My Cho'Gath Rework

machunine·3/20/2016, 3:19:55 AM·3 votes·1,234 views

Cho'Gaths abilities feel thematically weird for a giant monster from the Void that wants to eat everything. So I want to propose my own rework for Cho'Gath with abilities that I think would be suited for his theme. I'm going to give a description and explaination for my changes on each ability. I'd like to know what people think but honestly do't want to hear "changing X ability ruins his kit synergy," "the point of X ability was to accomplish X thing," or things along those lines, all I'm doing is changing his abilities to be in line with his theme without trying to keep his current playstyle in mind. And when I'm comparing Cho'Gaths abilities, I will call the ones I'm proposing his "new" abilities, and the ones on the live servers as his "current" abilities. So lets start!

Passive: Cho'Gath Eats the World: For every minion or monster Cho'Gath kills or participates in a Champion death, he gains stacks of "Feed" increasing Cho'Gaths max health by a certain amount per stack. At certain checkpoints of "Feed" Cho'Gath will increase the size of himself and his abilities. At the Halfway point of his "Feed" stacking Cho'Gath will ignore unit collision. There is a max amount of "Feed" stacks.

So Cho'Gaths current passive is kind of boring only giving him health and mana for csing which is great early game but sucks late game. And if you got harrased to the point of hiding under tower, you would have a hard time farming to utilize the passive. Don't worry, I do put sistain in one of Cho'Gaths other abilities. I did esentially move Cho'Gaths ult passive to be his new passive. I thought it was weird Cho'Gath just arbitrarily get bigger just by putting points into an ability and eating 6 things. Growth like this should be gradual and grow the size of his abilities as well. I also think it's silly that currently he loses stacks just for dying and you have to wait so long just to stack back up again. I know it's for balancing sack because it would be unfair for a champion to get so many stats from one thing just because they ate a minion. That's why I'm making the size and health gain a slower process similar to Nasus, Veigar, Sion, and Bard where he doesn't lose his stacks just like them. Why does a monster constantly grow and shrink in the span of an entire game? He should just only be growing. Just like the stacking champions I mentioned earlier, I want his late game to be something to fear in the form of how big they're going to be late game, while still having weaknesses against certain comps late game as well.

Q: Feast: Cho'Gath takes a bite out of a target enemy dealing X(+ap)(+percent missing health) magic damage. If this ability kills the target, Cho'Gath eats them, restoring Xhealth and Xmana.

So here's that sustain I mentioned earlier. It's going to of course be scaled higher compared to his current passive since it's attached to an ability now. And yes I have moved his current ult to now be his new q. Out of all the champions that have these game changing ultimates, why is Cho'Gaths a point and click nuke? I get that it deals true damage and can take someone completly out of a fight, but it's honestly really boring and I feel like an ult should do more. This new feast that proposing isn't as strong as his current ult, but it does do a decent amount of damage comparable to a less intense garen ult with percent missing health damage I added to it. Great for low targets, but not so good on someone with full health. Now you may have been wondering "where did Cho'gaths current q go?" We'll get to that eventually.

W: Same as the current W but in addition fears and deals damage to targets within his melee range.

The fear might be too much for a basic ability, but the way I see it is that if a monster is close enough to you and screams you should be able to hear it no matter where you are around him(thats why I added the damage dealt if enemies are within his melee range) and you should also be scared and trying to run away from such a loud beast. Again if the fear is too much, I would be too upset if it was removed, but I think the damage around him should be kept to go along with his aimed cone. The fear could also only effect minions like Volibears E, but that might make the two abilities seem too similar.

E: Destructive Path: Cho'Gath gain a small amount of move speed and slashes 4 times in a short but wide cone in front of him dealing X(+ap) magic damage per slash.

This is another case of an ability on current Cho'Gath just seeming really weird. An AOE auto auto attack with extra damage using spikes we see no where on Cho'Gath body? Come on. Let's not use something we can't even see on his body, but instead use something we can see that got zero use before, like those sharp looking limbs on Cho'Gaths Shoulder. It's just weird that those extra arms on current Cho'Gath just sit there no doing anything, so lets put those arms to work. They would be used in this new E that I'm proposing similar to how Rumbles flamethrower works where it only deals damage in front of Cho'Gath but wouldn't be the same size as Rumbles flamethrower(thats why I said short but wide in the ability description).

R: Rupture: After a short channel, Cho'Gath stomps the ground, causing spikes to rise from the ground in a large circle around where Cho'Gath stomped, dealing X(+ap) magic damage and knocking up all enemies hit and slowing them afterwards.

That's right, I switched Cho'Gaths Q and R. I know I keep saying it, but it really is weird how current Cho'Gath can just stomp on the ground and pinpoint a specific area to have spikes come out and knock everything in that area up. A stomp should effect the area around the stomp. This new ult would give Cho'Gath that game changer ult I thought he needed. And it can be balance in various ways such as the spikes coming out in a pulse like Nautilus E or lowering the knock up duration based on how far away an enemy is from the center. The size of the circle could be comparable to a Nunu or Pantheon Ultimate.

The clear weakness I see in this kit getting close enough to people to use your cc and damage, kitting would destroy this kit, I only put a small movespeed buff on his new E and even that might not be enough. The size of his abilities from his passive wouldn't be ridiculous, but they would be reasonable enough to have him be great late game. I know current Cho'Gath is this tanky mage that can cc people from a distance to create picks and be able to get close enough to nuke someone with your ult, but I feel like this new kit I'm proposing would fit better with his theme of this giant destructive monster. Please tell me what you think and say any contructive critisizm you'd like, just don't be rude about it.

5 Comments

Lonely Flame3/20/2016, 5:20:15 AM2 votes

My issue with Cho'Gath isn't so much his kit, but the fact that nothing really changes as you get bigger. Why does a level 1 Cho'Gath have the same size scream as a level 18, 6 stacks Cho'Gath? Why does his his stomp not get any bigger when your foot is literally more than 6 times the size it started as?

I do like ignoring unit collision once you become a certain size. It feels very thematic that you've become so big that you stomp over things. While I'm not against there being additional CC on his W, I believe you mean to say "Flee" instead of "Fear". Fear causes the enemies to run around in random directions while Flee causes them to run away from the source. Riot have said they don't really like Fear as it reduces gameplay predictability ie knowing what direction a person will move when they use the ability.

I always thought his spikes on his E came from the addition appendages he has. The reason for this is due to Battlecast Cho having missile bays that open and close as you activate and deactivate his E. While I agree it's not exactly the clearest, this is due animation issues more than anything.

While his current kit is a little peculiar in some aspects that you've pointed out (why doesn't he use his extra arms? why do spikes come from the floor?), you have to remember that Cho'Gath was the first non-humanoid added to the game. Character design and the game play animations didn't always make sense (looking at you Sion). His animations just need to be a little bit cleaner and clearer in what's happening at times.

CrimsonCobra33/20/2016, 4:07:54 AM1 votes

While I don't perfectly agree with your rework, I liked your approach. In fact, you've inspired me to go make my own. Would you mind if I borrowed your passive?

~CrimsonCobra3