get your ulti faster
- ^(arrow upwards) means you get more free hp faster
is the best summoner in the game. If you catch someone with then its often a good idea to closer to ensure a prevents them from flashing away and then finish him off with you (and and some auto attacks if you need them).
really puts an edge on you killing ability. It counters or any other type of healing that can be done and really having 2 sources of true damage is a pretty power and constant source of damage.
works alright if you want to be that guy that teleport onto wards behind people and give them nasty surprises or it can work you have an oppressive lane and need to you it to strengthen your lane presence this can work as well. But I would always recommend ignite/flash
Item Build and ExplainationI NEVER EVER ADVISE to start 9HP pots and wards. It is simply retarded. People that do this are fucking douchebags and can burn in hell. Its simply just over-powered to be able to walk around with that much health in your pocket and have wards to protect yourself. This tactic is just fucking gay because it drastically lowers how well you have to play in order to be successful in lane during the early levels (which can make all the difference).
-Note: i understand how the options are kinda limited in what you can start with (if you start boots/3 in lane you will probably get crushed and lose but its like there is almost no items combo that gives you a fair balanced medium or permanent items and a reasonable amount of health potions for non-mana champs. (Other than maybe regen pendant which not every1 is really going to use very well)
-summary a vent block of me hating on people that start 9hp pots and 2 wards. ITS GAY no skill required.
Ideal items for early game
->-movement speed good! cheap early cdr also very good. (CDR IS SUPER FUCKING IMPORTANT ON CHO) cutting the cool down on his skills is massive. This item allows you to buy better damage items instead of inventing in items like (its good cheap cdr and you don't really need the early resistances from boots because of your early additional stats from masteries and runes)
-I LOVE THE MANA ON THIS ITEM. It can really be a live saver and after a few uses this item becomes 100% worth the early purchase. Plus with this item and other
-very cost effect. Mana regen+ap and hp. I used to get 2 of these but now i usually settle for 1 doran's and a kage.
-personally one of my favorite items. Damage+money what more could you want for an item that is 765 gold. Also it upgrade into which has amazing utility. Plus the slow can make landing a rupture an easy prospect against champions with no flash or gap closers.
My Personal Build
and one more item of my choice depending on the game's circumstances.
-I love this item so much on Cho. With stacks ap champions will have a lot of trouble bursting you to do. (In fact it becomes basically impossible to get instakilled by ap sources). The over all magic shred is nice and when i play top cho i get this item for the aura more than the damage however in mid lane I choose this item most games because of the magic resist and ap. (In most cases if they run an all ad comp then don't buy this item.
-While i personally don't prefer this item because of my individual build preferences it is still a good item. CDR/mr/mana regen and ap are all good stats on cho. This item isn't as op anymore because the ap ratio is nerfed and thats mainly why I don't like it. nothing seems to beat the abyssal/deathcap damage but like i said this item is viable.
-HP/% damage/ap/ and magic shred. Again after this ap nerf i don't like rushing this item as much. However its perfect viable on cho. All the stat are useful but its kinda expensive. Good item though, I just don't prefer it.
-I love this item sooooooooo much. The armor is very efficient for the cost and with a sprinkle of mr and a second life this item is awesome! I would get this item 7/10 games as my 3rd major item in the game. The only times I don't get this item 3rd is if i have to rush a FH for my team (ads are out of control and no1 is viable or competent enough to buy this item). Great item though since cho has base hp and resistances really help out.
-good boots to get against CC heavy team. I personally go for the ionian boots most of the time for the cheap and fast cdr but in most cases if you aren't taking Ionian boots then you should take mercs (unless they are all ad then get Tabi duh). I dont get these for the mr though because i rush abyssal 1/2 of the time (when i don't rush it I get it second because i don't need the mr that badly and id rather get deathcap damages)
-GJ (gentle jesus) this item gives a HUGE damage spike for aps and on cho it doesn't crazy damage. EVERY skill gets a giant spike in damage so its good. Love this item.
-the active on this item is fucking awesome. The slow gives a free rupture (to start your combo off). Also the mr is nice and since i love rushing Kage I get tons of free money from the free stats of kage and can always upgrade it to an end game useful item.
-need a heal debuff (ignite just not enough) get this item. Otherwise don't. Situational...
-Cho is not tanky enough buy this and lol.
-need % magic pen get this. Just from my own experiences I generally don't need this item (like ever). But ya get it if you need the pen.
-The active on this item is absolutely OP and the armor and ap can synergize with cho. Plus what the fuck is more annoying than some tanky mega damaging Ap carry that ALSO can become invulnerable.-nothing...
-Cdr/armor/mana/attack speed slow. In the right circumstances this item is great. With GA and/or Hourglass you will have a retarded amount of armor.
-builds into many damage items that are really good on cho. Most of my games i end up rushing this item after doran ring, kage and boots 1 (or 2 sometimes)
-mana ap w/e its an ok item but i don't think stacking a tier on cho is a good idea. It kinda cripples him early in the damage department. I guess on the trade off you can spam a bit more but w/e.
-Normally i would put this under great items. But the one thing about this item is that your Rupture has a much longer range than this item so while it does give another nuke to your combo it is rarely going to be optimal because 9/10 times you are going to hit rupture before you use dfg in an assassination combo.
-you already have sustain you don't really need this. The ap is ok and the spell vamp is nice i guess... Only get this item (and anything that builds from it) if you are going to run a double wota comp.
-your skills are on a short enough cool down to make this item optimal. Plus most of the time when i play cho i Don't auto attack enough to make the sheen procs (which you don't get enough of them anyways) except in team fights probably. not optimal for cho there are better items.
-HP/ap ideally you woudn't think this item would be anything but amazing. But the active isn't really that good on Cho which kinda ruins it. Not optimal but the item over is ok. I just don't prefer it.
-attack speed/ap/cdr good stats. I dont usually think attack speed on cho is that good. (why upgrade attack speed which helps 1 skill do more damage when you could get ap and get all 4 of your skills more damage) However this item is extremely cost efficient so its not a bad item.
Items not to get
-no... because lucidity will give you more damage because of the ult cd reduction and the other cds getting reduced. If you don't want cdr because of you item choice then get mercs or tabi not sorc shoes. If you get sorc shoes on cho you are stupid. a little pen isn't worth the money plus lucidity shoes are cheaper.
-This item is viable despite its section. I just think this item 100% doesn't fit my style. With the money you spend on this item you could get much better item. You don't need the sustain or the Hp from this item because you have both just for being cho. Basically this item is really really good for making it impossible for you to get 1v1ed. HOWEVER you should already win most 1v1 mids and the lack of resistances you get from this item don't really help you against jungle ganks (which would be your down fall for buying this item). Basically if you want to be extremely annoying to the enemy mid laner but not really look to the furture then buy this item.
-wanna look like a cocky douche buy this item. Otherwise don't...
Early GameEarly game is your weakest point on Cho.
Rupture at level 1 is decent for early level 1 team fights however you do not have the highest DPS out put early on.
At level 2 rupture+vorpal spikes can deal some really good damage with a jungle gank or if enemies are stupid enough to walk up to you.
At 3 you can prevent the flash or a trade and each level after this point you should be feeling more and more control of the lane/game (unless you get gank/gay stuff happens). The silence is good at prevent most champions with trading with you.
The thing you want to manage is your HP bad. 2 cs will heal one auto on early levels (almost). Take as little harass early on as possible. Unless you feel you can get more damage on them with creeps/your own trades. Landing rupture right after getting auto attacked can really put a dent in the enemy mid laner's hp. Plus you can sustain.
Also if they take the flask (or anything without boots) you can easily hit ruptures to set up ganks, or even out sustain them. Ideally if your jungler starts blue you should be able to feast one time before blue comes up (assuming you want to feast blue and you are not behind).
Against most mids you should be able to get nearly every CS. Also even with the new jungle changes you should be able to take wraiths easily at level 3-4 (level 3 you will take more damage than you will heal from them but you can still use this to get ahead.)
One thing to consider when you are level 5 and 1/2 is how you are going to use your ult. If there is kill potential then save your ultimate for it for the kill otherwise just feast a creep recall and get and buy kage/doran/wards and get ready for blue. (if jungler started blue).
Thing to consider whether you want to use your ult on a creep for the stack or to get a kill. Ask these questions.
1. Do i have flash up?
2. Do i have mana for my full combo?
3. How much hp does this champion have left?
4. Can this champion use a shield or have barrier/heal?
You main objective is to get big for the mid game and deal massive amounts of damage. By killing either crushing their front line monster fast or catching a carry.
Just be warned. It is very easy for a champion that you normally wouldn't be worried about in a 1v1 to kill you in a 2v1 with the jungler especially tf/ryze and anyone with hard cc to engage on you.
Mid GameMid game is probably where cho is at his strongest. People generally don't have enough MR or HP to deal with your burst (unless they are only stacking mr/hp which means they are far less useful in terms of damage). Fighting is quite important for Cho because he has extremely high single target damage and moderate aoe damage (depending on how many people you hit with rupture and feral scream). Ideally when you fight for an objective should be to take out an enemy target as quickly as possible. Sometimes that means killing the most threatening target with your full combo. More often than not in mid game 2v2s and 3v3s you just want to demolish the first person you get your hands on rather than a priority target like in 5v5 team fights.
Ideally you want to hit as many people with Q as possible so that you then follow up with w and hit those targets as well. Go for buffs, dragons and even baron because cho's feast can be used to secure these objectives. Just be careful about he ult animation which is slightly inconsistent (goes from 1/3 to 1 second).
Communicate with your jungler on whether you will secure something or not. I have had many times where jungler assume I'm going to feast something (even if feast ins't up) and end up blowing smite early or not smiting at all. Just be mindful that you will lose a huge amount of single target damage when you decide to ult baron/dragon or buffs. You need to make your own judgement and communicate your choice whether you will feast an objective or not.
Late GameLate game is the time for ad carries to shine. They have the most consistent damage out put. So in fights you have 1 of 3 rolls.
Assassin- kill the enemy Ad/Ap carry in one shot (or pop GA). To do this Land rupture, follow up with feral scream next (don't want them flashing away), then ignite/feast the target and auto attack the target until he/she dies. This can be hard if ads build warmogs because of the pure amount of hp+they will probably have life sustain so without feast it will be impossible to kill them.
-summary instagib someone.
DPS- Your second choice is to just deal as much damage as possible. Sometimes if an enemy team has a lot of damage threats you just need to all in a single target to get him/her out of the fight and then move on. Example if they have Jax/kog/kat your in a scary place if you let any of them survive for long. So simply kill any of these targets as quickly as possible and then move on to the next. Hopefully by eliminating one of the threats quickly your team can pick up the 4v5 and win the fight.
-summary full combo the easiest target as quickly as possible so you can get your cool downs back and win the fight faster.
Peel- Sometimes you have a really strong Ad carry that need protection in order to deal the damage to win the game. Killing bruisers or aps that are diving your ad might be the best option. Rupture onto the area your ad is on so when the bruisers dive onto your carry they are knocked up in the area (allowing your ad to hopefully orb walk or flash and then auto attack the bruiser). After knock up a silence can really shut down a lot of diving champs. For example (//) all really need to cast spells in order to dive your ad. If they are silenced for 4 seconds that essentially depletes their dps all together and likely if you are on even terms you should win the fight.
-summary use your combo on enemies trying to dive you ad carry
Deciding what role to play.... Generally you are going to want to play the assassin or the peeler. Depending on how strong your ad carry is compared to theirs. Factor in the items each ad (you ad and their ad) has and how well that ad scales. If you have a 5 item kog'maw and they have a three item graves then your priority should be to protect the kog. On the other hand if they have a 2 item twitch and you have a 2 item mf kill the twitch (if you can). The last important factor is the effectiveness of at which you can perform the role. If the their ad is constantly out of position and your is just getting wumbo comboed by something like malphite/rengar or something then kill the ad because your peeling efforts are probably going to be in vain. On the other hand if their ezreal just arcane shifts your Q every time you try to hit him maybe protecting your ad is more important and worth while.
-summary consider the factors (champions,items,competence of players,difficulty,etc.) and then decide your course of action on how to best use your spells.
Match-UpsThese are general match-up descriptions assuming you are even. YOU CAN ALWAYS GET OUT PLAYED ON ANY CHAMPION!!!!
SOLO ADS //(most likely solos) Take armor in your runes armor quints ap glyphs (no mr needed but more armor required). You should peak faster than them and ad carries (including solo lane ones) need to build damage so it gives you the opportunity to get the insta kill. Just warey of their mobility to dodge your q. They can have a lot more damage than you might expect. Armor should counter them out thought.
Basically ahri doesn't have the damage to harass you out of lane or instakill you
without a decent amount of help. Silence prevents her from escaping you so if you land rupture and want to go all in use silence first so she can't ult away. Put pressure on her so she can't roam because she roams better than you in general. -easy lane
Generally akali vs Cho should go to Cho in the early stages (unless akali is a fag and buys 9hp pots). All of your skills except your ulti can hit akali in her shourd so just be careful of it as a chance to get her skills off on you. Generally whoever gets ahead first is going to win the lane. However if you don't crush akali hard early she can get back into the game because she is op. Plus she can use her ult to dodge your Q. -important note you need to land skill shots or her nonskill shot based kit will beat you.
Cho'Gath eats birds. anivia should get shoved into her tower all day be4 level 6 and you. anivia should only have the oppertunity to hit you with frostbite if she lands a good q on you. I would get deathcap first here. Always watch out for blindspots because anivia can try to lane free invisible iceballs on you. Don't forget WALL OP and TAKE THOSE BLUES if you can. -anivia gets harder and harder to close in on as she levels just remember that.
The auto attack range is annoying and she has a lot of combo potential including a stun. If things go badly against Annie you can just get Mr and stacks and not die to her combo. Her AoE is a little easier to use than your but Over all combo for combo you will deal more dot damage and about equal aoe. -the AA range is something not to forget.
Brand can hurt a lot with his combo. But the stun is situational and if he doesn't win pre 6 Brand is basically going to lose the lane 1v1. Overall I don't think he's a viable champ because there are tons of champs that do what he does except better. Don't underestimate his potential because like any other ap he does have burst. -strong combo but thats basically it.
- This match up isn't actually that difficult. Evenly matched I would say Cassio defiantly has a slight early harass advantage. However once you get items/stacks you shouldn't die to cassio even if she ults you. She is a sustain damage AP and not a burst. Cho can take sustain damage with defensive stats (like abyssal). Plus silence stop her ability to use twin fangs on you. Basically just survive early game and you will win the lane easily. -silence her out and she can't twinfang harass you
Very similar to akali in almost all respects. With some slight skill differences this matchup is almost exactly like versing akali. The only real difference is that I believe diana is a bit easier than akali because she has no sustain and requires mana while akali has both of those stats. For akali's sustain, no mana, and shroud diana has a pull in and a shield. -play this lane basically exactly like playing akali
Elise is a weird champion. The harass is kind of annoying but honestly not too bad. The mana should be a good inhibiting factor early on from taking too much harass. The only thing that i find annoying about elise is her rappel. I swear it seems like she can cast this skill when silenced. Honestly though Cho'Gath should win this lane match up unless falling really far behind. Generally what you need to do is everytime elise goes to use Nontoxin you silence her and the trade should be ok because you have sustain and she doesn't. I would suggest using your instagib combo on her when she is in human form to prevent her from escaping.
-Can be dangerous if you miss any of your skills.
eve has stealth and has a short range on her spells which plays to your advantage. 1v1 eve should stand literally no chance against you unless you derp and miss your skills. Call mias and buy pink wards. Her late game against your carries is pretty scary so if she does roam judge how effective a counter roam would be. (Most of the time i just push and take mid early) -easy lane
EZ LANE. Don't lose this lane seriously. Ap ezreal is a joke. He doesn't compare to real ap mids and he shouldn't beat you in any way. Not even if you get camped. Don't embarrassed yourself and crush the guy who things AP ezreal is legit. -EZ match up (I make a joke)
fids first few levels are better than yours (1-3) however after this point you can just push fid into his tower and he will have great trouble keeping up with your farming. He will have to decide to either to try roaming or play a losing lane. With both of your CC's Q and W you will easily dominate Fid in a 1v1 unless you are behind and take a fid ult to the face. Silence him and he can't hourglass then rape him.
]fishy is easy for cho. Silence prevent's playful/faggot and with stacks and some mr he will not be able to kill you. However he is hard to pin down and kill but you should zone him and harass him with w and e. He is dangerous with his jungler and your jungler is easily dodged by him. 1v1 you should win pretty easily though. -you are like morde in this lane push him and he gets raped get ganked and you get raped.
If you lose to galio on cho something is wrong. Galio will just stack mr but if he doesn't get HP then galio will be vulnerable to dying. Once he gets hp its a farm lane that you push harder. You can disrupt his ultimate and save your teamate a few precious seconds. Overall though his damage isn't too good compared to yours.
Fatty gets out sustained hard by cho. with stacks and mr gragas basically can't do anything to you (be careful of the displacement from his ult combined with the jungler). Other than that this lane will turn into a farm lane. Call mias because with body slam his mobility and therefore roaming is better than yours. -displacement is the main issue with this guy
This has farm lane written all over it. Take advantage early of you better ability to push. I'm not too familar with this match up because I never get to play it. However I would assume gap closing might be tricky with all of janna's disengage CC.
Put pressure on Karthas. You should be dominate for the entire game. You should always be able to 1v1 Karthas. His objective to to deal as much damage to your team as possible so crush him early with you superior laning and silence him out or instakill him in team fights to prevent his threat from getting too strong. Of course requiem is always annoying and can keep him in the game for free. Karthas is just annoying over all. -Put pressure on this guy cause he can out scale you if you choose not to blow him up instantly in team fights. (Silence can fuck his hourglass over really badly)
Silence for Silence you should win trade because you have sustain and he doesn't. With health it becomes difficult for him to burst you down but wit his mobility it becomes difficult to catch him. Overall your dueling lane presence should beat his. However his roaming is better call mias and ward if you can. -you really need to at least win to a minor degree or you will get harassed hard.
People always used to tell me cho was a joke for kat and that you could just dodge all his skills. I find the opposite to be true. Play patiently against kat's if they are stupid and want to trade then let them go first and then retaliate (so you don't get your silence or rupture juked by shunpoe). You CC can easily counter kat in team fights if you play correctly and you overall kit generally counter's hers in laning and team fights. -silence to prevent shunpoes
No mana+good distance harass. levels 1-3 can be difficult but after a while you should be able to beat kennen. If he doesn't pressure you out early then he cannot deal with your tankiness and damage.
Push lb into her tower all day and call mias if she is missing. even with fb she shouldn't be able to beat you without an extensive lead on you. If you are having problems just buy mr and get stacks and she won't be able to do anything to you. Then push her all day and out farm her.
Pretty easy match up unless she gets a lot of jungle ganks. She can harass you pretty well but thats why you buy hp potions. After a while it just becomes useless for her to waste mana harassing you and she will turn her attention to the csing. Pressure her on tower but watch out for ganks because her cc is good in combo with junglers. Also when you go to insta kill her make sure to kill her before the silence wares off because her shield can save her life. -most luxes cannot harass you out buy the ward instead of extra hp pots so you dont get ganked.
Malz is annoying. His % damage and his ulti make him an innate counter to your. His malefic visions can either push or harass you (but not both so take advantage of that) but you should be able to out push him if you try. This is a match up i would recommend getting mercs for the ulti he has (unless you want to buy qss).
HUEHUEHUEHUE. Early on you are going to be taking a lot of Qs to the face so be ready with some mr. However after a while you should out sustain him. Once you both hit 6 he will get a shield/sustain advantage against you. 1v1 if morde plays it well he should win. However a trick that i found to work very well against morde this. When he goes to do wraiths or wolves (which all fucking mordes do if they aren't terrible to make their CS skyrocket) he will come back with a diminished shield you have an oppertuinty to full combo him and with you silence he will be unable to retaliate. Don't try to trade a silence at him because his e will travel faster and give him a shield to negate your damage.
-you need to all in him when he comes from jungle camps because he will be at his weakest.
Morg is a pretty safe pick against Cho. She can be out pressured but with heavy CC and blackshield it can be quite difficult to kill her. Always becareful of her ult/q combo at 6 especially with jungle ganks because it can be deadly. Evenly matched it should be a farm lane that you win. -be wary of her just walking up to u cause she can ulti u and get a jungler to come and rape you.
Ideally ori can stay out of your silence range with her skill. But not your rupture. Usually this becomes a farm lane. She bring more utility but you bring more damage. 1v1 she shouldn't be able to kill you unless you takes tons of skills and autos for free. The ult displacement is good for setting up ganks so always be careful of that. Make sure to completely kill her because she can shield herself and live your instagib combo. -care for the shield when you try to instagib her
Lately i have found this matchup a lot harder than i would have expected. A good ryze will go extremely aggressive on you and try to harass you out over every cs you get. His early game is better than yours (really early) you later early game and mid game are far better than his but his late game is better than yours.
This champion has extremely high pushing power and has a dot silence. She can be quite annoying with her magic shred and harass but you should still be able to crush her when you get your ulti. Always have ignite when trying to kill her and don't underestimate her heals (which she probably won't max first)
-Ap sion isn't really much of a threat because of your stacks. 1v1 there should be no reason to lose to him but he does have an on point stun and an attack damage steriod along with a shield. Just stand back if you suspect he is going to try to stun/shield explosion combo you or silence it out at early levels and break it. Denying him the ability to push isn't always the worst idea. Later on he will become increasing difficult to burst down because of his hp pool (increasing by his passive with every last hit) and his shield's hp block.
- Swain is absolutely a pain to deal with sometimes. You really need to pick and choose what cs you want and what you can get away with against the swain. Most likely if he puts more attention into harassing you rather than csing then the kage rush might help to counter act the gold you might lose from getting zoned. However after a while with the jungler's help you should be able to kill him with jungler help or even by yourself if you do manage to out farm him or pull ahead. Swain doesn't sustain that hard so with the right amount of ap you can easily one shot him with ignite. (You probably shouldnt' try without ignite unless you are confidently stronger than he is).
-underwhelming damage overall. Obviously if you sit around and take skill shot after skill shot from syndra you might lose some hp and her range does make her a bit annoying at times but honestly you shouldnt' lose this match up.
(Ap)My god other than swain this is probably the worst champion to face. However it really depends on how good the player is at dodging qs. Ideally it should be pretty easy on teemo with the speed boast and without hard CC from you jungler it can be nearly impossible to kill him via ganks. However if you land you combo you can absolutely demolish him. Teemo can't realy trade with you after levels 7 and on wards but if you miss your skills you are in a world of hurting form his counter attack. Mushrooms are also really gay.
Roamer ultimate, point stun, mana sustain and great wave pushing are all strength TF has. However you have more sustain, can push just as hard if not harder, and shouldn't really be too worried about his damage except really early and really late in the game. He has a deceptively strong late game damage output so killing him should be a priority.
Instagibbing people is what viegar does. Cho does the exact same thing expcet that his early game is stronger than veigar and with hp his mid to late game is usually stronger than veigar as well. Push veigar into tower early to make it difficult from him to cs and kill him when you can. Nothing too special just know that on ap cho veigar's ult is going to hurt quite a bit more.
-vlad has good sustain. Early on your sustain is slightly better and at level 5 you should be easily winning trades against vlad. As time goes on you will need a larger and large lead on vlad to effectively zone and shut him down. Blue buff is also extremely crucial to insure victory against vlad. Blue buff can easily make the difference in a near even skill match up.
Meh his combo isn't really too strong against cho with stacks and some mr. This champion can poke you a bit but he shouldn 't be too difficult to deal with.
Early game get some potions and yorick's mana should run out faster than your health. This makes him easy to bully and give you a clear edge. With a doran's and blue buff you should easily counter yorick. Cho is a champion that does do well against yorick.
Kind of annoying. She can really put some harass on you. Always kill the plants early and get the sustain because if the plants aren't dealth with quickly they can put up a decent amount of damage and pressure on you. with vorpal spikes they should die in 2 autos because of vorpal spikes each doing 1/2 bar and your auto dealing 1 full bar (out of 3 bars). It can be difficult to close on zyra with all her CC but over all you are a stronger laner than she is and have higher dot damage. However she has better AoE so be mindful of that.
-I really don't see ziggs much but this match up seems to not be too difficult. Yes ziggs does have decent harass but its not really sustain harass. No sustain harass is good for Cho because you can easily heal if off. Basically you just out lane this guy, but ideal he can stay pretty safe. Push and roam is my suggestion for this lane. I need to play this more but it doesn't seem like a particularly difficult match up.
Match up to be cautious of
-very strong champion all game. There is no solid counter to kayle
-High dot damage early on and can really punish you. Also very difficult to kill without ignite
- able to harass you very hard and has very good move speed to dodge your ruptures
All matchups below have their own challenges and are generally harder than most traditional mids (in my opinion)
- Becareful of him along with his good ad burst damage he has good sustain damage to go along with it. Cho cannot escape cataclysm without flash. However if you get ahead he will have a hard time dealing with you. As a rule of thumb you should always save flash for his cataclysm.
- jayce has a lot of poke potential and can really deal out some pain. However generally jayce players get tears. This means they are going for a lot of late game poke from manamura. Take advantage if they spend 700g into a nonoffensive/defensive stat. Otherwise you should be able to out sustain him for the most part with some armor.
Strong assassin champion. If he gets ahead this lane can quickly become a nightmare, however 1 verse 1 cho is generally a bit stronger of a champion early on. He might also buy a tear and make his early game even weak. Take advantage and crush him if he does otherwise win anyways.
Decent burst and a very strong early game. After a while though he will have to decide whether to get tanky or damage. If he choose tanky than he cannot win trades with you and you can zone him. Otherwise you can just burst him if he doesn't build damage. Feast goes through Hexdrinker.
This champion has a hyper strong early game. He can easily rush level 2 and try to kill you. Always get armor because you are 100% going to get harassed by his spears. Once you get over the early game difficulty you can easily smash him with your superior sustain and skill set.
Very easy lane. He doesn't deal enough damage to be a threat without some serious farm. He does have an invisibility and a slow so diving him can be difficult at times. A fearl scream for a rank is almost 99% of the time worth the trade for you. Just try not to get juked out by his silence/blink skill. If he closes on you with it use your auto attacks to even up the damage. (they can really deal some heavy damage, you would be surprised).
He does have damage but you should still out sustain him and crush him in lane. Just don't ult his clone and look stupid and warn you teammate of his ganks and you should do fine. Your silence will still hit him whether he is invisible or not and could prevent him from slipping away.
Zed is easily counter by Cho. The only way zed even has a chance is to be a dick and get 9hp pots and 2 wards. Then you lose just because of how much HP he is bringing. Over all the free hp and some armor you purchase (especially an hourglass) really counter out his burst on you.
Kayle is extremely annoying. She can extend trades beyond what they should be. Her increased damage skill+ her autos can really hurt. Generally silence for q and a auto is worth it but the slow can often time lead to some disadvantageous situations. The one thing you might be able to take advantage of early is her auto attacking you. Use rupture while she auto attacks you with minions near by and she might take a hefty amount of damage. Always try to bait out her ulti before you insta kill her or calculate the damage and know you deal enough with your combo to kill her before silence wears off.
The main thing about these new potential mids is that they snowball harder... so dying against them early can be much harder and more painful than most other mids and they often have better base damage and are more willing to buy defensive stats and hp.
There are a few mid matchups i haven't covered but that is only because I haven't played them very often (more likely i just forgot to add them)
Advanced Tatics and TricksThere are 2 ways to get some free exp early on. You could mooch off the jungler's exp or do a camp with your top laner. The early exp can often really help you snowball a lead. With more base stats earlier your chances of winning are always heightened.
Blindspot ruptures- There are generally 2 ways you can get these in mid lane. Either wait behind the the river walls or in the river brush and you can land a q on an unsuspecting champion that might otherwise be good at dodging.
How 2 instagib- Step one land rupture. Step two flash closer to the enemy. Step three silence use feral scream so enemy cannot flash away or heal etc. Step four feast. Step five (may not need this step) ignite/auto attack to finish off enemy.
When ganking top or bot lane and the enemy runs into the brush rupture can be used to reveal an area in the brush. Use rupture to zone out an attempt from escaping to the tower. With CC in the lane catching up can be very easy. Tell your allies to start attacking them be4 you arrive so that they either can either hold up the enemies for you (either by fighting or with cc) or at least let you allies get free attack onto the enemies while they run. If you are reasonably close you can throw optimistic ruptures and try to force flashes.
In team fights don't always throw down your rupture early because sometimes enemies are less occupied and will dodge it. Use rupture when people are more focused on the fight or to help zone/protect important targets. If you miss rupture a bunch in fights you and your team will likely start to lose a the fights. This skill does so much damage but is not too difficult to dodge out. Also when you start to get a lower cd on the ult use your ult to either A. Execute targets with medium/low hp or chunk targets that are threatening to reduce their ability to deal damage. Try to pick targets that you team is focusing and will likely finish off quickly so that the fight turns in you favor more quickly. Diving carries is good if you can do it but if they are elusive then destroy their front line and well placed skills and watch as the carries have no teammates to help them out and are forced to retreat or die.
Getting threatened by your douchebag jungle? Well fuck him/her because your ult does 1k true damage to creeps so there is literally no way he/she can out smite you. On top of that your high damage skills/ and vorpal spikes make it very easy to take the golem buff by youself (or lizard if you want to piss off your jungler).
When receiving ganks it is important to establish if you are going to try to lead the gank with rupture or if your jungle wants to slow/stun the enemy before you use rupture. This may seem obvious but its really important. Importantly to evolve from a good cho player to a great cho play practice leading rupture on enemies.
Managing your HP in lane is really important. Practicing judging the amount of time it takes to walk up to a minion to last hit it as the last second possible. In mid lane people generally Auto Attack Cho. They AA you as often as possible. The best way to counter this type of harass its to kill a minion right after you take an auto attack. Often times Cho can get pressured out of lane if he cannot heal off the auto attack/spell damage. So make yourself vulnerable as little as possible. Also if you accomplish this trick correctly enemies will take free damage from your minions (especially the dumb ones that don't take armor seals). I have literally seen people lose lane just because they take more damage from minions than they can inflict on me. Also don't be afraid to use feral scream to further harass the enemy mid.
If you cast rupture from a hidden location enemies will not see the rupture radius (good to hit enemies that are mechanically good at dodging).
Skirmishes/Team FightingSkirmishes- Cho does amazingly well at skirmishes because his really high dot damage. If you catch someone with -> -> -> then that person will very likely die or be quite near death (unless they are stacking hp). If you are equal to an enemy ap mid then you will almost likely deal more dot damage than him/her. There are a couple of early type of engagements that could happen.
Type 1 (offense based invade): this is likely a buff invasion or going onto a buff or dragon. Generally if someone on your team has hard CC like or let him or her initiate with their hard cc and simply follow up with your q and whatever amount of spells are needed to drop the target. Even if you don't have hard cc and you team has slows let them use their slows first and determine what your enemies try to do. The major mistake that can be made is throwing rupture too early and having the enemy to engage on you instead of running or something like that. Once you feel you know what your enemy is deciding to do (like which direction they are running/ whether or not they are going to try and fight) then use rupture. With cho it is best to try and fight at choke points so that rupture is A. harder to dodge and B. is more likely to hit more targets. I would always suggest trying to fight in the jungle over open spaces unless you are against an or who have really strong zoning potential (larger area than yours and walls).
Type 2 (defensive/ambush based): In this type of circumstance you will likely be camping a brush or behind a wall of some kind and your wards will be revealing your enemies. Try to lead them with Q if you have to initiate. You need to make a decision on who you are going to target. If they have a fed carry then it most of the time is worth trying to 100 0 that carry. On the other hand in some cases you are just going to try to hit as many targets as possible to deal the most damage you can. Always try to consider whether you are going to be trying to assassinate their carry or just be the overall damage dealer. This roll will depend and change from game to game. Try to lead with Q. 90% of the time if they aren't expecting it and its a good placed rupture they will get hit. If they have hyper reflexes or flash or something then there is nothing you can really do about that. Most of the time try to 100 0 a target. There is no longer CC than death. After you use your ultimate try to analyze whether or not the enemy can/will try to kill you over your teammates. If you don't feel threatened then use your powerful autos can really hurt a lot! However your spells always will deal more burst so if you feel threatened by the enemy team just back up and wait for the cold downs of your q and w. Assuming you have blue/Lucidity shoes then your cds shouldn't be that long.
Mid/late game team fights- Again the most important thing about team fighting with Cho gath is making sure that you land ruptures. This is a HUGE part of your damage, and even 1 Q can really make a difference. At this point in the game you basically have 1 of 2 jobs. A. assassinate the enemy AD/AP carry. I have already covered how this is generally done. The other job you have is general damage. This is basically dealing as much damage as physically possible and protecting your AD carry. The way i determine which is better is based on a few variables which you should consider before fighting.
1. Importance of ads their ad vs your ad. If they have a kog and you have a cait, then you better go for that kog! Take into consideration how feed their ad is compared to yours and how important that damage source is compared to yours. For example- You have //... well cait isn't that important because your team has a lot of damage in your line up, so most likely going for their ad is more important, because cait isn't a very good scaling ad and jax and shyv already deal tons of damage so just try to help them shred the other team. However say you have a //. In this case most of your team's damage is concentrated into one champion tristana. Therefore defending her is far more crucial to winning the game. Of course these are not set in stone examples and even these can differ from game to game. However as a rule of thumb If the opportunity presents itself to insta-kill the enemy ad carry (and he/she is not super behind compared to yours) then I would go for that kill 100% of the time, because ad's almost always deal the most damage. Also silencing the enemy AP can be really powerful. That is 3 seconds of inactivity from that champion and that is huge in team fights.
Just remember if you are behind you may not be able to 100 0 people but you still have decent follow up damage because the base damages on Cho are still quite strong, especially on his ultimate. Cho works really well with other CC so don't be rushed into throwing down careless ruptures. Because if you do rush sometimes it makes you look kinda stupid.