Modernizing Cho'Gath's Kit
#Foreword
https://i.imgur.com/G3fmEjC.png
If you don't want to read this bit: Just scroll down if all you want to see is the kit. It'll be pretty obvious where you should stop scrolling :)
A little while ago I posted a discussion on Story, Art, & Sound talking about Cho'Gath and his lack of place in the lore. In it I used a little excerpt from the lore for a fan vgu I've been working on. Here is where I am at for a more modern kit.
Before I begin, let me state that I know many people are averse to change. Many people love the current Cho'Gath, myself included. But he's a** T1 VGU candidate and change is inevitable.** We can't close our eyes and just wish it away. It will come, and the more information we put out there to influence and inspire the creative minds at Riot the more of the parts of Cho'Gath we love that may survive. That aside,I'm sure everyone can think of ways in which his character fantasy and thematic could be pushed to its limits to give us the truly frightening, ADC munching, spiteful void kaiju monstrosity we all deserve. And there are many bits of his kit (and many more with his visuals) that could do with some modernization. I'll be throwing together some stuff for his visuals over the next little while but without further ado, let's talk a draft kit.
##Draft Kit Number 3 (4?)
https://i.imgur.com/G3fmEjC.png
Prior to making this version, I have been running iterations of this kit through critique from some of our beautiful mods on the** C&C discord server**, as well as past some of the minds on the** R/Chogathmains discord.** It's been quite the process, and none of these ideas simply came out of the blue. I plan to keep putting in work on the kit (IF NECESSARY, I feel it's approaching being finalized at this point), and when I do I will be putting updates on one of those two discords in order to get peoples' thoughts.
As much as I would love to keep putting updates on the boards for people to look at, it would get tedious pretty quickly and putting these threads together is a mountain of work compared to just posting an image or a google doc on a Discord.
A shift in theme
My version of Cho'Gath differs somewhat from his current self. I won't go into lore, or his personality, or any of that stuff, just his physical characteristics that will influence this kit heavily. 1. He is huge. A titan, a monster straight out of the nightmares of the Targonians themselves. His nasty intelligence compounds this danger.
2. He still devours things to grow. Biomass is his shit, yo.
**3. **He is a massive nuclear reactor of void energy. He's got so much of it that he can't keep it perfectly contained, the world around him is gradually twisted and contaminated as he passes through it. His attacks stem not from the void itself, but from channeling his massive internal well of power. The things he has consumed become his, and that includes the magics of the void.
**4. **The above traits essentially make him a walking, intelligent doomsday weapon. When you see this massive, twisted monstrosity running down lane spilling void energies into the world around it, your first instinct should be to get the hell out of his way. (unless he's just tilted and running it down mid....)
#Cho'Gath: The Great Devourer
https://i.imgur.com/G3fmEjC.png
- Role: Specialist
- Damage Type: Magic Damage
- Primary Resource: Mana
##The Juicy Numbers (For all you numbers lovin' folks)
- |Base Attack Range|: 125 units
- |Attack Damage|: 75- 175
- |Attack Speed|: 0.5 - 0.78
- |Mana|: 272 - 952
- |Mana Regeneration per 5 seconds|: 9 - 22.1
- |Health|: 600 - 1900
- |Health Regeneration per 5 seconds|: 12-20.5
- |Armor|: 40 - 100
- |Magic Resist|: 32.1 - 53.4
- |Movement Speed|: 345
Numbers TL,DR: Base attack range, Mana, Magic Resist, and Movement speed all pretty much unchanged. Health and Health Regen all have some power shifted from level 18 to level 1. He starts with more but gets less upon leveling up. His base attack damage is now best-in-class, and was increased pretty steeply. He will hit like a train, but part of this power is counteracted by... His base attack speed has been cut pretty hard. Possibly down to the lowest of any melee. (Graves holds the title of lowest in the game. He can keep it.) I gave him a little nudge to his armor to help him with his slower lane trades. Base armor has been upped at all levels (by 3). His mana regeneration has gone up a decent chunk. I've removed his ability to gain mana back from minions so this will stop him from never having mana. (Yes. The TL,DR is longer than the actual numbers. Hush, you). And now for the even-more-juicy actual kit
#Passive: The World Trembles/Void Reactor
https://i.imgur.com/G3fmEjC.png
##The World Trembles: Cho’Gath’s basic attacks are slow but devastating. He has high base AD but low attack speed. Every third attack cleaves in an area in front of him, dealing (70% AP)+ 6-9% (+0.5% per stack of Feast) Max HP additional magic damage, and applying a 50% slow to units struck that decays over 1.5 seconds. This third auto deals 200% damage to turrets.
##Void Reactor: Casting spells, basic attacking and taking damage grant Cho'Gath Void Energy. While fully charged, Cho'Gath’s next cleave is empowered, damaging in an increased area, with damage increased to _(70% AP) +12%-15% (+1% per stack of feast) _ Max HP additional magic damage. This attack consumes all Void Energy. Cleave Range: 250 units long (starting at the edge of Cho'Gath's hitbox). Width increases with _Feast _ stacks
- Empowered Cleave Range: 550 units long (from the edge of Cho'Gath's hitbox.) Width increases with Feast stacks. https://i.imgur.com/G3fmEjC.png Notes on Passive: 1. Void Reactor charge behaves like an energized attack (Rapid Firecannon, Fleet Footwork, etc.), but only charges while he is in combat.
2. This is intended to replace his current passive, which either does nothing vs strong poke or makes him too powerful to deal with due to his sustain. Tying it to damage gives space for a defensive investment in his kit, making his skill max order more flexible, and removes the "always max e" thing he has going on currently.
3. It seemed like a natural fit for the sustained damage that keeps Cho'Gath threatening on the frontlines, whilst clearing up room to do something else with his E. He now has some access to mana-free poke that allows him to both harass regularly and soften up waves to compensate for his drop in attack speed.
4. With 70% ap scaling, it also gives AP Cho'Gath something a little more threatening when he gets up close and personal, and makes a hybrid ap/tank build more viable rather than feeling obligated to go tank OR ap.
#Q: Iconoclasm
https://i.imgur.com/G3fmEjC.png
Cho'Gath launches a blast of void magic to the target location, dealing 30-80 (+15% AP) magic damage to targets it passes through. After a brief delay the blast implodes at the target location, pulling enemies struck towards the center, dealing 60-280 (+90% AP) magic damage and **slowing **units struck by 65% for 1 second. If cast while Venting, Destroyer contaminates the ground it passes over for 3 seconds, dealing Vent Corruption’s damage to enemies standing on it. Cost: 60 Mana at all ranks. Cooldown: 10.5/10/9.5/9/8.5 seconds. Effect Radius: 125-175 based on Feast stacks. (Caps at 8 stacks) Cast Range:: 1000 units from the edge of Cho'Gath's hitbox. https://i.imgur.com/G3fmEjC.png Notes on Q: Iconoclasm: **1. **I felt it was important to maintain his disruptor status, and keep the delay on the real punch of this spell. Just wanted to make it a little more interesting.
**2. ** The delay on this spell's explosion is impacted by how far Cho'Gath decides to shoot it, as it must reach its destination before it can start to implode.
3. Having it be a pull to center instead of a knockup does mean he loses out on about half a second of air time (ish) from the knockup. But having it bunch enemies together really synergizes with his desire to be slamming as many people as possible with his AoE damage, and better rewards landing a good Q on multiple targets.
4. you may have noticed the "if cast while venting" bit. We'll get to that soon.
http://freegifmaker.me/img/res/1/5/3/3/7/0/1533703724273449.gif?1533703735
(Hopefully that works. A bit of inspiration for what it might do)
#W: Raze
https://i.imgur.com/G3fmEjC.png
After a very brief delay, Cho'Gath unleashes a pulse of corrupting energy in an expanding cone in front of him for 1.5 seconds. Cho’Gath is able to move during this channel but he cannot change its direction. Enemies caught in the area are silenced and take 100-350 (+70% AP) magic damage over the duration. With at Least one stack of Feast: At the end of the channel Cho’Gath unleashes a shockwave, instantly dealing 40% (+5% per stack of Feast) of the channel’s damage and silencing enemies struck for one second. Cost: 70/80/90/100/110 Mana Cooldown: 13/12/11/10/9 Angle: 75° to 95° over the course of the channel. Shockwave Angle: 100° Range: 700 Units from the edge of Cho'Gath's hitbox.
https://i.imgur.com/G3fmEjC.png Notes on W: Raze: 1. The silence is a CRUCIAL part of Cho'Gath's kit. I couldn't get rid of it. But its current instant nature has little hope of sticking around in a rework.
**2. **With this, Cho'Gath can shut down a priority target for a pretty solid length of time, and deal a good chunk of damage. The cost is that he needs to commit to channelling it instead of getting the free trades he currently does. (I've tried to give him enough flexibility in trades to compensate for that though!)
3. Cho'Gath charging forward, screaming caustic energy at his enemies that blows them apart is a super cool image and you know it. Also synergizes super well with his Q for some POTENT lockdown. And gives AP cho a nasty way to bring the hurt down on any would-be divers.
https://i.kym-cdn.com/photos/images/original/000/827/475/201.gif
E: Vent Corruption
https://i.imgur.com/G3fmEjC.png
##Passive: Cho'Gath restores 4.5 - 7 percent of his Maximum HP over 4 seconds when he reaches 100 stacks of Void Energy.
##Active: Cho’Gath’s armor opens up, venting the hazardous void energy contained within for 4 seconds. Cho’Gath gains 10-20% movement speed whilst Venting. Enemy units near a venting Cho’Gath take 30-110 (+10% AP) Magic Damage per second, increased by 25% per tick, up to 100% additional damage.
- Killing a unit with Feast automatically activates Vent Corruption, regardless of cooldown. if Vent Corruption was off cooldown, it is put on a 7 second cooldown. Cost: 40 mana Cooldown: 17/16/15/14/13 seconds. Tick Rate: Once per 0.5 seconds. ** Effect Radius:** 400 units from the edge of Cho'Gath's hitbox. (No sunfire nonsense where it doesn't even reach his basic attack range.) https://i.imgur.com/G3fmEjC.png Notes on E: Vent Corruption: 1. By putting his sustain on a spell, it becomes something Cho'Gath has to opt in to. This is his defensive move. It gives him speed to engage and to run away, and increased sustain as he fights and lets out some of the void energy. Much easier to balance this way and tightens up his identity as a scaling monstrosity.
2. The active gives him some much-needed mobility in a more subtle way, and enables him to do some WORK if he manages to get into the enemy team during a fight. Helps to compensate for the lower uptime of his passive basic attacks whilst also making sure he sticks to his target and stays charged up to hit them hard.
3. Maybe now righteous glory won't be the thing to get every single time.
4. By activating on ult, it makes defending your carry from him that much more crucial. When he succeeds he's able to do more than just laugh at the fact he ate somebody, you can't just rest knowing his true damage nuke is on cooldown.
5. The ramp up also rewards him for sticking to a fight rather than just timidly going for little hits (something which current Cho'Gath has to do more than I would like. He's a giant monster, he shouldn't be sitting back in lane looking for a single minion and maybe a little hit of damage.)
https://media.giphy.com/media/uQTuazKmgNCE/giphy.gif
#R: Feast
https://i.imgur.com/G3fmEjC.png
Cho’Gath devours the target unit, dealing 250/375/500 (+12% Bonus HP) (+50% AP) True Damage. Against non champions, this spell’s base damage is increased to 1000.
-If Feast kills its target, Cho’Gath permanently gains a stack of_ Feast_, increasing in size and increasing his health by 70/110/150. Cho’Gath can only obtain 6 stacks from minions/monsters.
-As Cho’Gath grows, the range of his basic attacks and the width of his passive cleave is increased.
-Cho’Gath’s maximum size should be at least 50% larger than currently, perhaps with diminishing returns of growth beyond that instead of a maximum.
Cost: 100 Mana
Cooldown: 65 Seconds
Range: 175 Units from the edge of Cho'Gath's hitbox.
https://i.imgur.com/G3fmEjC.png Notes on R: Feast: 1. You didn't honestly think there was any chance I could get rid of this spell, did you? It's his big thing.
2. Dinked the base damage at max rank by about 150, upped the scaling slightly and reduced the cooldown. A good, efficient Cho'Gath can stack faster and make up for the lowered damage pretty quickly. You'll need to put in work for your one-shots, dammit.
3. Feast makes him stronger in MANY more ways than it does currently. All of his spell ranges now increase as his size does, his Q and W gain additional power as he does, as well as his passive scaling in many of the same ways his current E does.
4. HE WILL NEED TO BE MORE BIG. BIGGER THAN BIG. He's got the growing into a giant monster thing on lock, but he could just be doing it to a much greater degree than he is currently. .
#Conclusion
Here is it. This is the product of a pretty large amount of work and thinking and I hope it shows. I'd love to hear your feedback, suggestions, (praise?) Did i prioritize parts of Cho'Gath that you wouldn't? What would you like to see from his new kit when Riot eventually touches him? Big thanks go out to a bunch of people but The Djinn from C&C and Slaking from r/Chogathmains in particular.