Cho'Gath - Ability Update
These are ideas and thoughts of a better tomorrow for Mr.Cho -Passive I see absolutely nothing wrong with this. It works well with all roles.
-Q (Rupture) Easy to dodge/read because of cast animation and danger zone indicator. The only good aspect of this is, is that Rupture still goes off. For this new Q, IT can get CC'd but will lose danger zone indicator and feel less clunky while being more versatile.
- Press - Cho will stomp the area for a mini stun/knockup for
1, .5 secs then followed by a1.5,1 sec slow. (Cho's AOE for this ability will be his current melee range adapting to his size and with the same cast animation) The only difference is that as soon as he hits the floor that's when the ability activates instead of that .625 delay - Held - Cho will do the animation slowly (Zac's E Charging Range) and stomp the ground causing tremors traveling to designated area causing damage and knockup for 1 sec proceeded with 1.5sec slow. (Kinda like Ornn's Q animation)
-W (Feral Scream) ** Movement Delay For this new W, Remove Delay and Replace with indication of ability. **
- On activation, Cho'gath will ready up a roar and deal damage/silence enemies for up to X secs/damage (Think of Ornns W but with Cho Roaring)
-E (Vorpal Spikes) Great needs nothing changed.
-R (Feast) Great ability For this new R, Remove the Instacast when enemy teammates are nearby. If Target is alone deal instant damage. We all love the instacast damage but the problem with that is if they live with 5hp the stack will not be received. For this new feast it adds the option for somebody else to take the kill but target must die within the 1.5 secs of being bitten.
- Feast on target for X True damage. If target is with an ally Cho'gath will lock his teeth into enemy for .75 secs dealing half true damage and after another .75 secs Cho'gath will take another bite for the other half of true damage.
**This is the end of my idea/thoughts for Cho'Gath. I would love some feedback. **