Hungry Boi (My ideas for a Cho'Gath rework)
Cho’Gath
Thoughts As of right now, Cho’Gath has a few issues in my mind. For one thing, Cho’Gath’s theme is not reflected well in his gameplay. This all-consuming, insatiable beast that supposedly feasts upon everything that moves, is apparently only hungry for six minions. Also, Cho’Gath’s ultimate can be annoying to be on the receiving end of, and it is annoying to manage your ultimate cooldown in a way that restricts what and when you can eat. This would resolve both of those issues, changing feast stacks into a similar mechanic to Nasus’s or Veigar’s stacks. They would be much more numerous, but less significant per stack. He would receive a very small amount of maximum health, bonus health % increase, and maybe his size can be done incrementally. (every 50 he gets larger maybe) Also, I wanted to keep Cho’Gath’s original dynamic as a battlemage, but also a tank if one desires. (I play Cho’Gath full tank) Either way, the player would have to manage cycling between Cho’Gath’s stances, and decide regularly if they should stay there, or go back into feral stance to feast. I feel that this adds some mechanical complexity to Cho’Gath that will not be too overloaded, since his cooldowns would be shared between stances, unlike a champion like Jayce who has many abilities with separate cooldowns. Art-wise, the devs have a lot of room for creativity. If done correctly, Cho’Gath could really appear as this always-hungry massive beast that strikes legitimate fear in the enemy team. I’d imagine that if a champion is consumed by Cho’Gath, they could do something fancy, like how chains cover thee player’s screen when they are executed by Urgot. I have other ideas for more minor reworks to our big fat beast here, but I felt that this was my favorite iteration, and I wanted to stay close to how Cho’Gath is now with his abilities and whatnot. I’d love feedback. Also I was thinking that both of Cho'Gath's Q's could have different shapes to make them easier to differentiate. Also I recommend starting reading at his E
Passive - Carnivore Some of Cho’Gath’s abilities apply stacks of softened. The status effect persists for as long as Cho’Gath is either attacking them or re-applying the stacks Basic attacking units with three stacks of softened will change Cho’Gath’s auto attack into a 3 attack per second onslaught of a feast, dealing exclusively true damage equal to a percent of Cho’Gath’s AP and Maximum Health, dealing more damage to immobilized targets, and slightly more to movement impaired units. If he kills a unit during this time, or a unit dies that was last hit by this attack within 0.33 seconds, Cho’Gath gains feast stacks based on the unit type. (More per stronger unit, similar to Nasus) Feast stacks change Cho’Gath’s appearance over time, and provide him with some maximum health, increased bonus health, and size, increasing the coverage of his W and E. The base health received is increased as Cho’Gath levels up. Acquiring feast stacks heals Cho'Gath based on how many he gets.
Q - Rupture / Void Rupture (Shared Cooldown) Rupture Cho’Gath strikes the floor with his front appendages, sending a shockwave through the earth that affects a small area. After a short delay, enemies in the chosen area are rooted, and slowed afterward for a short duration. Deals no damage. Void Rupture (While E is active) Cho’Gath strikes the floor with his front appendages, causing a void rupture to uproot and damage units caught in the blast. Void Rupture consumes all stacks of Softened, and deals more damage based on how many were consumed. Deals magic damage based on AP
W - Feast / Feral Scream (Shared Cooldown) Feast Enemy units are marked when their health falls below a threshold based on three times the damage dealt by a single triple Softened auto attack. (bonuses from impaired movement and immobilization apply) After a short delay, Cho’Gath reaches his appendages out in a cone in front of him, instantly feasting on any enemy units who are both below the health threshold, and have three Softened stacks, by pulling them into his maw. Units who are not under the threshold are instead briefly slowed. Feral Scream (While E is active) Cho’Gath roars at all units in front of him in a cone. Enemy units hit are dealt magic damage based on AP Enemies hit are also silenced. Also consumes any Softened stacks to prolong the duration of the silence.
E - Vorpal Strikes (Active) When activated, Cho’Gath rears up, and uses his front appendages to strike units, empowered by the void. Cho’Gath gains slightly increased attack range, a sweeping hitbox, (dealing additional magic damage to his main target and others around it) and deals base damage + a percent of the targets maximum health, which is determined by AP and feast stacks. Enemies hit by Vorpal Strikes receive a stack of Softened. Each basic attack costs mana while E is active. (If active would not work, could make it a timed active with a cooldown, but add a slow to vorpal strikes similar to how vorpal spikes work) If an enemy unit dies with stacks of Softened, their bodies will persist until all stacks decay, or once Cho'Gath consumes them. Cho'Gath can use E on these bodies to build up and sustain these Softened stacks, although they decay faster.
R - All-consuming Void Cho’Gath becomes truly insatiable for a period of time. During this time, all enemy units stay at three Softened stacks, and Cho’Gath gains bonus movement speed toward enemy champions. If Cho’Gath gains feast stacks during this time, the duration is extended slightly.
Visuals Cho should have two pairs of back legs. Maybe not but depending on how he looks he might need them to make anatomical sense. Maybe insectoid legs like the ones Rek’Sai has. Although Cho generally has dinosaur-looking legs so it might be weird to be rid of that aesthetic. As for the front, his body and head shape, it doesn’t have to be too special or specific, although his maw should be rather accentuated. Keep his little arms, but also have additional appendages. (similar to corpsers from gears of war) These would be what he uses for his q’s, first w, and e. It should be obvious when Cho either has his e on or off. When it is off, Cho should take on the frontal appearance of a corpser from gears of war, but more exposed in the front to show off his maw. He should move and act very ferally in his animations. When his e is active, however, he should seem more imposing than threatening. He would rear up off of his front appendages, holding them to the side, facing forward. This is basically his battlemage mode. He should seem taller and more exposed. More tanky builds will find more use out of his feral position, where they would only really use e to allow them to eat, or cause damage when eating is not an option i.e. an enemy under turret. More battlemage focused builds will prefer Vorpal position more, focusing on damage first and foremost, and only really trying to eat when farming is safe. Eating would be a slower clear, so battlemage Cho builds will have to strike more of a balance between eating and damage.