Cho'Gath VGU Concept #2: The Great Maw

Void Kaiju·7/4/2019, 4:07:16 AM·50 votes·14,115 views

Hello again boards! It's me, the person who should probably get a life but refuses to because I could just talk about Cho'Gath instead. I've been cooking up a lot of Cho'Gath VGU/Lore ideas for a while now and I've had this one just sitting for a few months, so I thought I'd share.

For those of you who like a view reminiscent of LoL Wiki (complete with color coding for damage types and icons for debuffs) feel free to take a look here

For those of you who despise following links and feel that boards format is best, I'll do my best to transcribe it here as well!


#Cho'Gath VGU Concept #2: The Great Maw

Role: AP JUGGERNAUT **Damage Type: ** MAGIC/TRUE DAMAGE **Primary Resource: ** MANA **Base Attack Range: ** 125-200 UNITS (BASED ON SIZE)

**Gameplay: ** A vile creature from the Void who grows into a terrifying Kaiju. Cho'Gath is an immobile juggernaut who devastates his enemies with powerful Area of Effect spells and his massive size.


#Appearance https://imgur.com/UapzW1L


#Passive: Eater of Worlds

Cho’Gath is a growing threat. Each enemy he kills is consumed to make him grow stronger.

-Killing minions and small monsters grants a stack of “Devourer” (large monsters grant 3). Earning a “Devourer” stack grants Cho’Gath increased health and mana regen for 3 seconds.

-At 50 stacks, Cho’Gath converts his accumulated “Devourer” stacks into a stack of “Great Devourer.” “Devourer” stacks are reduced to 0.

-Killing a Champion or Epic Monster grants a stack of “Great Devourer” without consuming “Devourer” stacks.

-“Great Devourer” stacks increase Cho’Gath’s Maximum Health by 5%, increase his size (% size increase goes up with Cho’Gath’s level), and interact with his abilities.


#Q: Blooming Corruption

Cho’Gath flicks his spiny tail, launching a burst of spikes in the target direction one after the other. (separate projectiles that travel the same distance but land one after the other, always goes from outside in.)

-The spikes stick to the ground at the target location, or to enemies that are struck. Struck enemies take 40/70/100/130/160 (+40% AP) Magic Damage and are slowed by 30%.

-After a 1s delay, the spikes burst into growths of Void matter, dealing 60/115/170/225(+65% AP) Magic Damage and rooting all enemies caught in the blast for 1/1.2/1.4/1.6/1.8 seconds.

-The width and blast radius of this spell increase as Cho’Gath grows in size.

Mana Cost: 60 AT ALL RANKS. Cooldown: 12/11/10/9/8 SECONDS. Range: 700 UNITS. Projectile Width: 30-60 BASED ON CHO'GATH'S SIZE. Effect Radius: 125-200 BASED ON CHO'GATH'S SIZE.


#W: Reality Dirge

Cho’Gath shrieks, unleashing two waves of void energy with a short delay between them that unmake those struck. (One wave per 0.5 seconds)

-Delay between waves is reduced by 0.1 seconds per 3 stacks of “Great Devourer,” to a minimum of 0.2 seconds.

-The first wave deals 40/50/60/70/80 (+40% AP) Magic Damage

-The second deals 80/100/120/140/160 (+40% AP) Magic Damage and has bonus effects on those struck by the first.

-Targets hit by both waves are silenced and nearsighted for 1-2.5 seconds.

Mana Cost: 40/50/60/70/80. Cooldown: 13/12/11/10/9 SECONDS. **Angle: **60°
Range: 600 units.

#E: Monstrous Enmity

-Cho’Gath swings his powerful limbs in a line front of him, dealing 40/60/80/100/120 (+100% AD) (+70% AP) Magic Damage to all targets struck and _marking _ them.

-His next basic attack procs the _mark _ on the target and all nearby _marked _ units, dealing 10/20/30/40/50 (+30% AP) + 5% of Cho’Gath’s Maximum Health (+1% per stack of Great Devourer) Magic Damage. (Mark applies spell effects)

-As he gains stacks of_** “Great Devourer,”**_ proccing the mark refunds an increasing amount of this spell’s cooldown. (1s per stack)

Mana Cost: 30/35/40/45/50 Cooldown: 12 SECONDS AT ALL RANKS. Range: 400 UNITS. **Width: ** 200 UNITS


#R: Feast

##Active: -For the next 5 seconds, Cho’Gath opens his mouth wide and “surges” with Void energy. During this time he gains 10/20/30% movement speed towards enemy champions with impaired actions.

-He can recast this ability at any time within those 5 seconds to chomp down in a wide but short cone in front of him, dealing 20 (+2% per stack of Great Devourer) - 35% (+2.5% per stack of Great Devourer) of struck enemy’s Maximum Health in True Damage based on how long he has been “surging”, and executing targets below that percentage of health.

-(Damage reaches peak after 2s)

-(Damage capped at 1000+20 per stack of Great Devourer against nonchampions)

##Passive: Void Juggernaut Whenever Cho’Gath takes down an enemy champion or gains a stack of_** Great Devourer**_, he is shielded for 15% of his missing HP (+20/30/40% AP +10/15/20% Armor +10/15/20% Magic Resistance). The shield decays into health over 5 seconds.

Mana Cost: 100 AT ALL RANKS. Cooldown: 70/65/60 SECONDS. Range: 250 UNITS

#Some Notes About My Rationale for These Changes

-Cho'Gath as he currently stands is overly reliant on sudden burst/oneshots in order to function. Be it a tank running up and flash+ulting a squishy carry to take the color from their game, or AP Cho'Gath killing everything that has the audacity not to dodge his Q. Because of this, he's not allowed to have much wiggle room outside of those setups simply due to how potent an instant kill is.

-For this, I decided to put delays on much of his damage. I wanted to keep him reliable and approachable but remove the horror of being hit by a spell and suddenly being dead without having any idea what happened or capacity to react. In exchange, this Cho'Gath is far more potent in drawn out fights than the live version. If you don't respect his presence, you'll be in trouble, but he won't be able to just show up and oneshot you on reflex alone anymore.


-For an infinitely scaling champion, Cho'Gath has a huge number of matchups where he starts weaker than his opponent and NEVER outscales them. In many cases, you'll get big only to find that you're pingponged around the second you try to do anything, or people simply don't need to respect your presence. Without AP investment, Cho'Gath is fully reliant on his ultimate to kill squishy champions, and light AP investment tends to feel... mediocre.

-To address this problem i played around with the functionality of Feast. He's now able to more reliably scale with time spent in the game whilst still being rewarded for snowballing, and rather than being something completely independent from his build, his stacks now scale WITH the HP he purchases, allowing him to be effective even without needing to become massive in lane. This gives more avenues to balance him when he's succeeding since he will have fewer massive famine cases and 100% never outscale matchups.


-Because so much of his damage is upfront, it means that he is nigh-useless when his spells are avoided. This results in matchups being incredibly skewed based on the skill of the person laning against him.

-I wanted to increase his reliability in some ways whilst giving opponents more capacity to avoid some of his damage in others. The Q becoming a projectile means if you're in his face you will have a VERY difficult time avoiding it, making him a threatening presence to skirmish with. But it can be blocked by minions or a frontline champion, allowing you to reduce its impact with proper play. His silence is now massively more potent, but the delayed early. For maximum R impact Cho'Gath gets a lot more bang for his buck, but it's not on-demand and enemies with properly times flashes, dashes, or cc can deny him more easily than they can now. The avoidable nature of his initial E hit makes the spell threatening but still outplayable.

It leaves the Cho'Gath player with the ability to respond mobile champions who typically are nigh-untouchable/high damage squishies who have no need to respect his %max HP damage but also gives matchups the ability to predict and avoid some of the more potent abilities in his kit so they feel less helpless when it's not favourable for them.


-His current kit is effectively a stat check. His passive will either be enough to let him stay in lane through everything you can throw at him or it won't and he'll get destroyed. He will either become bulky faster than you can itemize vs him and roll over you or he won't and will never be able to stop you from killing him. He will either be allowed free access to ult targets and become impossible to deal with or he won't and he'll be nigh-useless.

-The skill expression I talked about above addresses this point as well. If his highs are less ridiculous to try and fight against, his lows get to be less low.

#Other Comments

-I tried to keep the current Tank, AP Bruiser, and Full AP build paths functional here in order not to destroy any of his popular playstyles. Their output is a little less starkly different, but all of them can be used depending on the situation.

-I wanted to give the feeling of actually BEING a juggernaut! People should want to kite and stay away from you. If you're in the thick of it, that should be where you're strongest (rather than his current state where he's strongest at a medium distance and then closing in to ult people)

-He needs to feel like a giant monster. Smash buildings, make your enemies tremble at your approach. If you time you spells right, you're an absolute monstrosity to deal with that will crush all who oppose you. He shouldn't feel like he simply doesn't have an answer for certain targets unless he builds specifically to kill them.

-He should have a lot of his power locked behind his lategame. Gold Gating+Level Gating means he won't be getting the MAXIMUM use of his kit until he's maxed out, but once he is there's a strorm coming for the enemy team. Scaling should be satisfying.


And that's all! Please feel free to share your thoughts below, and shoot an upvote my way for visibility so that others can do the same :)

34 Comments

Tonyonfire7/4/2019, 11:46:54 AM10 votes

this has gotta be the best rework concept i have seen for cho gath. you can do ap and do tank like you can now. he is still cho with new good nuances and his click-to-kill button (R) is gone. great job! ^^

Zeppelins circus7/4/2019, 6:29:04 AM10 votes

This is actually a well written concept that is not only interesting, but has no over the top convoluted Certainly-T style bullshit which is rampant on similar concept posts.

I particularly like how his passive scales by how well the Cho'gath performs, which trickles down into his normal abilities so he will be not just a huge stat beatstick. Also, that ult change is fun. Definitely would be hilarious with righteous glory or predator. His kit is less burst reliant, but rewards to be durable enough for that execute.

*That art is also really well made. It embodies and explains the champion instead of "giant-bug dinosaur". It is literally a giant mouth with legs. Genius.

Arakadia7/4/2019, 6:38:28 PM4 votes

This is a wonderful modernization of both his kit and how the Void's fantasy manifests in game. Looks fun but not at the cost of design health or stability. And arguably most important of all you were able to retain the important parts of Chogath whilst amplifying the most fun parts. Nice work :)

Janúary7/4/2019, 4:39:23 AM3 votes

I really like this concept and can tell it was extremely thought out!

Concitus7/4/2019, 8:14:24 AM3 votes

amazing concept dude i would love to see this kind of rework for cho

GrimGuardian17/4/2019, 1:32:13 PM2 votes

this is the most unique thing ive seen for the cho'gath rework, i would love to see this in action and in game. something i might change to keep him more like he is now is tweak the passive on his ultimate, rather than a great stack, just make it a great stack, large minion (for the sustain because thats something i love about cho) or a champion takedown! its a great rework idea!

3TWarrior7/5/2019, 1:43:41 AM2 votes

things of note: i'm not a fan of the concept art and perhaps the theme. One of the things that I love about Chogath is that he's a giant monster, but he looks shifty and insect-like, a cold, piercing intelligence fueled by hunger as he stalks the void and the rift. If you compare that to the concept art, this is basically just a generic devourer. It's terrifying, sure, but how many monsters can you think of that are basically just walking giant mouths? The malboro comes to mind, basically every T-rex like monster, etc

Add to that that the current chogath is kind of cute and dopey at the same time as he is a massive monstrous being and it's really unique.

now, on to gameplay: you need to massively scale down your max health scaling. standard game, this is +20% max health on just minions alone. Kill 5 champs/epics and you're up to 45% ; at 2000 health , that's 900 health in bonus stats alone, get him up to 3000 and it's 1350, 4000 and 1800 and that's with the standard minion amount and 5 kills/epics...it can get way higher

new Q: you've given him basically unavoidable crowd-control. If you don't make a major gap between each spike, you're just guaranteeing that the opponent or opponent gets hit with a root. For a juggernaut, "guarantees" tend to be a bad thing unless it comes with severe limitations because the main points of juggernauts are that they are massively powerful in exchange for their lack of mobility and general weaknesses in exchange for their great strength

new W: again, see above, guaranteed crowd control, especially one that disables both auto attackers and mages....is never well received now. While old chogath's silence is pretty much guaranteed, it is the only part of his kit that is which does not require "melee only range"

E: i'm not sure if I can comment on it as it looks rather stable but the damage amounts are probably still high. 5% of the amount that I mentioned before is between 100 and 300 extra damage, then 1% for each stack of great devourer, so if there were 9 like the above example, that would be 14% of max health as damage or up to 840

R: percent max health true damage and in huge amounts...why...that has been one of the most complained about apsects EVER CREATED IN LEAGUE. With the above example of 9 stacks, that's easily over 1000 true damage to a standard carry or 2000 to any tank

Gentleman Gems7/4/2019, 8:57:23 PM1 votes

Silence and Nearsighted?

Well if the theme is massive terrifying nightmare fuel, then you've nailed it.

BeastDaArv7/4/2019, 9:49:03 PM1 votes

givin me slifer the sky dragon vibes

xelaker7/5/2019, 1:25:11 AM1 votes

Where in the actual fk is his top hat?!?

mosdeadly7/5/2019, 3:48:29 AM1 votes

Look the arts cool and i think would make the champion significantly better especially if they reworked his e to something taht benifits the new artstyle. But if we went off the kit it falls in line with the problem with every other rework. Why not just make a new champion? This champion has nothing to do with chogath in kit.

nasu0107/4/2019, 3:00:12 PM1 votes

bravo as much as i dont like the art, ( its unrefined so no worries) your concept works well at keeping chos theme at heart (ironically yours is better than the original and would almost be thought as the basis of the current) but i would like some more details on how you envision his [Q] and [E] to function that aside great work hope riot takes notice [slayer-pantheon-thumbs]

FlameHalbrdOkido7/7/2019, 7:13:37 PM1 votes

I dont see where "stacks now scale WITH the HP he purchases, allowing him to be effective even without needing to become massive in lane" is in the passive

Agent Corgi7/4/2019, 5:18:35 PM1 votes

Never have I wanted a Rework like this so much, you honestly made this Version of CHo'Gath far more fun to play. Awesome job with this! https://vignette.wikia.nocookie.net/leagueoflegends/images/d/d6/Scout-Approved_Emote.png/revision/latest?cb=20171120233445