IntroductionSo I once heard this really funny story of a jungling Cho losing in a match. Hahaha!
Anyways I know you're so excited to find out how to win repeatedly and forever, so let's get started! If you're familiar with some LoL, then you probably think of Cho'Gath as a really tanky champion, with some good AP and CC to boot. And you would be absolutely right! Did you think I would point out a misconception? I will, don't worry.
Why pick Cho? (Rhetorical question, of course)
First off, it's always great to have your tank or tanky-guy jungle (I love jungling with Rammus, Amumu, Malphite, Cho'Gath, etc) because it will be more likely for your AP/AD carries to solo lane and get kills with your help. Secondly, Cho is a beast jungler in terms of speed, survivability, ganking, and even invasion. Thirdly, Cho is useful in all situations. He can push well, he is incredibly useful in team fights, and can even do well in most 1v1 fights. Fourthly, his nom. Fifthly, his NOM.
I will be referring to his R as NOM, because that is simply the best course of action that I can take.
MasteriesSomething that might be news to some of you: Cho is inherently tanky. His base stats are incredibly tanky and are greatly complimented by NOM. But in all likeliness you will be the tankiest champion on your team (knowing how bans work and what low ELO is probably like), so you'll want some early game defense.
Oh and these masteries are necessary for jungling, of which you will do. Of which you will do greatly. Feel free to swap some health for armor, but it won't make much difference in play.
RunesSomething that might be news to some of you: Cho is inherently tanky. His base stats are incredibly tanky and are greatly complimented by NOM.
"These are some great jungling runes, emptyopen!"
"Thanks! Cho is a great jungler, after all!"
"I can't wait to go NOM some peeps!"
"I know me too haha!"
Item BuildsSomething that might be news to some of you: Cho is inherently tanky. His base stats are incredibly tanky and are greatly complimented by NOM. What does this mean for items? It means you DON'T BUILD 5 DEFENSIVE ITEMS!
Unless your team has no AP, you should always get Abyssal Scepter. Once you read this guide and realize you are going to be ankle deep in the enemy's face, that MR redux will be invaluable.
Of course, you're going to need survivability, so get one or two of those recommended ones. Of course your choices will depend entirely on the enemy team composition and, once the game has been going on for a while, on whichever enemy champ is fed.
For the late game items I listed them as rated left-to-right: (CORE) = (basically get one every game), (EXTREME) = (pretty situational, depends on enemy team)
Ask in comments below for more specifics on items, goddamn this section got too long.
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).
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
This is one of the best Q's in the game. Contrary to popular belief, the term 'QQ' is not an archaic hieroglyphic depicting teary eyes, but is in fact derived from the massive amounts of rage that Cho's Q incites. You will Q Q Q and the enemy team will QQQ.
Of course, it will take a lot of practice and skill to land these, but it will be worth it. I usually don't open with spikes, but instead force them to move in a certain direction with my silence or my WTFCHOISHALFMYSCREEN presence to make it easier. Oh and when they are slowed then you just NOM and laugh. But you are tinged with sadness because you can't get any bigger than 6 stacks.
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
One of the best regular abilities in the game. The AOE is possibly bigger than your actual body (barely), and with the CDR you'll be getting from your runes and items, you'll be able to use it more than once in a team fight. Players tend to clump together when they are afraid (and they will be afraid) and that just works to Cho's advantage.
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.
Meh. Good for jungling early game and whatever, but we are not trolling with some strange attack speed Cho. Do that in a co-op vs AI game, if you please. Not a bad move but your other moves are better and infinitely more useful in fights.
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
(That was the enemy champion getting digested at the end there)
Well it got nerfed a little, but fear not! This move still scales like a typhoon and does simply MASSIVE amounts of damage. If I wasn't so noob-friendly I wouldn't say that you should save this single-target nuke for their carries.
The most important thing I can say about this is that it is not a bad idea AT ALL to open a fight with this move. If you can cut a single champions health IN HALF BEFORE THE FIGHT EVEN STARTS, their team morale will also halve. It's simple math, guys. If you are not the AP carry, there is no need for you to KS with this move. Don't be a goddamn Garen, people.
JunglingWOOOOOOOOOOOOOOOOOOOOOO!!!!!!! Here we go!
Sometimes I think jungling was invented for Cho, and not the other way around.
Alright no video for now. The first half-sweep through jungle is eezy-peezy-lemon-squeezy, if you've been listening to me so far.
Start at wraiths (I've only been ganked once by people who've probably seen my route before and had clairvoyance, but it's very easy to get out of such a gank since your tower is right there). Anyways, smite the cowering blue wraith like a boss and make tacos out of the remaining red ones. If you have E toggled off then go to your Control Panel, Add or Remove Programs, and then go through the process of uninstalling League.
Immediately head over to wolves, and then to blue. Keep spamming Q and you'll have smite just in time to use it again on blue. It works out so perfectly, I sometimes cry around this point. Make sure to note the time of blue camp's death, and add 5 minutes to it. That's when it respawns. Got it?
Okay time for some fun. You should have gotten W after killing blue. If not, no big deal. Go to the nearest lane and gank, especially if they are overextended. Then you will go mid and gank on your way over to start on your red jungle. Disclaimer: don't fucking dive, for the love of everything that is pure in the universe. If you can kill them, great. If you can make them blow their summoner's, that's good too. But please, there is no reason for a tower to hit you in early game.
The rest of jungling is now up to you. Gank, evade, ward, and NOM.
Late GameOn the off-chance that for some reason you had two feeding bots on your team and you haven't ROFLstomped the other team by late game, I created this brief and vague section.
Well, each late game is different, and depends on how your team and the enemy team is doing. If you are losing, play defensively. If you are winning, play offensively. Ward a lot, keep up essential communication, and stop jungling except for buffs. Push whenever it is safe, always.
While you have 6 stacks, try to avoid using it except in fights. All about team fights below.
Team FightsWell I said it before, and I'll say it again: defend your carry's ass. As soon as your moves or off CD use them again. It's hard to do in the heat of the moment, but try to prioritize like this:
1) Pop up the enemy carries.
2) Silence enemy AP/support/tanks.
3) Pop up/silence as many enemy champs as possible.
4) NOM partially damaged enemy champs for the fear factor and lulz.
Final CommentsThere are only two things I question in a jungle Cho. First of all, I'm not sure why his passive's tooltip doesn't include "Cho has 100% win chance". Probably gonna be hotfixed soon, though. The second thing is a little less obvious... but I have a hard time believing enemies can't see Cho when he is standing in a brush.
No more questions? Great!
So go out there and start NOM'ing some people. It's fun, I promise. :)