
Cho'Gath
Top Lane Tank/Mage
The Terror of the Void – tanky control mage with AoE CC and true damage execute

Mordekaiser
Top Lane Juggernaut
Mordekaiser matchup vs Cho'Gath
Matchup Dynamics
How This Matchup Works
Play for short, controlled trades with Q – Rupture (6s) into W – Feral Scream (11–9s) to deny Mordekaiser’s first all-in. Stack Feast safely and contest objectives with R execute; Mordekaiser’s key threat is Death's Grasp/Realm of Death forcing extended fights. The matchup pivots at level 6 and first item: Heartsteel/Hollow Radiance vs Mordekaiser’s Stridebreaker/Sundered Sky.
Early Game (1-5)
Skill Matchup - Fish Q at max range; punish after Mordekaiser Obliterate or Death's Grasp is used; trim wave near tower 2:30–4:00; ward pixel 2:30, raptors/tri 3:30.
Mid Game (6-11)
Mordekaiser Favored - Complete Heartsteel 3000g or Hollow Radiance 2800g; group for Herald/Dragon; hold R for objective or execute under tower.
Late Game (12+)
Mordekaiser Favored - Front-to-back; zone chokes with Q > W; secure Baron/Atakhan with R 1200 true damage to epic/minions; protect carries or front door.
Key Interactions
- Q – Rupture vs Mordekaiser Death's Grasp: Bait Death's Grasp with walk-up; cast Q 0.3s after animation start to pop landing; knock-up (1s) forces Indestructible/Realm of Death late.
- W – Feral Scream vs Mordekaiser Indestructible: Silence for 1.6–2.0s cancels Indestructible cast; punish during mute window with E autos; exit before jungle timer hits 3:15–3:45.
- E – Vorpal Spikes spacing: Auto from 50 bonus range; stutter-step so spike line hits champion while last-hitting; slow (30–50%) enables retreat.
- R – Feast objective control: Hold R for Herald/Dragon/Baron or Atakhan (20:00); 1200 true damage vs non-champ guarantees smite combo when synced at 900–1200.
Cho'Gath
Strengths
- Q 950 range punishes Mordekaiser telegraphed engages (Death's Grasp);
- W 650 range silence denies Mordekaiser Indestructible/Realm of Death timing;
- Feast executes dives; tower defense lethal at 6;
- E spikes + Grasp chip in short trades;
- Great objective secure with R 1200 true dmg to non-champs
Weaknesses
- Vulnerable to extended trades if Mordekaiser procs full kit;
- Long Q wind-up can be dodged without setup;
- Low mobility—punished by early jungle ganks 2:45–3:30;
- Mana gating early if spamming Q/W on wave;
- Realm/isolation ults or anti-CC (Realm of Death or similar) can bypass peel
Mordekaiser
Strengths
- Extended trades favor Mordekaiser; out-DPS on long fights
- Death's Grasp can dodge/avoid Q if timed
- First item (Stridebreaker/Sundered Sky) spikes dueling
- Can punish low mobility with jungler
Weaknesses
- Struggles in chokes vs Rupture+Silence
- Tower dives fail vs Feast execute
- Low effectiveness if kited by Q zones
- Objective bursts out-secured by Feast
Power Curve Comparison EXPERIMENTAL
Power Curve Visualization
Win Conditions
Cho'Gath's Win Condition
- Freeze 5–6 minions 3:30–4:15; deny melee last-hits; call jungler on cannon crash;
- Trade only after opponent mobility/CC used; Q>W then 1–2 E autos;
- Stack Feast on cannons and jungle; hit 8–10 stacks by 22:00;
- Secure Herald/Dragon with R+Smite sync;
Mordekaiser's Win Condition
- Force long trades post-level 3 with Obliterate + autos;
- Hold Death's Grasp to dodge Q; re-engage when Cho'Gath Q is down (6s);
- Stack wave and dive before Cho hits 6 or first item;
- Ping jungler to punish no-Flash windows (300s)
Laning Phase Guide
Level/Phase | Cho'Gath | Mordekaiser |
---|---|---|
Level 1 | Start Q – Rupture; leash only if needed; thin wave, last-hit only; place pixel brush ward 2:30; poke with Q when enemy walks up; no all-in. | Start Obliterate; shove first 3 casters; ward river 2:30; trade if Q hits; avoid standing on minions to dodge Q. |
Level 2 | Take W – Feral Scream; trade Q>W when enemy steps for melee CS; keep wave 6–8 from tower; track jungle 3:00 path. | Take Death's Grasp; punish after Cho'Gath Q is down; avoid corridor where Q lands; prep crash on 3rd wave. |
Level 3 | Take E – Vorpal Spikes; look for Q>W>AA>E short trade; back off after 2–3 autos; ward raptors/tri 3:30; | With full kit, trade on big wave; hold Death's Grasp for Q; call jungler if Cho burns Flash. |
Level 4 | Hold wave; stack Grasp with E autos; only Q when enemy is locked to last-hit; recall on bounce if 900–1100g for Bami’s 900g. | Thin wave if stuck; look for window when W silence is down; track TP timer (360s). |
Level 5 | Keep short trades; do not commit without Q; prep wave state for 6; control ward river/tri 5:00. | Force extended trades before 6; shove → ward deep 5:00; ping for dive if Cho is <50% HP. |
Level 6 | All-in only with Q hit; Q>W>AA>E>R; calculate R execute; save R for objective if jungler is nearby; | Respect Feast execute; bait R with barrier tools or disengage; track heal/shield options. |
Level 7 | Max E or Q based on hit rate; slow push 2 waves then crash for roam; hover Herald at 8:00–10:00. | Match shove; take plates if Cho roams; keep vision mid-river. |
Level 8 | Complete Heartsteel (3000g) or Hollow Radiance (2800g) on back; group when TP is up; | Spike on first item (Stridebreaker 3300g/Sundered Sky 3100g); threaten all-ins on side waves. |
Level 9 | Max second ability; perma shove only with vision; look for Q picks in river; | Shadow jungler for 2v2; avoid narrow choke Q setups. |
Power Spikes
Level Spikes
Cho'Gath | Mordekaiser | ||
---|---|---|---|
Level | Description | Level | Description |
2 | Minor W silence (1.6–2.0s) unlocks Q>W punish; deny enemy counter-cast | 3 | Minor Full combo (Obliterate/Indestructible/Death's Grasp) allows longer trades |
6 | Major R – Feast adds execute; tower dive defense and objective threat | 6 | Major Realm of Death unlock adds kill pressure—track Flash 300s |
9 | Major First max on Q/E improves pick or DPS; choose based on hit rate | 9 | Major First max increases DPS and clear |
11 | Critical R2 lowers CD (70s) and raises execute; Baron/Atakhan setup | 11 | Minor Second rank ultimate improves finishing potential |
Item Spikes
Cho'Gath | Mordekaiser | ||
---|---|---|---|
Item | Description | Item | Description |
Heartsteel (3000g) | Stack permanent HP; outscale bruisers; combo with Feast | Stridebreaker (3300g) | Active slow and gap-close to extend trades |
Hollow Radiance (2800g) | AoE burn + MR; helps wave clear and dueling AP tops | Sundered Sky (3100g) | On-hit heal/crit-like burst in duels |
Kaenic Rookern (2900g) | Huge MR shield vs burst AP; stifle poke lanes | Executioner's/Bramble (800g) | Anti-heal to blunt Cho sustain |
Frozen Heart (2500g) | Shuts down AS carries; mana + haste for Q/W uptime | ||
Thornmail (2450g) | Anti-heal vs lifesteal juggernauts; early Bramble 800g | ||
Spirit Visage (2700g) | Boosts all healing & shields; pairs with Feast stacks |
Best Build for Cho'Gath
Starting Items
Doran's Shield (400g) + Health Potion
Core Items
Heartsteel → Steelcaps/Mercs → Hollow Radiance → Kaenic/Frozen Heart
Runes
Primary: Grasp, Demolish, Second Wind, Overgrowth
Secondary: Biscuit Delivery, Time Warp Tonic
Summoner Spells
Flash + Teleport
Priority Build Path
Core HP scaling; permanent health pairs with Feast execute threshold
Armor vs AAs (Steelcaps 1200g) or Tenacity vs CC (Mercury 1300g)
Wave clear + aura burn for mid game fights
Pick MR shield vs AP or armor/AS shred vs ADCs
Situational Adjustments
- Thornmail: Heavy healing (Aatrox, Fiora, Darius); buy Bramble early (800g)
- Spirit Visage: Allied enchanter or heavy self-heal; increases Feast sustain
- Unending Despair: Teamfight drain vs mixed damage; front-to-back brawls
Key Patterns
Lethal Combos
Q – Rupture (hit) > W – Feral Scream > AA > E – Vorpal Spikes > R – Feast
Execute at ~25–30% HP vs base MR; confirm indicator before RDeath's Grasp (gap close/disengage) > Indestructible > Obliterate > R
Time re-engage during Cho'Gath Q/W downtimeTrading Combos
Q tip > W instant > 2x AA with E spikes > disengage
Aim for 2–3s trade; hold Q if jungle is nearHit wave > fish with Obliterate > trade on push > back off before silence
Avoid fighting inside minion wave if Rupture is upLethal Thresholds
- Cho'Gath Kill Range: R – Feast deals 300/475/650 + 50% AP true damage to champions; secure kills ≤25–30% HP after Q+W+E
- Mordekaiser Kill Range: Realm of Death lethal when Cho'Gath <40% with stacked passive/resources; deny by holding Flash/TP and hugging tower
- Critical Levels: 6 spike for both; 9 first max; 11 R2; boots upgrade after Feats can swing skirmishes
Level by Level Game Plan
Level | Primary Goal | Lane Position | Trading Opportunities | Kill Windows | Setup Opportunities |
---|---|---|---|---|---|
1 | avoid early all-in; thin wave | hold outside tower | Q poke on last-hits | low unless jungle cover | track jungle 2:30 |
2 | unlock silence punish | same; ward pixel 2:30 | Q>W short; exit | only if Q hits and enemy missteps | keep wave 6–8 |
3 | short trades only | bounce wave on 3rd | Q>W>AA>E | possible on cannon wave with jungle | crash then reset vision |
4-5 | prep 6 | freeze near tower | poke, do not chase | rare | buy Bami’s 900g on crash |
6 | feast execute control | fight on your minions | only with Q hit | Q>W>E>R if ≤30% | hover objective |
7-8 | complete first item | push when safe | continue short trades | on Q connect + jungler | rotate Herald/Dragon |
9+ | transition to skirmishes | pry chokes | fish with Q picks | tower dive on execute read | group with TP |
Mid Game (11-16) | frontline and zone | play rivers and jungle entrances | front-to-back | R2 execute on carries | force objectives |
Late Game (16+) | objective control | Baron/Atakhan pits | peel or engage by Q hit | any Q land into R | vision denial + TP flank |
First Back Goals
Ideal Back (900–1400g)
- Bami's Cinder (900g)
- Control Ward (75g)
Crash 3rd wave ~2:30 then recall (8s)
Standard Back (700–900g)
- Ruby Crystal (400g)
- Boots (300g)
Base on bounce; keep TP for lane state
Teamfight Tips
Aspect | Cho'Gath | Mordekaiser |
---|---|---|
Primary Role | Frontline zone control; engage off Q hits | Primary Juggernaut; look for flanks/isolations |
Target Priority | ADC or fed diver Mordekaiser if overextended jungler at objective |
Backline carries isolated tanks to stall |
Objective Control | Sync R with Smite for 1800–2100 burst Start early to force face-checks |
Rush before Cho arrives Bait R then commit |
Positioning | Fight in chokes (river entrances, tri-brush) Hug carries vs dive |
Side-lane pressure Avoid tight spaces vs Q |
Other Tips | Save W to cancel channels/dashes Body-block skillshots with size from Feast |
Tag Cho when Q is down Disengage on silence |