Some buffs that Cho'gath should have

Ahristocats··3 votes·504 views

Cho'gath's kit is fine and healthy like sion, both have a lot of counterplay and counterbuilding. that being said few things prevent cho'gath to work at his best

Rupture mana cost 90------->70/75/80/85/90 Range 950-->1050 damage 80/135/190/245/305(+1.0 AP) lowered to X damage slow duration increased from 1.5 to 1.75 seconds knowk up duration increased from 1 to 1.25 seconds slow % increased from 60% to 60/65/70/75/80%

90 mana for a telegraphed spell just doesn't make sens, the other changes shift Rupture from a burst tool, to an utility/protection tool

vorpal spikes: now is always activated against champions toggle disables vorpal spikes against minions damage changed to physical damage damage number changed to compensate the change of type of damage

Now with this cho might ends up broken because you buffed him a lot in the past, you might want to nerf him afterward

8 Comments

Asayake 5150glow2 votes

Don't give his Q more range, he doesn't need it. It's already hard enough to get away from him, because to juke it you have to detour yourself by moving to the side.

Also, tanks don't do anything without damage. His damage already falls off pretty hard late game (especially with Q being really hard to hit, and E and ult doing next to nothing against melee tanks and he's never gonna reach a carry), so nerfing it's early and buffing the late would be more preferable.

Keep E as a toggle, what if I want to auto a champion but don't want to push the wave? Giving us more choices never hurts.

Ahristocats1 votes

to get enough from Q you use mobility or move to the side like you said, which is enough +100 range won't change anything to cho'gath chasing ability, what it will change is cho'gath being able to help his team more because unlike other tanks he's slow maokai or sejuani can dash and stick to the frontline

if cho is slowed or stunned he has no way to stick to the frontline who's chasing your adcs/mages and they will quickly be out of range because your backline won't stay near you but continue to move back

Asayake 5150glow1 votes

[{quoted}](name=Dr Sona x Rubick,realm=EUW,application-id=3ErqAdtq,discussion-id=vtj2Wrgl,comment-id=00010000,timestamp=2017-01-15T16:17:17.106+0000)

to get enough from Q you use mobility or move to the side like you said, which is enough +100 range won't change anything to cho'gath chasing ability, what it will change is cho'gath being able to help his team more because unlike other tanks he's slow maokai or sejuani can dash and stick to the frontline

if cho is slowed or stunned he has no way to stick to the frontline who's chasing your adcs/mages and they will quickly be out of range because your backline won't stay near you but continue to move back

I dunno, there've been times where I was just clipped by Cho's Q, or barely juked it.

Big Lincoln1 votes

ples don't kill ap chogat, tank chogat is beta af

Ahristocats2 votes

idk, the only way cho works in high elo is like a venguard, using his spells to protect the adc because assassins/divers don't always dodge your Q and W unlike the backline while tanking with his ulti bonus hp and high base armor/mr due to items

you're not going to achieve anything with ap cho, he's slow and can't hit the backline

ProfDrDeath1 votes

Good ideas, in general.

I wouldn't lower Rupture's base damage that much, prefering something like 80-280. But the AP ratio needs modernization nonetheless.

One further change I'd like to see for him is giving him his status as the champion with the highest base AD back.

Ahristocats2 votes

you're right on rupture's damage, i removed the numbers and put "X" riot is the one choosing numbers not me

for the highest base AD, i thought making vorpal spikes physical damage better. The reason to do this is that tanks have generally mixed damage which makes them falling off in late game, and make them scarry in early/mid game

ProfDrDeath1 votes

That's also an interesting idea.

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