What I would do with a Cho'Gath VGU

Slaking·8/2/2016, 7:11:17 PM·2 votes·868 views

Cho'Gath is a pretty forgotten champion, and when he is remembered, it's for being the largest champion in a the game (as long as a Zac doesn't build 6 Warmogs), but for top lane mains, this giant purple monster is either freelo, or the bane of your existence.

Firstly, I want to give a brief overview of his kit for those who aren't familiar with it, and then suggest what I would do to change them.

Cho'Gath's Passive is Carnivore: whenever he kills any unit, whether it be minion, monster, champion or tower he restores 21 - 71 health and 3.5-7.75 mana (based on his level). Most could probably point out why this is a rather toxic ability, as it just gives him unbearable lane sustain. I have played a lot of Cho'Gath and I can see why it annoys people. He's like top lane's equivalent of Warwick (who is getting a rework later this year/early next year). Both of them can stay in their lane forever because they have so much sustain. His healing also gets to the point of being unbearable once he picks up a Spirit Visage.

If I could rework his passive I would probably change it to have some interaction when it comes to healing, for example, he gets 1% bonus healing for every 200 health that he has. Another idea that I had was instead of him healing for every creep, he heals for every 5 units killed, based on maybe x% of their HP totals added up, and it grants bonus effects on his abilities based on his ulti stacks.

Cho'Gath's Q is Rupture: Cho targets an area and after a 0.625 second delay, the ground ruptures (funny enough) and knocks up enemy champions, dealing 80 / 135 / 190 / 245 / 305 magic damage with an 100% AP ratio. This is one of the reasons that Cho is a "feast or famine" (hue) champion. If he can land his Q, he can immediately combo and kill any squishy target once midgame hits and he finishes his item 3027 . It's also one reason why high mobility champs (Riven) completely dumpster cho in lane, because if he cant land his Q knockup, he can't really do anything. If I could change it, I would change it from being a skillshot target ability, to being more like a Nautlilus' Riptide, where it erupts from around him, with it's range increasing as he gets Feast stacks, which would make more sense to me, seeing as thematically, he's meant to be a rampaging monster, and in my mind spells like how his Q is now just don't fit well.

Cho'Gath's W is Feral Scream: After a wind up (which is only cancelled by dying) Cho roars in a target direction dealing 75 / 125 / 175 / 225 / 275 magic damage with a 70% AP ratio and Silencing all enemies hit by it for 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds. I will also add that the hitbox on this move sometimes doesn't come out, even though the animation goes through. I'm admittedly not sure how to change this. I don't find it cheap that he has a Silence when he's built tanky, and I feel it should be kept seeing as he's one of the few champions that actually has a Silence (the others are Blitzcrank, Fiddlesticks, Garen, Malzahar and Soraka ). I would probably turn down his numbers, because this ability is insanely strong and make it' radius grow larger as he gets more Feast stacks.

His E is Vorpal Spikes: His basic attacks launch a volley of spikes in a line that do 20 / 35 / 50 / 65 / 80 with a 30% AP Ratio. This ability is just bad. Once the laning phase ends and it's time to group as five and start teamfighting, this ability will be doing nothing for you. It literally just serves to make CSing and harassing in lane all the more easy. Even when people go the cheesy item 3748 item 3091 item 3115 item 3116 build, it's not that useful of an ability, as your only real ""gap closer"" is you Q, and that's only if you hit it, which is very unlikely if your opponent is good. I propose that this ability gets scrapped, and is replaced with an ability called Void Rampage, which makes Cho'Gath swing his 2nd set of arms around him, slowing enemies and giving him a movement speed buff (think Gnar W) This makes his already strong peel stronger and would have a shorter cooldown so you don't get destroyed because someone goes in on you when you don't have your Q and W up.

And finally, R - Feast: Cho'Gath deals 300 / 475 / 650 true damage to champions and 1000 true damage to minions and monsters with a 70% AP ratio. Whenever he kills a minion/monster with this ability he gains 1 stack of Feast and gets half of the mana cost and cooldown refunded, if he kills a champion he gains 2 stacks of Feast but the ability goes on full cooldown. Each stack of Feast grants Cho'Gath 100 / 140 / 180 bonus health, 27/37/50 bonus Attack Range and increases his size. He can only have 6 stacks of Feast and loses half of his stacks (rounded up if he has an odd number of them) upon death and if he kills a unit at 6 stacks, he heals based on how much health each Feast stack would give. I went way too in depth. This ability is pretty famous, moreso for the fact that it makes Cho'Gath absolutely huge than for the fact that it's a targeted True Damage nuke. Admittedly, I wouldn't try to change the ability. The whole prospect of stacking Feast is quite interesting, and I find the "too much damage on a tank" thing not really applying to this, seeing as it is his Ultimate ability.

My vision is to have him either be able to scale into a monstrous tank that has insane peel potential, but doesn't offer much engage. His damages and ratios would for the most part remain unchanged, because even if built Full AP it wouldn't have the range aspect that he has now, however, I guess that Flash, Q, W, E, R would become a thing... It would also hopefully change him from being useless unless he counters multiple enemies, to being someone who can be used as long as you don't need your top laner to be your engage.

And as anticlimactic as it is, what I would do for the visual update part is change his animations and some parts of the model. Seriously, his homeguards running animation (provided that you aren't using Battlecast Prime Cho'Gath) is so bad, as well as change the voiceover to sound more like the Polish Voiceover (not in Polish obviously (at least for those of us who don't speak Polish)), because I would not mess with someone that has that voice (link to the Polish VO: https://www.youtube.com/watch?v=wR0NAaGgkRE ).

That's what I'd want out of a Cho'Gath VGU. It may seem terrible to some. If you think you have a better idea, just say, because I feel there is a lot of things that they could do with this Champion.

3 Comments

Herim8/2/2016, 7:38:15 PM1 votes

tl;dr he wants to nerf cho gath for some reason

Profirix8/2/2016, 8:46:12 PM1 votes

Cho'Gath relies on the long range initiation of his Q. You want to get rid of this for a point blank rupture and not give him anything in return except movement speed. If Cho'Gath pushes pre-6 (which his current kit does with Vorpal Spikes) against a competent team, he dies. You want to make him significantly more vulnerable without providing significant compensation. He doesn't need a nerf. If anything he needs a visual rework and possibly a skill rework on his E. That's it. The only 2 reasons he is not in the meta is because he is slow and because tank busters are in the meta.

THE BEST TROLLER8/2/2016, 10:30:26 PM1 votes

every times i played cho as not a pro player of him i get rekt by his delay on Q-W , long cooldown, no mana after few abilities, and his tankyness AP which means Flat hp without any resistances. Try to AA for the E bring more cons than pros .Usually who have long cooldown haven't mana bar but is cleary that the skill set is old.