Cho'Gath Rework

Meep Man·9/28/2016, 1:47:23 PM·7 votes·1,209 views

Cho'Gath is currently a really interesting champion in League of Legends that has a REALLY fun fantasy that is unique to him only (with once exception): getting really big and killin' folks. I mean big in a literal sense as well. He gets huge! However, his kit has a few flaws in it, the main thing being is that is is very clunky. Him landing his Q often decides entirely if he kills a target or not, and his E doesn't really synergize with any other part of his kit except for his Passive, which is a really boring mechanic to begin with. His W and R are alright, being really cool spells to cast that aren't too clunky. Plus, Cho isn't Cho without his R. The goals here are to:

  1. Make Cho's kit less clunky without adding any additional damage to him (he doesn't need more damage)
  2. Make his "Get Big" fantasy much bigger than it currently is
  3. Give him a different Passive/make it more than a reward for last hitting (I recognize that it is powerful)

With that, we dive in:

Cho'Gath, the Terror of the Void Unique Playstyle/No Clear Subclass Health- 525 (+100 per level) Health Regen.- 8.5 (+0.75 per level) Mana- 380 (+55 per level) Mana Regen.- 7 (+0.8 per level) Armor- 30 (+3 per level) Magic Resist- 32.1 (+1.25 per level) Movement Speed- 325 Attack Damage- 58 (+3.75 per level) Attack Speed- 0.655 (+2% per level) Attack Range- 150 (Melee)

Passive- Void Terror Innate: Cho'Gath's basic attacks will pick off a chunk of the target's flesh, causing Cho'Gath to heal himself for 1/1.5/2/2.5/3/3.5/4% (+1% per 100 AP) of the target's max health and deal half of that as bonus magic damage (max 15/35/55/75/95/115/135 damage vs. minions and monsters). Minions and small monsters heal Cho'Gath for half the normal value. Cho'Gath ignores unit collision. Levels: 1/3/5/9/11/13/15

Ability 1- Impale Active: Cho'Gath next basic attacks impales the target with one of the spikes on his body, dealing 60/95/130/165/200 (+60% AP) bonus magic damage and stunning the target for 1.1/1.2/1.3/1.4/1.5 seconds. Cho'Gath cannot move while his target is stunned, but his basic attacks against them will deal 15/20/25/30/35 (+15% AP) bonus magic damage. Cho'Gath can reactivate this ability while the target is impaled to release them, removing the stun from them and allowing Cho'Gath to move again. Cost: 70/75/80/85/90 mana Cool Down: 14/13/12/11/10 seconds

Ability 2- Feral Scream Active: Cho'Gath lets out a scream in a cone in the target direction, dealing 75/125/175/225/275 (+75% AP) magic damage to enemies hit and silencing them for 1.5/1.625/1.75/1.875/2 seconds. Cost: 60/70/80/90/100 mana Cool Down: 13/12/11/10/9 seconds Range: 650

Ability 3- The Void's Embrace Passive: Cho'Gath gains a flat 10/20/30/40/50 bonus armor and magic resist. He takes 20/25/30/35/40% reduced damage from enemy minions and non-epic monsters. Active: Cho'Gath surrounds himself in the darkness of the Void for the next 6/6.5/7/7.5/8 seconds, increasing the bonus armor and magic resist from this ability's passive to 15/30/45/60/75 flat armor and magic resist. While he is surrounded by the darkness of the Void, he becomes much more hungry for the flesh of others, causing his passive, Void Terror, to heal him for an additional 1/1.5/2/2.5/3% (+0.5% per 100 AP) of the target's max health and cause his basic attacks to grant him 20/25/30/35/40 flat movement speed for 2 seconds. The movement speed boost is doubled if he attacked an enemy champion. The damage of Void Terror is unaffected. Cost: 30/35/40/45/50 mana Cool Down: 35/32.5/30/27.5/25 seconds

Ultimate- Feast Passive: Cho'Gath's model will evolve as he gains more stacks of Feast, starting as a small, baby Voidling and growing into a huge demonic creature. Active: Cho'Gath attempts to eat the target, dealing 300/450/600 (+70% AP) true damage to them, increased to 1000 (+70% AP) true damage against minions and monsters. If the target is killed, Cho'Gath gains a stack of Feast, granting him 100/125/150 bonus health, increased size, and 5/7.5/10 bonus range on his basic attacks and abilities. Cho'Gath can have up to 6 stacks of Feast at once, losing half of them upon dying. Cho'Gath also gains an additional bonus depending on the enemy unit killed by Feast. Minions and Monsters: Half of the cool down and mana cost of Feast is refunded. Champions: Cho'Gath gains an additional stack of Feast. Killing an enemy with Feast while at max stacks of Feast will instead heal Cho'Gath for 100/140/180 for every stack of Feast Cho'Gath gained from killing the enemy unit. At max stacks of Feast, Cho'Gath's foot steps can be heard faintly across the map when the enemy team has vision of him. Cost: 100 mana Cool Down: 80 seconds Range: 175 (Note: Cho'Gath is even bigger at max stacks now, hence why he gains more bonus range from this ability compared to before)


Cho'Gath has been reworked here to truly become the a huge beast that destroys worlds. First, we have his new Passive, Void Terror, which makes Cho'Gath no longer fear his previous main counter, Tanks. Now, it can be scary to put an anti-Tank mechanic on Cho'Gath, but he now has much less capability of catching someone out due to changes to his Q, so I think this new strength can be afforded. Plus, previously, fights between Cho'Gath and a Tank were just wet noodle fights that took ALL too long to go down. His new Q, Impale, is a mechanic I have wanted to be in the game for a while. It is like a "Pin Down" mechanic to where Cho'Gath can stun a target and go ham on them if they get close enough to him. This makes Cho'Gath a decent little lane bully, securing him a place in the meta. It deals less damage in burst than the previous Q, but gives Cho'Gath much more pressure in lane since previously anyone with mobility could destroy a Cho'Gath in lane. His new E, The Void's Embrace, is a huge defensive steroid for Cho'Gath that he currently really needs. Passively increasing his armor and magic resist and making him take reduced damage from minions and monsters, this makes Cho'Gath a true predator in the Jungle, allowing him to have absolutely no worry of having troubles early on in the game and allowing him to assert dominance on the miserable jungle creeps. Once activated, Cho'Gath becomes covered in the Void, granting him even more armor and magic resist as well as causing his basic attacks to heal him with Void Terror for nearly twice as much and granting him increased mobility. This gives Cho'Gath the stickiness and defenses he needs to prey on the squishy enemies of the enemy team or, if he is fighting the front line, gives him even more dueling capabilities against high health targets. His R has been overall unaffected, except that some of the bonus health has been moved to Cho'Gath's base health, causing Cho'Gath to not be so much "Feast or Famine" (no pun intended). He also grows much bigger, so Cho'Gath players will get to feel even more like a gaint monster from a Godzilla film, which is a really fun feeling. Also, while I can't really get into details, I also made it to where Cho'Gaths model evolves as he gains stacks of Feast, giving him a little comedy in his kit to where he starts off as a little baby monster and becomes a true nightmare of everyone.

Thoughts?

11 Comments

Erractic Eick9/28/2016, 11:10:01 PM3 votes

I appreciate your hard work, and I respect your design decisions, so I will provide an in-depth analysis, but to make things short, those numbers are frankly ridiculous. My apologies in advance if I come off as rude or callous. It you want tips to make it more in line with a possible kit, feel free to ask. I'm happy to help! DO NOT GET DISCOURAGED

Now for the cold hard truth. The kit would definitely create a permaban type situation for the big guy.

Let's start with the biggest offender: the sustain from the proposed E and passive.

Look at those numbers on your proposed passive coupled with your proposed E. Without any AP - NONE - Cho would be healing at a rate of 12% of his target's health per auto attack.

Now, due to your scaling choices (+2.75%, or almost twice his current scaling), Cho will have an attack speed similar to that of ADCs, at 1.03 attacks per second, compared to most tanks and juggernauts at roughly .78 attacks per second. Furthermore, those two abilities have incredible synergy with a specific item named Blade of the Ruined King. Which, unlike Cho's passive, deals physical damage on its passive.

So, at level 18, with a BORTK and his E active, Cho's auto attack would deal three percent of his target's max health magic damage, eight percent of current health as physical damage, heal for half the physical damage dealt, heal for 12% of the target's max health, and there is 10% lifesteal on the autoattack. Imagine you are playing against any juggernaut, tank, or meaty support, with about 3000 health. That E Passive combo would restore 360 health per auto attack, just from the passive and E. Factor in attack speed, lifesteal, and the passive or BORTK?

To even scratch him while he is attacking you, you need to be dealing in excess of 487 damage per second. Not even the Pre-Nerf Azir could do that. How will anyone in this meta do it? The combined inherent resists plus the resists from a maxed E will mean he's already taking less than 50% damage from both magic damage AND physical damage. You could have a Jhin and an Annie attacking you, and as long as you have an enemy tank nearby, you will be fine. And furthermore, once you finish killing the tank, you'll have enough bonus move speed to run away unscathed.

I just wanted to take this opportunity to restate that I truly appreciate your enthusiasm for this champion, and for considering Cho's needs as a champion. I like your ideas, but I simply think the numbers are a bit much.

Designer's must consider the opponent's needs. If they build magic resist to counter the max health damage, they ignore the physical current health damage. If they build armor to counter BOTRK, they end up taking a huge amount of physical damage.

So, to put it short, Cho will be invincible against tanks (and everything else) at most every 17 seconds. If he gets to 40% cool down, make that an 8 second ability with a down time of 7 seconds. Cho would be unkillable over half of the time.

That is without AP. That is without considering you will be dealing extra un-replied damage thanks to his stun. That is without considering he will be dealing extra damage to them after his stun thanks to the tacked on extra magic damage. That is without considering your opponents will not be able to respond with their abilities (including escapes and summoner spells) for 2 seconds afterwords thanks to his silence. Keep in mind, you have an ability that deals true damage, an ability that penetrates through magic resist, and a kit that synergizes well with a physical damage tank nightmare item. Not matter what, you'll deal huge amounts of damage.

I bring this up because you said Cho doesn't need more damage. It seems you unintentionally gave it to him.

Now, personally, I like running Cho with Rylai's Scepter for more CC and tankiness, Hextech Gunblade for more sustain and damage, and Liandry's for synergy with the Rylai's and more health, again. Let's say this level 18 Cho also built that BORTK I mentioned, a Spirit Visage, and a Frozen Heart.

Let's also assume he bought runes to get his cooldown to 40%. We can lead the rest of the runes and masteries out of the picture because I think you'll see the point regardless.

Rundown of the additional stats: +1200 health +65 physical damage +90 armor +55 magic resist +25% life steal and 15% Spell Vamp +20% Healing Effectiveness +260 Ability Power +15 flat magic penetration +30% Cooldown +200% health regeneration 400 mana

Not to mention your ultimate and silence will now slow enemies, deal high amounts of DOT % current health magic damage, your attacks and abilities heal you, you have greater benefits from said healing, your auto attacks do around 267 damage per second (not factoring in the on hit passive of BOTRK), you have ranged CC from the actives of Gunblade and BOTRK, and you will reduce enemy assassin and ADC damage output thanks to Frozen Heart's attack speed debuff aura.

Let's look at Cho main player at the end of a game: Full build, full stacks, and level 18.

So let's look at Level 18 Cho's totals now, with feast stack bonuses: 4325 health (Additional health plus base health plus 17scaling values+6180) 51 health regen per five seconds (health region buff plus healing buff plus base value plus scaling) 1715 mana 20.6 mana regen per five seconds 221 armor (items plus E's passive plus base and scaling) or 69% reduction 158 magic resist (items plus E's passive plus base and scaling) or 61% reduction 325 move speed 260 ability power 197.25 attack damage 1.44 attacks per second [(Base*1.0275^17)*1.4] 210 range

First, let's describe his auto attack.

Cho deals 197 base damage per auto attack. He attacks 1.44 times per second. His passive heals for 11.2 percent of his target's max health per autoattack, and with his E active, that rises to 19.8 percent. Additionally, those attacks deal 5.6 percent of his enemies max health per hit in magic damage, and 6 percent of the target's current health in physical damage on hit. If attacking an opponent caught in his Q, Cho will deal an additional 86 magic damage that ignores 15+55% of the target's magic resist. It also has 12% life steal, and a 18% vamp from the total damage he dealt.

His Q.

His Q will stun for up to 2 seconds, one of the longest stuns in the game. There is a 5.4 second cooldown. Therefore, a 3.4 second down time. Each hit deals a hefty 392 magic damage, comparable to a Jhin's Lotus Trap, and will ignores 15 of the opponents MR. It will proc Liandry's Torment (math too difficult for me to have the patience for right now). He will have 18% spell vamp on this.

His W.

His W will silence for 2 seconds and slow for 1 second by, dealing 470 damage to all enemies in a cone, comparable to a souped up Veigar W. It will proc Liandry's Torment (math too difficult for me to have the patience for right now). He will have 18% spell vamp on this.

His E.

His E will increase his armor and magic resist by another 25 each, bringing him to 71.1% physical damage reduction and 64.7% magic damage reduction. After auto attacking an enemy champ, it will increase his move speed to 405 units per seconds, or 4.05 Teems. Slightly slower than a Yasuo with boots of swiftness and Phantom Dancer.

His R.

His ult will deal 832 true damage from 235 units away and heal for 330 health. It will proc Liandry's Torment (math too difficult for me to have the patience for right now). It will slow a target by 40% for 1.5 seconds.

His items.

He has two actives which will steal an opponents move speed while triggering percent health damage from Liandry's Torment. He can steal 10% of his target's max health in physical damage (while also stealing their move speed). He has an aura that reduces attack speed of enemies by 15% for 700 units around himself.

tl;dr This champion could solo Baron and Elder Drake simultaneously and then still have enough power left to singlehandedly pentakill the enemy team under the fountain turret.

Arakadia9/29/2016, 12:31:32 AM2 votes

Passive feels too strong but the rest is neat.

TheHappyReaperz9/28/2016, 3:39:39 PM1 votes

Cool idea. It really fits Chogath . How many times would he evolve though, and the cool down on his E seems a bit long, keeping him from dueling really well. I get that it does give you a nice bit of resists, but once an opponent baits it, they have a 30 second window to go in on you. Also, would it be cool if, on Feast execution, Cho's void scream is heard across the map, like Sion's ult starting?

Soda Popkillski9/29/2016, 10:08:17 AM1 votes

The passive is absolutely ridiculous if he gets ahead. He'd literally be immortal if he went somewhat tanky. His Q also seems pretty unfair to play against. A point and click 2 second stun on a champion with massive basic attack range and tankiness? Yeahhhhhh. I mean Leona has it, but it both lasts shorter and has lower range. I think you should change the Q into some sort of combination between what you have now and the old one, especially since he seems pretty much like a character that purely uses their auto attacks, which wouldn't really fit him too well.

I do like this, though.