Udyr, Olaf, and Chogath.

Edge363··3 votes·1,047 views

Problems with them as a whole.

Biggest problems right now: They has no damage if he builds tank, and has no survivabilty if they builds glass cannon. So why is that bad? Well tanks that are viable either A: build tank and still do damage(Rammus, Maoki, vi, and jarv(kinda)) or B: build damage and have a way to apply it very well and reliably or at a low risk(Lee sin, Kha zix, wukong, vi) So where are all of the other junglers in the game? Stuck between itemization hell, and a lack of reliable impact on the game.

Olaf: He not only is required to build damage to impact the game later on, but cannot itemize ANY attack speed or he loses effectiveness. The amount of micro needed to use axes, , E's, and autos while dodging stuff or on a moving target is staggering. He basically cant do it with any attack speed or at lower HP's its almost more effective to just auto and forgo E's completely because of the animation timing.

Olaf suggested change: take away some attack speed, and give him a more manageable steroid. Maybe change his heal attack speed thing from 80% extra attack speed to a on hit ad damage steroid, that makes it so you take 4-20% extra physical damage on hit. or extra tankiness if someone is slowed by an ax. Right now his steroid basically makes him attack SUPER fast. So fast that using your abilities at all is usually a waste.

second Olaf suggestion: Reward Olaf more for building offense. Right now a 80 ad steroid and 80-180% increase to an already capped out starting attack speed(.694) scream to build crit, armor pen, lifesteal, or something like that. But you receive almost no benefits for doing any kind of attack speed based items(cannot cast abilities fast enough, lose dps.) or if you build just ad your e and q barellyyyyy receive any bonus. Why not make his e scale off 100% ad, then nerf it to 0-160 base value that returns 40-20% of the damage back to Olaf. Because right now it feels awful to use anything but autos whenever you itemize any offense. or make his q base value go from 40-200, but scale off of 1.6-2.0 bonus ad or something. Landing consecutive axes should be rewarding, not make you annoyed that you have to do it to auto the enemy. Using your e and q mechanics properly on moving target should be a powerful way to kill them. Right now it feels like a hassle thats just as effective as just landing an ax and then smashing youmous or whatever item and waiting the 2 to 1 sec's before throwing the next ax to then again just let olaf auto them at hyper speed.

Udyr: Udyr is actually not a bad solo queue pick, but he just cant do it because of the meta more so than the other two. He doesn't need buffs. Instead the junglers should receive some value for having SUSTAIN, and DUELING potential. Instead right now its just whoever has the most reliable ganks. Which sucks whenever there is a whole other aspect to jungling in counter jungling, buff control, dragon control, and scaling tanks. Right now kha zix or Lee sin are infinitely more likely to get dragon and your buff by ganking bott and getting a kill then you are from killing a jungler in his jungle.

second problem with Udyr: The free wards from trinkets and free xp from jungle minions. Let me tell you that there is nothing worse than being on the same level as the other jungler when you have 50 more farm and a kill over them. Getting extra xp from jungle creeps is the worst mechanic in leagues history. It basically ENSURES jungler presence and strength throughout the game. Gank messup? Here is a free 50% increase in xp since your a few levels down. Clear the jungle once and your good to go again. Have 30 minions at 20 minutes in? doesnt matter, each one of those were probably buffs that gave you 50% extra , so you aren't under leveled at all. Thank goodness your a level based jungler like lee or kha zix. You can impact the game no matter what happens! You might argue that is a good thing, but laners face way more risk and have none of the same forgiving mechanics. Which removes one of the funnest parts of league: being rewarded for doing well. If you do well you deserve some kind of reward. Not having any reward(either you becoming stronger or the enemy becoming weaker) sucks.

Cho gath: He needs a reliable way to impact the game. Buff his base attack speed, and maybe increase his attack speed per level. That way if cho gath's skills are dodged he can do more than just....well nothing. At least he can auto people. OR maybe buff his E's ap ratio, and value and nerf his other twos. That way he cant passively waveclear forever after a certain point. This one is way easier than udyr's or olaf's changes to do. Cho gath just either is a cc BEAST that's op, or does nothing at all. Make him a little more reliable and don't take away counter play he has right now And I think he could be a really healthy champion in league.

TLDR: Olaf needs less attack speed. He needs more reward for doing his mechanics correctly. Jungle itemization should help attack speed based champions more for interacting with enemy, like counter jungling. Or you should not get any bonus xp from being behind in jungle. Cho gath just needs a reliable way to impact the game. Like better autos, or.... well better autos really. Giant monster should hurt you when it hits you.

5 Comments

Kingsgrave2 votes

Honestly Udyr is probably fine. If anything he might just need changed to more reliant on which stance to use and when rather than just constantly switching between 4 stances that just give you a crapton of free stats.

Cho'Gath is mostly fine too, his playstyle is just not ideal right now. He is a very slow and counter-playstyle oriented character. If anything his costs might need to be lowered a bit and his passive might need to scale with either missing or his maximum of both stat.

Olaf needs to be reworked entirely, mainly his W gone and his E changed to something else but still same idea. I'd like to see a more Lifesteal + Auto oriented Olaf where his Axes apply autos, his W dashes to Axes, his E applies autos and his R is like a more modernized version of Alistar's without the flat AD and possibly a mini Urf Mode where you can just toss Axes like crazy while getting dmg reduc and tenacity.

Marthian1 votes

On Udyr, also make his movement speed boost apply only when you move towards enemy champions. It's ridiculous that it's pretty hard to punish him for mistakes when he has an awesome movespeed boost when running away.

Kuroi862 votes

They has no damage if he builds tank, and has no survivabilty if they builds glass cannon. Cho gath: He needs a reliable way to impact the game.

o.0 I think I found your problem, you don't build Cho either full tank or glass cannon. Don't get me wrong, both are fun, but not optimal. Pre game, grab as quints and masteries for your auto attack, trust me it'll make sense. Staring the game, grab feral scream first, then vorpal spikes, finally rupture. Put your next two points into vorpal spikes, then grab feast, then max feral scream, rupture, and finally vorpal spikes. First rush is Rylai's, then Liandry's, then you want to finish tank. Go with what items work best to negate as much damage from the enemy team as possible. Simply put, you march up to their front line and start auto attacking while using feral scream and rupture to force them to duck and dodge about and prevent them from organizing a proper offensive while you chip away at them.

Saelani2 votes

No one is going to say Udyr needs a buff. if anything he is one of the top junglers.

TheI3igDaddy1 votes

Cho is one of the most balanced champions in the game. The only issue with him as a tank is that he's a bit unreliable due to his reliance on his Feast stacks.

If he's able to keep them up, he's essentially getting 900 free health lategame. This frees up his items so that he can build more resistances or even AP.

I also think that Wits End is extremely underrated on Cho. It gives him a bunch of attack speed, so his spikes' DPS goes up, as well as giving him a bit of MR bulk. The passive will leech MR and make him even tankier WHILE at the same time lowering his target's, so the spikes get even more powerful. I mean it's very similar to Warwick's passive, really.

Full Tank Cho can still easily impact the game with his ult. If your team is ahead, landing it on one of their carries can be just the boost of damage your team needs to eliminate them and possibly win the teamfight straight off of that pick. If you're behind, biting a chunk out of a diving assassin or bruiser can help peel them from your carry.

Oh, and let's not forget the fact that he has a delayed Malphite ult on a 9 second CD at all stages of the game. Cho is in a good spot right now, trust me.

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