Meta, tier list & top-player builds from the China server · live
科加斯 · 虚空恐惧 Tank S+
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 20 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Cho'Gath: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Cho'Gath players, captured in-game.
📖 How to play Cho'GathCounted on 21 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
20 of the top 30 players have a public match history; the others keep theirs private.
















































































The toughest lane matchups for Cho'Gath on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Vayne counters Cho'Gath: Silver Bolts (W) deals true damage off max health: every Feast (R) stack is fuel for her. And with Tumble (Q) she stays out of your basic attacks, without which Vorpal Spikes (E) does not exist.
How to play Cho'Gath into Vayne: Place Rupture (Q) where her Tumble LANDS, not where you see her. Go at her before her two-item spike, when she has no lane presence. In fights stop chasing: Feral Scream (W) on whoever you can actually reach.
→ VayneWhy Fiora counters Cho'Gath: Riposte (W) gives 0.75s of immunity to damage and crowd control and swallows Rupture (Q), the only thing that stops her. Breaking a Vital is true damage off max health: every Feast (R) stack is a gift.
How to play Cho'Gath into Fiora: Open with Feral Scream (W): 1.4s of silence takes away Riposte (W) and Lunge (Q) at once, and only then does Rupture (Q) land. Fight next to the wave: Carnivore only heals you if you kill something.
→ FioraWhy Gwen counters Cho'Gath: A Thousand Cuts deals percent-max-health magic damage and Snip Snip! (Q) finishes in true damage: the mountain of HP Feast (R) hands you is exactly her ideal target.
How to play Cho'Gath into Gwen: Skip 'n Slash (E) refunds half its cooldown on every hit: cast Rupture (Q) where she lands, not where her feet are. You can walk into Hallowed Mist (W), you are melee, but you are slow: only do it with Feral Scream (W) ready.
→ GwenWhy Teemo counters Cho'Gath: Vorpal Spikes (E) lives on your basic attacks and Blinding Dart (Q) makes them miss: one dart erases your E, its slow and its damage off the target's max health.
How to play Cho'Gath into Teemo: Load Vorpal Spikes (E) only AFTER the blind wears off, never before. Farm with Rupture (Q) and never chase him out of vision: Noxious Trap (R) punishes a slow giant. But if Rupture (Q) lands, Feast (R) closes the deal.
→ TeemoWhy Camille counters Cho'Gath: The Hextech Ultimatum (R) locks you in a zone you cannot leave: you have no dashes and your allies get shoved out. Inside, Precision Protocol (Q) deals true damage and Tactical Sweep (W) heals her off you.
How to play Cho'Gath into Camille: Place Rupture (Q) where her Hookshot (E) lands: it is the one moment her path is readable. Avoid being alone in a side lane and fight next to the wave: Carnivore only gives health back if you kill something.
→ CamilleWhy Jayce counters Cho'Gath: In Mercury Cannon (R) form he sits outside your range and taxes every wave: you farm less and your Feast (R) stacks come late. You have no dash to close the gap, he has one to open it.
How to play Cho'Gath into Jayce: Farm with Rupture (Q) from behind the wave and never trade against the cannon. Go in when he swaps to Mercury Hammer (R): there Feral Scream (W), Rupture (Q) and Feast (R)'s 300 true damage beat his whole burst.
→ JayceThe champions Cho'Gath works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
You have no dash: if the target walks off, Rupture (Q) and Feral Scream (W) never even touch it. Cataclysm (R) seals you and him inside the same ring of terrain, and the normal way out of there is a dash, which is exactly what your 1.4-second silence takes away. The Demacian Standard (E) flag meanwhile speeds up the three Vorpal Spikes (E) attacks.
Every piece of your lockdown works at melee range, and a ranged carry never grants you that range. Impale (R) suppresses up to three champions for 1.5 seconds and drags them along as he runs: he hands them over exactly where you need them. The moment he lets go, Rupture (Q) picks the lockdown straight back up.
Cursed Touch (P) curses with one basic attack, and from then on every point of magic damage the target takes adds 10% of it as true damage: your kit is magic from the Q to the three spikes, so nobody cashes that curse in like you do. Despair (W) burns max health per second, the same currency as Vorpal Spikes (E): together you melt enemy tanks.
Rupture (Q) puts one target airborne for a second, and it is a basic ability: you decide who Last Breath (R) can be cast on, and you offer it several times per fight instead of once per game. Yasuo's risk is landing alone in the middle of their team, and Feral Scream (W) switches off the peel he just dived into for 1.4 seconds.
You are a champion with no dash who has to walk in, so the first root on the way cancels the whole fight for you: Black Shield (E) blocks disables while it holds, and it is the one thing that gets you there anyway. Soul Shackles (R) then stuns for 1.5 seconds whoever is still chained after three, and the 60% slow on Rupture (Q) is what denies them the metres to break it.
You are the two champions who grow permanently, but under different rules: Phenomenal Evil Power (P) hands him 7 stacks just for taking part in a kill, while Feast (R) only pays you on the killing blow. So the low-health target is yours, not his: he gets paid either way, you get nothing without the last bite. Agree on it before the fight, not during.
Allied crowd control applies Second Skin (P) Plasma by itself: your Rupture (Q) knock-up marks the target and opens Killer Instinct (R) without her spending anything. Her five-stack detonation strips 15% of missing health but hardly ever finishes the job: the 300 true damage on Feast (R) is the bite that does, and the stack stays with you.
Deadly Flourish (W) roots anyone who has just taken damage from an ally, and you mark more than one at a time: the Vorpal Spikes (E) volleys ride three attacks and get wider as you grow. He picks who to lock down from range, the one thing your kit cannot do - your crowd control stops where your arm stops.
If she names you Oathsworn at the start, Sentinel (W) adds 16% of the target's max health whenever the two of you hit the same enemy from close by, and Fate's Call (R) throws you into their backline, knocking up everyone around the landing for a second. It only pays once you group, though: during the laning phase you are at opposite ends of the map.
Concussive Blows (P) stuns on the fourth mark and allied basic attacks stack it too: Winter's Bite (Q) lands the first one, the three attacks loaded by Vorpal Spikes (E) add the other three. The count works out exactly without spending Rupture (Q) or Feast (R), and his 70% slow is also how you get into range at all.
A single shield is enough to eat the 300 true damage on Feast (R), and without the kill there is no stack: Shattering Strike (Q) destroys the shields of everyone it hits and hands the execute back to you. Magnet Storm (R) meanwhile drags their team towards her, which means into the range where Feral Scream (W) and Vorpal Spikes (E) actually work.
Your own page says it: with Rupture (Q) and Feral Scream (W) both down you have no crowd control left, and that is the window they dive you in. Rampant Growth (R) covers precisely that one, knocking up everyone around you and handing you 250 health while you soak. Whimsy (W) instead polymorphs whoever got on top of you for a second.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | S+ | 50.76% | 12.07% | 38.93% | #1 / 41 |
| Jungle | B | 47.81% | 6.15% | 38.93% | #27 / 40 |
| Support | D | 47.02% | 1.06% | 38.93% | #33 / 34 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | S+ | 50.65% | 11.73% | 41.31% | #1 / 41 |
| Jungle | B | 47.9% | 6.01% | 41.31% | #27 / 40 |
| Support | D | 46.9% | 1.02% | 41.31% | #34 / 34 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | S+ | 50.87% | 11.63% | 42.18% | #1 / 41 |
| Jungle | C | 47.38% | 5.45% | 42.18% | #31 / 42 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | S+ | 52.11% | 9.45% | 37.87% | #1 / 39 |
| Jungle | C | 47.22% | 3.28% | 37.87% | #36 / 41 |
Cho'Gath, the Terror of the Void, is a melee Tank who literally gets bigger as the game goes on. The whole kit revolves around Feast (R): every target he devours leaves a permanent stack worth +80 max health, +6% size, +4.7 attack range and +2.5 cast radius on Feast (R) itself. Growing is not cosmetic — the bigger he gets, the wider the spikes from Vorpal Spikes (E) come out, and the further his basic attacks reach. Meanwhile Carnivore (P) keeps him standing by restoring health and mana on every kill, while Rupture (Q) and Feral Scream (W) hand him a knock-up and an area silence that very few tanks bring to a fight. Difficulty 2 out of 3: the mechanics are simple, the hard part is deciding when to spend Feast (R) on a stack and when to hold it to finish off a champion.
Skill order: E > Q > W (level R whenever it's available)
The early plan is simple: farm cleanly and hand over nothing. Carnivore (P) returns 18 health and 4.35 mana on every unit you kill, so each clean last hit is free sustain — one more reason not to swing at the wave at random. Vorpal Spikes (E) is your pushing tool: switch it on when the minions are bunched up, because the spikes come out in front of you and catch several units at once. Against a poke lane never chase — Rupture (Q) is your only answer and it is better saved to punish whoever steps forward for a minion, since 1 second of knock-up plus 1.5s of 60% slow is all the time you need to land the 3 spiked attacks. The moment Feast (R) comes online, make a conscious call: if the lane is calm, spend it on a minion or a camp (1200 damage, guaranteed kill) and bank the stack, because +80 max health and +4.7 attack range are permanent advantages nobody can take back; if the enemy is pressuring you, hold it as a 300 pure damage execute instead. And remember Carnivore (P) doubles on towers — taking the first tower hands you a chunk of health and mana back.
From mid-game on, Cho'Gath is the tank who breaks other people's engages, not the one who starts them: you have nothing to jump in with, so stand in front of your carries and let the enemy come to you. Feral Scream (W) is your strongest play in a grouped fight — 1.4s of silence over a whole area, timed for the instant the enemy is about to press their abilities, is worth more than any damage you could deal. Rupture (Q) is pure peel: a 1 second knock-up plus a 60% slow on whoever dives your backline. Keep Vorpal Spikes (E) running on the biggest bodies, because the extra damage is calculated on THEIR maximum health — you are the one who melts the enemy frontline, and the 30% slow from each spike helps you stay attached with no dash of your own. Late on, Feast (R) is saved for the enemy carry: 300 pure damage is a finisher resistances cannot stop, and if the kill is yours you grow in the middle of the fight, which widens your spikes for everything that follows. At full stacks you also carry up to +75 attack range and +25 cast radius on Feast (R), so hit from the edge of the melee and eat the carry from further out instead of walking into the middle.