The "Problem" with Cho'gath and potential solutions to fix an uninteractive mess. (TL;DR INCLUDED)
#READ THE BOLDED SECTIONS FOR A ROUGH TL;DR
Cho'gath.
Some of us knew him before, some of us didn't. Bottom line, I'm pretty sure all of us know him by now and what he's capable of. Reaching HP thresholds only dreamable by regular tanks while having the same resistances, and abusing tank items to become a tanky, nuking machine with his HP scaling ultimate. However, while the person playing it may have fun being a giant nuke-zilla, it doesn't seem very fair for the other team. So let's target the problem one ability at a time.
https://vignette.wikia.nocookie.net/leagueoflegends/images/2/23/Carnivore.png/revision/latest?cb=20160608020152 : Carnivore Whenever Cho'Gath kills an enemy or destroys an enemy structure, he restores 20 - 71 (based on level) health and 3.5 - 7.75 (based on level) mana.
So this is an ability we all have known about for a while. Back in season 4 and 5, this was a big part of why Cho'gath was an absolute nightmare to lane against if you were a burst champion like Zed or Talon who relied on poking their opponent down to finally all-in. However, while this ability seems pretty lackluster for a passive (it doesn't add anything in 1v1 combat or team utility), the fact that a champion with powerful CC who scales into late game has great lane sustain is a bit contrary to how Riot designs late game monsters like Veigar, but we'll get to that.
Overall this passive allows Cho'gath to stay in lane because not only is he granted HP for every kill, but also mana to restore his reserves, allowing him to use his abilities a lot more. He is not too different from Trundle in this aspect, except Trundle does not get mana and is not forced to CS properly to get the heal.
Overall, this ability could use some tuning if anything, but compared with the road ahead this is relatively balanced.
#https://vignette.wikia.nocookie.net/leagueoflegends/images/3/38/Rupture.png/revision/latest?cb=20160608020307 : Rupture ACTIVE: Cho'Gath causes the target area to rupture after a 0.625 seconds delay, Airborne icon knocking up enemies hit for 1 second, Slow icon slowing them by 60% for 1.5 seconds afterwards and dealing 80/135/ 190/245/300 (+100% AP) magic damage.
So we get to rupture. This ability has always been a bit oppressive in lane (all the matchups I've played as Shen pre-rework were basically 'dodge 100 Q's but if you get hit by 1 you lose'). However, it is a way Cho'gath can catch up to people kiting him. Many may argue that the ability is telegraphed, but in between human reaction time and actual champion speed, this ability is almost guaranteed a landing early on. Additionally, this ability is absolutely crippling, with a 60% slow for 1.5 seconds attached to it after a 1 second knockup. It takes a bit of prediction to actually dodge Cho'gath's Q, and the punishment for getting hit by it (80/135/ 190/245/300 magic damage with a 100% AP ratio) is pretty hefty. With a 9 second cooldown it's not exactly super punishing for missing either, since the mana cost of 60 can easily be restored by his passive.
**Overall, this ability is normally fine if it was a major chunk of Cho'gath's total power budget, but in a moment we will see that is not the case. **
#https://vignette.wikia.nocookie.net/leagueoflegends/images/3/3b/Feral_Scream.png/revision/latest?cb=20160608020244 : Feral Scream ACTIVE: Cho'Gath roars in the target direction, dealing 75/125/175/225/275 (+ 70% AP) magic damage to enemies in a cone and silencing them for 1.6/1.7/1.8/1.9/2 seconds.
Ah, this ability. The bane of all mobile champions who dare tangle with Cho'gath. Rivens and Fiora's beware, Cho'gath doesn't care.
In all seriousness though this ability has immense power because of its AoE silence. And if you don't believe me when I say that silence is powerful, it was removed from assassins like Leblanc, Talon, and Kassadin because it was incredibly overpowering. While I won't compare mobile burst to immobile... burst...(?) it is crucial to understand that locking somebody out of using any abilities for 2 seconds is absolutely detrimental to them. Now imagine being able to do it without having to aim, and even being able to land it on multiple enemies. The damage on it isn't moot, either, with a decent scaling on AP and good base damage. With a cooldown of 13/12/11/10/9 and mana cost of 70/80/90/100/110 it's not hard to see why this ability is so impactful in lane. Needless to say, it isn't a mindless spam ability AT ALL. In fact, it is very crucial for Cho'gath, especially in some matchups like Riven or Illaoi. However, it is undeniably a large chunk of power in his kit as well.
Feral Scream as a standalone ability is quite balanced, and almost lackluster due to its shorter range. However, when you factor in other abilities it becomes a bit much. More on that in a bit.
#https://vignette.wikia.nocookie.net/leagueoflegends/images/7/79/Vorpal_Spikes.png/revision/latest?cb=20160608020336 : Vorpal Spikes ACTIVE: Cho'Gath's next 3 basic attacks within 6 seconds have 50 bonus range and launch a volley of spikes in a line, dealing 20/30/40/50/60 (+30% AP) (+3% (+0.5% per Feast Feast stack) of target's maximum health) magic damage and applying a decaying 30/35/40/45/50% slow over the next 1.5 seconds to enemies hit. Vorpal Spikes resets Cho'Gath's autoattack timer.
Now, this ability seems pretty tame by itself. Typical 3 hit passive with magic damage that slows. However, when you factor in the knockup-slow, the silence, and the damage behind it, Cho'gath starts sounding pretty annoying. Not only can he farm up and get his HP/mana back, but he can do it while applying AoE damage and slow to your wave and you if you're near it. If you try to retaliate, he can stop you from using abilities and then knock you up, dealing hefty damage to you in a combo you cannot escape. It seems kind of oppressive for a champion who has infinitely scaling HP. Skip the following quote box if you don't care about Shen.
######But the reason I hate this ability with a passion is because I play Shen. And Shen has one damage ability (E doesn't count, the damage is almost negligible until later on, when it also becomes negligible in most cases), and here it is: https://i.imgur.com/hQRgKeI.png
######Twilight Assault has a minimum of 1% more max HP damage and a maximum of 3% more max HP when we don't consider the higher base damage and AP scaling on Cho'gath's E. Additionally, Cho'gath's E starts with the same cooldown and scales to become EVEN LOWER than Shen's Q by 1 second at max rank. It has no condition (like Shen does with having to pull it through an enemy with a reverse skillshot he can't even control both ways), it has a much stronger slow in both cooldown and strength, it's AoE, it costs less in every way (thanks to Carnivore) than Shen's Q, and, to add insult to injury, it resets his auto attack timer. Boy, I would kill to get that on Shen's Q.
######To be fair, Shen does have a bit extra damage to monsters, a bit extra range bonus on his autos (although Cho'gath gets extra auto range permanently on his ult stacks anyway), and a slight attack speed buff. But it is a worse dueling ability than Cho'gath's E, which is a throwaway ability come late game when it becomes stronger than Shen's Q in every way. Not to mention Shen is meant to be a duelist and is upstaged from the get-go by this oversized fuck. I'm starting to really doubt that Riot believes that Cho'gath is balanced in any way and are putting off his changes even though he can really use a god damn nerf already.
Ok, here's the moment of truth, boys and girls.
#https://vignette.wikia.nocookie.net/leagueoflegends/images/2/2f/Feast.png/revision/latest?cb=20160608020218 : Feast ACTIVE: Cho'Gath attempts to eat the target enemy, dealing 300/475/650 (+50% AP)(+10% bonus health) true damage. Against non-champions the base damage is increased to 1000. If Feast kills its target Cho'Gath gains one Feast stack. Feast can stack infinitely, but only 6 stacks can be gained from non-epic monsters or minions. Each stack grants him 80/120/160 bonus health, with no upper limit, as well as 4.5 / 6 / 7.5 bonus attack range and increased size that stack up to 10 times.
This ability... hoo boy. Where do I even start?
First, this ability belongs on a champion whose other abilities are complete garbage and compliment this ultimate. Kennen's abilities, for example, aren't extremely impactful (annoying, yes, but they lack raw power), but his ultimate makes him a top-tier champion in Worlds and Solo Queue. Cho'gath has a powerful set of abilities to compliment this ultimate, and in no way is that balanced unless the champion has terrible, terrible base stats. Which... is not the case...
Second, the damage on this has no inhibitor or counterplay other than KEEP THAT SH*T AWAY FROM ME. However, considering how Cho'gath has access to
and other items that accentuate this "Nuke and Refute" play style, not even that seems to be a viable strategy. Now, there is a very good indicator as well that his tank play style is overwhelmingly strong. Let's look at his basic abilities one more time.
Q: 80/135/ 190/245/300 (+100% AP) W: 75/125/175/225/275 (+ 70% AP) E: 20/30/40/50/60 (+30% AP) (+3% (+0.5% per Feast Feast stack) of target's maximum health)
See a pattern? There are some pretty damn strong AP ratios on this guy. Really strong. If he went full AP and played like a slightly beefy burst mage, he could be a serious threat. (You know, exactly how he used to play before) Cho'gath's tanky nuker playstyle is so powerful, in fact, that he forgoes a full AP build to go full tank instead, relying on his R and base damages/E scaling to screw over anything he gets near.
#Potential Solutions
##1. Emphasize the kitable nature of Cho'gath. Cho'gath is obnoxious for having so many ways to catch his opponents. A good way to reduce his reliability is to remove some of his CC and nerf some ranges. Removing the slow on Cho'gath's E would be a good start, and reducing the slow on his Q would also not be a bad idea. Another potential nerf would be making his Q much more telegraphed so that enemies actually have a chance to react to it, and Cho'gath would have to aim it predictively. Another way to make Cho'gath more kitable is make his size come at a cost: Movement speed boosts would be less effective on a larger Cho'gath. These are a few of many ways to create an actual downside to playing Cho'gath, as his reliability is much too high right now.
##2. Make Cho'gath's power curve more appropriate. This means either make his laning phase significantly weaker (less sustain on passive, lower base damages on abilities, higher mana costs, higher cooldowns) or make his late game less ridiculous (lower true damage on ultimate, some options could come from point 1). Overall, make Cho'gath either less impactful in one phase of the game or both phases in the game. He shouldn't be super strong in both.
##3. Slow down Cho'gath's combo speed. A few ideas could be make his cast time on Q higher, make him actually stand still for the entire cast of W, or increase the animation time for his auto attacks. However, the best idea I had was make his R a charge-up ability. The longer he holds R while in range of a target, the more of the damage he can apply to them. This would reward a Cho'gath who has caught his prey and inhibit those who want to press R to win. The way it would work would be that until the full duration of the cast time or when Cho'gath is out of range (maybe)/lets go of R, the damage is proportional to how much of the full duration was charged up. So if it dealt 1000 damage originally, if you held it for 1.5 seconds out of 3 seconds, you only get 500 true damage.
Another idea was to make his R scale like Veigar's ult to execute. That way he will be encouraged to nom down weak opponents and will not be able to one-shot enemies unless he's reached a point that only Vandiril has experienced. The ideas are plenty, but the general idea is the same.
This was my balance post about Cho'gath. I hope I provided a meaningful discussion here, and if I missed anything or made any mistakes, don't be afraid to let me know. I'd like to know YOUR thoughts. And now, to continue tradition, here is a completely unrelated poll.
all have great movement speed buffs to help them close the gap.
. I don't care. You don't have a turn speed. You have mobility. You have CC. You have a team. If you can't escape a giant lumbering beast running towards you, you deserve to die.
The overwhelming majority of tanks are vanguards. Many team comps don't even have a warden.
What happens after that? Cho has no other uses and fizzles out quickly.
on the other hand has too much power for free.
actually have counterplay.