- Playing As
- Try to line up your attacks with so that they kill minions and harass enemy champions at the same time.
- If you're having difficulty ing upon champions, try eating minions until you're larger.
- Using on creeps in combination with is a good way to gain Health and Mana.
- Playing Against
- Purchasing a few HP items decreases the chances of Cho'Gath killing you quickly.
- Focus on preventing Cho'Gath from .
- has a smoke cloud indicating the area it will strike. Try to watch out for it to prevent Cho'Gath from being able to combo his abilities.
- Ability Usage
- While has a longer range, is less avoidable and can stop opponents from using movement abilities to dodge , especially against melee top lane champions with spammable movement abilities like (who is also vulnerable to the silence due to being combo-reliant).
- Both and can interrupt channeled abilities; with practice and good prediction, they can even interrupt deadly suppression ultimates ( , ) being used on you by casting them right before they use those abilities, because and have a brief cast time that can only be stopped by death.
- Generally Feral Scream is maxed first to increase the silence duration, however this also makes it very mana-heavy. Against toplaners like , who is immobile, less reliant on abilities with innate sustain, maxing (which does not increase its mana cost; at max rank it does 5 base damage per mana compared to 2.5) can be more useful to force him out of lane.
- While grants a permanent health gain when it kills a champion and a true damage tank-buster, in a team fight it may be more useful to use it first, as it is only targeted ability. Prime targets are slippery melee assassins such as or . The heavy damage would make them reconsider sticking around too much in the thick of battle, and their low health state can often attract your teammates' attention to quickly eliminate the threat. Also, as it is a true damage nuke, it becomes stronger if the enemy team has many magic resistance stacking ( ) or powerful damage-reducing ( , ) champions that you need to upon frequently.
- is very useful against jungle monsters even if you are not jungling, as even at level 6 it can deal a massive 1000+ true damage in one hit, allowing you to possibly quickly take solo for laning. It should also be used on the as it gives a non-minion stack. Note that while it does more damage than (390-1000 damage) especially at lower levels, it has a cast time while Smite is instant.
- Rune Usage
- can be played as a tank, a mage, or anything in between.
- For , helps him with his mana problems. It is another reason to use before , due to its higher mana cost (which is negated by the rune).
- gives him a decent burst of movement speed but it may not be too reliable to hit all his basic abilities in the short window, especially given that both and have essentially melee range, and he has the most difficulty getting into melee range in the first place.
- is good with as its knock up prevents his opponent from avoiding it.
- For , synergizes with his health gain from .
- helps him with his troubles with poke.
- Item Usage
- is often regarded as core item as it gives him a healthy amount of AP, health and mana (since he is quite mana hungry even with his passive). An early can mitigate his mana problems.
- He can use all the stats on
well and its active gives him some mobility that he desperately lacks.
- For a tankier build, try .
- Both and doubles the Torment damage from . With the doubled % max health burn, Madness increasing his sustained damage, % max health damage, and large chunk of true damage, can be a deadly tank shredder.
- is one of the few, if not only champions commonly regarded as a tank, to entirely lack any sort of mobility, and his large size makes it extra difficult for him to dodge skillshots. Poke champions like or can give him a hard time. As he lacks an escape, ganking him often especially pre-6 can leave him crippled.
- As he generally stacks a lot of health, abilities that deal a percentage of health is very effective against him, such as (and her also helps evading ).
and have noticeable cast times with no travel time. If you cannot outrange him, agile champions such as or can close the gap and engage him at close range.
- in particular is a conical ability cast from the edge of his hitbox, which means it is very difficult or even impossible for him to hit you with it if you are right on top of him.
- , while a targeted ability, also has a noticeable cast time; if loses sight of you during the animation (e.g. if you walk into brush that he has no sight of), it will not damage you.
- has two abilities that interrupt channels in an area. Avoid using champions who are reliant on channels. Clustering in general is a terrible idea; if hits multiple champions, and he would likely follow up with a nearly unavoidable , it would put your team in a huge disadvantage.
- Do not underestimate the reach of
, as it does not have a travel time (i.e. it is just as fast at max range).
- It has a lengthy warning period - he first stomps the ground, then a warning zone appears briefly before the spikes appear. However, if you do not have vision of him, you cannot see the first part and thus the time you can react to it is much more limited. Be wary of him ambushing you from brush, or even from an adjacent jungle path.