Cho'Gath is an incredibly powerful hero. He can fulfill the role of both Assassin and Tank at the same time. "How does he do this?" Lets look and see.
First off MASTERIES
Offense
Deadliness 3/3
Archmage's Savvy 3/3
Sorcery 4/4
Alacrity 4/4
Archaic Knowledge 1/1
Sunder 3/3
Brute Force 3/3
Lethality 3/3
Havoc 1/1
Utility
Perservence 3/3
Random (2 points to spend)
Burning Embers (Offense)
Demolisher (Offense)
Cripple (Offense)
Hardiness 2/3 (Defense)
Resistance 2/3 (Defense)
Good Hands 2/3 (Utility)
The 2 Random Points can be spent pretty much however you want. The Offense powers obviously only take if you're going to take that spell. The defensive will give you a little more survivability, but beyond early game it's not necessary. The utility is the least likely I'd spend in as Cho really shouldn't be dieing that often anyway.
SPELLS
There are a number of spells that can be useful to Cho. Personally my two favorites are Ignite and Clarity. But I'll go through all
Promote - Nice to take if your team is running Promotes so you can get a wave of tower killing minions all together. Beyond taking it with the rest of the team, I'd pass on it though as by itself it won't make Cho much better.
Rally - Good to combo with Promote or if you are soloing a lane.
Heal - Nice for early game heals, but mid-late game should be unnecessary
Flash/Ghost - Handy for catching runners, but can easily be ignored if you use Rupture correctly.
Clarity - I like Clarity a lot as Cho has low mana early game and you're going to be using a lot of abilities to harass your opponent and, as you'll see soon, you won't have any mana boosting items for a bit.
Ignite - A nice harassment tool to lower enemies hp quicker for Feast or to snag a kill off someone running away. Also gives you a second attack power early in the game, and if paired with the Offensive Mastery, gives you an extra 10 AP whenever you have it on cooldown.
ABILITIES
Cho has 3 abilities you will be using. Rupture, Vorpal Spines, and Feast. Scream is completely unnecessary and specing in it before level 13 will just slow you down.
Purchase Order
1: Rupture
2: Vorpal
3: Rupture
4: Vorpal
5: Rupture
6: Feast
7: Rupture
8: Vorpal
9: Vorpal
10: Vorpal
11: Feast
12: Rupture
13: Scream
and so on
The idea is to get Rupture and Vorpal boosted as fast as possible. At first I focus on Rupture to get a decent AoE on minions and you will be using it to harass your enemy heroes as well. I actually cap Vorpal before Rupture though because at that point you're auto attack will be doing significant damage and you'll want to be saving Rupture a little bit more to try and snag enemy heroes.
Early game - Focus on using Rupture to hit the enemy heroes. Don't rush at them to use it. Try and wait till they're standing at the edge of your range (or closer if they're dumb) and use it without moving. Intelligent players that see Cho moving towards them will back off quickly, so you need to surprise or accurately guess where they'll be when Rupture goes off if they're running around. If their health dips low you can drop in to finish off, but otherwise stay back and just harass them. Once you pick up Vorpal at level 2 you should be meleeing whatever minions are farthest way from the enemy heroes.
Mid game - Once you pick up Feast it's time to start killing. Feast gives you the same HP boost off a minion kill as a hero kill. Always try and save a Feast until it's maxed though. Every time you add a new Feast to your stack, it refreshs the HP boost. So if you had Feasted 3 times when it was only +90hp and then feast a 4th time when it is at +120hp it'll go to 480 instead of 390. However if you've already capped your 6 feasts, it won't refresh. Other then that, try to feast early and get an HP boost. Once you feel comfortable in your HP (varies depending on who you fight) save Feast for killing heroes.
Late game - Kill everything. At this point you should be a terror on the battlefield. Just don't rush head long into the entire enemy team and you should be good.
ITEMS
"So what items do you take to make Cho crazy?" At first you want HP and speed to get your tank on and allow you to move rapidly. After that, it's all AP.
1. Ruby Crystal -> Upgrade to Leviathan's Armor (It's important to do this quickly as every time you get a hero kill or assist, Leviathan's Armor boost your HP further. So the sooner you get it, the sooner it starts stacking).
2. Boots of Speed -> Upgrade to Boot's of Swiftness (gives Cho the chasing power he needs)
Time to get some AP
3. Catalyst Protector -> Upgrade to Rod of Ages (I take Catalyst Protector before Blasting Wand as it boosts HP further and gives you a nice heal as you level).
4: Zhonya's Ring
5: Rylai's Scepter
Rylai's and Zhonya's can be swapped around if you want. Rylai's is more about getting a little more HP where as Zhonya is the huge AP boost you've been waiting for. If you find you still don't have enough HP after getting Rod of Ages, then take Rylai's first. Otherwise get Zhonya's.
6: Deathfire's Grasp
The last item can really be anything. I'd make it an AP item, but it's not necessary that you do. If you find you're dieing alot, Guardian Angel would be a better choice for the Revive on it as that'll save you from losing Leviathan stacks and Feast stacks.
"So why do I start stacking AP?" AP buffs everything about Cho. Rupture, Feast, Scream, and even Vorpal. With 4 AP items, Vorpal's group attack will easily be doing over 120 damage, allowing you to wade through minions with ease and save Rupture for slowing enemies. Feast will do over 1000 damage allowing you to easily take out most heroes (got a Yi problem? Rupture and Scream him before he pops highlander then attack a couple time before Feast. No more Yi)
RUNES
AP and HP Regen are you best bets
Now go forth and teach everyone why it's wise to be afraid of the dark.
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) and then can move to a more caster positition frim there. In the begining, the extra ap damage, isnt going to help enough, spikes get most of my kills, and 10 extra damage isnt goning to add much, to being to actually live against the first gank attampt to stop you.