The problem isn't the Stoneplate interaction; the problem is Vorpal Spikes

KoKoboto··1 votes·442 views

Looking at Cho'Gath before the E changes came in patch 7.14 his winrate was 48% and the stoneplate interaction + righteous glory was always there.

However a lot of us aren't idiots and now how to beat a slow moving tank with no mobility and unreliable CC. That is why Cho'Gath has a bad winrate. He needed buffs and I think Riot did good with changing his E, the only problem is that E is way too good right now.

Here's what new E gives Cho'Gath:

  • Reliable CC which he never had before. It also lasts for approximately 4.5s cause you should be able to get all 3 auto attacks off. AoE means you don't even need to hit the enemy champion directly to get the damage and slow on them.
  • Ability to kill tanks. Cho'Gath on his own could never ever kill a tank or any kind of bruiser on his own. He just didn't have enough damage. Now with his max health damage he can kill tanks and is also scary to bruisers. He even beats Renekton in lane which is whack.
  • This allows Cho'Gath to start snowballing and getting more gold early. Allowing him to buy cheap items like stoneplate and righteous glory and push his lead further.

I think Cho'Gath should retain his nuke because there is clear counter play to it but he should lose more power in his E because they really didn't nerf the ability enough.

Q cost also got nerfed so he can fish for those more often early now.

12 Comments

LostFr0st2 votes

They just nerfed vorpal spikes. I agree that it was the largest contributing factor.

LyingOnLine1 votes

The obvious actual problem with the game right now is gargoyle's stoneplate though. Yes, E and its newfound reliability have brought the stoneplate interaction to light, but currently stoneplate is warping the game (especially in the pro scene) around itself.

It's not Locket, it's stoneplate. It's not Cho's E or his ult, it's Stoneplate. At the moment, Stoneplate really is the root of all evils.

KoKoboto1 votes

That's something else but I do agree. I don't think it's alright for divers like Jarvan and Renekton to deal an insane amount of damage than just go full tank with no repercussions because they just used all their burst.

Serevas1 votes

I still rather dislike taking 1400 true damage from a tank, but that's just me. I could easily take the vorpal spikes change as it gives some much needed reliable cc to his kit.

I'd like to know what you're idea of counterplay to point and click 1400 true damage is. You can only flash away from him so many times, and half the time the ult still goes off anyway. Taking no less than 3/4 of a squishy targets health as a tank with a single ability is pretty absurd in my opinion. At least you used to have to build AP to hit those kind of damage values.

KoKoboto1 votes

The thing is you won't take 1400 true damage from a tank because he would never get ahead enough to achieve that amount of health.

a lot of us aren't idiots and now how to beat a slow moving tank with no mobility and unreliable CC.

I know idiot is rude because you might be a new player and unexperienced so ignore idiot. CC and mobility. If you want me to go in depth ask but it's a common mechanic and counter play thing that you will learn as you play the game more.

Serevas1 votes

650 base damage

2k Base HP

6 stacks of HP from ultimate stacks that he can get for free from farming jungle. 960

Cinderhulk 325 + 20% bonus to total hp

Gargoyle Stoneplate. at minimum 60% increase in HP.

2000 + 960 + 325 = 3285

3285 * 1.2 = 3942

3942 * 1.6 = 6307

6307 - 2000 = 4307 Bonus HP

4307 * .1 = 4307 = 430

1080 true damage

Now do the double HP instead

You get 1238 true damage off of just two items.

Let's add another common item for a tank like that shall we? Spirit Visage is a reasonable item to build yeah? 450 more HP to the equation.

You get 1546 true damage out of 3 items, that's a Cho'gath that is behind at level 18 as you should be pushing 4 items with boots by that point typically. You don't have to be very fed to pull off 1400+ true damage.

KoKoboto1 votes

CC and mobility. If you want me to go in depth ask but it's a common mechanic and counter play thing that you will learn as you play the game more.

Your example is flawed because you are ignoring many circumstances. I can go in depth about why your example is flawed as well if you'd like but I feel with just more game experience you'd understand on your own.

Serevas1 votes

Please do, I'd love to hear your arguement against Stoneplate + Flash + ult on the ADC in a team fight, and explain to me why that nearly instantaneous combo can't be pulled off ever, as that's literally what you're saying.

Meanwhile you've not addressed the original point, which is what exactly is your idea of counterplay against that high of a true damage burst, that I've shown through simple math, to be easily attainable even when behind in the game. Instead you'd rather attack me for being a casual player, when playing experience is not relevant in the slightest.

I asked a question that you refuted by saying it's not possible to attain those numbers unless extremely fed. I showed you how easy it is to attain those numbers, and you dodge the question again.

I don't care if you play one game a week, or play nonstop practicing to play on SKT. If your flash is down, and Cho'gath does the combo I mentioned, you don't magically not take the damage because you play more games than I do.

If you want I can flesh out a full scenario that's not at all uncommon even in high levels of play and you can answer that question.

KoKoboto1 votes

Please do, I'd love to hear your arguement against Stoneplate + Flash + ult on the ADC in a team fight, and explain to me why that nearly instantaneous combo can't be pulled off ever, as that's literally what you're saying.

For starters neither of us have ever mentioned that the combo could never be pulled off. It does exist and has been used before and after the E changes. However it is very unreliable and circumstantial, this is the reason why he wasn't OP before E changes.

Meanwhile you've not addressed the original point, which is what exactly is your idea of counterplay against that high of a true damage burst, that I've shown through simple math, to be easily attainable even when behind in the game. Instead you'd rather attack me for being a casual player, when playing experience is not relevant in the slightest.

I did address it in simplest terms because I did not feel like writing about it. "CC and mobility" is everything you need to stop a slow moving tank with 0 mobility. That is also why I said experience would help in understanding his counter play because it's very evident. I'll go into depth about why your example is flawed. Also I did not attack you for being a casual player. I actually find it very insulting as you would imply that I am the type to disregard others based on experience. I merely said that through experience the counter play to Cho'Gath is really evident. I did not say "You're a casual scrub so you don't know what you're talking about". Furthermore if you searched me up you would realize that I'm a "casual" player as well. I never play ranked, and only get gold from placements for the Victorious skin.

I asked a question that you refuted by saying it's not possible to attain those numbers unless extremely fed. I showed you how easy it is to attain those numbers, and you dodge the question again.

Where did I say that Cho'Gath needs to be extremely fed in order to attain those numbers? I did not dodge your question I answered it in simplest terms "CC and mobility", basic mechanics that you learn with experience. I'll tell you how it works though.

I don't care if you play one game a week, or play nonstop practicing to play on SKT. If your flash is down, and Cho'gath does the combo I mentioned, you don't magically not take the damage because you play more games than I do.

And Cho'Gath doesn't magically bypass your teams peel, crowd control, and ignores the priority target's mobility or damage.

So first problem with your example is that your simple math is wrong. Cinderhulk doesn't increase total health by 20%, if it did tanks would actually be busted, it increases bonus health. So your calculations in theory would go like this:

(960 + 325) * 1.2 = 1542 bonus HP from items ( ( ( (1542 + 2000) * 1.6 ) - 2000 )* 0.1 ) + 650 = 1017 damage

Next Cho'Gath actually needs to have many circumstances line up in order for him to get onto a squishy. Those circumstances I brought up else where, but I won't repeat myself cause you already understand.

Now there's more problems with your case. A level 18 Cho'Gath with only 2 items is nearly impossible. Experience and gold work hand in hand and if Cho'Gath only had 2 items he wouldn't be level 18 but probably level 10 or 11. The amount of damage his ult deals decreases even further considering this.

1454 base health (720 + 323) * 1.2 = 1252 bonus HP from items ( ( ( (1252 + 1454) * 1.6 ) - 1454) * 0.1) + 475 = 723

So it's less damage than what you got before. Now consider that Cho'Gath did not have any tools to get stacks with his R effectively, as mentioned in OP, we know that getting stacks past that would be difficult. Also he had unreliable damage if people bought magic resist against him, and would over time be beaten by other kinds of fighters. Also ignoring the fact that if Cho'Gath was behind, which is definitely possible because he was not as good as doing anything before E changes, his enemies would have an advantage over him.

So this is high damage but I've already explained in my other comment that it was too unreliable. Your example is flawed because you ignored too many circumstances that I speak of in the other comment and because your math is off.

KoKoboto1 votes

I'll be looking at Cho'Gath before the changes to E because before the changes he wasn't even a problem yet you believe that the Stoneplate synergy and a point click melee range ability has no counter play.

First off let's look at Cho'Gath's entire kit. Starting with his passive, it gives him health and mana sustain from killing units, in the midst of a team fight the passive doesn't do much but in lane or jungle it's quite significant cause it keeps Cho healthy and allows him to stay in lane. Overall the passive is only used as a sustain tool.

Next his Q is his only type of movement disabling crowd control. Q has a long range but slow wind up time and any champion with mobility should be able to dodge it consistently. Landing it helps Cho'Gath close the distance against enemies but if landing at far range Cho'Gath still won't be able to get into melee range unless he has a bunch of movement speed buffs on em. Furthermore the ability doesn't scale down in CD with rank. This point and the fact that the cooldown is already pretty long means that when Cho'Gath casts this ability he has nothing left in his kit to stop enemy champions.

Cho'Gath's W is an AoE silence and one of the few silences left in the game. The duration of the silence was lowered awhile back in favor of lower CD giving Cho more options to stop enemy casting than before if he misses. This ability was Cho'Gath's primary ability before the changes to E because it was most reliable, scaled the best, had good damage, and gave Cho a majority of his wave clear.

E is the most simple ability in his kit and gave him AoE damage on his auto attacks. It was maxed last usually and gave Cho a little bit of damage in between his major disruption spell casts. Did absolutely nothing to champions that built magic resist.

Cho'Gaths R is a melee range point click nuke that still requires scaling before it became really strong. He increases in size with the amount of stacks he has, beneficial to tank Chos so that they can soak up stuff for the team, not so much for AP Chos. Gives bonus health on every successful kill. This health stacking mechanic allows Cho to become a huge wall of beef because he can prioritize resistances to scaale with his stacks, which is what all tanks want. There's not much else to say here aside from that.

So before looking at his damage let's look at the circumstances that need to come about in order for Cho'Gath to get off a stoneplate + feast combo.

First of all Cho'Gath would need tools to bypass the enemies own front line. Cho'Gath definitely has the tankyness and ability to absorb a lot of damage because of how his feast mechanic works and the amount of bonus health he gains with it. However the downside to this is that he becomes larger and easier to hit. This means that if you want to try and assassinate a squishy in the back line you're going to be an easy target for enemy crowd control and life. CC is the first point I mentioned and one of Cho'Gath's biggest counters. Cho'Gath has no tools to avoid CC other than waddling through it and the damage with his high resistances and health. The enemy however should be able to also walk away from it because Cho'Gath has nothing to stop the enemy from walking away.

This is where we think about his Q, his only tool at disabling champion mobility. It has a pretty small AoE, cast time, and delay to it. Cho'Gath has to stop in order to do the whole stomp thing and then has to actually try to land the ability on a priority champion to stop them. If he lands it on a tank well, that 1 second knock up won't do much and the tank will start budding heads back with Cho. Landing past the front line is not really an option as well. The ability has moderate range (950) but so what? Even if Cho'Gath did manage to land it from far away he doesn't have any other tools to close the gap and also has to deal with the enemy tank and peel stopping him from feasting on a priority target. Flash only blinks 425 units, so you would have to still make up 437 units and get past the enemy tank because you did not CC them. If you casted your silence on the enemy tank than you've spent more time casting the silence animation, also tanks tend to have tenacity so that silence is reduced.

All juggernauts, and Cho'Gath who feels kinda like a juggernaut have clear counterplay in their lack of ways to get to carries they want to be hitting. That's why all the juggernauts are not OP and is also why Cho'Gath remained at a 47% winrate even after the stoneplate synergy came in. Clear counter play in crowd controlling the slow immobile huge mobility tank or running away from him because he has no reliable tools to catch people.

Going for a play like flash stoneplate + feast is akin to going for an assassination play like flash play on any assassin. The difference is that Cho'Gath does not have the same tools as other assassins to out maneuver crowd control and that stuff.

Cho'Gath is now a problem for the points I mentioned in OP and these problems revolve around his new E.

FlameanatorX1 votes

First of all, it seems pretty silly to say he didn't get nerfed enough when the patch has been out for such a short period of time. Second of all, Cho'gath is a natural counter to Renekton due to the silence, he used to beat him in lane a long time ago when he was actually good. Third, that reliable cc you're talking about? Only accessible at melee range. So you either get hit by his unreliable cc first, you don't know how to simply walk away from him (0 mobility), or you're also playing a champion who is strong at melee range, at which point big deal.

KoKoboto1 votes

I am confident in saying that the nerfs won't be enough and I look at precedence. Poppy got her Q % damage buffed best case scenario from 16-%>18% and her winrate barely increased. Cho'Gath in best case scenario went from 12%->9% which is pretty significant but it only takes a few stacks early to match up, and also this is the base case scenario which we both agree on is unlikely, not impossible, but unlikely. Still gives him good lane pressure.

You ignored my third point on how he attains leads. I am aware that Cho'Gath does well against Renekton but he could never carve out such a huge lead on his own early on, now he has the tools to do so.

I also mentioned how he doesn't need melee range, AoE ability means he can poke from creeps just like how he did with old E except now it does more damage, slows, and helps line up a Q. This is great for in lane and if you've ever went against Cho I'm pretty sure you've seen them walk at different angles to land E, kinda like how Lissandra does to land Q. Vorpal Spikes in this case has an effective 650 range. Making use of that range later on is more difficult but in lane it has always been Cho'Gath's go to for harass.

And finally I agree with your last point entirely and am going be using it against Argronar. The thing with Cho'Gath though now as I explained is that he has tools to get leads which I mentioned first and also has tools to kill beefy targets way easier than before. Cho'Gath would win extended trades against numerous top laners but if that were ever the case the enemy could just walk away. Now Cho'Gath has his slow on E that lasts for around 4.5s that does max health damage so it's immensely stronger than the old E. Because of this new powerful ability Cho'Gath uses early game leads that they can attain and than go Righteous Glory like first item so they can abuse there high damage.

In a teamfight there's no way a Cho'Gath will reach the back line with Righteous Glory unless the enemy are silly or he pulls off some amazing flank. However in lane when you're chasing down one person it's very VERRRRY easy to lock your opponent down.

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