Main
▾
Traits
Current



Best-in-Slot



Alt Build 1



Alt Build 2



Alt Build 3



Alt Build 4



Alt Build 5



Fire a disorienting sound blast in a cone, dealing 130/204/1597 (
) magic damage. Gain (
) max Health, get bigger, and increase the size of future sound blasts.
Current



Alt Build 1



Fire a moon blast at the largest group of enemies that deals 159/238/950 (
) physical damage to enemies within 2 hexes.
Equip 4 Chakram, plus 1 more for each enemy hit by the blast, that last for 6 attacks and deal 4.5/6.5/35 (
) bonus physical damage each.
Equip 4 Chakram, plus 1 more for each enemy hit by the blast, that last for 6 attacks and deal 4.5/6.5/35 (
Current



Best-in-Slot



Impale 6 feathers into the current target that each deal 114/172/767 (
) physical damage. When the target dies, the feathers seek out nearby enemies within 2-hexes, each dealing 22/33/142 (
) physical damage.
Current



Passive: Attacks deal 90/135/314 (
) bonus magic damage. At 35/35/90% Health, gain 700/1260/12960 (
) Shield decaying over 8 seconds, 100% Attack Speed, 20/20/100% Omnivamp, and 100 Mana.
Active: Briefly gain 60/60/99% Durability, then pick up a nearby enemy, knocking up all enemies within 1 hex2 hexes for 1.5 seconds. Then, slam down, dealing 200/300/13370 (
) magic damage to the target and 15%/25%/200% (
) of the target’s max Health as magic damage to all enemies hit.
Active: Briefly gain 60/60/99% Durability, then pick up a nearby enemy, knocking up all enemies within 1 hex2 hexes for 1.5 seconds. Then, slam down, dealing 200/300/13370 (
When to Play
Strategy
Tips & Tricks
- Generally only recommend playing if you have an artifact or radiant for Cho’Gath
Openers
Bruiser Slayer





Bruiser Slayer





Strong Conditions
Items






Augments









Item Priority

Frying Pan

Guinsoo’s Rageblade

Redemption
Economy Strategy
- Level to 4 if you have upgrades and a good item to place on one of those upgrades.
- Level to 5, unless on 3 loss streak.
- Level to 6 if on 4+ win streak (scout to see if necessary in high elo) or can stay above 40g.
- Level to 6, unless you would go below 30g. If you have to stay level 5 due to low gold (rare), then level to 6 on 3-5.
- Level to 7 if you can stay above 30g, otherwise stay level 6.
- Level to 7.
- Level to 8. Roll for desired comp until stable. “Stable” changes depending on rank, items, augments, composition, and patch. Melee carries and tanks get the biggest spike for 2-stars. Usually stable involves 2-star tank or carry and some other supporting 2-stars. Try not to roll below 10g.
- If you are weak (e.g., have no 2-star 4-costs), consider rolling again to 10g here. If you are stable, save gold to go 9.
- If you are low HP and haven’t 2-starred your carry and tank, roll to 0g. If you have medium to high HP with an upgraded + itemized 4-cost unit and some other upgrades, save gold to go 9.
- If high HP, consider waiting until 5-5 to go level 9. If medium HP, consider going level 9 if you can roll 20g or wait until 5-5. If low HP and can afford to go 9, do so even if you have almost no gold to roll on 9. If you can’t afford to go 9 this game, roll every turn for upgrades.
- Level to 9 if possible. From this point onward, look to level to 9. Acknowledge games where level 9 is not possible and roll every turn on 8 to preserve placements.
- For max cap games, you can either roll on 9 or level to 10. If you are itemizing a 5-cost carry and it is 1-starred, roll on 9. If you have all your main itemized units upgraded, level to 10.