Making a more viable and distinct identity for Cho'Gath

Ascilith·9/25/2014, 7:32:15 AM·5 votes·1,508 views

Cho'Gath: The growing void monster, eats things, melee mage, nasty ultimate damage, low mobility, semi-useful silence, strong but very delayed knockup. Typical status: not very viable, knockup too easy to dodge, and after knockup is missed, initiation is difficult, especially considering other champions do similar damage with much more ease in hitting something.

So currently, not much sets Cho'gath's actual dynamic gameplay apart from other mages. knockup and silence are nice, but the knockup is unbelievably slow to land and at upper levels, almost always dodged.

Now, looking at Cho'Gath as a champion, what is he? He's an enormous growing void monster that wants to eat.... everything.... all the time..... such hungry..... many eat..... wow......

So, does one need to do to eat something else? Answer: Get close What do you do when something that makes a turret look tiny starts lumbering towards you? Answer: Fucking run

My thought for Cho'gath is that his identity should be reinforced as the champion that you should keep your distance from . The closer one gets to cho, the btb Here's how this could be done:

Rupture: amount of time between cast and actual knock up scales with distance to the cursor. Meaning, if the cursor is right next to cho'gath, then the knockup is almost instant, and if the cursor is as far away as possible, then the spikes will take longer to knock up because they have to travel through the ground to get to that point.

Feral Scream: The damage should be like a reverse Nidalee spear, instead of doing more damage as the distance between Cho and the target increases, the less damage it does. It's only logical that the closer one is to a source of sound, because if you're standing next to something that's screaming, then it's going to do more damage than if you're fifteen feet away.

Any other thoughts or suggestions? It's like 2:30a.m. where I am right now, so the coherency of this message is not garunteed.

Thanks,

Ascilith

6 Comments

Sire Hippington9/25/2014, 3:16:35 PM4 votes

I think He already posses alot threat in close combat, it's more that he lacks the tools to reliable get into close range and stay there. His base ad+E already grant him impressive melee damage, and his Ult is a massive closerange nuke, no sane champ really wants to melee an cho with ult up. However, no one really has to, as chos ranged cc is unreliable and he is pretty immobile.

I don'T think ur changes would realy help him, as he needs to land his Q on range to ever get close, haveing it faster at close range doesn'T help here. Same for W, u want to land it right after Q so ur enemy is silenced and can'T use escapeskills allowing u to eventually get close. Ar the same time, a more reliable Q and more W damage would punish other melees realy hard and eventually make it pretty impossible for them to fight cho.

I think he couls use a very small speedup on his Q cast time to make it a slight bit more reliable while not hindering Chos own movement for to long(imo a huge problem currently) Also, His W needs a speed up, and the hitbox should get adjusted to fit the visuals if chogat got some stacks. It'S really easy to sitstep in meleerange, and u often get to walkj out of it'S range during the animation.

The most important thing to change about cho however is his Ult. The aktive could use a small ap-ratio nerf, 1ktruedamage isn'T fun at all to face as a tank, especially if u can't avoid it, but mostly the passive effeckt needs changes. Currently, cho is pretty feast(i know i know...) or famine as his Ult-stacks have a massive impact on his tankiness. If he gets ahead, he becomes insanly tanky, makeing it realy hard to shut him down so he rarly looses stacks. If he's behind and thus got no/few stacks, he's pretty squishy for a frontline tank and therefor dies rather often, meking it realy hard to ever get stacks.

So to change that, he should recive more base health and less health per stack, so he's still somewhat tanky without stacks, but doesn'T enter immortality if he get's ahead. To still keep his Ult stacks impactfull and also help with his 'getting kited' problem, he could get some flat ms for each stacks and maybe also a small increase in range on his AAs and skills(he's growing larger, thus makeing bigger steps, so it would only make sense)

I'd also put a bit more focus on his 'feasting beast' aspect, buffing his passive. I think the passive should give more hp/mp if u lasthit with an AA(devoring minons with ranged skills frankly is a bit strange after all), but most of all refill a %of hp/mp for kills/assists(maybe a bit more if u lasthit with ur Ult, so finishing off people with it pays off even if at full stacks), cause Cho's passive falls off outside lane and he realy got some sustain problems infight, especially with his mana.

I also wouldn't mind a small damage-shift from Q+W onto his AAs(more base as and evt a better ratio on E), as his Q+W grants a quite impressive ranged burst and waveclear, especially id building ap, and vs squishyer targets, Q+W+R can mean a kill from fullhealth which is rather frustraiting to face, so shifting some power to his melee dps after buffing his abillity to get/stay in meleerange would be grat imo.

wow, longer post than expected so TL;DR: Cho already is a beast in meleerange, he dosn't need a buff to his melee performance(shifting some power from Q+W to his melee-dps would be ok though). His problem is getting to melee-range and staying there while also beeing a bit to much feast or famine with the ult-stacks, so to become viable hee needs other changes.

shaiith9/25/2014, 11:55:56 AM2 votes

Or his Q could make small ripples underground and push champs sideways as it makes its way to the target location.

Lumus Avatar9/25/2014, 7:37:47 AM1 votes

I'm .... impressed. Those are minor Quality of Life changes that really make sense. bravo

Fateborn9/25/2014, 8:09:29 AM1 votes

Nah, let us play as Doom bot Cho'Gath. More fun that way.

IAmNeverViable9/25/2014, 8:26:10 AM1 votes

I had a different version cho'gath. Instead of rupture has a shorter cast time when close. I propose rupture instead knock back the target into cho'gath. It's similar to vel'koz's knock up to push away enemy but instead pull forward. This way it's easier for him to lay his feral scream and be melee range. It's scary for anyone to melee range on cho'gath.