

Cho'Gath
The Terror of the Void
How this differs from the live game
- Feast (R) stacks max 6 times, is lost on kill but can be stacked on anything
- Vorpal Spikes (E) toggles the spikes that go through players
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Movement SpeedQuint
- Magic Penetration +9.00
- Armor +9.00
- Magic Resist +12.60
- Move Speed +4.50%
Magic penetration marks are for Cho'Gath's actual damage pattern: Rupture, Feral Scream, and Vorpal Spikes all deal magic damage. Armor seals handle AD tops, MR glyphs cover AP poke and team fights, and movement speed quints help land Q/W and position for Feast.
This is a 9/21/0 top-lane tank page: offense reaches Arcane Knowledge for magic damage, while defense gives health, resists, champion-damage reduction, tenacity, and Honor Guard for front-lining.
Skill order
ultimate at 6, 11 and 16Carnivore
- Rupture (Q) takes points at levels 3, 8, 10, 12, 13.
- Feral Scream (W) takes points at levels 2, 4, 5, 7, 9.
- Vorpal Spikes (E) takes points at levels 1, 14, 15, 17, 18.
- Feast (R) takes points at levels 6, 11, 16.
Max W first for reliable lane trading and the long silence, then Q for stronger pick and wave-control damage, with E left mostly as a farming point until later. Start E when you can safely last-hit and push, then take W/Q by level 3 for trades and gank setup.
Alternative — Max Q before W against lanes where you cannot stand close enough to use repeated Feral Scream trades and need longer-range farming or gank setup.
Why these items
Openingsall within the 475 starting gold
Doran's Ring start — Default into lanes where you can farm and trade with spells; the AP, health, mana regen, and mana-on-kill all fit Cho's sustain pattern.
Doran's Shield start — Use into heavy basic-attack poke or bruisers that will repeatedly hit you in lane.
Flask sustain start — Use when the lane is about surviving repeated poke and you expect to recall later before committing to Catalyst or armor.
Corein buy order
1Rod of Ages2,800gRod of Ages was the core Cho'Gath rush because he uses health, mana, and AP, and it scales alongside his Feast health stacking.
2Mercury's Treads1,200gMercury's Treads give magic resist and Tenacity so Cho can keep walking forward to silence, knock up, and Feast.
3Sunfire Cape2,650gSunfire Cape gives armor and health while adding constant melee-range damage for a tank that wants to stand in the fight.
4Frozen Heart2,900gFrozen Heart adds armor, mana, cooldown reduction, and the attack-speed aura Cho wanted against Season 3 AD carries and bruisers.
Situationalonly when the game asks for it

Ninja Tabi1,000gBuy Ninja Tabi instead of Mercury's Treads against mostly physical damage teams with low crowd control.

Abyssal Scepter2,560gBuy Abyssal Scepter when your team has multiple magic-damage threats or you are ahead and can stand near targets safely.

Banshee's Veil2,750gBuy Banshee's Veil against pick comps or single key spells that stop you from engaging.

Thornmail2,200gBuy Thornmail when the enemy marksman or auto-attack bruiser is the main threat and already has lifesteal or high DPS.

Rylai's Crystal Scepter2,900gBuy Rylai's Crystal Scepter when your team needs more sticking power and you can afford a more AP-heavy health item.
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of Mana RegenerationSeal
x9Glyph of Scaling Ability PowerGlyph
x3Quintessence of Ability PowerQuint
- Ability Power +15.00
- Magic Penetration +9.00
- Mana Regen +3.60 / 5s
- Scaling Ability Power +1.80
Magic penetration marks are for Rupture and Feral Scream, especially Rupture's 100% AP nuke; Feast is true damage, so penetration does not help it. This page buys maximum spell scaling and mana uptime, costing the armor, health, and magic resist that ordinary Season 3 Cho'Gath pages used to make lane safer.
This is 21/0/9 for full AP burst: Offense gives AP, cooldown reduction, magic penetration, Archmage, and Executioner for Q-W-R kill windows. Compared to the ordinary tankier Cho'Gath page, it gives up Defense durability; Utility is still deep enough for Runic Affinity because Season 3 mid laners expect blue buff.
Skill order
ultimate at 6, 11 and 16Carnivore
- Rupture (Q) takes points at levels 1, 4, 5, 7, 9.
- Feral Scream (W) takes points at levels 3, 8, 10, 12, 13.
- Vorpal Spikes (E) takes points at levels 2, 14, 15, 17, 18.
- Feast (R) takes points at levels 6, 11, 16.
Max Q first because Rupture has the best AP ratio and range for mid lane burst, then W for reliable silence damage, with E left mostly for farming. Level 2 E helps last-hitting and wave control before W is needed for trades.
Alternative — Max W before Q only into mobile lanes that consistently dodge Rupture; the silence damage is less explosive but lands more reliably in close trades.
Why these items
Openingsall within the 475 starting gold
Doran's Ring start — Default AP mid start when you expect to farm and trade normally; Doran's Ring adds AP, health, mana sustain, and fits two potions.
Flask ward start — Use into poke lanes or gank-heavy matchups where refillable sustain and an early ward are worth delaying Doran's AP.
Sapphire mana start — Use when rushing Tear of the Goddess or Rod components and you mainly need mana to keep farming with Q and W.
Corein buy order
1Rod of Ages2,800gRod of Ages gives early health and mana while still scaling into meaningful AP for Rupture and Feast.
2Deathfire Grasp3,100gDeathfire Grasp supplies high AP, cooldown reduction, and an active that amplifies the magic part of your burst before Feast finishes the target.
3Rabadon's Deathcap3,300gRabadon's Deathcap turns the whole build into real one-shot threat by multiplying Cho'Gath's AP ratios.
Situationalonly when the game asks for it

Abyssal Scepter2,560gBuy Abyssal Scepter against double AP or short-range magic threats when you can stand close enough for the MR-reduction aura.

Rylai's Crystal Scepter2,900gBuy Rylai's Crystal Scepter when you need health and stronger chase or peel after landing Q or W.

Morellonomicon2,200gBuy Morellonomicon when you need 20% cooldown reduction and Grievous Wounds against healing champions.

Archangel's Staff2,700gBuy Archangel's Staff in slower games where you started Tear and can stack mana before major fights.

Mercury's Treads1,200gUse Mercury's Treads instead of Sorcerer's Shoes when crowd control or magic burst prevents you from reaching Feast range.
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of GoldQuint
- Magic Penetration +9.00
- Armor +9.00
- Magic Resist +12.60
- Gold +3.00 / 10s
Magic penetration marks are for Q, W, E, and Feast damage, all of which deal magic or AP-scaling damage except Feast's true damage still reading AP. Armor seals and MR glyphs keep you alive in lane, while gold quints fit the low-income Season 3 support role.
This is a 0/9/21 support page: 9 defense points for lane durability, then deep utility for gold generation, summoner cooldowns, movement, CDR, and Pickpocket. The rejected extra 2 Artificer points are removed, leaving exactly 30 legal points.
Skill order
ultimate at 6, 11 and 16Carnivore
- Rupture (Q) takes points at levels 1, 4, 5, 7, 9.
- Feral Scream (W) takes points at levels 2, 8, 10, 12, 13.
- Vorpal Spikes (E) takes points at levels 3, 14, 15, 17, 18.
- Feast (R) takes points at levels 6, 11, 16.
Max Q first for the longest-range engage and strongest poke threat, then W for more reliable silence damage in fights, with E last because support Cho'Gath is not farming waves. Start Q for level 1 catch potential, take W second for peel, and E third only for added trade damage when you can safely auto.
Alternative — Max W before Q when the lane is against short-range engage or channeled spell threats and the silence is more important than fishing for max-range Ruptures.
Why these items
Openingsall within the 475 starting gold
Faerie ward start — Default support start: enough wards to control river/tri-brush and enough mana regen to keep using Q and W without farming.
Flask sustain start — Use into poke lanes where repeated health and mana refills matter more than starting with maximum ward count.
Regen mixed start — Use when you expect a slower lane and want both health regen and mana regen while still opening with two wards.
Corein buy order
1Philosopher's Stone700gPhilosopher's Stone gives the gold and sustain base Season 3 supports needed before finishing team utility items.
2Ruby Sightstone1,700gRuby Sightstone supplies durable health and repeatable ward charges, which is mandatory for a melee support trying to face-check less often.
3Shurelya's Reverie2,100gShurelya's Reverie turns Cho'Gath's short-range follow-up into reliable engage or disengage for the whole team.
4Runic Bulwark2,950gRunic Bulwark was a premier Season 3 support aura item, adding teamwide resistance while making Cho'Gath harder to burst.
Situationalonly when the game asks for it

Mercury's Treads1,200gBuy Mercury's Treads instead of Mobility Boots when enemy CC or double AP makes roaming speed less valuable than tenacity and MR.

Ninja Tabi1,000gBuy Ninja Tabi into heavy basic-attack lanes or fed auto-attack carries.

Mikael's Crucible2,500gBuy Mikael's Crucible when your carry is being decided by stuns, roots, or slows and you need a cleanse plus heal active.

Frozen Heart2,900gBuy Frozen Heart when the enemy team has multiple attack-speed reliant champions and you can afford a more expensive armor/CDR item.

Twin Shadows1,900gBuy Twin Shadows when your team needs pick tools and scouting to start fights around fog of war.
One build, written by a player. Newest first.
Write a Cho'Gath buildBuild
Runes and masteries
x5Mark of Attack SpeedMark
x4Mark of Attack DamageMark
x9Seal of ArmorSeal
x9Glyph of Ability PowerGlyph
x3Quintessence of Movement SpeedQuint
- Attack Damage +4.00
- Ability Power +10.80
- Attack Speed +8.50%
- Armor +9.00
- Move Speed +4.50%
Ability power glyphs, because Vorpal Spikes still scales with it while every item buys attack speed.
9/0/21. Utility for the movement speed — the build only works if you are stuck to them.
Skill order
ultimate at 6, 11 and 16Carnivore
- Rupture (Q) takes points at levels 1, 4, 5, 7, 9.
- Feral Scream (W) takes points at levels 3, 14, 15, 17, 18.
- Vorpal Spikes (E) takes points at levels 2, 8, 10, 12, 13.
- Feast (R) takes points at levels 6, 11, 16.
Q for the clear and the knockup, E second because it is what the items are for.
Why these items
Openingsall within the 475 starting gold
Hunter's Machete — The clear start. You need Bloodrazor early or the build does nothing.
Cloth Armor — When the enemy jungler will be standing in your camps at level two.
Corein buy order
1Madred's Bloodrazor3,800g4% of the target's maximum health per hit, and it applies off Vorpal Spikes.
2Guinsoo's Rageblade2,600gStacks attack speed and ability power at once, which is exactly what this build spends.
3Frozen Mallet3,300gThe 'sticky' part. Every auto slows, so nothing walks away from the cone.
Situationalonly when the game asks for it

Mercurial Scimitar3,700gAgainst a single point of crowd control that would end the fight.
Notes
the author's own wordsOff-meta, and the archive files it as a meme — but the numbers land: ~185 attack damage, 80% attack speed, 700 health, 15% lifesteal and 40 ability power at six items.
is the reason it works at all: on-hit effects come off the cone, not just the target.
is what makes them stay in it.
You are not a tank in this build. Feast stacks are the only health you get for free.
Build by khai, transcribed from the League Classic Wiki archive.
Abilities
per rankCarnivore
Whenever Cho'Gath kills a unit, he recovers health and mana. The values restored increase with Cho'Gath's level.
Rupture5 ranks
Ruptures the ground at target location, popping enemy units into the air, dealing damage and slowing them.
- Damage
- 80 / 135 / 190 / 245 / 305 + 100% AP
- Cooldown
- 9s
- Cost
- 90 Mana
- Range
- 950
Feral Scream5 ranks
Cho'Gath unleashes a terrible scream at enemies in a cone, dealing magic damage and Silencing enemies for a few seconds.
- Damage
- 75 / 125 / 175 / 225 / 275 + 70% AP
- Cooldown
- 13s
- Cost
- 70 / 80 / 90 / 100 / 110 Mana
- Range
- 300
Vorpal Spikes5 ranks
Cho'Gath's attacks passively release deadly spikes, dealing damage to all enemy units in front of him.
- Damage
- 20 / 35 / 50 / 65 / 80 + 30% AP
- Cooldown
- 0.5s
- Cost
- None
- Range
- 40
Feast3 ranks
Devours an enemy unit, dealing a high amount of true damage. If the target is killed, Cho'Gath grows, gaining maximum health (maximum 6 stacks). Cho'Gath loses half of his stacks upon death.
- Monster Damage
- 1000 + 70% AP
- Damage
- 300 / 475 / 650 + 70% AP
- Cooldown
- 60s
- Cost
- 100 Mana
- Range
- 175
Matchup against
62 champions, one-on-one
AhriEven
Cho'Gath can punish Ahri hard if she ever spends mobility, but Charm and Spirit Rush make clean Rupture-into-Feast kills difficult.
Watch for Spirit Rush lets Ahri dodge Rupture and kite outside Feast range during your commit.
How to beat
Hold mid range and use Feral Scream before Rupture when she is close enough, because silence removes Charm and stops an instant Spirit Rush. Do not throw Rupture at max range unless Charm is down or she is last-hitting; commit with Feast only after at least one Spirit Rush charge has been spent.
Later Finished Ahri is better at picking carries and escaping side-lane pressure, while Cho'Gath is stronger in front-to-back teamfights. Sit between Ahri and your backline, silence her dash-in window, and save Rupture for where she lands rather than where she starts.
- Silence first if she walks into cone range; it denies both Charm and Spirit Rush.
- Rupture behind her after Spirit Rush starts, not directly under her feet.
- Do not chase through all three Spirit Rush charges unless Feast will kill immediately.
- Her Orb of Deception return true damage matters, so sidestep sideways after the first pass.

AkaliFavoured
Cho'Gath's silence, knockup, true-damage execute, and tank stats make Akali struggle to finish him before he locks her down.
Watch for Twilight Shroud hides Akali during your Feast window and lets her wait out Rupture's slow.
How to beat
Keep the fight near minions or open ground where you can predict her Shroud edge, then use Feral Scream when she dashes in with Shadow Dance. Do not waste Feast while she can instantly drop Shroud; force her to reveal with Vorpal Spikes and Rupture the side she must exit from.
Later Akali threatens isolated carries more than she threatens a completed Cho'Gath in the side lane. Group tightly, stand near her target, and use silence plus Feast to punish the first Shadow Dance reset attempt.
- Feral Scream as she arrives stops the Mark of the Assassin follow-up chain.
- Rupture the edge of Twilight Shroud where she will leave, not the center after she vanishes.
- Feast is true damage, so it ignores her spell vamp race if she is already low enough.
- Pink-style vision would matter in real Season 3, but from this catalog the answer is mainly timing, not an item.

AlistarEven
Neither champion kills the other quickly, and the duel is mostly about whether Cho'Gath can wait out Unbreakable Will before spending Feast.
Watch for Unbreakable Will removes your crowd control and heavily reduces Rupture and Feral Scream damage during your burst window.
How to beat
Do not open with your full combo unless Alistar has already used Unbreakable Will for disengage. Let him Headbutt or Pulverize first, re-enter after the knockback, and hold Feast until his ultimate is ending or down.
Later Alistar is more valuable as a displacement support, while Cho'Gath brings stronger objective control and a better health bar in front-to-back fights. In teamfights, ignore the duel unless he overextends; silence him before Pulverize-Headbutt combos and save Feast for a real target or neutral objective.
- Feasting into Unbreakable Will wastes your most important damage.
- If he Headbutts you away, do not chase through his team just to finish a low-value tank.
- Feral Scream can stop his combo if you tag him before he reaches Pulverize range.
- This matchup is often decided by patience, not damage.

AmumuEven
Cho'Gath has better burst and sustain, but Amumu's percent-health Despair and long lockdown make extended melee fights dangerous.
Watch for Despair drains maximum health every second, punishing Cho'Gath for standing in melee too long.
How to beat
Take short trades: walk in for Feral Scream and Vorpal hits, then step out before Despair gets full value. Save Rupture for after Bandage Toss or Curse of the Sad Mummy so he cannot chain his crowd control into a long drain.
Later Amumu is usually stronger at forcing a full-team engage, while Cho'Gath is better at zoning and securing objectives with Feast. Side lane is slow and often neutral; in teamfights, spread enough that Curse does not trap your carries and punish Amumu after his ultimate is spent.
- Do not let Despair turn the duel into a standing health-check.
- Rupture is easiest after Bandage Toss brings him to a fixed location.
- Feral Scream before Curse can delay his engage if he walks in rather than Qs.
- Feast can win the finish, but only if you have not been drained too low first.

AniviaUnfavoured
Anivia's range, wall, slows, stun, and Rebirth make it hard for Cho'Gath to ever finish the kill cleanly.
Watch for Crystallize blocks Cho'Gath's approach or escape, forcing him to eat Glacial Storm and Frostbite before he reaches Feast range.
How to beat
Hold just outside Flash Frost threat and farm until she uses Q or wall for wave control. Commit only when Flash Frost is down and you can silence before she walls you off; remember that killing her once still leaves Rebirth to finish.
Later Anivia dominates wave control and defensive teamfights, while Cho'Gath is better at face-check control and objective executes. Do not chase through choke points into Glacial Storm; threaten flank silence or use Feast for Baron and Dragon security instead.
- Do not Rupture her egg unless your team can actually finish it before Rebirth completes.
- If she walls behind you, walk sideways out of Glacial Storm rather than straight at her.
- Feral Scream can stop a second spell after Flash Frost misses, which is your best commit window.
- Her 600 range means she can harass without ever entering your cone if you stand still.

AnnieEven
Annie can burst Cho'Gath hard when Pyromania is ready, but she is immobile enough to die if Cho'Gath survives the stun combo.
Watch for Pyromania with Summon: Tibbers gives Annie an instant stun burst that can deny your first cast and put you in execute danger.
How to beat
Track her stun count and do not walk into Tibbers range when Pyromania is primed. If she spends stun on a minion or misses the engage timing, silence her before she can unload, Rupture under her retreat path, then Feast after Molten Shield and Tibbers burst are accounted for.
Later Annie's flash-stun teamfight is more explosive, but Cho'Gath scales into a stronger front liner if he is not the stunned target that starts the fight. Stand slightly off your carries, absorb or block her engage angle, and punish her immobility after Tibbers lands.
- Her threat changes completely when Pyromania is ready; count the passive, not just cooldowns.
- Silence after she drops Tibbers can stop the rest of the combo.
- Do not auto her through Molten Shield unless you need Vorpal damage to finish.
- Banshee's Veil can block the opening stun and make her commit much weaker.

AsheUnfavoured
Ashe can kite Cho'Gath indefinitely with Frost Shot and Enchanted Crystal Arrow unless he lands a decisive Rupture.
Watch for Frost Shot keeps Cho'Gath slowed on every basic attack, denying the walk-up needed for Feral Scream and Feast.
How to beat
Do not chase in a straight line through open lane; use brush, fog, or minion last-hit timing to set up Rupture. If Enchanted Crystal Arrow is down or blocked, land Rupture first, silence immediately, and Feast before she reopens space.
Later Ashe wins isolated side-lane space if she has room to kite, while Cho'Gath is better as a frontline anchor in grouped fights. Force fights around choke points and objectives where she cannot freely backpedal, and use Rupture to zone her rather than only to hit her.
- Boots of Swiftness are specifically valuable because Frost Shot is constant.
- Rupture slightly behind Ashe; she wants to walk backward after each auto.
- If Crystal Arrow is available, do not start the duel from long range.
- Once she has open ground, stop chasing and reset the angle.

BlitzcrankFavoured
Blitzcrank can disrupt Cho'Gath, but he lacks the sustained damage to beat him in a fair duel once Mana Barrier is handled.
Watch for Mana Barrier can absorb your Feast finish if you misjudge his effective health below 20%.
How to beat
Let Blitzcrank use Rocket Grab or Power Fist, then trade back while those cooldowns are down. Track Mana Barrier before using Feast; either trigger it with spells first or wait until Feast still kills through the shield.
Later Blitzcrank matters more through hooks than side-lane duels, while Cho'Gath brings steadier frontline and objective control. Stand behind minions when possible, silence him if he runs forward for the combo, and do not spend Feast into Mana Barrier unless the kill is certain.
- Rocket Grab pulling you in is often good for Cho'Gath if his team is not nearby.
- Feral Scream stops the follow-up Static Field cast if you use it after the pull.
- Mana Barrier is the matchup-specific trap; count it before Feast.
- Rupture is easy after Power Fist because Blitzcrank must stand next to you.

BrandUnfavoured
Brand's percent-health Blaze and layered ranged burst punish Cho'Gath's large health pool before Cho'Gath can reliably reach him.
Watch for Blaze burns 8% of maximum health after Brand's spells, making every landed spell unusually punishing against Feast-stacked Cho'Gath.
How to beat
Hold outside Pillar of Flame range unless you are ready to commit, and do not stand in minions where Pyroclasm can bounce back to you. Your best window is after Sear is down: silence him before he can stun, Rupture his retreat path, and leave if you cannot finish with Feast.
Later Brand is more dangerous in clustered teamfights, while Cho'Gath is better at controlling space before the fight starts. Spread to deny Pyroclasm bounces, build magic resistance, and use Rupture as a zone so Brand cannot free-cast from 550 range.
- Do not fight him inside your own minion wave when Pyroclasm is available.
- Sear being down is the green light; Sear being up means your slow body can be stunned.
- Blaze makes pure health worse than magic resistance in this matchup.
- Silence interrupts his spell chain, but it does not remove Blaze already ticking.

CorkiUnfavoured
Corki's ranged mixed damage, Valkyrie escape, and armor shred let him kite and DPS Cho'Gath better than most Season 3 marksmen.
Watch for Valkyrie breaks Cho'Gath's commit and leaves a damaging trail if Cho'Gath keeps chasing.
How to beat
Approach from fog or brush and avoid using Rupture until Valkyrie is down or Corki is trapped against terrain. If he Valkyries away, do not walk the full fire trail; reset, then punish when Gatling Gun or Valkyrie is unavailable.
Later Corki wins open side-lane duels with space, while Cho'Gath is stronger around choke control and objective execution. In teamfights, zone Corki with Rupture and silence if he Valkyries forward, but do not tunnel through his frontline.
- Gatling Gun reducing armor makes long trades worse even if you built tanky.
- Rupture behind Corki only works if Valkyrie is down or the landing zone is constrained.
- His mixed damage makes single-resist itemization less clean than against Ashe.
- Do not chase along Valkyrie's burn path unless Feast is guaranteed.

Dr. MundoEven
Cho'Gath can control and execute Dr. Mundo, but Mundo's regeneration and cleaver poke make the duel a long test of Feast timing.
Watch for Sadism rapidly restores Dr. Mundo's health, undoing your setup unless Feast is saved for the true execute.
How to beat
Avoid eating repeated Infected Cleavers before the all-in, because the slow lets Mundo choose the length of the fight. Trade with silence and Rupture, but hold Feast until Sadism has healed less than the remaining true-damage threshold or until the ultimate is down.
Later Mundo is harder to remove in a side lane if anti-heal is absent, while Cho'Gath has stronger crowd control and objective control in grouped fights. Do not try to slowly burn him through Sadism in a teamfight; peel him away and save Feast for a kill threshold or neutral objective.
- Feast after Sadism value is spent, not at the start of his ultimate.
- Rupture can interrupt his chase path after a cleaver slow lands.
- If you cannot finish him, walk away before cleavers turn the reset against you.
- Grievous Wounds is valuable only if your build can apply it reliably; otherwise prioritize tanking and timing.

EvelynnFavoured
Evelynn's burst is dangerous from fog, but once revealed in melee she is vulnerable to Cho'Gath's silence, knockup, and Feast.
Watch for Shadow Walk gives Evelynn the first hit and can start the duel before Cho'Gath has chosen his spacing.
How to beat
Keep enough health that her opener plus Agony's Embrace cannot force panic Feast. When she appears, immediately Feral Scream to stop the spell chain, Rupture where Dark Frenzy movement will carry her, and Feast after her shield and slow window are over.
Later Evelynn is better at finding backline picks, while Cho'Gath is better at denying those picks once she commits. Group around vision lines, stand close enough to silence her entry, and punish her after she spends Agony's Embrace.
- Her first advantage is surprise; after the reveal, the duel favors Cho'Gath.
- Silence as soon as she enters cone range to stop Hate Spike and Ravage chaining.
- Do not waste Rupture before she commits; she can simply walk around it from camouflage.
- Magic resistance matters more than armor against her usual damage pattern.

EzrealUnfavoured
Ezreal can poke and reposition too often for Cho'Gath to force a fair melee fight without landing Rupture first.
Watch for Arcane Shift dodges Rupture and resets the spacing Cho'Gath needs to reach Feral Scream and Feast.
How to beat
Stand behind minions to reduce Mystic Shot cooldown resets and pressure him when Arcane Shift is down. Cast Rupture after he shifts or when he is locked into a Mystic Shot last-hit angle, then silence before he can shift again.
Later Ezreal wins open side-lane kiting, while Cho'Gath contributes more reliable frontline and objective control. Force fights in narrow river or jungle paths, block poke for your team when needed, and use Rupture to cut off his escape rather than chasing endlessly.
- If Mystic Shot keeps hitting, Arcane Shift comes back too fast for you to catch him.
- Rupture after Arcane Shift is far better than Rupture before it.
- Do not stand alone in lane at low health where Trueshot Barrage can finish the reset.
- Armor helps, but the bigger answer is denying his spacing.

FiddlesticksEven
Cho'Gath can interrupt Drain and burst Fiddlesticks, but fear and silence chains can prevent him from ever casting at the right time.
Watch for Drain wins the stationary trade by healing Fiddlesticks unless Cho'Gath interrupts it with Feral Scream or Rupture.
How to beat
Hold Feral Scream for Drain instead of spending it as poke. If Terrify is down, walk into cone range, silence the Drain, then Rupture where he retreats; if Crowstorm starts from fog, disengage first unless Feast can immediately end the fight.
Later Fiddlesticks has the more devastating flank ultimate, while Cho'Gath is stronger in visible front-to-back setups. Ward and control flank paths, save a displacement or silence for Crowstorm channel/arrival, and do not clump where Dark Wind bounces repeatedly.
- Never let a full Drain channel complete in a duel.
- Mercury's Treads cut both Terrify and Dark Wind silence value.
- If he channels Crowstorm in vision, Rupture can punish the landing zone.
- Dark Wind is much worse for you near minions or teammates because it can bounce back.

GangplankEven
Gangplank can cleanse Cho'Gath's crowd control and poke with Parrrley, but Cho'Gath's sustain and Feast give him a strong finish if Remove Scurvy is forced first.
Watch for Remove Scurvy clears Rupture's crowd control or Feral Scream's silence and heals through your setup.
How to beat
Use Rupture or Feral Scream to force Remove Scurvy before committing Feast. Take short trades around Carnivore sustain, avoid extended Parrrley poke when your wave is gone, and all-in only after his cleanse is down.
Later Gangplank brings global zone control and damage buffs, while Cho'Gath is more reliable in direct frontlines and objective fights. In side lane the duel stays timing-based; in teamfights, do not waste your first crowd control on him if he can cleanse and walk out.
- Remove Scurvy is the cooldown to track; without it he is much easier to lock down.
- Rupture after he uses Parrrley to last-hit is one of the cleaner windows.
- Cannon Barrage can make chasing him bad even if the duel started well.
- Armor is useful, but do not overinvest if his team has heavy magic damage.

GarenEven
Cho'Gath can kite and burst Garen with silence and Feast, but Garen's silence, spin damage, and execute make melee mistakes costly.
Watch for Decisive Strike silences Cho'Gath, preventing Rupture, Feral Scream, or Feast while Garen starts his all-in.
How to beat
Keep enough distance that Decisive Strike has to be used to reach you, then answer after the silence ends with Feral Scream and Rupture under his retreat. Do not stand inside Judgment for the full duration; trade, step out, and save Feast before Demacian Justice can execute you.
Later Garen is a stubborn side-lane bruiser, while Cho'Gath is more valuable controlling teamfight space and objectives. If he builds to split, clear waves safely and avoid low-health standoffs where Demacian Justice decides the fight.
- If Decisive Strike is ready, do not rely on instant Feast to save you.
- Rupture after his Q movement burst is spent is much easier to land.
- Feral Scream stops follow-up pressure once your own silence ends.
- Watch your health threshold; Demacian Justice punishes staying one trade too long.

GragasEven
Cho'Gath can outlast Gragas if he lands Rupture after Body Slam, but Gragas has enough sustain, displacement, and poke to avoid clean Feast range.
Watch for Explosive Cask knocks Cho'Gath out of Feast range or throws him into a bad all-in.
How to beat
Hold mid range where Barrel Roll is dodgeable and do not walk straight into Body Slam. If Gragas uses Body Slam forward and misses or only clips you, answer with Feral Scream into Rupture and trade until Feast is lethal. Save Feast until Explosive Cask is down or he has no angle to displace you.
Later Finished Gragas is better at starting or breaking teamfights, while Cho'Gath is steadier in a front-to-back fight. In side lane, neither kills the other easily unless one wastes displacement; group and use silence to stop Gragas from chaining Body Slam into Cask.
- Stand off the minion wave so Barrel Roll does not poke and push for free.
- Do not cast Rupture first if Body Slam is available; he can cross it or interrupt your spacing.
- Feral Scream during Drunken Rage timing can deny his setup window before he re-engages.

HeimerdingerUnfavoured
Heimerdinger's turrets and grenade make Cho'Gath walk through too much setup damage before he can force a decisive Feast trade.
Watch for H-28G Evolution Turret creates a damage zone that punishes Cho'Gath for standing still to line up Rupture.
How to beat
Do not fight him inside multiple turrets; clear one turret at a time with Vorpal Spikes and Carnivore sustain, then back out before rockets and grenade stack up. Look for Rupture when Heimer steps away from his turret triangle or after CH-1 Concussion Grenade misses. Once he is knocked up, silence before he can kite with grenade and finish quickly.
Later Heimerdinger controls sieges and chokepoints better than he duels in open ground. Cho'Gath should not chase through turret nests late; he should front line, threaten Feast on anyone caught by Rupture, and let the team clear his setup.
- Never all-in while two or more turrets are hitting you for free.
- Rupture under Heimer after he begins a turret placement or rocket cast, not while he is already walking freely.
- Your sustain lets you farm the lane, but it does not make turret nests good dueling ground.

JannaFavoured
Janna can disengage almost any bad position, but in a forced equal duel she lacks the damage to kill Cho'Gath through his sustain and burst.
Watch for Monsoon knocks Cho'Gath away and resets the fight before Feast can finish her.
How to beat
Walk her down patiently rather than spending Rupture at max range into Zephyr movement speed. Bait Howling Gale or Eye Of The Storm, then use Feral Scream before the commit so she cannot instantly Monsoon. If Monsoon is available, save enough health to re-engage after the knockback rather than burning Feast into the reset.
Later Janna is not looking for a side-lane duel; she wins by denying Cho'Gath's engage and protecting carries. Late, flank less and play front-to-back, using silence on Janna or her carry before Monsoon can erase your team's pick.
- Do not Feast into Eye Of The Storm unless the true damage still kills.
- Silence her before your team collapses, because Monsoon is the real escape.
- Rupture is easier after she uses Zephyr aggressively for poke.

Jarvan IVEven
Jarvan IV has strong armor shred and all-in control, but Cho'Gath's silence, knockup, and true damage punish him if he commits without cooldowns.
Watch for Cataclysm traps Cho'Gath in Jarvan's sustained melee trade and can force a fight before Cho'Gath has softened him up.
How to beat
Respect the first Martial Cadence hit and avoid taking Dragon Strike armor shred for free before the duel starts. If Jarvan uses Demacian Standard plus Dragon Strike to engage, silence him after the knockup lands so he cannot immediately layer Golden Aegis and continue cleanly. Trade inside your cooldown cycle, then Feast once his shield has been used.
Later Jarvan has better engage and backline access, while Cho'Gath is stronger at anchoring a choke and executing a trapped target. In side lane the duel stays close; in teamfights, save Rupture or silence for Jarvan's entry rather than chasing his carries blindly inside Cataclysm.
- Do not stand near his Standard if Dragon Strike is ready.
- Feast after Golden Aegis, not into the shield if you can wait.
- If Cataclysm pins you, drop Rupture under yourself to punish his follow-up autos.

JaxUnfavoured
Jax scales into a stronger sustained melee duelist, and Counter Strike denies the basic-attack windows Cho'Gath needs between spells.
Watch for Counter Strike dodges Cho'Gath's attacks and reduces Rupture and Vorpal Spikes area damage during the key trade.
How to beat
Do not trade autos into Counter Strike; back up, silence him as it ends, and use Rupture where he must land after Leap Strike. Your winning pattern is short spell trades into Feast, not standing still while Grandmaster's Might attack speed ramps. Commit only when Counter Strike is down or when Feast kills before he can extend the fight.
Later Jax wins the finished side-lane duel if he can stay on Cho'Gath, while Cho'Gath is more valuable in grouped fights where silence and Rupture limit Jax's entry. Do not match him alone forever; force him to enter through your front line and punish Counter Strike downtime.
- Rupture his landing spot after Leap Strike instead of casting at his starting position.
- Feral Scream before Counter Strike ends can stop the immediate Empower follow-up.
- If he has Grandmaster's Might stacked, leave the trade and reset it.

KarthusEven
Cho'Gath can kill Karthus if he reaches him, but Karthus punishes every approach with Wall of Pain, Lay Waste, Defile, and damage after death.
Watch for Wall of Pain slows Cho'Gath and reduces his ability to reach Feast range before eating repeated Lay Waste hits.
How to beat
Approach diagonally so single-target Lay Wastes are harder to land, and do not chase through Wall of Pain unless Rupture is ready to force him to stop. Silence him before the close-range trade so Defile and Lay Waste cannot freely stack while you walk in. If Feast will kill, use it early enough that Death Defied does not turn the trade into a mutual kill.
Later Karthus contributes more unavoidable teamfight damage, especially after dying, while Cho'Gath offers better pick control and objective tanking. Late side lane is playable only if Cho'Gath can dodge Lay Waste; in fights, silence Karthus before Requiem or zone him away from the center of the fight.
- Do not stand alone in Lay Waste; isolated hits hurt much more.
- Save Feral Scream for Requiem if he is channeling nearby.
- After Feast kills him, leave Death Defied range instead of admiring the execute.

KassadinEven
Kassadin resists Cho'Gath's magic damage and can kite with Riftwalk, but he is vulnerable if silence or Rupture catches him before he resets distance.
Watch for Riftwalk lets Kassadin dodge Rupture and leave Feast range after short trades.
How to beat
Do not open with Rupture while Riftwalk is ready unless you are forcing him into terrain or minions. Let him spend Riftwalk aggressively, then immediately Feral Scream to stop the second jump and place Rupture under his retreat path. Feast only after he is silenced or displaced, because a good Kassadin will otherwise blink out at the edge.
Later Kassadin becomes much better at choosing fights and threatening backliners, while Cho'Gath remains stronger in a direct front-line standoff. In side lane, Kassadin often refuses the honest duel; group around objectives where silence can punish his entry timing.
- His Void Stone makes pure magic poke less decisive, so do not overvalue small trades.
- Feral Scream after his first Riftwalk is your best catch window.
- Stand near minions when possible so Force Pulse charges do not come only from your spells.

KatarinaFavoured
Cho'Gath's silence and knockup directly interrupt Katarina's Death Lotus, leaving her without enough sustained damage to win the duel.
Watch for Death Lotus can shred Cho'Gath if Feral Scream and Rupture are both unavailable.
How to beat
Hold Feral Scream specifically for Death Lotus unless she is already low enough to die during the silence. Let Katarina Shunpo in, then silence immediately and place Rupture where she has to walk after the damage reduction window. Do not waste both disables on her poke, because her real kill attempt is the channel.
Later Katarina is more dangerous in messy teamfights with resets, but Cho'Gath is one of the cleaner answers to her channel. Stay near your carries and save at least one interrupt; in side lane she usually has to avoid the direct duel unless Cho'Gath's cooldowns are down.
- Do not cast Feast into Shunpo damage reduction unless it still kills.
- Silence stops Death Lotus instantly; keep it ready when she hovers a fight.
- Rupture under your carry can be better than chasing her after Shunpo.

KayleUnfavoured
Kayle kites Cho'Gath with Reckoning and Righteous Fury, then denies his Feast finish with Intervention.
Watch for Intervention blocks the Feast execute window and turns Cho'Gath's all-in into Kayle's free damage time.
How to beat
Avoid long open-space trades while Righteous Fury is active; use brush, minions, and short retreat paths to force her closer. Bait Intervention with Rupture plus Feral Scream damage, then disengage until the immunity ends and re-enter with Feast. If she uses Reckoning first, wait out the slow before committing so you do not spend your engage while she is already kiting.
Later Kayle is the stronger finished side-lane duelist if she can keep range and time Intervention well, while Cho'Gath is stronger at controlling space in 5v5s. In teamfights, silence her before Intervention if your team is bursting a target, or force her ult defensively before using Feast.
- Track Righteous Fury duration; fighting during downtime is much better than chasing during uptime.
- Do not Feast into Intervention unless you are forcing the cooldown for a teammate's damage.
- Boots of Swiftness help more than extra damage when Reckoning is what denies contact.

KennenUnfavoured
Kennen's range, movement, and repeated stuns make it difficult for Cho'Gath to ever hold him in Feast range without a clean Rupture catch.
Watch for Lightning Rush lets Kennen dodge Rupture, pass through Cho'Gath, and reset spacing after applying Mark of the Storm.
How to beat
Stay outside his easy Mark chain and do not walk forward after one mark unless Feral Scream is ready. Bait Lightning Rush first, then Rupture the exit path and silence before Slicing Maelstrom can stack more stuns. If he keeps Rush and ultimate, play for farming and team positioning rather than forcing a low-percentage chase.
Later Kennen has the stronger teamfight engage, but Cho'Gath can disrupt him if he saves silence for the storm entry. Side lane remains hard because Kennen can kite and disengage; group where your team can punish him when Rupture or Feral Scream catches him mid-ultimate.
- Count Marks of the Storm; the third mark is where the trade flips hard.
- Do not throw Rupture at Lightning Rush's starting point.
- Mercury's Treads are valuable because his damage and stun chain arrive together.

Kog'MawUnfavoured
Kog'Maw's Bio-Arcane Barrage is built to burn down high-health targets before Cho'Gath can force a clean melee execute.
Watch for Bio-Arcane Barrage gives Kog'Maw the range and percent-health damage to kite and shred Cho'Gath.
How to beat
Never walk at him in a straight line while Bio-Arcane Barrage is active; wait it out or force him to reposition with Rupture from fog or brush. If Void Ooze is down, commit hard with silence into Rupture so he cannot keep spacing. After killing him, immediately leave Icathian Surprise range rather than trading your life for the execute.
Later Kog'Maw is one of the worst finished carries for Cho'Gath to duel because percent-health on-hit damage scales directly into Cho's health stack. Late, do not side-lane duel him without flank access; front line for your team and use Rupture to zone him off hitting range.
- Bio-Arcane Barrage uptime decides the fight; back away when it turns on.
- Void Ooze on the ground makes your Feast chase too slow unless you already landed crowd control.
- Feast is not the end of the fight if Icathian Surprise can reach you.

Lee SinEven
Lee Sin can win short physical burst trades and disengage, but Cho'Gath punishes missed Sonic Wave or overcommitted Resonating Strike with silence, Rupture, and Feast.
Watch for Sonic Wave / Resonating Strike gives Lee Sin a reliable execute-style re-entry if Cho'Gath is already chipped down.
How to beat
Keep minions between you and Sonic Wave so Lee has to spend energy on wave access or take a bad angle. If he takes Resonating Strike in, silence immediately and Rupture under yourself or behind you to catch his exit path. Do not chase Safeguard targets; win by denying his second rotation and using Feast after Iron Will value is gone.
Later Lee Sin is less threatening in a pure late duel unless he has a major lead, but his kick can remove Cho'Gath from a front line. In teamfights, hold your ground and silence him after he enters so Dragon's Rage cannot freely isolate your carry.
- A missed Sonic Wave is your best window to walk forward.
- Rupture under your own feet beats many Resonating Strike follows.
- Do not let Dragon's Rage kick you away before Feast if he is already low.

LeonaFavoured
Leona has crowd control and defenses but not enough solo damage to kill Cho'Gath through Carnivore sustain and Feast.
Watch for Eclipse reduces Cho'Gath's burst and can make a Feast setup fail if used before the all-in.
How to beat
Let Leona engage if she wants; her Zenith Blade brings her into your ideal range. Trade after Eclipse expires, then chain Feral Scream and Rupture so she cannot layer Shield of Daybreak and Solar Flare cleanly. Feast once her defensive steroid is down rather than trying to burst through it.
Later Leona matters far more as a teamfight starter than as a duelist. Cho'Gath wins side-lane contact, but late fights are about blocking her engage path and silencing her before she locks down a carry.
- Do not waste Rupture while Eclipse resistances are active unless you need peel.
- If Zenith Blade hits you alone, she has delivered herself into your melee range.
- Her Sunlight passive needs allies, so isolated trades are much easier than grouped skirmishes.

LuluEven
Lulu can kite and deny Feast with shields and Wild Growth, but Cho'Gath wins if he catches her after Whimsy or Glitterlance are spent.
Watch for Wild Growth adds health and a knockup that breaks Cho'Gath's Feast timing.
How to beat
Do not chase through Glitterlance slow unless you know Whimsy is down. Bait Help, Pix! or Whimsy with a partial walk-up, then silence before the real Rupture and Feast sequence. If Wild Growth is available, expect your first lethal attempt to fail and be ready to reset instead of overchasing.
Later Lulu rarely chooses a true duel; she wins late by making a carry impossible for Cho'Gath to execute. In teamfights, use silence on Lulu before your burst lands or force Wild Growth on herself so your team can attack someone else.
- Feast damage can be blanked by Wild Growth's bonus health if you cut the threshold too close.
- Whimsy is the cooldown that decides whether you can stay on her.
- Rupture is easiest after she shields, because Help, Pix! changes Pix's position and her spacing habits.

LuxEven
Lux wins if she keeps Cho'Gath snared and poked at range, but she dies quickly when Rupture or silence catches her without Light Binding.
Watch for Light Binding stops Cho'Gath's approach and gives Lux time to layer Lucent Singularity and Finales Funkeln.
How to beat
Approach from angles where minions can block Light Binding, and do not spend Rupture until she has used the snare or is forced to last-hit. If Light Binding misses, walk forward immediately, silence before she can shield and detonate her combo, then Feast before she exits slow range. Avoid eating Illumination autos for free after every spell; those small hits set up her burst threshold.
Later Lux is stronger at long-range siege and pick, while Cho'Gath is stronger once teams are fighting in a choke or around an objective. Side lane is playable if Cho'Gath dodges binding; in teamfights, body-block skillshots selectively and punish Lux when Light Binding is down.
- Stand behind minions to make Light Binding choose between poke and wave control.
- Do not all-in through Lucent Singularity slow unless Light Binding has already missed.
- Feral Scream can stop Finales Funkeln if you are close enough during the windup.

MalphiteEven
Malphite is hard to burst through armor-scaled defenses and attack-speed slows, but Cho'Gath's magic damage, sustain, and true-damage Feast keep the duel close.
Watch for Unstoppable Force lets Malphite force the only clean all-in and deny Cho'Gath's preferred poke-then-execute rhythm.
How to beat
Break Granite Shield with a light Vorpal Spikes or spell trade before committing real cooldowns. Do not stand in repeated Ground Slam trades if you need autos for damage; instead use Feral Scream and Rupture after he spends Seismic Shard or ultimate. Feast is your advantage because it ignores his armor, so hold it for the actual kill instead of using it into shielded health.
Later Malphite has the more reliable teamfight engage, while Cho'Gath has better sustained zone control and objective threat. In side lane neither kills quickly unless the other wastes ultimate; in fights, spread from carries and silence Malphite after he arrives so his follow-up is weaker.
- Always remove Granite Shield before judging Feast lethal.
- Seismic Shard steals enough speed to ruin a chase, so wait it out before committing.
- If he ults you alone, Rupture under yourself as the knockup ends to punish his follow-up.

MalzaharUnfavoured
Malzahar is hard because Nether Grasp pins Cho'Gath in Null Zone and stops him from using Feast or walking out unless Cho'Gath has already forced the cooldown.
Watch for Nether Grasp suppresses you inside Malzahar's damage and removes your chance to answer with Feast.
How to beat
Keep enough distance that Malzahar has to walk forward before ulting, then threaten Rupture on his approach rather than opening with it. If he spends Nether Grasp or misses Call of the Void, close immediately with silence first so he cannot reset the trade with another spell chain.
Later Finished builds make the side lane dangerous for Cho'Gath if Malzahar has room to kite and ult, but Cho'Gath is stronger as a front-line disruptor in 5v5s when Nether Grasp is interrupted or blocked. Group, save Feral Scream for his channel window, and do not be the free suppress target without backup.
- Voidlings give Cho'Gath extra Carnivore sustain if Malzahar lets them die near the wave.
- Feral Scream before Feast prevents Malzahar from answering with Nether Grasp.
- Do not stand in Null Zone after being suppressed; Rupture defensively as soon as control ends.

Master YiEven
Cho'Gath can burst and control Master Yi before sustained attacks take over, but Highlander and Meditate punish wasted Rupture or premature Feast.
Watch for Highlander ignores Rupture's slow and lets Yi stay on you after Alpha Strike dodges the knockup.
How to beat
Hold Rupture until Alpha Strike is down or place it under yourself as Yi reappears. Silence him before Feast if he is in Meditate range, because the damage reduction can steal your execute window.
Later Yi eventually becomes the scarier side-lane duelist if he can dodge Rupture and attack uninterrupted, while Cho'Gath offers more reliable teamfight zoning. Fight near allies later and use silence plus Feast to punish Yi when he commits into the back line.
- Do not throw Rupture at max range while Alpha Strike is available.
- Feral Scream can stop Meditate before you commit Feast.
- Highlander removes the slow, not the Rupture knockup itself.

Miss FortuneFavoured
Miss Fortune has strong ranged poke but loses the all-in if Cho'Gath lands Rupture or interrupts Bullet Time with Feral Scream.
Watch for Bullet Time can shred you if you chase in a straight line without silence available.
How to beat
Farm outside clean Double Up angles and make her choose between using Make It Rain to poke or saving it to disengage. Once she channels Bullet Time or steps inside Rupture range without Strut, knock her up, silence the channel, and finish with Feast.
Later Miss Fortune is much more valuable in grouped fights if Bullet Time hits multiple targets, but Cho'Gath can ruin that channel with either Q or W. In side lane she should not be able to stand close enough to duel unless Cho'Gath has already missed everything.
- Stand away from low-health minions so Double Up cannot bounce into you.
- Feral Scream cancels Bullet Time immediately.
- Rupture behind her is often better than directly under her when Strut is active.

MorganaEven
Morgana can block Cho'Gath's engage with Black Shield, but if that shield is forced early she is vulnerable to silence, knockup, and Feast.
Watch for Black Shield blocks Rupture's knockup and Feral Scream's silence while it holds.
How to beat
Do not spend both crowd-control spells into Black Shield; chip it with Vorpal Spikes or wait it out first. Once Black Shield is down, use Feral Scream before she can Dark Binding or Soul Shackles, then place Rupture where she must retreat.
Later Morgana is harder to kill in grouped fights because Black Shield can protect her carry instead of herself, while Cho'Gath brings a stronger front line and objective control. In side lane the duel stays slow and skill-based unless either champion wastes their key defensive spell.
- Rupture after Black Shield expires is the real engage, not the first spell you cast.
- Move sideways after Feral Scream so Dark Binding cannot answer your approach.
- If Soul Shackles starts, either silence her quickly or walk out before the stun lands.

NasusEven
Cho'Gath wins shorter trades with silence and Feast, but Nasus can outscale the duel if Wither lets him keep attacking with stacked Siphoning Strike.
Watch for Wither removes your ability to disengage after Nasus activates Fury of the Sands.
How to beat
Trade before Nasus has a large Siphoning Strike bank, using Feral Scream to stop his Q timing and Rupture to leave after your combo. Do not stand and auto through Fury of the Sands; bait the ultimate, walk out with Rupture, then re-enter when Feast can finish.
Later Nasus becomes the stronger extended side-lane duelist once his Q is stacked, while Cho'Gath is generally more useful starting and controlling teamfights. Force grouped objectives so Nasus has to choose between splitting and walking into your silence zone.
- Silencing Nasus just before his empowered Q delays his lifesteal swing.
- Rupture is often best used to disengage from Fury of the Sands, not to start.
- Do not judge his health too early; his passive lifesteal changes the execute race.

NidaleeUnfavoured
Nidalee wins by never giving Cho'Gath a clean all-in, poking with Javelin Toss and resetting with heal and cougar mobility.
Watch for Javelin Toss at long range takes too much health before Cho'Gath can force melee.
How to beat
Hold brush edges carefully and do not chase through Bushwhack unless you can immediately silence her after Pounce. Your best window is after she misses a spear and uses cougar mobility forward; place Rupture on her retreat path, then silence before Feast.
Later Nidalee remains the better split-map poke champion, but Cho'Gath is stronger when teams are committed around objectives and she cannot play from fog. Buy magic resistance, keep waves pushed with Vorpal Spikes, and force fights where her spears are harder to set up.
- A trapped Cho'Gath is much easier for Nidalee to burst, so avoid obvious brush paths.
- Rupture where Nidalee will Pounce back, not where she is standing.
- If she saves Primal Surge, expect the duel to take two rotations.

Nunu & WillumpFavoured
Nunu is durable and annoying, but he lacks the damage to beat Cho'Gath in a fair duel unless Cho'Gath sits in Absolute Zero.
Watch for Absolute Zero punishes you if Feral Scream is down and you stay inside the channel.
How to beat
Let Nunu spend Ice Blast first, then walk him down because his slow alone does not win the trade. Save Feral Scream or Rupture for Absolute Zero, interrupt it, and use Feast once Consume healing is no longer relevant to the champion duel.
Later Nunu rarely wants the side-lane duel and is more valuable enabling a carry with Blood Boil and objective control. Cho'Gath should match his objective presence, interrupt Absolute Zero in fights, and out-damage him if they are isolated.
- Do not waste Feast expecting Consume-style healing on himself; Consume is for minions and monsters.
- Feral Scream is the cleanest answer to Absolute Zero.
- Ice Blast makes chasing slow, but it does not stop Rupture setup.

OlafUnfavoured
Olaf is hard because Ragnarok ignores Cho'Gath's crowd control and Reckless Swing wins the true-damage brawl before Feast can reliably decide it.
Watch for Ragnarok makes Olaf immune to Rupture knockup and Feral Scream silence during his all-in.
How to beat
Poke with Vorpal Spikes and Feral Scream before Olaf commits, but do not start the real fight while Ragnarok is available. If he ults, kite backward and avoid repeated Undertow pickups; commit only after the immunity fades or when Feast is guaranteed lethal.
Later Olaf is the better side-lane duelist when he can force extended melee, while Cho'Gath is better at controlling zones before Olaf presses Ragnarok. In teamfights, silence Olaf before his ultimate if possible, otherwise peel his path and save Feast for a target that cannot ignore you.
- Rupture does nothing to stop Olaf during Ragnarok, so do not rely on it as your panic button.
- His low-health attack speed makes near-execute trades dangerous.
- Avoid fighting around his thrown axe, where he can chain Undertow slows.

PantheonEven
Pantheon can bully early with Spear Shot and stun trades, but Cho'Gath's sustain and full combo overtake him if the burst is absorbed.
Watch for Aegis of Zeonia lets Pantheon lock you in place for Heartseeker Strike before you can cast your own control.
How to beat
Respect his early Spear Shot rhythm and use Carnivore to recover through minion kills instead of forcing low-health trades. When he jumps with Aegis of Zeonia, answer after the stun with Feral Scream into Rupture so Heartseeker Strike cannot finish cleanly.
Later Pantheon falls off as a straight duelist against tank Cho'Gath unless he is far ahead, while his real value becomes picks and Grand Skyfall flanks. Cho'Gath should group, absorb the first stun, and punish Pantheon when he lands in predictable spots.
- Pantheon's passive can block one basic attack, not Feast.
- Do not stand still in the full Heartseeker Strike cone after the stun ends.
- Sustain through Spear Shot with Carnivore before looking for the all-in.

RammusFavoured
Rammus is too low-damage into Cho'Gath's magic damage and true damage unless Cho'Gath wastes attacks into Defensive Ball Curl and taunt.
Watch for Puncturing Taunt forces you to hit Defensive Ball Curl and gives Rammus his best damage window.
How to beat
Do not chase Powerball through open space; let him engage, then silence after the taunt ends and trade with spells more than attacks. If Defensive Ball Curl is active, wait out the resist window before committing Feast unless the execute is certain.
Later Neither champion kills the other quickly late, but Cho'Gath has better objective secure and more threatening zone control in teamfights. Rammus looks for carries, so Cho'Gath should body-block Powerball paths and use Rupture where the taunt target will be dragged.
- Avoid auto-attacking into Defensive Ball Curl unless you need one hit for Feast range.
- Feast ignores his armor stacking because it is true damage.
- Rupture after Powerball impact is easier than trying to catch the roll.

RyzeUnfavoured
Ryze's short-cooldown spell rotation and Rune Prison keep Cho'Gath in range while Desperate Power heals through return damage.
Watch for Rune Prison roots you long enough for Ryze to unload Overload, Spell Flux, and another rotation.
How to beat
Stay just outside Rune Prison range until Ryze uses a spell on the wave, then threaten Rupture as he steps forward. If you land knockup, silence immediately to break his cooldown chain and use Feast before Desperate Power spell vamp turns the trade.
Later Ryze remains a dangerous side-lane mage because he scales into sustained close-range damage, while Cho'Gath is stronger at starting controlled 5v5s and securing objectives. Stack magic resistance and force Ryze to walk through Rupture zones instead of meeting him in repeated short trades.
- Do not fight Ryze beside your own minion wave when Spell Flux can bounce efficiently.
- Feral Scream after Rupture matters because Ryze's passive rewards any spell he gets to cast.
- Banshee's-style spell block is strongest when it denies Rune Prison.

ShacoEven
Shaco can avoid Cho'Gath's engage and set traps, but he is fragile if his Deceive angle or clone is read correctly.
Watch for Deceive lets Shaco dodge Rupture and appear behind you for Backstab damage.
How to beat
Do not throw Rupture blindly when Shaco is holding Deceive; place it under yourself or behind you when he commits. Clear Jack In The Box paths slowly, silence the real Shaco after he appears, and avoid Feasting the Hallucinate clone unless you are sure.
Later Shaco is better at picks and split pressure, while Cho'Gath is far more useful in direct teamfights and objective standoffs. Hold waves near safe vision and force Shaco to enter front-to-back fights where his boxes and clone are easier to identify.
- Rupture behind your own model catches many Deceive backstab attempts.
- Hallucinate can waste Feast if you guess the clone wrong.
- Jack In The Box fear can interrupt your chase long enough for Shaco to reset.

ShenFavoured
Shen is durable but usually cannot out-damage Cho'Gath's spell rotation and Feast in an isolated duel.
Watch for Shadow Dash taunts you long enough for Shen to force a short trade and deny your immediate cast timing.
How to beat
Let Shen spend Feint or Shadow Dash first, then answer with silence so he cannot chain Vorpal Blade healing and another shield. Keep trades long enough for your base damage and Carnivore sustain to matter, but save Feast until after Feint absorbs are gone.
Later Shen avoids pure side-lane kills by using Stand United to influence the map, while Cho'Gath is stronger if he can force Shen to stay and fight. Push waves, interrupt his channel when possible with Rupture or Feral Scream, and join grouped fights where your control is harder to ignore.
- Feral Scream or Rupture can stop Stand United if you are in range during the channel.
- Do not Feast into Feint unless it is clearly lethal anyway.
- Shadow Dash is Shen's main way to make you miss Rupture, so hold Q until after the dash.

SingedEven
Singed can avoid a clean fight and drain Cho'Gath through Poison Trail, but Cho'Gath wins if he pins Singed before Insanity Potion carries the extended trade.
Watch for Fling puts you into Poison Trail and breaks your spacing before Singed runs you down.
How to beat
Do not chase directly behind him; angle sideways and use Rupture on his escape path rather than on his current position. If he uses Fling aggressively, silence immediately after landing and trade your full combo before he gets a long poison trail under you.
Later Singed is usually the better side-lane nuisance because he can proxy and disengage, while Cho'Gath has the cleaner teamfight control and objective execute. Match waves without overchasing, then group where Rupture and Feral Scream punish Singed for running through your team.
- Chasing through Poison Trail is how Singed wins a fight he should not get.
- Rupture behind Singed catches him better than Rupture on top of him.
- Silence after Fling prevents him from instantly layering Mega Adhesive or continuing the spell rotation.

SionEven
Cho'Gath can burst through Sion's shield windows, but Sion's stun and Cannibalism lifesteal win if the duel becomes uninterrupted auto-attacking.
Watch for Cannibalism lets Sion heal through your non-Feast damage if he is allowed to keep attacking.
How to beat
Watch Death's Caress and avoid dumping Feast into the shield unless it will still execute. After Cryptic Gaze, use Feral Scream to stop his follow-up and Rupture to create distance during Cannibalism, then re-engage when his lifesteal window ends.
Later Attack-damage Sion is scarier in a side-lane standstill, while Cho'Gath brings more reliable area control and front-line durability in teamfights. Later, do not duel him during Cannibalism unless Feast ends it; force grouped fights where his single-target stun is less decisive.
- Death's Caress can soak enough damage to ruin your Feast threshold.
- Rupture is best saved for Cannibalism if Sion is built to auto-attack.
- Feral Scream after his stun keeps him from chaining shield detonation immediately.

SivirEven
Sivir can block one key spell and kite with On The Hunt, but Cho'Gath kills her if he baits Spell Shield before landing crowd control.
Watch for Spell Shield can deny Rupture or Feral Scream and refund Sivir the tempo to kite away.
How to beat
Open with a low-commitment spell or Vorpal Spikes pressure to bait Spell Shield before using Rupture. If the shield is down, place Rupture slightly behind her, silence during the knockup recovery, and Feast before On The Hunt creates too much distance.
Later Sivir is much stronger in teamfights when protected, while Cho'Gath is stronger in an isolated catch where her Spell Shield is down. In late fights, do not waste your first control spell into Spell Shield; threaten her space until a teammate or Vorpal Spikes forces it.
- Spell Shield only blocks one ability, so stagger Q and W instead of casting both at once.
- Boomerang Blade is easier to dodge sideways than backward.
- On The Hunt makes missed Rupture very punishing because she can keep kiting.

SkarnerEven
Cho'Gath wins short trades with Rupture and Feral Scream, but Skarner can drag the fight out with Crystalline Exoskeleton uptime and repeated Crystal Slash procs.
Watch for Impale suppresses Cho'Gath and denies the silence-or-Feast timing he wants at lethal range.
How to beat
Keep just outside Crystal Slash range and make Skarner spend Crystalline Exoskeleton to enter before you cast Rupture. If the shield breaks or misses value, silence him during the follow-up and take the trade while he cannot chain Q and E cleanly. Do not hold Feast too long if Impale is available; use it before he can lock you out.
Later In a side lane Cho'Gath is harder to kill, but Skarner can force long chases and threaten pulls into his team. In teamfights, stand between Skarner and your carries, silence him before he reaches Impale range, and save Rupture for the dragged target path.
- Breaking Crystalline Exoskeleton removes both his speed and attack-speed steroid.
- Feral Scream before Feast stops him from using Impale to interrupt your finish window.
- Do not stand in your minion wave for free Crystal Slash refreshes.
- If Skarner already used Impale, Cho'Gath can force the extended fight.

SonaFavoured
Sona can poke and kite, but she is fragile enough that one Rupture into silence and Feast usually decides the duel.
Watch for Crescendo stuns Cho'Gath long enough for Sona to reset distance or stop a Feast commit.
How to beat
Do not walk straight through Hymn of Valor poke; hold brush or fog and threaten Rupture from her cast range edge. Bait Crescendo by stepping forward, then re-engage once it is down. If Rupture lands, chain Feral Scream immediately so she cannot heal or speed herself away.
Later Sona should not be side-laning into Cho'Gath, but her teamfight auras and Crescendo are much more valuable than the duel. Cho'Gath should soak the engage angle, silence her after Crescendo or before the heal cycle, and punish her if she plays inside Rupture range.
- Her Power Chord damage reduction can blunt your burst if she has the charged attack ready.
- Feral Scream after Rupture prevents Aria of Perseverance and Song of Celerity from saving her.
- Do not Feast into an obvious Power Chord W damage-reduction trade if you can wait one beat.
- Rupture from fog matters more than walking at her in open ground.

SorakaFavoured
Soraka can stall with heals and silence, but she lacks the damage and mobility to survive Cho'Gath once he reaches her.
Watch for Infuse silences Cho'Gath and can delay Rupture, Feral Scream, or Feast at the exact moment he commits.
How to beat
Walk her down patiently and do not spend both Q and W into Infuse range without a plan. Force Infuse first, then use Rupture into Feral Scream so she cannot chain Astral Blessing and Wish during your burst. If she holds Wish, keep Feast for after her large heal unless she is already inside true-damage lethal.
Later Soraka almost never wants the side-lane duel; Cho'Gath wins it if he can touch her. In teamfights she is valuable because of Wish and repeated defensive casts, so silence her before your team bursts a target or zone her away from the frontline.
- Infuse can ruin your Feast timing, so track whether she used it for poke.
- Starcall only matters if you let her stack repeated magic-resist reduction in melee.
- Do not blow Feast before Wish unless the execute is guaranteed.
- Brush control turns the matchup from a chase into a catch.

TaricEven
Taric is too durable to burst easily and can stun-heal through trades, but Cho'Gath's true damage and silence give him real kill pressure if Taric wastes Dazzle.
Watch for Dazzle stuns Cho'Gath and lets Taric choose whether to disengage, heal, or start his Radiance trade.
How to beat
Hold enough distance that Taric must commit Dazzle before he can get full melee value. After Dazzle is down, silence him to deny Imbue and Radiance, then trade with Vorpal Spikes and Feast before his cooldowns cycle back. Avoid extended slap fights if Shatter's armor aura is still up and your cooldowns are down.
Later Side lane becomes slow and often unproductive unless Cho'Gath has enough damage to force Feast lethal through heals. In teamfights, Taric's armor aura and stun matter more than his duel, so silence him when your carries are entering damage range.
- Dazzle is less scary if it only creates space and does not start a melee trade.
- Feral Scream can stop Imbue during the health swing that decides the duel.
- Feast ignores the armor Taric gets from Shatter.
- Do not overvalue basic attacks into Shatter; your spell rotation is the real threat.

TeemoUnfavoured
Teemo wins if he keeps distance with Move Quick, blinds Cho'Gath's autos, and layers poison and mushrooms before Cho'Gath can force a clean knockup.
Watch for Blinding Dart denies Cho'Gath's melee follow-up after Rupture and buys Teemo time to kite out of Feast range.
How to beat
Do not chase through unknown ground; Teemo's Noxious Trap turns every missed Rupture into a lost trade. Use minion waves and brush to hide Rupture angles, then commit only when Move Quick is broken or Teemo has stepped into silence range. If Blinding Dart is down, your melee damage and Feast threat become much more reliable.
Later Teemo can make side lanes miserable with traps, but Cho'Gath is more useful in grouped fights if he arrives healthy. Buy enough magic resistance to ignore poke, use wards and sweep patterns where possible, and force objectives instead of wandering through mushroomed paths alone.
- Any champion hit disables Move Quick's passive speed, making follow-up Rupture easier.
- Silence Teemo before he can blind if you are already in Feast range.
- Do not path directly behind low-health minions; he can kite through shroomed retreat lines.
- Vorpal Spikes can break his lane control, but they also push you into trap territory.

TristanaUnfavoured
Tristana's range, Rocket Jump, and Buster Shot make it difficult for Cho'Gath to ever keep her inside his lethal window.
Watch for Rocket Jump creates distance after Rupture is dodged or after Cho'Gath starts walking into Feast range.
How to beat
Stand outside her free auto range when Rupture is down and do not let her stack Rapid Fire damage for nothing. Try to bait Rocket Jump with a forward walk or silence threat, then cast Rupture where she must land or retreat. Commit only if Rocket Jump or Buster Shot is unavailable; otherwise she can break the Feast window.
Later Tristana outscales the side-lane duel if she has room to kite, especially with her growing range. Cho'Gath is better used as a front-to-back wall in teamfights, forcing her to spend Buster Shot defensively and punishing her jump reset attempts with Rupture.
- Buster Shot can push you out of Feast range even after you win the trade.
- Rupture is strongest when placed on her Rocket Jump landing path, not her current feet.
- Silence before she jumps if you ever reach melee range.
- Do not let Rapid Fire run for free; back up until the steroid ends.

TryndamereUnfavoured
Tryndamere's sustained crit damage and Undying Rage outlast Cho'Gath's burst unless Cho'Gath controls the fight perfectly around the ultimate timer.
Watch for Undying Rage prevents Feast from killing Tryndamere and flips Cho'Gath's execute window into a lost cooldown.
How to beat
Trade early with Rupture and silence, then disengage before Tryndamere has a long auto-attack window. Save Feast until Undying Rage has ended unless you need it before he casts R, and use Rupture or Feral Scream to waste as much of the ultimate duration as possible. Never chase him through Spinning Slash if your knockup is down.
Later Tryndamere becomes a stronger side-lane duelist and split-push threat, while Cho'Gath brings better objective control and teamfight disruption. Match him only with armor and cooldowns ready, and otherwise force grouped fights where silence and knockup can make his engage awkward.
- Feasting into Undying Rage is the main way to throw the duel.
- Rupture during his ultimate is a stall tool, not just damage.
- Mocking Shout matters less than his ability to stick through Spinning Slash.
- Frozen Heart and Randuin's both punish the attack-speed window he needs.

Twisted FateFavoured
Twisted Fate can poke and stun, but he is immobile enough that Cho'Gath heavily punishes any caught Pick A Card cycle.
Watch for Gold Card from Pick A Card stuns Cho'Gath and lets Twisted Fate disengage before Rupture or Feast connects.
How to beat
Watch his card cycle and avoid walking in while Gold Card is locked unless your goal is to bait it. Once Pick A Card is used, close the gap with Rupture zoning and silence him before he can throw Wild Cards or channel Gate. If he holds Gold Card forever, push him off the wave and force him to choose between farming and safety.
Later Twisted Fate should avoid the straight duel and use Destiny and Gate to attack other lanes. Cho'Gath wins direct side contact if he can interrupt or zone the channel, while in teamfights he should keep Rupture available for TF's arrival or stun target.
- Feral Scream can stop Gate if you are close enough during the channel.
- Gold Card is the real cooldown; Blue or Red Card trades are much less threatening.
- Rupture behind him cuts off the retreat after he spends the stun.
- Do not chase too far after Destiny reveals you; his team may already be collapsing.

TwitchUnfavoured
Twitch wins open-space duels by opening from Ambush, stacking Deadly Venom, and kiting Cho'Gath before Feast range is reached.
Watch for Ambush lets Twitch choose the first hit and start the fight with positioning Cho'Gath cannot answer immediately.
How to beat
Do not stand alone in long lanes without vision when Twitch is missing; his best duel starts before you see him. If he appears, immediately angle Rupture behind his escape line and silence him before Venom Cask or Expunge can finish the stack burst. Commit after Ambush is revealed and Spray and Pray is down, not while he has both range extension and poison stacks building.
Later Twitch is the scarier carry in teamfights, but Cho'Gath can decide fights by zoning his firing lane with Rupture and silence. In side lanes, only fight him with vision control and armor; otherwise he picks the angle and leaves before you can execute.
- A warded flank changes the matchup more than a small damage item does.
- Silencing Twitch before Expunge can deny the poison cash-out.
- Spray and Pray makes standing in a straight line behind minions dangerous.
- If Ambush was used to enter, he has fewer tools to leave.

VayneUnfavoured
Vayne is one of Cho'Gath's worst duelists because Silver Bolts cuts through health stacking and Condemn breaks his engage range.
Watch for Condemn knocks Cho'Gath out of Feast range and can stun him against terrain, ending his only clean kill window.
How to beat
Avoid fighting near walls where Condemn becomes a stun, and do not throw Rupture until Vayne has used Tumble or is forced into a narrow path. Silence her before she can Condemn if you ever get close, then Feast quickly before Final Hour stealth resets spacing. If she has Final Hour and open ground, disengage rather than feeding her a perfect kite pattern.
Later Vayne dominates the side-lane duel when finished unless Cho'Gath catches her from fog. In teamfights, Cho'Gath should peel and zone instead of chasing her blindly, using Rupture on her tumble path and forcing her to choose between hitting tanks and stepping into crowd control.
- Health alone is bad into Silver Bolts; armor and attack-speed reduction matter more.
- Never give her a wall angle for Condemn if Feast is your plan.
- Rupture where Final Hour Tumble wants to exit, not where she vanished.
- Randuin's active can create the one moment needed to land silence.

VeigarEven
Cho'Gath can kill Veigar if he survives the cage burst, but Event Horizon gives Veigar a clean way to stop Cho'Gath's approach.
Watch for Event Horizon stuns or zones Cho'Gath and sets up Dark Matter plus Primordial Burst before he can silence.
How to beat
Do not walk straight into the edge of Event Horizon; bait it with a forward step, then back out and re-enter when the cage is gone. If you get inside Feral Scream range, silence Veigar before he casts the full combo and use Feast before he has time to reset distance. Rupture is best used either after cage or to force him to choose between dodging and landing Dark Matter.
Later Veigar's burst becomes much more dangerous, but Cho'Gath's health and magic resistance can make him a poor target compared with squishier allies. In side lane Cho'Gath can pressure him if Event Horizon is down; in teamfights, save silence for Veigar's combo window.
- Event Horizon's perimeter is the stun; stepping through the wall is what loses the duel.
- Feral Scream can deny Primordial Burst if you reach him before he unloads.
- Banshee's Veil can block the spell that starts his combo.
- Do not rely on AP-heavy builds into his ultimate scaling.

WarwickEven
Warwick's sustain and suppression make long duels dangerous, but Cho'Gath can win by denying repeated Hungering Strike value and executing before Warwick heals back up.
Watch for Infinite Duress suppresses Cho'Gath and gives Warwick a guaranteed damage-and-heal window while Cho'Gath cannot Feast.
How to beat
Trade in short bursts around Rupture and Feral Scream instead of letting Warwick auto and Q continuously. Silence him after he commits so he cannot immediately Hungering Strike back the damage, then Feast before his next sustain cycle. If Infinite Duress is ready, keep enough health that the suppression cannot set up Blood Scent chase lethal.
Later Warwick remains stubborn in side lanes, but Cho'Gath's crowd control is more valuable in grouped fights. Build magic resistance or QSS if the suppression decides fights, and use silence to stop Warwick from healing through your team's focus.
- Feral Scream after his first Q creates the best trade window.
- Blood Scent makes low-health disengages risky; leave before you are forced to limp away.
- Quicksilver Sash breaks the suppression window from Infinite Duress.
- Spirit Visage helps Cho'Gath match sustain without changing his core plan.

WukongEven
Wukong can burst and dodge Cho'Gath's retaliation with Decoy, but Cho'Gath wins if he times silence and Rupture around the clone trick.
Watch for Decoy wastes Rupture or Feast targeting and lets Wukong reposition for another Crushing Blow trade.
How to beat
Do not instantly cast Rupture when Wukong dashes in with Nimbus Strike; many good Wukongs will Decoy as soon as you answer. Hit him with Feral Scream after he reappears or before he can Decoy, then place Rupture on his retreat path. If Cyclone is down, Cho'Gath can stand his ground much more confidently.
Later Wukong has the stronger backline dive in teamfights, while Cho'Gath is better at controlling space and protecting carries. In side lane the duel stays playable, but Cho'Gath must avoid wasting cooldowns into Decoy and should punish Wukong after Cyclone is spent.
- Watch for the sudden stop; it often marks Decoy rather than a real retreat.
- Silence before Decoy is stronger than trying to guess the clone afterward.
- Rupture can catch Wukong as Cyclone ends if he spins through you.
- Armor works well because most of his kill pressure is physical.

ZileanEven
Zilean is hard for Cho'Gath to pin down because of Time Warp and Chronoshift, but he lacks sustained duel damage if Cho'Gath does not waste Feast into the revive.
Watch for Chronoshift denies Cho'Gath's Feast kill and forces him to win the same fight twice.
How to beat
Hold Rupture for after Time Warp or cast it where Zilean must run, not at max range on cooldown. Bait Chronoshift with spell damage and autos, then wait out the mark before using Feast unless you need to force the revive for a teammate fight. If he uses Time Warp aggressively as a slow, silence him before Rewind gives him a second cycle.
Later Zilean avoids side-lane duels and matters more by speeding carries and reviving priority targets. Cho'Gath should threaten Feast to force Chronoshift early, then switch targets or zone the revived champion with Rupture as they stand up.
- Do not Feast a target visibly marked by Chronoshift unless forcing the revive is the goal.
- Time Warp's speed swing is why straight-line chasing fails.
- Feral Scream can stop Rewind chains if you reach him after the first bomb.
- Bombs punish clumped waves, so trade away from your caster minions when possible.
No champion by that name.
18- Attack damage
- 129.7
- Ability power
- 78
- Armor
- 315.5
- Magic resist
- 148.99
- Attack speed
- 0.778
- Cooldown reduction
- 40%
- Critical strike chance
- 0%
- Move speed
- 407.55

Click an item to leave it out of the numbers.
Resources
- Health
- 3,970.72
- Health regen
- 26.8 / 5s
- Mana
- 1,775
- Resource regen
- 14.55 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 9
- Magic pen, percent
- 8%
Ability damage
at this build's ranks
QRupturerank 5/5
- Damage
- 383
WFeral Screamrank 5/5
- Damage
- 330
EVorpal Spikesrank 5/5
- Damage
- 103
RFeastrank 3/3
- Monster Damage
- 1,055
- Damage
- 705
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.778
- Average hit
- 129.7
- Normal hit
- 129.7
- Critical hit
- 259.4
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 9.9s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 129.7
- Ability power
- 766.31
- Armor
- 136
- Magic resist
- 52.5
- Attack speed
- 0.778
- Cooldown reduction
- 14%
- Critical strike chance
- 0%
- Move speed
- 390

Click an item to leave it out of the numbers.
Resources
- Health
- 2,330
- Health regen
- 22.8 / 5s
- Mana
- 1,447
- Resource regen
- 21.15 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 43%
Ability damage
at this build's ranks
QRupturerank 5/5
- Damage
- 1,086
WFeral Screamrank 5/5
- Damage
- 822
EVorpal Spikesrank 5/5
- Damage
- 314
RFeastrank 3/3
- Monster Damage
- 1,557
- Damage
- 1,202
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.778
- Average hit
- 170.3
- Normal hit
- 170.3
- Critical hit
- 301.7
- On-hit damage
- 38.8
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +1.3%
- Time to kill
- 7.5s
On-hit
- Spellsword38.8
5% of ability power · magic damage
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 129.7
- Ability power
- 0
- Armor
- 226
- Magic resist
- 97.1
- Attack speed
- 0.778
- Cooldown reduction
- 16%
- Critical strike chance
- 0%
- Move speed
- 401.7

Click an item to leave it out of the numbers.
Resources
- Health
- 3,748
- Health regen
- 32.8 / 5s
- Mana
- 925
- Resource regen
- 27.55 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 9
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QRupturerank 5/5
- Damage
- 305
WFeral Screamrank 5/5
- Damage
- 275
EVorpal Spikesrank 5/5
- Damage
- 80
RFeastrank 3/3
- Monster Damage
- 1,000
- Damage
- 650
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.778
- Average hit
- 129.7
- Normal hit
- 129.7
- Critical hit
- 259.4
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 9.9s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 129.7
- Ability power
- 0
- Armor
- 86
- Magic resist
- 52.5
- Attack speed
- 0.778
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 345
Resources
- Health
- 1,880
- Health regen
- 22.8 / 5s
- Mana
- 925
- Resource regen
- 14.55 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
QRupturerank 5/5
- Damage
- 305
WFeral Screamrank 5/5
- Damage
- 275
EVorpal Spikesrank 5/5
- Damage
- 80
RFeastrank 3/3
- Monster Damage
- 1,000
- Damage
- 650
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.778
- Average hit
- 129.7
- Normal hit
- 129.7
- Critical hit
- 259.4
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 9.9s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 330.65
- Ability power
- 50.8
- Armor
- 120
- Magic resist
- 97.5
- Attack speed
- 1.356
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 431.3
Click an item to leave it out of the numbers.
Resources
- Health
- 2,580
- Health regen
- 22.8 / 5s
- Mana
- 1,105
- Resource regen
- 17.55 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 15%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 8%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QRupturerank 5/5
- Damage
- 356
WFeral Screamrank 5/5
- Damage
- 311
EVorpal Spikesrank 5/5
- Damage
- 95
RFeastrank 3/3
- Monster Damage
- 1,036
- Damage
- 686
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.356
- Average hit
- 420.7
- Normal hit
- 420.7
- Critical hit
- 751.3
- On-hit damage
- 90
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Life steal healing
- 67.3 / s
- Time to kill
- 1.8s
On-hit
- Madred's Bloodrazor40
Seeing Red · magic damage
- Blade of The Ruined King50
Ruination · physical damage
Not counted: the active.
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.