Champion sheet · Top

Cho'Gath

Patches 16.19 to 16.21 · All regions

Bans, presence and fearless: Cho'Gath across all builds. Build, best results and matchups: the selected build.

Tournament presence · pick + ban
13.9%#58 of 173 champions
Pick
9.6%picked in 2,725 of 28,317 games
Ban
4.3%1,000 bans over 23,067 games, against 4.6% in soloQ
Win rate as Top50.6% between 47.7% and 53.6% over 786 gamesSoloQ 49.8%: no clear gap
Median length29.6 minsoloQ 27.8 min

Amateur: 28,642 games from amateur tournaments, last 60 days, KR 65% · EUW 24% · NA 10%. SoloQ Master+: 919,797 games on the same patches. An amateur figure in gold clearly differs from soloQ.

At a glance

Four answers, each one opens its chapter.
01 — What changes in tournaments

What changes in tournaments?

4 clear gaps between soloQ and amateur tournaments as Top.

  • DraftPicked more often in amateur play
    Amateur
    1.4%
    SoloQ
    1.3%
    1.4% of the role's picks in amateur play, against 1.3% in soloQ.
  • DraftBanned less often in amateur play
    Amateur
    4.3%
    SoloQ
    4.6%
    4.3% ban rate in amateur play over 14,779 games, against 4.6% in soloQ over 387,203 games.
  • LengthLonger games in amateur play
    Amateur
    29.6 min
    SoloQ
    27.8 min
    Median of 29.6 min in amateur play, against 27.8 min in soloQ.
  • RunesGrasp of the Undying instead of Hail of Blades
    Amateur
    56%
    SoloQ
    51%
    Played in 56% of amateur games; soloQ sticks to Hail of Blades (51%).
02 — How to play it

How to play it?

Hail of Blades, then Hextech Rocketbelt, Riftmaker, and Dead Man's Plate: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesHail of Blades51% · 13,284
≠ Amateur: Grasp of the Undying instead of Hail of Blades. 56% · 820 games
SpellsFlash + Teleport68% · 17,588
Same in amateur play
SkillsEnot collected in soloQ
Amateur: 63% · 42 games
Core (3 legendaries)15% · 1,414
15%of soloQ games
  1. Hextech Rocketbelt
  2. Riftmaker
  3. Dead Man's Plate
Same in amateur play

Not collected in soloQ: starting items, 4th item, and skill order.

03 — In a comp

What does it bring to a comp?

Crowd control (CC) first: more CC than 97% of top laners.

  1. Crowd control (CC)top3%1.9 · top laners: 0.8

Read on tournament games from 2026-04-15 to 2026-10-12 (44,638 games) · same reading as the draft review · compared with other top laners

What marks it

  • CC

Like other top laners

  • Absorbs damage
  • Plays teamfights
  • Takes its kills in duels

What it is not

  • Little damage
  • No poke
  • No split-push

Damage / min by phase · at equal gold

Not measured: the fact is not validated by the draft review.

Gold vs. direct opponent

At 20 min, behind 76% of top laners against the direct opponent.

top laners

Where it stands among top laners · every measure

0 ← less · median · more → 100
  • Gold at 15 min · rank 25 of 100 among top laners-244 · median +119
  • Gold at 20 min · rank 24 of 100 among top laners-401 · median +100
  • Absorbs damage · rank 31 of 100 among top laners633 · median 970
  • Plays teamfights · rank 41 of 100 among top laners51% · median 53%
  • Takes its kills in duels · rank 61 of 100 among top laners31% · median 28%
  • Crowd control (CC) · rank 97 of 100 among top laners1.9 · median 0.8
  • Team damage · rank 10 of 100 among top laners16% · median 20%
04 — With / against

With whom, against whom?

No opponent with a clear gap to expected in amateur play: win rates remain ranges.

in

Best results

Ranked by the gap to expected in amateur play, at the lower bound of its interval, at most 5 per role. The other source is a reference.

Against

Topgap to expected

No positive gap in amateur play.

Junglegap to expected

No positive gap in amateur play.

Midgap to expected

No positive gap in amateur play.

ADCgap to expected

No positive gap in amateur play.

Supportgap to expected

No positive gap in amateur play.

With

Junglegap to expected

No positive gap in amateur play.

Midgap to expected

No positive gap in amateur play.

ADCgap to expected

No positive gap in amateur play.

Supportgap to expected

No positive gap in amateur play.

Matchups and allies

One group per role of the other champion, five cards first. The bar is the win rate range, the tick marks 50%; the colour of the gap gives our reading, it sorts nothing.

Sort by
Top2 champions
  • Yone7 games
    —SoloQ: 47.9% · 1,058 g
  • Ornn6 games
    —SoloQ: 46.4% · 657 g
Jungle4 champions
  • Wukong7 games
    —SoloQ: 50.0% · 962 g
  • Lee Sin5 games
    —SoloQ: 52.3% · 1,611 g
  • Nocturne5 games
    —SoloQ: 52.0% · 352 g
  • Qiyana5 games
    —SoloQ: 48.4% · 1,151 g
Mid1 champion
  • Viktor6 games
    —SoloQ: 48.0% · 1,173 g
ADC4 champions
  • Caitlyn8 games
    —SoloQ: 49.1% · 1,398 g
  • Jhin7 games
    —SoloQ: 48.4% · 2,308 g
  • Yunara7 games
    —SoloQ: 49.2% · 2,008 g
  • Jinx5 games
    —SoloQ: 49.0% · 1,773 g
Support4 champions
  • Nautilus10 games
    —SoloQ: 53.0% · 1,469 g
  • Thresh8 games
    —SoloQ: 47.8% · 1,920 g
  • Lulu6 games
    —SoloQ: 50.8% · 1,786 g
  • Seraphine6 games
    —SoloQ: 48.4% · 686 g
05 — In draft

Ban it or pick it?

Taken at any point of the series.

Pick rate as Top

Amateur tournaments, compared with soloQ
  • SoloQ Master+1.3%23,799 picks of 1,839,575ban 4.6% · patches 16.19 to 16.21
  • Amateur tournaments1.4%534 picks of 38,304ban 4.3% · patches 16.19 to 16.21
  • Pro0.4%10 picks of 2,224bans not published · patches 16.17 to 16.20

Presence by patch

12.0% on 16.21
16.1216.21
Pick + ban, all regions, one point per patch; a patch without a measure leaves a gap.

Within the series

Fearless series only · as Top
  • 2.8%G1200 games of 7,162
  • 2.8%G2201 games of 7,162
  • 2.4%G3+67 games of 2,847
Once picked, the series moves on toIn G2, over 200 series where it is played in G1 then replaced in the same role. Published from 30 series.
Amateur: amateur tournaments created with tournament codes; soloQ: Master+, same patches. An amateur figure in gold and each card of “What changes” flag a gap that the volumes of both sources settle. Build: shares only, no win rate, which mostly follows game length. Gap to expected (lolalytics' Delta 2): the pair's win rate minus the one the two champions' own strength predicts, their win rate in their role in the same source; it is coloured when its 90% interval excludes 0, teal favourable, orange unfavourable. Under 30 games: games only.