Introduction14/12/12 Im currently Playing Different Champions and seeing how builds work for season 3 with all the new items and abilitys work so far this bild works well I will attach Screen shot of my first game
hey Im Gothnah And im a Vet Player back when Lol First came out and im making this build because i think CHo is a really Powerful Carry Mid and late game where he can tank and still dish out Truemendious ammount of damage at the same time. and so many people have been asking me to make My chogath build on here sence best way to get some feed back on how it goes with others Perspection.
This champion is Walking Beast who loves to Nom on Champions Faces. Cho is a tank/Ap carry that can take ridiculous amounts of Hits while still being able to Pull out hilarious amounts of AOE (Area of Effect) damage and CC (Crowd Control) In team Fights or Solo Harras. Its Very hard to Counter Pick against a Cho'Gath on the opposing team. The amount of disruption he provides makes him perfect for counter-initiation and protecting squishy targets. He also performs as an anti-carry, his single target burst is simply insane. As a laner, Cho'Gath has an incredible amount of sustainability and harasses hard. He puts an incredible amount of pressure on the opposing laner because of the necessity to avoid his skill shots and the threat of his ultimate.Cho'Gath is a Really Champion to be added to Anyones Meta for this season for so many Reasons, Not always Building tank is the way to go when u Wanna Have Fun and still Be a tank for yr teams Victory.
MasteriesI Take 21/9/0
this Build Provides Chogath with that Cool Down Reduction Good Harras and that little bit more Armour Attack damg and Ability Power.
Offense Tree (21):
4 points in to Sorcery for the 4% cd Reduction Good for early ganks if needed or the killing blow.
5 Points in to Blast is really good for a single point Good for Scale Late game.
3 Into havoc Good for early Game more Damage out put with yr spells and auto attacks
1 into Arcane Knowledge More Damage when u cast spells
3 into Mental Forcs Never hurts to start off with +6 ability Power & 1 into Spellsword for the 5% magic atttack on each basic attack.
4 into Archmage 5% ability power Good for early game harras and Finally 1 into Executioner when below 50% hp best to do Higher Damg then Trying to Push under there Tower for a kill.
The Ap/Deffencive and Magic/Armout Resist is more useful to Cho'Gath than the Full utility/Deffencive branch because his spells do a boatload of damage with AP.
Defense Tree (9):
4 points into Durability Just got the Bonus Hp Scale (+108 at lvl 18)
3 Points into Hardiness & 2 into Resistance Depending whos there top i would chance them over so 2 into Hardiness & 3 into Resistance Depending on whos there top and there Jungler.
RunesReds: Straight Ability Power.
Alternatives: Armour If u think u Will get Out Harrased or 2v1 .
Yellows: Striaght Ability Power.
Alternatives: Health Runes or Health Per Lvl To sustain you.
Blues: Flat MR. Withstand lane harassment.
Alternatives: Flat MR helps Combat other Ap users/Spells
Quints: AP. More damage overall. (+15 ability power)
Fash best Used Most Champions take this for Escapes or after Dragon/Barron Fights to aviod Dieing after Gaining the kill
Most Annoying Summoner Spell But Proves to be Very OP late Game and Good for when yr Jungler or Mid comes to Game yr lane and Getting the Final Blow befor he bas a chance to Escape from dieing.
this Passive is gutta be one of the Best passives u can Have Eg down to 100hp with ignite on u all u do is attack/kill Minions to save yr life Commonly used to Gain Hp and Not giving the other team kills.
Very Good for starting team Fights or stealing Buffs dragon/barron or even Saving one of yr fellow Teammates From Dieing Best Escape cho has at his disbatch
W: Feral Scream
Silence s the worst to have on you but good in team fight to stop the Oposing team with casting there spells that could possibly Aceing your team.
E: Vorpal Spikes
Makes your auto attacks hit really hard. Unless your lane opponent activates some kind of steroid, this ability will let Cho win auto attack trades early on. Helps you last hit and farm much easier. Make sure to turn off when attacking towers with champions underneath, it provides no bonus and draws tower shots if it hits enemy champs. just make sure u dont have it on when attacking towers cause u might just his a champion causing you to take direct damage from there tower.
1. On Enemy Champions - Feast is a great finisher. Combined with Ignite, guarantees a lot of TRUE damage. Generally waiting for the red indicator and an insta kill is a luxury, don't miss out on kills when you're waiting for ignite to tick down and they flash away before you can feast. When I have 6 stacks, I also use Feast to harass in lane sometimes. My opponents are usually like o.O and then die when it comes off CD (because the CD is very, very short). During team fights, it's generally not wise to wait to use this ability for an enemy champion to get low enough to kill them. If you can feast a high priority target, even if they are at full health, go ahead and do it. It will frighten them and make it much easier for teammates to burst them down.
2. On Minions - When you don't expect a life or death struggle with your opponent in the next 60 seconds, use Feast to build up HP stacks. The laning phase is the easiest way to start building stacks that pay major dividends in the mid/late. If you are purple side, Feast makes it very easy to do the Double Golem camp on your way to your lane, just don't Feast instantly because the big golem goes over 1k health pretty quick into a game.
3. On Objectives (Buffs, Dragon, Baron) - Feast does 1000 true damage, Smite only does ~800 even at lvl 18. You can use Feast to steal/secure crucial objectives easily.
Note: There is a cast delay on Feast. Opponents can flash away even as the animation is starting. Factor that in when attempting kills/buff steals.
Skill OrderBe sure to get[imgext=] if there are lvl fights. I get lvl 2 to win trades against bruisers. I max first because it is your most reliable form of damage and next to maximize your burst damage.
Boots + 3 pots is almost becoming mandatory these days for solo laners because of the increasing regularity of low lvl jungle ganks and heavy harass from lane opponents. This item build gives tons of sustainability for the early lvls where Cho is the weakest and will help you get away from early jungle ganks. Grab a mana pot if you feel confident about winning your lane.
Rushing boots 2 will usually help if you are losing a lane because of the cheap defensive benefits it offers and the speed to run from ganks.