Cho'Gath Rework
I have some ideas for a Cho'Gath rework. I've been using him since i started playing, and I've loved it. However, sometimes i feel like he can do more, like he is being held back of his true potential of being a real, devouring beast. These are my ideas for a rework that i want to see implemented if possible. I'd settle for half of them if it meant giving his kit some improvement. If you agree, disagree, or want to tweak or have your own ideas to share, feel free to leave a comment. I want to learn what the community thinks about these ideas. And who knows, maybe it'll get done soon...hopefully.
Passive: Carnivore
"Whenever Cho'gath kills a unit, he recovers health and mana. The values restored increase with Cho'Gath's level"
Follow me on this one. You take a bite out of your taco, therefore you recover a small amount your HP & MP ( and get gas lol ) BUT you didn't finish it. But wait, you ate it all later on, except not it one bite, right. Cho'Gath's current passive only gives him sustain when he gains a kill. Why not while he deals damage? He LITERALLY mauls & eats/nibbles you away with his mouth and claws as he auto attacks you, so he should be able to recover some HP & MP (although maybe reduced if you want it that way, ill give you that, but still.) It should also apply to his Q, E, & W. R will be talked about in it's own section. I'll leave how much the increase is to riot, but please make it happen.
Q: Rupture
"Ruptures the ground at target location, popping enemy units into the air, dealing damage and slowing them"
I have only 2 complaints: 1 The range 2 Passive covers the other one
We should be able to have a wider and bigger AOE Q when we have 6 stacks. i would love for his Q to increase it's range by R stacks and lvl of Q skill as well, because i sure as hell can't believe that when i'm a huge Cho'Gath, my Q's range is a teeny tiny round circle. I thought i grew like 4 times my size, why can't he also have an increase in his range? He is that big and therefore should be able to use it with more force... (An MP increase in cost would balance this out a bit, but only apply after the first R stack + Q lvls?)
W: Feral Scream
"Cho'Gath unleashes a terrible scream at enemies in a cone, dealing magic damage and Silencing enemies for a few seconds"
Same with Q. Range increase with higher R stacks and W lvl increase (MP increase as well?). Bigger Cho'Gath has a bigger mouth. Makes sense. Just use a wider and longer cone. Shouldn't be that hard :/
E: Vorpal Spikes
"Cho'Gath's attacks passively release deadly spikes, dealing damage to all enemy units in front of him"
No complaints here except for the passive buff i'm trying to place down on it and its range. I can think of a buff like bleeding (DOT) on hit, but that's just overkill lol It can pierce through minions to hit champs so i'm happy.
R: Feast
"Devours an enemy unit, dealing a high amount of true damage. If the target is killed, Cho'Gath grows, gaining maximum health (maximum 6 stacks). Cho'Gath loses half of his stacks upon death"
My only change would be that Cho'Gath gains the health and mana ( or at least half ) of his target on kill, beyond that miserable little bonus he would get from his passive. After all, you just ate a tuna fish sandwich & had a root beer soda (
&
lol) why wouldn't it give you a moderate health and mana gain like you just had 3 mana & health potions or something? His R Would also affect his Q, W, & E, granting Cho'Gath bonus range on those abilities. I won't dare say damage increase for fear of getting the OP nerf hammer on my head for it lol.
And there you have it. OP? Maybe. There are others who are even more powerful & flexible, so there's hope of him getting that overhaul. But in the chance this rework is in the planning stages already, or something for people and riot to see and get some ideas for it and feel inspired, then i happily would like to give my 2 cents on it.
Thanks for reading! :)