Cho'Gath
Mid SleeperAP Cho'Gath Mid
How to play this build
Use Rupture (Q) to poke and stop approaches, and Vorpal Spikes (E) on AP to farm and deal magic damage. Feast (R) is still true-damage execute: use it to secure kills and stay a giant, tanky threat.
Strengths
- Feast (R) is still a true execute: it one-shots and leaves you giant with huge HP.
- Rupture (Q) + Vorpal Spikes (W) with AP clear waves and do solid burst with CC.
- You mix magic damage with an absurd health bar: you hit hard and tank.
- The knock-up and silence give reliable fight control.
Weaknesses
- Slow with no dash: kiting champions barely fear you.
- Rupture (Q) is slow and telegraphed: easy to dodge.
- If they deny your Feast stacks, your HP stalls.
- Relies on closing distance for full AP damage.
Key combos
- Rupture (Q) to knock up → Vorpal Spikes... Feral Scream (W) to silence and damage → DFG → Feast (R) to execute the low target.
Matchups
You beat
- Squishies you execute with Feast regardless of your damage.
- Immobile mages who can't dodge the Q.
Trouble vs
- Pure kiting that wears you down without letting you close.
- Comps that deny your HP stacks early.
Game plan
Farm with Rupture and Feral Scream to stack Feast and grow your HP. In fights, land the knock-up on a key target, silence the enemy mage and use Feast to execute whoever's low. You're a mage-tank: you can engage and tank while dealing AoE damage.
Quick tips
- Save Feast to execute, don't throw it for damage on a high-HP target.
- Aim Rupture where the enemy WILL be, not where they are.
Skill order
Max priority:
The ultimate (R) is always leveled at 6, 11 and 16.
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | Q | Q | Q | Q | Q | |||||||||||||
| W | W | W | W | W | W | |||||||||||||
| E | E | E | E | E | E | |||||||||||||
| R | R | R | R |
- Why this order
- Rupture (Q) for poke and knock-up; Feral Scream (W) second for silence and AP damage. E at 1 point to farm.
Items and what they do
-
Deathfire Grasp The classic burst item: AP + active that deals % target-health damage and amplifies your next hit. One-shots. -
Rabadon's Deathcap The biggest AP item in the game: multiplies your total AP. -
Rylai's Crystal Scepter AP and health; your spells slow enemies (helps land everything). -
Void Staff AP and % magic penetration; a must vs. enemies stacking MR. -
Sorcerer's Shoes Boots with magic penetration.
Runes
In classic LoL, runes were a system SEPARATE from masteries: bought with IP (Influence Points) and slotted into 4 tiers — Marks (red), Seals (yellow), Glyphs (blue) and Quintessences (purple, the strongest). They gave flat stats: damage, armor, penetration, etc.
Magic pen, health seals, AP quints
Masteries: how they work
In classic LoL you have up to 30 points (at level 30) to split across three trees: Offense (damage), Defense (durability) and Utility (mana, cooldown reduction and mobility). The notation 21/0/9 means 21 points in Offense, 0 in Defense and 9 in Utility.
- Masteries
- 21/9/0 — Offense
- Why this page
- 21/9/0 blends burst with extra health: you hit hard but stay hard to kill.
Summoner spells
- Lane
- Mid
- Original role
- Top/Mid Tank