IntroductionHello, my IGN is "I Need to QQ" or "Im Ragequitting" and I am a 1400-1500 elo player making my first guide ever. I find cho'gath to be a strong tank full of AOE cc and damage. What I find fun and amazing about him is how I get to NOM NOM on people doing TRUE damage. He can be played either solo top, middle, and/or jungle. I prefer him in the top lane because that's where he's most suited in my opinion. He is probably the champion I have the most fun with and that's why he is one of my favourite champions.
ChangesThis guide is currently under construction playing with different builds, fixing details, etc.
Runes & MasteriesI like to run 9/21/0 because...
In Offensive tree:
+ 1 AP per level
+ 5 When you AD and AP only because your ignite is on cooldown
+ 3% Attack speed which scales nicely with his
+ 8% Magic penetration
In Defensive tree:
+ 6 HP per level = 108 HP at level 18
+ 5 Armour
+ 30 HP
+ 15% slow effectiveness reduction
+ Incoming damage reduction by 3
+ Damage reduction by 3%
+ 4% Increased HP
+ 15% Reduction of duration of disables
Cho'gath will benefit from CDR quite nicely because he can use his skills more often meaning it'll be more CC for fights. He'll be tankier and can sustain the poke they could possibly do to you and the 15% disables duration reduction is most important because if you're CC'd for too long, you'll be useless in fights and the rest of your team could be killed before you get the chance to do something.
I like to run these masteries no matter what because I like cho'gath to be played as a tank with cc. If he doesn't have the defensive masteries, he could get chomped down pretty easily in the early game.
Magic Pen Reds: Give more damage to all your skills + your magic pen in your masteries for TONS OF DAMAGE mid to late game. You won't be getting much AP from your items since you're going to be mainly the tank, so some magic penetration will help boost your damage a bit more to give some extra damage output in fights.
Armour Yellows: Seeing as Cho'gath is a melee champion, he'll want to be in the front-lines covering your AD carry or killing their AD carry. You'll be in the front taking damage the most so you'll need the armour to sustain the damage taken from AD champs on the other team.
MR per lvl Blues: MR isnt needed that much early game. You'll most likely be facing an AD champion at top lane so MR per level blues will give you more MR than flat MR runes would for the late game when you could be bursted down by their AP carry. You can get flat MR blues if you know you're facing an AP in your lane.
AP Quints: This will help you with an extra boost of damage since you won't be doing a significant amount of damage, especially in the early game. This will also help with your sustain, because your E scales with AP so it'll make it easier for you to farm and be able to sustain.
I know I don't have MR per lvl blues, it's because I never found the reason to waste 2k ip on MR per lvl blues when I already had flat MR blues. I could use that 2k IP to save up for more better things like more rune pages.
Pros and ConsPros:
- Naturally Tanky
- Good AOE CC
- Very strong nuke on his ult (True damage + 70% AP)
- Split Pusher
- Good sustain in lane
- Zoned out easily by slows(ex: nunu's strong slow)
- High mobility champs can dodge all your skills and screw you
- Pretty vulnerable to ganks if skillshots not landed
- All his skills push the lane in a way that you wouldn't want
I find that using ignite and flash would be the best idea. First of all, ignite is perfect for finishing off opposing champions. It deals TRUE damage and reduces health regeneration by 50% which can be a huge factor in securing the kill. Flash has many ways to be used whether it it would be the laning phase or mid to late game. During the laning phase, flash can be used offensively to flash onto your opponent to secure a kill or it can be used defensively to get away from a gank or flashing away from the your lane opponent so you don't get killed. Flash can be used in many ways throughout the game like for example, flashing over walls to get kills, flashing over walls to get away, or flashing in to steal dragon or baron.
This spell is pretty viable on Cho`gath as well. If you`re having trouble with your lane, this will help you get back into your lane ASAP so you don`t lose as much gold/exp. This can also be used for helping other lanes get ganks. You can use it to counter-gank bot lane or go for a 4v2 bot gank. Cho'gath is also a good split pusher so when using this spell, you can split push all you wish and then a fight breaks out, TP to your team and win fight.
Viable although I don't really suggest it. Can be for people who rely mainly on AA's(Auto attacks) like riven, tryndamere, fiora, jax, and more because it reduces their damage by 70% which is a great amount of damage reduced while reducing their movement speed by 40%.
Not viable because it has a really LONG CD and it isn't worth it when you can get better summoner spells... Plus you can get a Guardian's Angel and it'll work just the same. Not like you're going to die often...
Useless spell unless you're jungling.
I see no reason for Cho'gath to have this spell. The Attack speed and Ability power boost is perfect for Cho'gath although you don't really need it because you do enough damage. You're not suppose to be the main damage, you're there to disrupt and kill the carries.
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).
One of the best passives in my opinion for the laning phase. If you're able to farm exceptionally well, you would be able to sustain any kind of harass your opponent can do to you. They would probably drain up their mana while you will still have a lot of health and mana to spare. With this passive, having to recall won't be a problem unless you want to go back and buy some items. Although this passive isn't that great later on in the game but it is still a really good passive early on. Recently gotten nerfed on the S3 patch but I still believe it is still a strong passive for the laning phase.
Ruptures the ground at target location. After a short delay, enemies are launched into the air for 1 second, dealt 80 / 135 / 190 / 245 / 305 (+100% of ability power) magic damage, and have their movement speed slowed by 60% for 3 seconds.
Cooldown 10 seconds
Cost 80 / 90 / 100 / 110 / 120 mana
IT'S BEEN BUFFED, SHORTER DELAY! AOE CC Skill shot I guess you can call it... Skill circle. Great as a gap closer, knock-up for extra harass, good initiator for team fights as it can catch the other team's ad carry since it has a decent range. This can even save you from ganks, just drop it right below you while you walk to your turret and they get knocked up... FREE ESCAPE. Also reveals champions in bushes so NO NEED TO FACECHECK! Uses up a pretty great amount of mana so don't be spamming this too much in lane when it's unnecessary. After the knock-up, it gives a 60% movement speed reduction so that's even more CC than it already gives so it's 2 CC's in 1 skill.
W: Feral Scream
Cho'Gath screams in a cone in front of him, silencing enemies for 2 / 2.5 / 3 / 3.5 / 4 second(s) and causing 75 / 125 / 175 / 225 / 275 (+70% of ability power) magic damage.
Cooldown 16 seconds
Cost 70 / 80 / 90 / 100 / 110 mana
Easy skillshot to land and it's an AOE silence.(Cone Shot) I max it first because it is a reliable harassing skill and it does a decent amount of damage. It gives a pretty good CC(silence) and it lasts long(2 seconds at level 1, WHAT?! and 4 at max level). You can clear waves very easily with this and can help you push a lane when needed. Can harass at the same time as shoving your lane or clearing group of creeps. It has a wide range so who in the right mind would miss this shot?? This skill plus your rupture is an amazing gap closer for ganks or anything. Just use this skill first and then rupture so they are unable to use any skills to get away so it's basically a free knock-up.
E: Vorpal Spikes
Toggle: Cho'gath's physical attacks launch spikes which deal 20 / 35 / 50 / 65 / 80 (+30% of ability power) magic damage to a line in front of him.
I enjoy this skill a lot. It makes it much easier to farm in lane, it is extra aoe damage so it gives you the upper hand in trades with your opponent, and it costs NO MANA! Be careful when using this at the other person's turret because you could accidentally hit the opponent causing the turret to hit you giving them free damage on you while you run your ass away. It might not be so useful late game in my opinion... but can potentially hit the whole other team for free damage if they're grouped up. I like this skill for the lane because it gives you more damage in your auto attacks to trade and it gives you more damage so you can farm more easily so you have an easier time sustaining the lane if you need it.
Deals 300 / 475 / 650 (+70% of ability power) damage to target champion, or 1000 damage to target minion (ignores resists).
If the target is killed by Feast, Cho'Gath grows, gaining 90 / 120 / 150 maximum health (maximum 6 stacks). Cho'Gath loses up to half (rounded up) stacks upon death.
Cooldown 60 seconds
Cost 100 mana
This is the skill that makes Cho'gath so special. 650 TRUE damage PLUS 70% of your AP at rank 3. It makes you bigger so you can hide your carries in the team fight HUEHUE. It makes Cho'gath a really strong tank without having to build any HP items. It's good for finishing off people in lane and it gives you A LOT of killing potential in the laning phase once you turn 6. During the late game, using your ult on a carry, it'll take a huge chunk off their HP and it'll probably cause the carry to flee out of sight since if you're able to ult him, you're in range of him so the ADC is forced out of the fight. There was a recent patch about how they made Cho'gath's E go along with his feast stacks so as he gets bigger and tankier, he'll do more damage because he will have more AOE with his E. They even buffed his ultimate kind of... Instead of losing I think 3 max? You lose half your stacks so now it's easier to get back to 6 stacks when you die.
Skill Orderlevel 1: Should always put your first point into his Q. Makes it easier to disengage on 1v1s that your opponent may want to do early on. Can stop pre-6 ganks and chases very easily if you can land it.
level 2: Should be maxing this first because its the most reliable skill to harass with since it's the easiest skill shot to land. If you want to go clear the lane and go buy, your w will make it so more easier to do so since it could probably hit your whole wave with one w.
level 3: Helps you cs much more easily since you won't be having so much AD to farm. Although it might push the lane somewhat, it could be really cheap and easy harass to your opponent if positioned well. If you can master your positioning in lane, even if your e does almost no damage, it could do a lot if you're able to hit your opponent almost every time you go to cs.
level 6: This should always be maxed whenever you get the chance because it's such a great skill. It gives you free tankiness and it deals surprisingly a great amount of true damage. Once having full stacks, it can be used to harass or just to finish people off.
I like to max my W first because it is the easiest way to harass, it gives a good aoe cc(silence), and it can be used to clear waves quite easily. I max it over my Q because the Q may do more damage but at the same time, it can be dodged easily. the range is smaller than your w so it won't be as accurate as your W would be. I max my E last because although it helps with your AA's(Auto attacks), it isn't as useful as your W or Q. It doesn't give any CC and the damage isn't very significant.
Early GameDuring the early game, you should be farming alot since your early game isn't very strong and you can't trade very well unless you're able to land your skill shots perfectly. If they engage on you at level 1, you should have your rupture first so you can land one rupture onto them and back off so you don't take as much damage than if you tried trading with them. Once you get to around level 3-5, you could starting doing abit of harass with your W Q E combo or just using your W Q combo. Start off with your W so they're silenced and cant use their skills to jump away so your Q will land. Then walk up to them and take a few AA's and back off to continue farming and regain your mana. Other than that, you should be farming until you get to 6. That's when you have some killing potential. You can get him to about half with your Q W E combo, then you should be able to kill him if you get him with all your skills + your ult and ignite.
If your jungler comes in for a gank, I would suggest initiating the gank with a rupture. Why? Because if they see the jungler first, they will run immediately and you might not get the chance to get your skills off. If you initiate with your rupture, he might just think you're trying to harass him or trade with him. To make it easier to initiate the gank, use your W on him first then use your Q to make sure he can't flash/blink away from it.
Things to remember:
- Be careful for pre-6 ganks.
- Buy wards.
- Don't use your skills when it isn't nessesary.
- Should only be farming and trading whenever possible.
- Call your MIAs when needed before people start raging.
Mid GameBy now, you should have your frozen heart and witt's end, or at least one of them... At this time, you should already have some killing potential on your opponent unless they roamed or got fed. If you're able to kill him or at least get him low enough so he'll go back to base, that'll be perfect. Push out the lane and go roam to gank a lane that's not doing so well. While you're out of your lane, you can plan to get the dragon or bait a dragon fight in your favour while their top lane is going back to lane to push the top lane back. Ever so often you should go back to your lane and keep pushing it out so one person would go to that lane to go push it back, that's when you got the chance to go make something happen while it's a 5v4. Make sure you have 6 stacks on your feast so you're tanky since you won't be getting items that give much HP. Your objectives of the mid game is to keep top pushed, get the dragon, gank lanes that may need it or to make it a handicap so you can get uncontested dragons, and to push their turrets. Always buy wards to put in their jungle to catch people out of position, steal buffs/jungle, and have vision on them as much as you can.
Things to remember:
- Dragon is a priority.
- Keeping your feast stacks at 6.
Late GameShould have most your items by now, and you should be grouped with your team. Your priority is to be split pushing because you have amazing split pushing abilities. Other than that your team should be roaming around the enemy jungle looking for buffs, jungle creeps, and the other team to catch out of position. In their jungle is the easiest place to bait a good fight in your favour so getting an oracles if no one has one to clear wards in their jungle and wards to place all over their jungle would be really helpful especially in the late game. If one person on the other team is at bottom lane pushing, go right to baron. It's basically free baron because it'll be 5v4 if the other team tries to stop you while the person at bottom lane will be still trying to get to you guys. Or if you can catch one person out of position, it's free baron for you guys. Having baron, you should use it to your advantage. Group up and go for most likely middle lane and push their turrets. They'll be scared to fight since you have baron buff so use it to your advantage and initiate a fight on them. If not, just poke at them and make your way through their middle lane pushing turrets.
Things to remember:
- Always buy wards if you can.
- Split push often if you got TP.
- Find good fights to initiate on.
- Global gold (Baron, Dragon).
Team FightsIn team fights, you should be a bodyguard to your AD carry or an AD carry assassin. What you could do to initiate a fight, is to Q a person or more and then jump on them (preferably their AD carry). Once the fight has started, if the AD carry isn't dead, go after him ONLY. Zone him out of the fight with your , and you should be able to grab the kill on him. Once the AD carry is dead, go after the rest of the squishiest people on the other team. I like to save my feast for only the AD carry or the squishy people on the other team so they get nuked and die in a quick amount of time. Always remember to auto attack because of his highest base attack damage and witt's end, you will do amazingly a significantly good amount of damage in AOE especially when you have full stacks on your feast. When you're playing guard the AD carry, you should the whole team or try to at least so they can't use any skills to try jumping your carry. If they do manage to jump onto your carry, rupture your carry so they get knocked up and he/she may get the chance to run away.
Things to remember:
- Never stop auto-attacking.. your auto-attacks + your E is decent damage.
- Focusing carries instead of tanks will do your team better.
- Don't waste your feast on tanks when there are squishies still alive.
- Don't just wait for initiations, initiate for your team.
The normal build you would be starting off with. Gives you good sustain, as well as a ward for junglers.
Although fort pot was nerfed, this build is still viable IMO. It can help you with baiting and can save you since it gives you instant health. This build is most likely used for early cheese for early advantages.
This is for strong bruisers or people with a lot of auto attacks:
No more GP10s for me. HoG is removed QQ and does a better job sustaining me than a philo stone does.
Wards..... Most important item in the game. Don`t want to get some? Don't cry when you die to ganks a billion times. I usually like to get 2 every time I go back to shop.
Good item for clearing wards. Since you don't die as easily as your support, you can get this and clear the wards for barons, dragons, etc... There's a time limit of 5 minutes now so get it only when needed.
If no one else is getting this item which I highly doubt... Then you should get this item for the good aura.
If you do get this item, upgrade it:
Although frozen heart is a strong anti-ad item, it isn't as great as it used to be in Season 2. Randiuns is a far better item in general for it's passive. I have replaced frozen heart with a warmogs instead.
Cho`gath has the highest base attack damage at level 18 in the game so adding this will give him extra damage with his autoattacks getting some magic resist in the processs.
You finally died?? Well now you got a 1up! Congrats! You live it like YOLT. Now revive yourself and eat more people!
Another great Anti-AD item. Awesome unique passive and active. You get to reduce the movement speed and attack speed of everyone around you for 35% for 2 seconds + 0.5 seconds for each 100 armour and magic resist. Gives a little amount of CDR but that's not the point of the item. It gives a great active to stop people relying on auto attacks.
Gotta hate 'em AP carries. Get this and eat them. You get magic resist as well as some AP plus you get it's passive which lower's the other team's magic resist. The passive is just a bonus to what it already gives.
I almost never get this item at all. Frozen heart and Randiuns should be enough to sustain the AD. If they're all auto attackers, you can get this item.
Warmogs have recently become a must-get item for ervery game. Getting a warmogs instantly makes you very tanky against both ADs and APs. I recommend getting this item as a first or second item. Be careful that they don't all do % based attacks or it'll be pointless to build a warmogs.
I'm currently testing this item out as a first item. It shows potential but is quite costly as it won't make you any tankier other than HP. The catalyst gives a nice passive though of healing you per level up. It gives you AP which is always nice for Cho'Gath and gives you more HP. If you're winning lane, you can get this item.
I've gotten this item a couple times and I find that this item isn't as good as you it'd be. It's like yay perma-slow with your e! But no, if you're able to land your q's properly, this item is useless because your q gives a stronger slow than this item.
If you're doing relatively well and you have another AP on your team, you can get this item although I don't really suggest this item. Your skills won't be doing a massive amount of damage so you won't be getting much back from it so it wouldn't be worth buying.
This item gives you an enormous amount of damage but only if you already have other AP items. If you're going to have just this item and a rod of ages for AP, this shouldn't be bought as it won't be cost efficient. Even then, the only time you would even get this item is if you were winning the game and you're ahead by a lot. A better alternative that would work better with Cho'Gath would be the
One of the new items of season 3. Builds from the chalice of harmony which works perfectly especially if they have a lot of AP on their team. It gives you nice mana regen, as well as magic resist and an active that removes CC like the . I would get this item over the QSS because the QSS only gives 5 more magic resist and it doesn't give anything else where as the mikaels crucible gives much more stats.
If you know you're going to win the game and you know you won't be throwing, then why not get this item. It grants you extra AoE which I'm sure will work perfectly with your . It has a cool active where it damage everyone near you which is just more damage for free. It also gives you some AD and some sustain with life steal so it is a pretty good item in general since riot has added the upgraded version of it which is shown below. If you get this item, it's obvious you're going to have to get that item.
If you have the chalice and you're doing well, you could get extra damage to help deal more damage in team fights with this item. If you're getting CC'd down then I suggest to get the , but if not, then getting an athenes will be great for some extra damage and great mana passive.
Okay item for Cho'gath but there are better items in the game like . It gives better stats overall and is a better investment.
New item of Season 3. Very strong item since many people build HP items these days. It does % based damage so it is perfect for the meta at the moment.
Okay item as it gives you attack speed and some AP. Not the best item for Cho`gath but it`s just meh in my opinion. More of your damage will be from your than your so it is not needed.
WardsWhy do I stress so much on wards?? Good question, a ward I believe is THE MOST IMPORTANT item in the game.
What is so good about this eye? Well since you asked OBVIOUSLY HERPDERP, a ward will save you not only in lane, but throughout the entire game. People are always saying "OH WHAT THE F*CK, WHY DO I HAVE TO GET WARDS... SUPPORTS ARE SUPPOSE TO DO ALL THE WARDING!!!!!". Well that is one of their main jobs to control the map but buying a ward or two to help out the support couldn't hurt because it could win you the game or lose you the game.
Wards in the laning phase
In the laning phase, I almost always get two wards everytime I go back to buy because in the top lane, I like to ward the tri-bush and baron. These two wards will tell you whether the jungler is trying to gank you from the tri-bush or is coming for a gank from the river. Thus, giving you more time to get away safely. The only way the jungler will be able to gank you without you knowing would be if they tried to lane gank you but your lane opponent will change their playstyle to try to bait you into a 2v1. If you get suspicions, you can always ward the lane bushes if you have an extra one on you.
Wards for mid-late game
During the mid to late game, you're going to want to have wards covering not only the objectives, but the enemy jungle as well. This can be for either stealing buffs from the other team, catching people out of position, or having vision on the other team so you can make plays. Having wards stop the other team from getting baron because you'll always have vision on them so you can easily stop them while they're doing it. During the late game is when wards are most important. If your team is able to catch at least one person out of position in maybe the enemy jungle where you guys have heavily warded, you guys can probably get him/her and go for uncontested baron. It'll be a 5v4 for another 30-45 seconds so you could most likely get a turret or two in the process without the other team trying to stop you because you guys have an advantage with the 5v4 plus having the baron buff on. Wards can win you games even if your team is behind because being able to catch people out of position with your wards can give you more and more advantages if played out right. That is why I like to always grab wards whenever I can.
Match upsA few match-ups you would see in the top lane.
You out sustain this annoying son of a b*tch. If he is aggressive and pulls you, just back off. Farm up and harass from afar with your w, and when he's low, ignite and NOM NOM NOM. GG TOP. Or you can ask for ganks.
You out sustain her. Just keep farming and wait for ganks to get kills on her. If she doesn't get farm, she won't be as useful late game so try zoning her. If she jumps on you, rupture yourself and silence her and back off.
Farm lane. While he wastes his mana on you, you taunt him and regen your health back by farming a minion or 2. There's almost no kill potential between the two of you although I've had killed a bunch of bad malphites in 1v1. If you know what you're doing, you can try killing him 1v1 if you know he cant kill you or wait for ganks.
Start getting to know your turret. You will not be able to farm at all unless you're beside your beloved turret. Even then, you will be harassed at your turret. She has the range to harass you all game so if you don't want to feed her, stay away from her. Ask jungler to camp top if they can.
You'll know when he will want to jump on you so rupture onto yourself when you see him turn on his stun. Wait until he engages on you and you blow all your skills on him until he starts running. As soon as jax turns 6, you're gonna be in some trouble because he'll have some killing potential on you so be cautious as soon as he turns 6.
It's a sustain game with Yorick. Just farm for now until your jungler comes for ganks and harass from sometimes from afar when you get the chance with your w. Once you turn 6, you have a chance of killing him with your feast. Other than that, not much killing potential other than ganks.
I feel like you are a counter to akali. If she tries to go into her bubble and harass you, you can easily just rupture the whole bubble or silence the whole bubble. If she tries jumping on you, rupture onto yourself and silence and even feast onto her. This match-up looks like a farm lane until she tries engaging onto you.
Be careful early levels when you're facing this pirate. He farms from afar and harasses you from afar. Whenever you get the chance, put your W Q E combo onto him and quickly back off. Other than that, you should farm and wait for ganks to try killing him.
Pretty easy early game against this green dog. Try zoning him so he can't get some creeps. No creeps for nasus? No damage for nasus late game. Not much killing potential because he can counter your ult with his ult. All you got to do in this match is be careful of his slows because it's a really strong slow.
His true damage HURTS. Although you may be able to sustain with your passive, it might not be enough sometimes. You could trade with him when he goes to E you by silencing him before he gets to you and back off. Be a bit passive when facing this guy because he has killing potential as soon as he hits 6.
This fragging alligator crocodile. I used to main this guy and man he's an aggressive laner. As soon as you see him try dashing towards you, pop a rupture beneath you so by the time he goes up into your face, he's knocked up and you give him a silence and you back off. He has a lot of killing potential after level 3 so you should be very cautious when laning against them. You're probably going to get zoned by renekton so don't be wasting your mana when it's not needed. Just farm at turret or freeze the lane on your side of the lane.
Riven is almost the same as Renekton when she wants to harass you. So same idea, pop a rupture beneath you, silence her and RUN AWAY!!! She's going to want to snowball off you and because she has a very high mobility, you're going to want to position your rupture so she get's knocked up by it. She will constantly harass you and will push you to your turret. It'll be good if your jungler kind of camped top seeing as Riven will always be pushing onto you.
Cpt Teemo going to making your laning phase a living hell. His really fast mobility will allow him to dodge about all your ruptures, will harass you like mad with his ugly poison and will build a garden full of mushrooms so jungler cant access your lane. Best way to handle this situation would be to start loving your turret more cause that'll be the thing that saves you. You could harass him from afar with your W since his attack range isn't all that great but that's about all you can do. You would get almost no chance to get up into his tiny little cute face and give him a basic attack.
This guy has way too much mobility... He'll just be running around the whole laning phase using his poison and flipping you. Whenever you try landing your rupture on him, you'd most likely miss on him because he's almost never going to be staying in one spot for an amount of time. Only way you're going to be able to hurt him is if you hit your feral scream onto him. Whenever he flips you, you should never stay to give him a few auto attacks to trade, you'll just be eatting more and more of his poison which he wants. I would suggest passively farming until you can get some ganks onto him.
This spartan is VERY VERY aggressive in lane. His spears won't hurt at first as the early game goes on so you can easily use your passive to heal up quickly. But when he starts to get items such as black cleaver, that`s when he`s going to start hurting A LOT. But you can avoid this quite easily with your . When he tries getting close, a quick w will stop him. Plus when he's 6, he can roam around the map while you can't. When facing Pantheon, I'd prefer getting teleport to counter-gank.
He will want to harass you very early on with auto attacks so getting cloth armour and 5 pots will sustain you fine especially with your passive. As soon as you hit 6, you should have killing potential on him as he won't have a real ultimate like you do with feast. His skills are very mana costly so fight him when he uses up his mana since almost every jayce will be wasting mana to harass you. But be careful if he jumps on top of you as he can do % based damage with his e.
Read Jayce's match up. It is similar to a Jayce match up except nidalee will not be spamming skills except for her heal. She will be harass a lot with auto attacks and will be a problem until you start building tanky. Starting cloth+5 will help you sustain a lot and putting aside some damage for tank items for the first bit will help you out as well.
Final CommentsIncase you guys think I'm the worst cho'gath player alive, Just look at my stats with him. Don't let my elo fool you. I know I don't do much ranked with him, It's because I stopped doing ranked since a month of 2 ago and I've recently learned cho'gath.
EDIT: If you're going to dislike the guide, at least tell me why you didn't like it... It'd be more beneficial for me. I'd appreciate it if you left some comment so I can learn from my mistakes. What would I learn from just a dislike? Nothing at all so please take a minute or two to tell me what you don't like.