Cho'Gath slight nerf
Okay... I normally hate making 'nerf plox' threads, but this is way overdue to be honest....
Now, I love OP'Ga-- I mean Cho'Gath as much as the next guy, love to play him, especially in jungle when I can stack without problem... but he's just nuts. I'm going to go over some abilities, the damage he can deal, his sustain, and so on.
Carnivore(Passive) - Whenever Cho'Gath kills a unit, he recovers 20-71(+2.83 per level) health and 3.5 - 7.75 mana(+0.25 per level).
This passive is crazy in lane. You barely need health pots except for lots of really quick regen, because if you're getting enough CS, if lucky, you could get 141 health(just 9 less than a health pot) health restore with just two CS. Granted, it could be 40, but its still great sustain.
Rupture(Q)(90 sec cooldown)(90 mana) - Ruptures the ground at target location. Enemies caught in the rupture are launched into the air for 1 second, take 80/135/190/245/305 (+100% Ability Power) magic damage, and are slowed by 60% for 1.5 seconds.
This is just nuts. This simple Q has a nine second cooldown, at rank 5 deals 305 BASE damage(plus all the AP you might have, which can be quite a lot), it gives you the advantage of one seconds to get an extra hit in and press your E, and interrupts all channels. Granted, it does cost 90 mana, but with your passive and base mana regen, you could get it within 10-20 CS.
Feral Scream(W)(13 second cooldown)(70/80/90/100/110 mana) - Silences enemies in a cone for 1.5/1.75/2/2.25/2.5 second(s) and deals 75/125/175/225/275 (+70% Ability Power) magic damage.
2.5 second cooldown at rank 5. Pretty much enough said. 2.5 seconds might not seem like much, but in League(as most probably know), it could mean your life, a team fight win, a dragon/Baron steal, and many other things. Plus the damage, 275 base plus 70% AP can be quite a lot, especially late game. Again, the mana cost can be much, but the passive and mana regen could make up for it after awhile.
Vorpal Spikes(E)(No cooldown)(Free) - Toggle: Basic attacks launch spikes that deal 20/35/50/65/80 (+30% Ability Power) magic damage. Spikes grow wider as Cho'Gath gains Feast stacks.
Okay, this is pretty crazy. Every basic attack Cho'Gath makes does his AD(base or not), and at rank 5, 80 damage, plus 30% of his AP. It also deals 80 damage plus 30% of his AP in a box in front of him.
Feast(R)(80 second cooldown)(100 mana) - Hungrily devours an enemy dealing 300/475/650 (+70% Ability Power) true damage to Champions, or 1000 (+70% Ability Power) true damage to minions and monsters. If Feast kills a minion or monster, 50% of its cooldown and mana cost are refunded.If the enemy is killed by Feast, Cho'Gath grows, gaining 90/120/150 maximum Health (maximum 6 stacks). Loses half of his stacks on death.
This. This is just. Why. Cho'Gath can not only do 300 TRUE damage to you at rank 1, but 650 at rank 3, along with 70% of his AP. As an added bonus, it does 1000 damage to minions and monsters. Are you kidding? This thing OUTDAMAGES smite at every level except 18, in which it still outdamages it if he has any AP item, runes, or masteries. To add to the fun, if he kills said target(minion, monster, or champion) he gains a stack of Feast, which gives him 90 extra health at rank 1, 120 at rank 2, and 150 at rank 3. Plus, if its a minion or monster and its killed, it reduces the cooldown by 50%(meaning a 40 second cooldown for this thing), and refunds half the mana(meaning it would essentially cost 50 mana, though still needing the initial 100).
Now, to cover what this entails. Cho'gath, built with as much AP as possible, at level 18, can deal over 580 magic damage(adding 100% AP plus 70% AP), 650 true damage, knock said champion up for one second interrupting any channels, and silencing them for 2.5 seconds, not including basic attacks that can deal over 80+30% AP damage, and base AD to the target, as well as have, without any health items, runes, or masteries, at 6 stacks(max), 5914(or 5915, depending if decimals in league always count up) health, and if he has Elixir of Ruin(which requires no inventory space), then he can have 6164(or 6165) health.
This one champion has hells a lot of damage(including 650 true damage) , tons of CC, enough power to outdamage a smite even at level 18, be tankier than an average fighter(Gangplank, Jax, Master Yi, etc.), and, to add on, cover up adc's and pretty much his entire team from being targeted with his sheer size after 6+ stacks(size continues for about 2 or 3 stacks after 6) by body blocking. Adding size if he happens to have Elixir of Iron and/or Lulu's ultimate on him(which, together would probably cover his entire screen and be bad for his team as well... lol).
EDIT:
Addition: All his abilities, except his ultimate, are AOE, and his Q has major range. cray cray baebae
I also never added what I think should be nerfed.... Firstly, I think some things should be traded and taken away. His ultimate shouldn't give as much health per stack, OR his Q should only do about 30-50% of AP, plus the base damage, and/or the range being taken down a bit.
Secondly, his W should have a lower silence time. Maybe 0.25 seconds at rank 1, and 1-1.5 second(s) at rank 5.
Thirdly, I think his E shouldn't affect the first target, or otherwise not affect all targets after and only the first(basically a basic attack ramp-up, though no poke. I think the first would be best honestly, as its best poke and CS denial).
Fourthly, his ultimate should not do so much damage to minions and monsters. Maybe 1000 to MINIONS, but not monsters. Cho'Gath can steal Baron like a pro, and probably survive the encounter of a 1v5 long enough for his team to jump in and help. In fact, with the current damage, if they're clumped up then he could probably 1v5 them himself, granted they have no CC. Or, not enough to keep him silenced/stunned long enough to kill him.