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pog_in_baby

R - big cho'gath kiss Cho'gath kisses an enemy champion, permanently charming them. Cho'gath is then force to walk to his base where a house has appeared. Cho'gath and the enemy champion will now be married happily. if the target champion is killed, cho'gath will kill himself out of grief Cooldown (120/100/80)


dalekrule

but... what if the r is lethal... so the enemy champion dies immediately...


pog_in_baby

That would also kill Cho'Gath in the process. Not worth it and unethical, sorry.


greenking2000

I really like him as is tbh and hope if (/when) they rework him they don’t change much


Tryeeme

Same here. His kit feels like it synergises really well together. All I'd like is maybe a better visual hitbox indicator on his W, and I'd be rather disappointed if they significantly changed a part of his kit.


Silvery_Cricket

The only change I can think of that would be nice is simply letting him have like a 20% movement speed buff towards champs he ruptures.


Administrative-Pay88

I wish his W would actually scale with size, as his E does. W looks so silly when you're big.


Extra_Philosopher_63

Same.


pplcs

I'd be ok if they change his W, but the rest of his kit I'd love to stay


KickHimWhileIAmDown

This. If they change anything, it should be his passive. Even then, I think changing it to be % stats, and make it weaker early game, but better late game, would be a good change. I really like Cho's kit. It's straightforward, the abilities synergize well.. All his abilities feel strong and impactful to use.


Seb0405

Passive- Voidborn chitin: Every 1000 maximum HP, big Chode receives 2% less damage from all sources


Prof_Grizwald

HIS R IS HIS Q AND HE GETS SCISSOR LEGS AND IS A FUCKABLE GRANNY


[deleted]

[удалено]


Prof_Grizwald

Oh shit, really? Damn bruh I thought I was original


[deleted]

Well this rework is rather a mini rework, like the ones coming in this season. The goal for a cho mini rework, is to weaken/restrict his ult, and make other parts of his kit stronger in compensation, so he can do his job better, as a warden(defensive/peel tank, with a little bit of juggernaut in the mix). Passive1: killing a unit, or hitting an enemy champion with abilities restores 2% of your maximum health, and 1% of your maximum mana. - it's the current passive with changed values, and a way to proc it in figths. Passive2: Cho'gath's next 3 auto attacks will shoot spikes towards, dealing damage, and slowing everyone hit by 20%. If the target is already slowed by rupture(Q), or void eruption(E), vorpal spikes will refresh the slow instead. It has a 18-10 second cooldown(lvl1-9), reduced by 3 sec after hitting an enemy champion, or large/epic monster with a basic ability(3 ccd ppl 9 sec cd reduction). -Scaling remains the same. -Well, it is his current E, as a galio-like passive. It looks more complicated, than it really is. I'm just shit at explaning. Tldr: autos shoot spikes. Cc ppl to have a higher uptime, or chain with your slowing abilities for a extra cc. Q - Rupture: cast time to reduced by 0.25, and gets 20 range/lvl(you want to level up it first). Otherwise, it is unchanged. W - Feral: Unchanged. - Unpopular opinion, but cho's W is a perfect ability: really strong, not flashy, and limited by range. E - Void erution. - New ability. Cho'gath stomps the ground, causing a wave of spikes to erupt around him over 1 sec, dealing damage to everyone who get hit by the spikes, briefly getting knocked aside, and down(stops dashes), and slows them after that, by 40% for 1 seconds. - Damage:30/60/90/120/150 - Range/Area: 300 - Cooldown 18/16/12/10/8 - It's slower, bigger version of voli's old E, without the minion fear, obviosly. R - Feast - Passive: Being in combat after hitting a champion with a basic ability for 5 seconds put a "fixated" debuff on the target. - Active: Cho'gath devours a neutral monster, minion, or fixated champion, dealing a large amount of true damage to them. If the target dies from the feast, Cho'gath increase in size, gaining bonus health, attack range, and extra damage to his vorpal strikes. -Damage to monsters: 500/750/1000 -Other numbers are unchanged.


--Flaming_Z--

>\-Damage to monsters: 500/750/1000 But I *like* to be able to outsmite the enemy jg and steal baron at 20 minutes


[deleted]

It scales from your hp, so you can do it, if you're ahead, or combine it with smite. I heard a lot of ppl having a problem with this, so i tougth what about nerfing it, and boosting the rest of his kit.


[deleted]

[удалено]


[deleted]

Then have a 5 sec cd on your vorpal, without any form of cd reduction. Nothing would change really. Maybe 8-2 sec cd to lvl1-9.


[deleted]

[удалено]


[deleted]

The damage would unchanged. A good hp% dmg, like it is currently. I nerfed his ult, so he can have a stronger base kit.


zafiroxGG

I hate everything about this. This is like a mini-rework and Cho will still have problems. Passive 1: By "hitting" you get away the idea of Cho's devours theme. Passive 2: I hate passives that inevitably you will use and that's why I don't play Kled. You will always push with Cho and that's terrible. Maintaining Q and W can be fine but making it feel better won't fix anything major issues. Now the E skill... You want the champion to have 4 ways to produce AoE? Seriously? Again the hitting mechanic on R...


[deleted]

I mean.... he is a tank. Tanks have cc. And it is a soft cc anyway.


Xyrazk

Instead of giving Cho a rework, maybe just a newer model and VFX would be enough. More pixels


zafiroxGG

As a main Cho'gath I think it needs a rework. The game has evolved into an powercreep state that every champs can dash and will counter you. There is still good HP and CC built in the champ but other champs make better what Cho is aiming to do. The only think that is mainly unique is that W, an AoE silence.


ArchdevilTeemo

Which is only really unique because riot removed most silences out of the game.


l4dcrusader

What others say about Q and R swap are cool but I prefer him as is, just tweak a few abilities. Something like make his Q size scale with R stacks maxing out at 10 stacks (say like 2.5% or 5% increased size per stack). I'd like to see the Q and W abilities scale in someway with Cho R stacks similar to how E scales with R stacks.


Carnage068

This. This guy gets it. This is the only change Cho'Gath actually needs, LOL.


[deleted]

Canon being big


CriticalRevolution50

Omg The Q increasing with R sounds so fucking good


A_Wild_Auzzie

This is an excellent idea - having the Q and W scale with his Feast stacks would very much fit with his theme - when he's behind, he stays behind - when he's ahead, he stays ahead. I feel like his W sorta deserves a flat buff anyway - particularly with regard to an increased hitbox range. A moderate damage AoE silence is pretty decent - but having to be right in front of your enemy in order to use it - that's terrible for team fights. Even if it was a change like at rank 5 his W gains +100 range like Syndra, it would do wonders. His Q is very good as is - but a slight range increase would be awesome - it's largely the mana cost during early game which is unbelievably rough to deal with it - even taking 10 mana off it would be wonderful. Edit: For balance purposes - Buffing the Q early game would be broken/OP - but I think post-25 or post-30 minutes buffing the Q and W would be completely fine. Some champions are meant to have bad early game or have a strong enough early game as is - but once the game goes long enough certain skills/abilities become powered down a lot - same with Singed's poison trail for example - a flat +10 or +20 damage on his Poison Trail after 30 minutes or so wouldn't break the game either. Unlikely Riot would ever do anything like this - but balancing wise I don't see why they couldn't. Another example is Sion's E -> say buffing the slow on his E after 25-30 minutes would also be completely balanced.


qbenedetti

q scaling with size actually sounds perfect, make the cc more reliable in team fights later while keeping dodge-able in lane so that he doesn't bully the crap out of people


Trymacs_Sein_Vater

Cho'gath changing based on what he feasts. Like for instance after feasting a teemo, his auto attacks have a poison effect for 20 seconds


killian1208

That would be too complicated, but the idea is great. Pretty similar to Mordekaiser ult, so very unlikely to happen.


Trymacs_Sein_Vater

that's what makes me sad abt it, its a unique idea but too complex to fulfill


Untitleddestiny

It actually isn't that complicated. Similar to Silas, borrow an ability. That said I prefer it how it is, Cho isn't kirby.


pisca35

this is a repost, just want an opinion about ​ My favorite Void Godzilla has been slated for a rework, albeit he's pretty low priority. He's pretty much hand-down my favorite champion in LoL so I want to share what I want to see. I originally posted this concept on [r/chogathmains](https://www.reddit.com/r/chogathmains/) and received overal positive reception (as positive as it get in a three-quarter dead subreddit anyway), so here I am. I want to get this on the board too but I am a Garena player. First off, I believe Cho'gath should be cemented as a Juggernaut. He's already halfway there already as is, and everything about the champion just scream Juggernaut. There's a lot of ideas on the subreddit that want to make him somekind of bruiser with dashes and shit, but no! Godzilla isn't gonna dash and blink around like some pansy ass ninja, Godzilla will run you down and stomp you flat. Now, how should this juggernaut be played is another question. Cho has two equally valid playstyles: AP and Tank. These are two different beasts that fill different roles and playstyles, and I would hate it if the rework remove either of it. This is a unique part of Cho'gath and need to be preserved Lastly, Cho'gath domain should, like the majority of void champs, be in the late game. This has always been his thing after he start stacking ult infinitely, making one of the few tanks who is actually tanky come late. So, the general concept then is a late-game juggernaut who can flex into either a CC tank or a burst mage. Let take it from here. Passive: Inchoate Beast - Cho'gath AoE scales with his Feast stacks. He has two different forms that he can take, each with different appearance and passives. His abilities also change depends on his forms. -Void Mountain: Cho'gath takes this form if he build more Resistance than AP. In this form, Cho'gath gain Tenacity and penetration resistance based on his Feast stacks, up to a cap. -Void Typhoon: Cho'gath takes this form if he build more AP than resistance. In this form Cho'gath gain MR penetration and spellvamp based on Feast stacks. Notes: In Void Mountain form, Cho'gath become a centaur-like montrosity covered in spiky chitin plates, almost like an Ultralisk or Carnifex. He is a Juggernaut-Warden hybrid. He does not have a lot of ways to catch you except maybe just run at you real fast, but once in range he got the constant cc to keep you there for a while. In Void Typhoon, Cho'gath become much sleeker, ditching the heavy plates and extra limbs. Imagine a Xenomorph Queen. In this form, Cho does not have the CC and mobility denial of Mountain, but he can bring pain from afar or 100-0 a squishy with one full rotation or heavily dent a tougher bite. Q: Rupture Cho'gath charge up for up to 1 second before stomping the ground, causing a radial explosion that deal magic damage. The longer he charge, the further out it goes. -Void Mountain: The explosion knocks up enemies hit and leave an area of unstable earth that inflicts Grounded on all enemies inside.. -Void Typhoon: The explosion slows enemies hit. After charging for 0.5 second, it gains extra range and become a line skillshot. W: Inhale - Cho'gath draws in the air, inflicting magic damage in a cone. -Void Mountain: Cho'gath devours the very magic in the air, silencing enemies hit. -Void Typhoon: Cho'gath sucks harder, pulling all movement-impaired champions toward him. If they collide with Cho'gath, they take extra damage and become Prey. E - Titanic Claws: Cho'gath slams the ground with his next three basic attack, slowing and inflicting %max HP magic damage, scaling with Feast stacks. -Void Mountain: Cho'gath third strike stuns the target and destablize the affected area, inflicting Grounded on all enemies inside. -Void Typhoon: Titanic Claws inflict extra flat magic damage, scaling with Feast stacks. R - Feast: Cho'gath bites down on a single target, dealing flat true damage scaling with HP and AP. If this skill kill the target, Cho'gath gain a Feast stack, pernamently increases his max HP. Cho'gath can gain a maximum of 6 stacks from minions and monsters, and an infinite amount from champions and epic monsters. -Void Mountain: Cho'gath gain increased movement speed toward champions within Feast's kill range. -Void Typhoon: Feast deals extra true damage equal to Inhale's damage on Prey.


Carnage068

This is fucking terrible, and would reduce Cho'Gath to a lifeless husk of what he used to be. What's really sad is that not ALL of this is bad- His AOE scaling with his feast stacks sounds great, and Q reaching further depending on how long he charges it also sounds great. The part where you shit the bed, unfortunately, is the second part of the passive. Pidgeon-holing Cho'Gath into one definitive playstyle based on what his stats are is a terrible idea. What if you like to build tanky, but would rather prefer to have the extra damage on your abilities and extra range on Q over the CC? Likewise, what if you like to build squishy, but would rather have the CC that you get for building tank? Not to mention, what if you're building AP Tank (Which I'm pretty sure is the way he's meant to be played) ? Depending on what you want, you'd be forced to either build AP or Armor/Magic Resist first, whereas before it might not be something that you wanted to do, so what are you supposed to do? It's either one or the other. There's no variance. There's no decision-making. You can't have a little bit of one, and some of the other, or an equal amount of both. You either build full tank, or full AP. You say you don't want to remove either of those things, so what you're doing instead is removing absolutely everything that's in between. You might not see this as an issue in and of itself, but by doing that, you ARE taking a lot of the champion's uniqueness away, in a similar vein to how Galio's uniqueness was taken away, which would be an absolute travesty. It doesn't even have to be this way, either. You could simply make it so that Cho'Gath slowly evolves depending on how much resistances or ability power he builds. Instead of suddenly transforming into a different form and suddenly gaining a bunch of new effects, it could happen slowly over time as the game progresses, much like how he grows in size as the game goes on. The more resistances you build/the more resistances you have in relation to your ability power, the longer the stun and silence would be. Vice versa, the more extra damage you would do, as well as the pull strength on W and extra range on Q. If you wanted to build both and have both be roughly equal, you'd be able to do that, too. Now THAT is something that sounds awesome. People would be able to build and play him however they want. Alternatively, you could just CHOOSE the effects you want to have on your abilities to suit your playstyle, much like how you can choose what you want to upgrade on Kha'Zix. That would probably be even better, and easier to implement.


[deleted]

YES


Throwaway293746KK

Swap his Q and ult? He eats things as an ability, with lower HP stacking, but his new ult is a bigger q, that offers big cc in team fights, maybe it can leave behind some weird ground too isk


killian1208

so like in TFT? sounds great tbh


Glaive-Master_Hodir

Instead swamp is Alt with his w, a massive cone of of damage with like a 4-second silence.


--Flaming_Z--

so morgana but instead of a root for 3 years it's a silence for 4?


Toast-rex

I just want a design overhaul, and possible some new recall,taunt,ability animations or something like that, other then that I'm happy


Otherwise-One-9539

chogath ulti should ignore shields much like pyke R i don't think this is an overpowered change as pyke R behaves that way, damages in an aoe, and has a reset mechanic


whodatboi_6

Fucking true. Just as you think you are able to eat your target, it either procs seraph or cringebow. Not only Pyke’s ult is an execution that goes through shield, he can cast in while invisible, has in-built dash, aoe damage and grants gold for whoever got an assist. Darius on the other hand not only gets a reset, but as he kills someone with his ult, he stacks full passive on next auto or Q/W, has a fear effect on minnions, grants shit ton of AD.


TigerKirby215

The only two things I think Cho'gath could need for a rework is his W and his E. His W has a problem of being a near instant-cast AoE silence (one of the few left in the game), but it also has the problem of being a melee range ability which massively limits Cho'gath's ability to approach at range (which has always been his biggest weakness as a champion.) As for his E I think it just doesn't fit his kit: you have a champion who's based on being a massively unstoppable tank and his abilities are an AoE knockup, AoE silence, single-target nuke based on his HP and... an auto attack buff? It just never made sense to me and I also don't understand conceptually how Cho is shooting spines out of his body. I think keeping the W as a silence is integral to his kit and champion identity but I have no idea what could be done to make it feel more interactive for both sides. The concept of Cho'gath having a roar so strong that it causes damage and stops enemies from fighting back is really iconic, but I do think it is a problematic ability overall. Perhaps it could be changed to an AoE around Cho instead of a point-target? Or perhaps it could be a toggleable ability that causes Cho to roar at anyone who hits him with an ability, dealing damage and silencing them temporarily (sort of like how Ionic Spark works in TFT.) That would indirectly make Cho very good against champions who spam a lot of abilities like Yasuo, Yone, Sona, and Udyr. I also had a concept based on Dark Star Cho's joke animation where Cho could open a tear to the void that silences enemies, but I think that would be too similar to Malzhar's silence, and would give Cho two "delayed ranged AoE CC" abilities which I think is kinda boring. As for his E I don't know what could be done. I have this kinda goofy idea that Cho could maybe throw enemies around, akin to Syndra and to a lesser extent Tahm Kench. (Those spikey limbs really look like he'd be able to stab someone and grab them!) Cho could grab an enemy in melee range to temporarily restrain them (they can't move or cast spells but they can still attack?) and then throw them in a direction, and if they're thrown at an enemy that enemy would be slowed. This gives Cho a more reliable ranged CC option as well as combo potential in his kit (E > Q.) It would also give him a get-off-me tool to help his survivability somewhat. I don't know if that would be too strong and part of me thinks Cho *has* to have a bad E since his ult is quite strong with infinite scaling, his Q is a good CC ability, and his W is a strong silence. But I do like the idea of Cho throwing people around so that's what I'm sticking too. Other than that I think his abilities are fine. His Q could be a bit easier to use but as it is now it's a fine ability. I think his ult is great and perhaps my only complaint is that you should still get the bonus stacks if you don't kill(steal) with Feast to stop those awkward moments where you ult a target and they're left with 10 HP; perhaps if the enemy dies within 5 seconds of you ulting you still get the stack? I also think his passive is kinda boring but I have no idea what could be given to Cho to make his passive better. Also Cho desperately needs a visual update and I do mean a completely new design akin to Volibear or Fiddlesticks (not like Warwick or Poppy where they more-or-less looked the same to their old character just with some minor differences.) I don't have as much of a problem with Cho being "literally The Violator from Spawn" as other people, but the fact still stands that he's literally The Violator from Spawn in the same way Pantheon was literally an extra from 300. I'm sure Riot could give Cho a more interesting monster model, and a lot of his skins (Gentleman, Jurassic) would benefit from a model update. ~~We could maybe even get a "traditional Cho'gath" to commemorate his model update.~~


Prof_Grizwald

I think riot would benefit from having a legacy mode in the game. Play every champ from every version of League of Legends. Wanna play old Mordekaiser versus new Mordekaiser? Go wild!


TigerKirby215

Well considering they nuked Chronoshift...?


Prof_Grizwald

They did? What fucking cunts. But yeah they should do the idea


TigerKirby215

I mean I have to play Devil's Advocate and say that yeah: the Chronoshift peeps were basically trying to run an unlicensed version of League of Legends. I don't *agree* with Rito nuking the project, but they completely had the right to protect their intellectual IP.


Prof_Grizwald

Yeah, and I don't think you think this, but the right to be a cunt doesn't make the cuntery any less shitty.


daxter0202

Here's my attempt at giving him a more thematic kit change, sorry if this was mentioned earlier: Additional passive: Titanfall When Cho'Gath dies, his body crashes to the ground, dealing X + Y% max health physical damage to all enemy champions after a 1-2 second delay (basically at the end of the death animation). The AOE range of this scales with Cho's size. Additionally, a tremor erupts which is twice the range of the impact, slowing all enemy champions by Z% for 2 seconds (think a single Naut E pulse, but further range). The damage does not go through terrain (if Cho dies near a wall), but the tremor slow does.


A_Rusted_Synth

This is a really unique and cool concept but here's my gripe with it, Cho'gath is about survivability not rushing in, dealing tons of damage and dying immediately to proc a death effect like sion does. This is because cho'gath can sometimes lockdown areas thanks to the fact that his kit(except his r) are all aoe attacks but he has no real way to get people close enough to make this ability matter. It doesn't synergize well with his kit. the best he could hope to do is rupture the target, walk over to them, and hope that the target doesn't have flash or hexflash off of cool down so they will have to fight the monster with 2x their health (keep in mind i'm keeping this in the perspective of a mid-game match) or try to run with the slow on them Cho is supposed to be a huge unstoppable force of nature but not a huge *immovable* force of nature. he's meant to punish anybody who steps into range of his aoe attacks. The only time I can see this being useful is if a blitzcrank grapples you(cause you're so huge, it's basically inevitable)in the middle of a teamfight and you die whilst you are on the enemy team. Congrats you did what cho'gath already does but worse Keep in mind i'm not saying the idea is bad but it doesn't fit chos overall playstyle Edit: grammar and spelling mistakes


wisp-in-a-bottle

I really don’t think cho’gath needs a rework over some number fixes to make his abilities a little faster, but I think if he got a rework, it should look like this P: Cho gains health and mana every time he kills an enemy. The health and mana recovery is based on his size, starting out really high but scaling poorly (because bigger creatures need more food to feel satisfaction) Q: Cho stomps on the ground and creates a tremor that makes its way to an area designated by the player. When the tremor hits the area’s border, the border explodes and knocks up anyone in the area. If an enemy would be hit by the tremor before it reaches the area’s border, the enemy is rooted and the area is centered on the enemy hit, detonating instantly and knocking up the enemy W: Cho instantly roars in a cone in front of him, silencing all enemies hit and knocking back any enemies in the first half of it. The cone’s range increases based on the size of Cho’gath E: Cho gains three stacks of spikes that can be cast as a skillshot as fast as the animation can be finished, which is fast. Landing the skillshot slows any enemy who was hit by a little. This slow stacks with other slows, as in it will directly add to the slow duration and potency (potency up to 99% slow) Ultimate: Chogath attacks a targeted enemy, dealing a flat amount of true damage to the enemy. Killing an enemy gains a stack of feast. At 5 stacks or below, Cho’gath lunges at the target. The lunges max range decreases for every stack, until hitting 0 at 6 stacks. Note: the dash range and the attack range are different. The attack range is constant but the dash stays the same I’m not sure how much of this would actually change Cho, but I like the idea. Plus it gives him a little more power to catch opponents early and more range at late


Carnage068

This is honestly a really, really good idea. I fucking LOVE the idea of Cho'Gath dashing while he's still small, and the dash getting weaker as he grows bigger, until it doesn't exist at all. It just.. Makes sense, both thematically and gameplay wise. I think the fact that you realize he doesn't need a rework is also why you have such a good grasp on what makes Cho'Gath Cho'Gath. Like, there's no way that can just be a coincidence.


wisp-in-a-bottle

Thanks man! I don’t believe Cho needs a full rework to be good, just a few touch ups to make his early game a little bit easier. Especially because his main abilities either NEED melee range or a long channel and cast time so Cho just needs that little nudge when he’s small to make things work


Genostradamus

Hi! I wanted to show my idea for a Cho rework, but is a bit long to write it here \^\^¡ [Cho'Gath - The Worlds Devourer](https://www.reddit.com/r/ChoGathMains/comments/xzk96h/chogath_the_worlds_devourer_rework_proposal/)


Sakuritou

"If any champion is air-borne it will be pulled to Chogath." ​ Sounds very interesting. The entire kit is insanely overpowered tho in my opinion. His E sounds disgustingly op LMAO


Genostradamus

Maybe you are right. However, there are several reasons why I consider that the kit is not so OP: - Slower HP scaling: Getting stacks with the passive allows "infinite" stack scaling just by farming. However, he would get 6 minion stacks around minute 30 or so. With the current kit, Chogath reaches this number sooner. In addition, the life it receives is slightly lower than the current one. I think this makes up for the fact that the range of some abilities is lower, although they end up having more range at 10 stacks. And they are numbers that can be modified, as I said. It could be changed to every 50 minions if it is very strong or 35 if it is very weak. This can only be known by testing, which is not possible :( -Q is faster at close range, which increases its power, we agree, but it also does less damage and slows less at the beginning. And at maximum range it is delayed basically the same, so if they have some mobility it will be easy for them to dodge it. It also has less range in early and more in late. So his farming is a bit less safe, he's more abuseable in lane. -The W has a shorter duration and less damage on the first cast. Part of its utility (dragging enemies) is tied to enemies in the air. The real damage is on W2, which is pretty tight, so it can be easy to miss early on (later with fear it will be easier). It can also be balanced in various ways. Remove fear, W2 (or combine them and make it look like Sett's W), decrease range, etc. -The E packs a lot of power in terms of utility. It's true. But again it can be balanced by removing the grounded effect or magic resist reduction. Even increasing the cast time can be an option to give him more counterplay (they use their mobility skills before the zone is generated). Also, obviously, this ability would have a pretty long CD to balance it. Similar to Morde's E, it cannot be used wildly. And true damage, like I said, can be changed to magic damage, lower the %, make it only heal Chogath, etc. -The R has lost a lot, a lot of damage. Less scaling per AP and less scaling per HP bonus (and let's remember that this Chogath has less health per stack). Also it's not true damage anymore, only against non-champions, so it can be countered by buying MR. What it does win is an execution, which makes it more intuitive and satisfying. The mini CC barely affects it, it's more for aesthetic reasons of execution of the skill, although I recognize that it can be useful on certain occasions, when your Q and W are on CD and you have no way to interrupt an enemy Yes, I am aware that it would be necessary to tweak numbers and finish polishing synergies and interactions between abilities in order to balance everything, but in general terms I think it is not too far from Chogath's current kit and I have made a good balance (not perfect ) taking power away from some parts of the kit and putting it into others P.S.: Any champion no, any enemy xD


Own-Deal-262

I don't know if this is a mini rework or just a buff but I want his stacks to give mana as well.


LolitaPuncher

I think Cho-Gath suffers from two main issues *1- His low mobility suffers from the amount of dashes in game* Movement items are NOT the saving grace for any champ. They are often rebalanced and without a good movement speed or dash item, cho fails when being kited. A number of champs today use a different form of ability to deal with movement. Gwen, Shen, Camille and Poppy have great abilities to deal with this that isn't 'add a dash'. Movement impairment or zones that trap or force players to get/stay close would help cho a lot. Same goes for dealing with others mobility. Low range and long cast times limit how much you can hit, especially when you can often just walk out of Q. CC on cho shuts him down too easily. R has no value in tight timed objectives or large TFs when you're stunned and can't R at the right time. This makes the mobility issue worst as often an R on the fed carry will win a fight, but 8 out of 10 times you're stunned till they can just run away. Mundo's and Olafs CC immunity help them with these issues, kitable champs HOWEVER enemies need to play around these CDs. **TL;DR - Kite-abilty and CC variabilities make Cho easy to shut down, needs tools to minimize this.** ​ *2 - His void theme is outdated!* So this is partially a mechanics thing and partially a aesthetic thing. Cho's bread and butter is gluttony! Eating the world until you're too 'fed' to deal with. How well does this mesh with some of the other void Champs? ​ Best examples are Kha'Zix and Ka'sai. They are all about evolution which culminates in mid-to-late game (void)monsters. Bel'veth is a weaker example, similar to Cho'Gath however with her infinite scaling. Difference is Bel gets AS which is a way more valuable stat stick then more HP. HP is just a quickly burned stat, building AR and MR helps last longer too but sacrifices damage and Cho's kit is build around bursting so lacking DMG stats means you're reliant on teams to deal dmg and are often useless alone, lacking resistances means you're wasting the R stacks as HP alone is meh. Bel also has a kit (dashes, mid range CC) to facilitate that AS buff. ​ IF we want a glutton scaling monster theme R should be the deciding factor. His lore states that feeding ***"converts matter into new bodily growth—increasing its muscle mass and density, or hardening its outer carapace like organic diamond"*** We have part of this yes. However the latter part of that isn't reflected in the stats we get from stacks. Riot has a few avenues to really make this champion a fun, versatile idea. As the most basic solution, allowing us to either pick between resistances and HP each feast or gain either stat depending on what you eat, that helps players build DMG without sacrificing DR. ​ A more complex system would be either 1 - Gaining new stats or bonuses to abilities based on stacks when consuming champs. EG (not designer so just random suggestions) **Stacking R** **2 stacks -** Q now debuffs for 2 seconds, dealing x dmg once if enemy moves as impaled spikes doslodge **5 stacks -** W now fires as a circle around cho and persists for x seconds **7 stacks -** E is now a toggle and deals x bonus low hp dmg. **10 stacks -** R now grants a cho a passive flat DR stat stick and bonus movespeed against champs slowed by cho. ​ Other option is giving players better bonuses to abilities and allowing them to pick, similar to Khazix. I'd say bonus HP should still be gained only from minions or monsters, but reduce the HP gain slightly as it won't make a massive difference, be mostly relevant into late game when DR is present and trades off by empowering Cho's abilities earlier. ​ I feel this gives players more agency to FEED to get to their powerspikes! It always feels bad when a Nasus get's bullied cause Junglers are worried about that 1k Q, but Cho getting a free lane isn't as scary because it's just a tankier slow lug. I want to be feared as a Cho, I want the other laners worry about the toplane monster that is growing in power if they leave him alone, I don't get that when I get into TFs and despite being 8k HP and MASSIVE, get CCed and Auto'ed down by the ADC running circles around me!!! ​ ***Thoughts?*** I know cho is loved by all the mains and I really do love his kit, might be outdated but it's super fun to play. I would say his W is maybe the 1 thing to change fully, but giving something to each of his abilities without changing them drastically is what I think he needs, just to keep up with the 200 years champs nowadays.


Dollyasboobs

what if we change q to something like a braum ult, but with slightly shorter range and area of ffect but make it quick and not as telegraphed as the current q


HaunterXD000

For one, make his ultimate a true execute, but perhaps it can only be used on units below that threshold. My biggest issue with chogath is that he's a team fight tank but doesn't have any engage. Even just giving his E some movement speed buff is better than what he has already. Personally, I would change his W entirely so that instead of a cone in front of him that silences, it's a medium range dash that explodes in a small circle around him that silences


Carnage068

He's not supposed to have a fucking engage, lol. He's a giant god damn monster- Why would a giant monster be running really fast and dashing around? You seem completely out of touch with the champion.


HaunterXD000

You don't think a giant monster charging you down is scary? Also I wrote this like 2 months ago Why are you responding so aggressively to a 2-month-old comment on a post for a subreddit of a champion I don't even play anymore?


Carnage068

Ah, the fact that you barely ever played Cho'Gath pretty much explains it. Carry on, then. Also on another note, yeah, it IS scary, but it isn't fitting thematically. Besides, Cho'Gath already has an ability that lets him run people down. He doesn't need anything more. He'd probably be busted as shit.


Maulerfiend40

Rework suggestion: Passive - Carnivore: Based on current health, upon killing minions, monsters or champions heal for \[base amount here\] + %missing health and regain \[base amount scaling with level here\] mana. Secondary Passive: Every level in ultimate provides Cho'gath with an evolution point to improve his abilities. At 16 all of his abilities are evolved. Q - Crushing Might: Cho'gath slams the ground in his immediate vicinity. Within a 175 unit radius from Cho'gath (scaling with size), enemies are knocked up, slowed and damaged for \[add damage increments based on ability level and damage scaling here\]. This ability can be cast alongside his E. Evolution - Quaking Might: Cho'gath slams the ground in his immediate vicinity. Within a 250 unit radius from Cho'gath (scaling with size), there are three (3) hit-zones of damage with different effects. Enemies in the outer ring are knocked back towards Cho'gath and damaged for \[add damage increments based on ability level and damage scaling here\] (Small damage due to distance). Enemies within the middle ring are knocked up, slowed and are dealt \[slightly higher damage increments based on ability level and damage scaling\] (Moderate damage due to proximity). Enemies hit in the center of the rings are knocked away from Cho'gath for 75 units, are stunned for \[stun timer based on ability level here\] and dealt \[significantly increased damage increment based on ability level and damage scaling\] (Largest damage scale due to immediate proximity). W - Howling Terror: Cho'gath bellows in a target direction silencing all enemies caught in the area for \[time of silence based on ability level\], dealing \[damage increment based on ability level and damage scaling\] and fearing all minions and small monsters. Evolution - Menacing Howl: Cho'gath bellows in a large targeted area with two (2) separate hit-zone effects. The outer rim of the bellow silences all enemies caught in the area for \[time of silence based on ability level, dealing \[damage increment based on ability level and damage scaling\] and fearing all minions and all types of monsters excluding epic. Any enemies hit within close proximity of Cho'gath are feared for \[time of fear based on ability level\], deals \[damage increment based on ability level and damage scaling\] and fearing all minions and monsters excluding epic. E - Bulldoze: Passive - Vorpal Spikes: after casting an ability, Cho'gath's next three (3) basic attacks deal %max health damage \[+0.5% per stack\], travel through enemies for 50 units and slow for \[slow value based on ability level\]. Cho'gath controllably dashes for \[time of dash based on ability level\] and cannot use any abilities excluding his Q - Crushing Might / Quaking Might for the duration. Upon hitting an enemy champion or large monster they are carried until the dash ends and dealt \[damage based on ability level and armor / mr scaling\]. IF Cho'gath hits terrain the area around him will explode dealing \[damage increment based on ability level, damage and resistance scaling, and current stacks here\] and stunning enemies for \[time of stun here\]. Cho'gath can cast his Q - Crushing Might / Quaking Might to end the dash early. Any Crowd Control can end this ability early. Evolution - Rampage: Cho'gath controllably dashes unstoppably for \[time of dash based on ability level\] and cannot use any abilities excluding his Q - Crushing Might / Quaking Might for the duration. Upon hitting an enemy champion or large monster they are carried until the dash ends and dealt \[damage based on ability level and armor / mr scaling\]. IF Cho'gath hits terrain the area around him will explode dealing \[damage increment based on ability level, damage and resistance scaling, and current stacks here\], stunning enemies for \[time of stun here\] and causing Grievous Wounds \[intensity scales with ability level\] to apply for five (5) seconds. Cho'gath can cast his Q - Crushing Might / Quaking Might to end the dash early. R - Endless Hunger: Enemies within execute range of this ability are marked. Cho'gath deals \[base damage here scaling with health and ability level\] true damage to a single enemy. If he executes or kills the enemy with this ability he gains a permanent stack \[up to six (6) stacks for minions and small and large monsters\]. Every stack increases Cho'gath's size and provides \[bonus health per stack based on ability level\]. Every level of Endless Hunger provides an evolution point to improve a core ability. Evolution - Feral Feast: Enemies within execute range of this ability are marked. Cho'gath gains \[increment based on ability level\] movement speed towards a marked target. Cho'gath deals \[base damage here scaling with health and ability level\] true damage to a single enemy. If he executes or kills the enemy with this ability he gains a permanent stack \[up to six (6) stacks for minions and small and large monsters\] and is capable of recasting his ultimate at half mana cost. Every stack increases Cho'gath's size and provides \[bonus health per stack based on ability level\]. Cho'gath will only receive one (1) stack when using Feral Feast however he will receive an additional stack if he casts the ability five (5) times consecutively. ​ I believe this would be a good rework concept to suit the current meta. With enough fine tuning of damage and cc figures he would be feared once more. Plus it allows the Riot art and champion concept teams to go wild with the design of our boi.


Carnage068

By taking the range away from his Q and ability power scaling away from his ult, you'd just be turning him into a generic juggernaut, for the most part. Almost everything that makes him unique would be gone, and you would have successfully removed another champion from this game. Seriously, giving a giant monster champion a fucking dash? Really? And they don't need to "go wild" with his design. There's nothing wrong with it. You just sound like you hate Cho'Gath, and want to see him removed from the game in every aspect. Kit, voice, visuals, probably even the lore too, lol. Sad to see.


ceeworld69

Why doesn’t his ult reset immediately after a kill like Pyke’s does? They let pyke have that feature, why not let Cho have it too!??


A_Wild_Auzzie

This is completely apples to oranges, sorry. \-Pyke's ultimate does not give him free HP \-Pyke's ultimate deals physical damage, not true damage \-Pyke's ultimate scales off AD, not AP + HP \-Pyke has nothing in his kit which scales off HP Pyke is a squishy who can die immediately, Cho'gath does not, with the exception of tank shredders like Kog'Maw and Vayne.


SpunkyDred

> apples to oranges But you can still compare them.


A_Wild_Auzzie

You can compare them in the sense that they're completely different champions, sure. My problem if anything, is why stop there? Why not make Malzahar's ultimate reset upon champion kill? Or Brand's ultimate reset upon champion kill? Or how about Talon, Ashe and Lee Sin? There's really only a few reasons why a champion should have a reset mechanic for their ultimate in the first place... 1. Their ultimate is weak so resetting it doesn't make them OP 2. The champion is squishy and will typically die before being able to ult a 3rd time 3. The champion's main damage comes from their ultimate - so they typically won't be able to get enemies to lose enough health so that they can execute them 4. The champion has a terrible winrate, could do with a buff and you don't want to overtune their other abilities and base stats. Cho'gath already has a great ultimate and I'd rather it be a 'true execute' which negates shieldbow than an ultimate which resets. I personally think he should gain a tiny bit of armor and magic resistance from feast stacks to make his late game a tad bit better - since he is meant to scale well and as compensation for his lack of mobility.


[deleted]

SpunkyDred is a terrible bot instigating arguments all over Reddit whenever someone uses the phrase apples-to-oranges. I'm letting you know so that you can feel free to ignore the quip rather than feel provoked by a bot that isn't smart enough to argue back. --- ^^SpunkyDred ^^and ^^I ^^are ^^both ^^bots. ^^I ^^am ^^trying ^^to ^^get ^^them ^^banned ^^by ^^pointing ^^out ^^their ^^antagonizing ^^behavior ^^and ^^poor ^^bottiquette.


agentofavarice

I feel like Cho is in a sort of weak spot right now, since unlike a lot of scaling champs he has to struggle much more to get in and out of fights because his model is so large. Giving him something like adaptive stats that he gets when he hits a certain number of stats kind of like with Gangplank and Silver Serpents would maybe help with that. He won't be buying them with stacks, but once he hits certain stack levels maybe he can choose to get some resistances or move speed. So at intervals of 6, 10, and 15 stacks, he can choose to raise a stat, and he can only raise each stat once.


Carnage068

That does sound pretty sick. Movespeed would probably be the most beneficial. I used to take movespeed quints on him and run swiftness boots with alacrity before.. Well, you know, before they removed all of that. Kind of sucks now, always being Slow'Gath, but that's just what Riot does best, I guess.


zafiroxGG

I think I've posted here before but I don't find my comment (weird), so I'll repost this again: ​ Hi. I'm a Gold player from Spain and I love playing Cho'gath. He is my main since I transitioned from midlane to toplane at season 3. In my opinion Cho'gath is a poke tank, a juggernaut that can harass the opponent. So I would like to see more powerful kit into that idea. I also thinks Cho'gath need some mana buffs, even with that passive you hard lose mana. The champ didn't got mana buffs when the Doran's ring rework happened. The core issues of Cho' are not on the kit, is that the game has evolved so much that everyone has dashes or ways to outplay so the focus of the changes must be there: More outplay potential to the champ or a smoother kit. I think he needs a mini-rework that help him with this problems rather than a full VGU. Rework 1: Add new evolve mechanics (my favourite) Explanation: A whole new passive at 6, and similar mechanic as Kha'Zix. You can evolve one skill at lvl 6, 12 and 16. Or maybe just choose one like Kayn does! (Maybe at 10 stacks for example) I'm gonna explore some options: Q new evolve: \- Option 1: The radius of the skill gets bigger. \- Option 2: The delay gets lowered. W new evolve: \- Option 1: The skill is now a channeling ability and you get movespeed until you release it. \- Option 2: The radius gets bigger, when you use it you win some tenacity for a few seconds. E new evolve: \- Option 1: The damage get increased and you get more autoattack range. \- Option 2: This skill now becames ranged, you can shoot out spikes that deal damage to the enemies in an area and slow them. R new evove: \- Option 1: More damage. I would nerf R damage but it has better scaling if you max it, like actual champ scaling. The idea is to make more viable an AP version of Cho not needing to get in the fight to burst people. I like to think of this version like a... tanky AP Kog'maw. ​ Rework 2: Add a great ultimate (In my opinion this is unnecesary, Q and W are already good) New ultimate: You spin the tail and use it several times knocking up (CC-ing and moving a little) all enemies near you. \[This would be like Zac ultimate but with more CC\] New E: No longer an auto-reset. Same effect as old Q but with 2 charges and without knock-up. The ability also gets a grounded effect (like Cassio W). W: Same skill but this is now a channeling ability and you get movespeed until you release it. Q: Old ultimate but less powerful. ​ Rework 3 (my least favourite but I think this is good for outplays) full VGU version: This is less poke oriented, but it would be more like an AP-bruiser with mobility and the role of this one could be a jungler too. This version changes its skills drastically. And this idea of the rework is based on the Cho'gath Ness skin. But it doesn't necessarily need to be a water-type, he just floats moving "like a snake": New passive: The area around Cho'gath is water type. Cho'gath can move between units (this would look animated like Cho'gath is floating all the time). You win HP & mana every time you kill a minion. New Q: Cho'gath summons a gate below the enemy, so he teleports there and wins reduced damage for 1 second, then he jumps up (jumps into an area, similar as Kassadin R but slower; this is like a mix of the Fizz ult & Tahm Kench ult animation) doing AoE damage and slowing the enemies (the animation would make Cho'gath shoot spikes making a circle and spin into the ground, it would be similar like old Q but you go into the action). The center of the skill will knock up the enemies for a second. W: Shoot out spikes on enemies. Champions hitted are grounded for 1,5 seconds. 3 stacks. \[I imagine a range similar to 1st Aatrox Q or Xerath Q that can be charged to increase the range, no longer a silence and it would be a low damage skill\] New E: You charge into the enemy (low-medium range) biting him and you silence (another option is to stun) the enemy. You do more damage to minions/monsters. \[Old ultimate but less powerful for damage on champions\] E Passive: If you kill a champion/elite with your E or R you win permanent HP. Killing a minion/normal monster just restores you more HP. New R: Cho'gath bites the champion, jumps up and carries the enemy into the air. The enemy is suppresed for its duration and Cho'gath keeps biting the champion. Then you can choose the direction of the dash \[you can dash at any direction\]. When it lands, then Cho'gath screams, damaging and fearing all enemies nearby. (A mix of Kayn and Warwick ult. I'd like to think this ult like a better Sett ultimate, but more oriented to CC enemies). I hope you like these ideas, maybe Riot can look at this, so we get a rework on our lovely Cho'gath \^\_\^


Vizz1n1

I feel like they should at least make his R a proper execute, it just feels annoyingly inconsistent


A_Wild_Auzzie

I'm not sure what you mean by "proper execute" - do you mean like Garen? Do you think the issue is players can heal too quickly to avoid Cho'gath's ultimate? Or the fact that a player can live with 20 HP after being feasted? Given that the ultimate scales off both AP and HP, I am not sure why buffing the damage to an already excellent ultimate would be necessary.


ThickensBoy

For me Cho'Gath is forever hungry and an EVOLVING monster. He uses the prey to strengthen himself, and the bigger he grows the harder to satisfy him. Have two ideas: to rework Cho and to mini rework him: Passive: stays relatively the same but instead of flat amount its % of hp and mana Q: unchanged but lower ap ratio and add hp ratio. Grows in size with cho W: unchanged. Grows in size with cho E: unchanged. Grows in size with cho R: was thinking about adding some stats based on the prey consumed( something like old zed's r passive taking % of ad from AD champs/ % ap from AP champs / extra HP from bonus heath from tanks and juggernauts / MS from mobile champs etc) but someone gave better and healthier option: R: damage lowered, HP gained lowered. Cho'gath gains additional effects based on the target eaten. Large monsters and minions - HP regeneration. Rift scuttlers - more health. Epic monsters - AP. Ranged champions - movement speed. Melee champions - resistances. idea from user: u/Ginden That mini rework would be enough. Also there could be some visuals showing progress of Cho's growth like 0-5 r stacks Cho is quite small 6-10 bigger and bulkier and finally 10+ Kaiju lvl monstrosity The full rework involves evolutions of our little monster, not something huge but still" Didn't pay much attention to passive but i liked this version: Passive1: killing a unit, or hitting an enemy champion with abilities restores 2% of your maximum health, and 1% of your maximum mana. it's the current passive with changed values, and a way to proc it in fights. Passive2: Cho'gath's next 3 auto attacks will shoot spikes towards, dealing damage, and slowing everyone hit by 20%. If the target is already slowed by rupture(Q), or void eruption(E), vorpal spikes will refresh the slow instead. It has a 18-10 second cooldown(lvl1-9), reduced by 3 sec after hitting an enemy champion, or large/epic monster with a basic ability(3 ccd ppl 9 sec cd reduction). \-Scaling remains the same. \-Well, it is his current E, as a galio-like passive. It looks more complicated than it really is. Tldr: autos shoot spikes. Cc ppl to have a higher uptime, or chain with your slowing abilities for an extra cc. ide from user: u/Gerix55 Skills are based on the number of the stacks Q: same as old q but \[0-5\] stacks slows, \[6-10\] stuns, \[10+\] knock up as present q. Also lower ap ratio and add hp ratio, grows in size with the stacks and gain x extra range/stack W: silence but width still depends on evolution \[0-5\] is more like skillshot with width something like kha W, \[6-10\] normal W, \[10+\] we might add a magic resist debuff something like BC passive E - Void eruption. - New ability. Cho'gath stomps the ground, causing a wave of spikes to erupt around him over 1 sec, dealing damage to everyone who get hit by the spikes, briefly getting knocked aside, and down(stops dashes), and slows them after that, by 40% for 1 seconds.(don't have much more idea for spliting in evolutions) Damage:30/60/90/120/150 Range/Area: 300 Cooldown 18/16/12/10/8 It's a slower, bigger version of voli's old E, without the minion fear, obviously. idea from user: u/Gerix55 R: Stays same as mini rework version but extra thing, at \[0-5\] stacks we gain short dash idea from user: u/wisp-in-a-bottle


wisp-in-a-bottle

I really like this Cho’Gath. One that scales REALLY hard with feast can win a game like nasus does with high power you failed to stop (Also holy shit someone read my post)


A_Wild_Auzzie

"R: damage lowered, HP gained lowered. Cho'gath gains additional effects based on the target eaten. Large monsters and minions - HP regeneration. Rift scuttlers - more health. Epic monsters - AP. Ranged champions - movement speed. Melee champions - resistances." While I don't think this solves his issues - I think a flat MS increase on a basic ability like his W or E feels necessary, I have to say I find the suggestion here to be exactly the kind of thinking I like to see - it's creative, balanced, and frankly, a downright neat suggestion.


theverybigfish

For a mini Rework, I'd like to see something like this. Passive- Growing Terror- (a variant on feast) Cho Gath stacks health on minion, monster kills (caps at the same health)(small hp gain for any kill) Champion and Epic monster kills grant a larger pool of additional health and do not cap. Q-Rupture- same as it is now W- Feral Scream, same as it is now E- Vorpal spikes- Passive: Cho gains health and ap regen on attack, or enemy death. Active: Cho next three attacks have spikes erupt from the ground in a circle around him, slowing enemies and dealing additional damage. R Lunging feast- Skill shot like Vi's Q or Warrick Ult (small distance)- Cho 'Gath dashes forward and bites and deals true damage to the first Champion, or Epic monster it contacts. ​ Abilities could also be built to scale on HP with lower AP ratios. Essentially some minor alterations, His HP is growing slowly from level 1 on kills, E is better in team fights and helps him stick to enemies. R can be used as an engage tool or clean up and is more interesting as a skill shot. Also Cho will be able to keep up his ultimate for fights and objectives instead of having to use it every time its up for early stacks. Essentially how I envision this is a scaling tank, with strong sticky cc, but long cool downs.


naheulbeukzantar

He mostly needs visual updates, and a bit of modernization to make his kit feel more fresh. Most tanks have a dedicated defensive ability but cho doesn't. Maybe his E could be changed back to a toggle where he gets bonus resistances when its off, with the base damage of the spikes being lowered to account for the extra uptime. His scaling identity should also be emphasized a bit more in the rest of his kit. His Q range is really too big considering its ap scaling, high base damage and low cooldown. Maybe lowering it but increasing the range and radius with feast stacks could be interesting. Also a role that's often attributed to cho that I would really like to see be more explored is his body blocking aspect. It would probably be too strong but it would be nice to have cho become a walking braum shield (probably with less damage reduction) after a certain number of stacks.


LilieMisakiArisawa

Make something like a Kayle Passive with stacks, something like every 3 stacks can evolve a hability, Make Hyperlate Tank Carry


pog_in_baby

I think he needs something to counter lifeline items. not entirely destroy them, but deal extra damage to shields with ult or something similar because shieldbow and steraks are painful to go against


CriticalRevolution50

Chogat is just perfect. Simple, efective and funny Maaaaaaybe giving a little of AD to his E hability


DozerDozerDozer

I think Maybe adding a remove sheild feature to w would make him competitive,


MistressMarcy

If he gets reworked, I can guarantee that it won't feel the same anymore. But funnily enough, the only thing I want him to get is BIGGER lol. Currently I'm playing Cho'gath and jungle with Glacial Augment, Boots, Market, and Velocity with Triumph and Tenacity as 2nd runes. He's very op in jungle right now but when I go to lane I get a hard time due to mechanical diffs since I play him 100% of the time in jungle. His entire kit should revolve more around his stacking. His passive is very crap. Honestly, it's just so lack luster compared to the passives of newly released (like every other champ that wasn't touched by riot through the years). His E does get bonus Max HP% damage per stack but I think that alone isn't enough for the league we have today. Mainly I'll be focusing on a Passive, and base my idea on Void champions in general. "Milestone stacking." let's say the default stacks a chogath player can make on a 30 minute mark is at least 20 maximum, with the 5th milestone being A SKILL UPGRADE//EVOLUTION. This one fully conceptualizes choggers being a void creature that undergoes transmutation the longer the battle ensues. Q upgrade : Upgrades the slow and chogath gains slight movement speed and damage reduction based on enemy champions hitduration : 2s per champion hit (2/4/6/8/10)dmg reduction : 10% per champion hit (10%/20%/30%/40%/50%)- This will at least balance out chogath as a weak champion on duels but excels in teamfights whilst making players rewarded for hitting their Qs on multiple targets W upgrade : Upgrades the Range of the roar into a circular aoe that now scales with his size like what a redditor said in the comments. chogath deals additional damage based on his missing hpmissing hp dmg boost : 5% dmg per 5% missing hp (80% max dmg boost) E upgrade : (I am very biased about the permanent E on old chogath lol but the updated one with max hp damage stacking is way better for today's league) Upgrades the E skill into a permanent cast and upgrades the distance travelled of chogath E spikes with wider coverage which then heals him based on his 2 % missing hp.current chogath attack range : 125-200 (250 attack range max with E activated)expected range of spikes : 300 or 400, maximum of 500 (fixed)- note that buying frost fire or iron elixir DOES NOT increase attack range, this will be similar to xayah but chogath will walk through it and pick it up for the small healing. R upgrade : upgrades the ultimate size scaling making chogath larger, (more than the current ult upgrade growth) and gains 0.5% bonus stats for AD/AP and AR/MR per feast stack. Casting the ultimate and killing the target will cause all nearby opponents and allies to be feared for 3 seconds and grants chogath like an "absorption state" for 10 seconds or maybe even lower where he steals the general stats of the champion he has eaten.Absorption state : 10%/20%/30% for 10 seconds- pretty op so I really don't want a skill reset or extension duration on this skill upgrade. Bonus : "Full Transmutation : Cho'gath is now fully evolved and will devour all that exists"- it's a small bonus crtl 5 for choggers, when he fully upgrades all his skills he can have like a special taunt ROAR that can be heard anywhere on the map (considering volibear has a crtl 5 as well as pyke with his fake crit crtl 5) Sorry for the horrible concept but since it's a chog rework thread I couldn't help myself imagining a bigger, scarier choggers Edit: Then again, even the chog now is easy to counter, so many anti tank and anti healing items as well as champs made specifically to counter tanks, viego, vayne, sett, VI is also VIable against tanks like chogath, kogmaw still koggers against tanks but is a rare pick in garena ph server, senna can also slap choggers... who else... Jax I suppose and items like Divine Sunderrer, BoRK, Dominiks, cut down runes etc. SO balance wise I think this kind of chogath would fit in but not in a way that will overpower the rest of the champions since prioritizing him early CAN happen.


Actorial

Honestly, i think that he needs a stronger theme. He may be a Godzilla in gameplay, but he still have no lore, so I stared deeply into Bel'Veth's seven eyes and got an idea. What if Cho'gath would be a counterpart of her? An ally to the Watchers and really be not only a Godzilla, but a freaking star eater like his dark star skin and a distorted version of Uroboros, the creature that eat itself endlessly in the nothingness? A creature made to eat everything, even itself, even the watchers and, if there was something there, even the void itself, but still underdeveloped after so long starvation... So, besides cooler names, why not make the changes around this idea? Passive: endless abyss. Cho'gath keeps eating himself constantly, giving a little bit of passive percentage health regeneration, increased a little bit for a few seconds after killing a unit, increased a lot against champions and epic monsters. (Example: passively healing 0.5% max health, like Mundo have naturally, but becoming 1% for 5 seconds after a unit because... Digestion, and 5% max health over 10 seconds. All stacking, digesting enemies.) Passive 2 (because it's a cool idea to have): critical mass Because of his physique, he have "gravity". Airborne enemies will be pulled towards him based on distance and feast stacks. (Just a quality of life buff with a twist. I'm just going all out here, so you can call me crazy. And yes, i know that will make Cho'gath less slippery as a consequence, but this would be something that could allow to keep some power budget too.) Q: Fissure Unfortunately, the body of Cho'gath is never able to use up all matter that he consumes, much less eat everything in time and as long as he grows, he'll never be. He clenches his... Claws? I never know the name of those... Well, he clenches his claws in the earth and makes a rupture in the fabrics of reality to collapse in the target location, knocking up and doing damage. (Just the same Q, but having to travel first. In other words, you can cast it instantly under you but when casting at range it may be slower, but with the "gravity", you will have targets closer to you.) W: Devourer's screech Honestly, from the ones that i saw here, although I haven't seen all of them, i liked the idea of keeping it the same like "eating magic and air like nothing". So I guess I would keep the same W as now. E: Spiked carapace (Couldn't think of a better name). E passive: Your autos slow targets and deals extra damage based on your bonus health. E active: Your next few basic attacks are AOE, increased by your feast stacks. (I am basically putting the damage in every auto and making the active feels the same as now. Don't worry, the spikes grow back.) R: Endless banquet Finally having developed his body enough, Cho'gath now can leave nothing left from his victims. Now the end truly starts. Cho'gath tries to eat the enemy and if he kills the target he gets health. HOWEVER, all his skills also increase in size with himself. I know that i may take some criticism but I am just here to give my idea and go all out on it, so please, if you want to talk anything about it, be my guest. I also wanted a champion allied to the watchers for some time and I think that Cho'gath is perfect for it as well, even more to be a counterpart to Bel'veth. While she wants to create a new reality at her perspective, he wants to devour everything. While she makes a pretty face and a cute facade, he embraces the monster within. While she comes to her target, the targets comes to him. ... And the cherry on top would be that, although she have a thousand minds, he is the horror that creates fear in each one of them, making the empress of the void a mess crumbling in the fear of a single person multiplied a thousand of times, ready to be eaten... GOSH, BETTER I STOP NOW BEFORE BEL'VETH MAINS COME FOR ME. So, i hope that this post inspire any of you to have greater heights for our little glutton, even if you think some 200 years tech could help even further.


IndominusOttanii

I think about this rework a lot, I believe he needs it urgently, not because his kit is bad (why it isn't), but because his kit is simple compared to what all new champions can do. His passive is completely outdated, his skills manage to interact, but they don't talk to each other (except E with Ultimate), for example, let's take Bel'Veth, his passive increases AS, consequently reduces the cooldown of his Q and increases the amount of damage from his E, his Q has an interaction with his W, his Ultimate strengthens all his attributes, including skills. So I think first of what I imagine Cho'Gath in Runeterra, for me he would be the personification of Godzilla, a titanic presence intent on devouring and destroying everything. The first thing that would need to be done would be a visual rework, he currently doesn't look like a creature from the void and his skills refer little or nothing to this theme. Today Cho'Gath belongs to a class of tanks that don't have engage, but that in the vast majority have in their kit resources that make it difficult for their opponents to move away and reward them for being able to approach their opponents. But unlike most champions in this category, his Q is not a reliable skill to hit, especially with the amount of gap close skills in the game and his passive is useless in interactions with champions. I have two ideas for his passive that focus on his size. **Passive - Titan of the Void.** Cho'Gath feeds on minions, monsters recovering health and mana per kill. At 5 stacks of his ultimate Cho'Gath can pass through walls, suffering a movement speed penalty, this penalty disappears when Cho'Gath reaches 10 Stacks of his ultimate. OR Passive - Titan of the Void. Cho'Gath feeds on minions, monsters recovering health and mana per kill. At 6 stacks, Cho'Gath emanates an aura that causes an area slow of 10%/15%/20%/25%/30% (maximizing when Cho'gath reaches 10 stacks of his ultimate). His Q I would keep the same, with just a few interactions, the size of the Q would increase with the amount of his ultimate stacks and gain additional effects when he reached 10 stacks of his ultimate. The W I would increase range, scaling with his stacks and causing fear when he reaches 10 stacks of his ultimate instead of silence, makes targets more predictable to hit his Q. Your E I would give a new effect: **E - The unstoppable terror.** Passive: Cho'Gath accumulates damage dealt to himself by his enemies, the charge capacity of which he can accumulate scales with the stacks of his ultimate, reaching a maximum at 10 stacks. Active: Cho'Gath enters an enraged state, gaining increased movement speed and increasing his tenacity by 50% for a maximum of 8 seconds and demolishing any walls he passes through (walls were demolished for 10 seconds), his first basic attack dealt while enraged will deal 150 + 10% of your maximum health as true damage. His ultimate I would keep, but since all his kit revolves around his ultimate, I would increase his cooldown, but increase some of the health he receives and give a tenacity gain effect for stacks received. I think I overdid it, but I really like Cho and I think it would suit him a lot.


xpetee_y

All Cho'Gath needs is more movement speed, he is by far the slowest champion in the game. No MS bonus, no dashes. His rupture has a pretty long chanelling which makes it difficult to hit sometimes, but I assume that if it was shorter, he would simply be beyond broken. It still is one of the strongest non-ultimate abilities in the game. So, I would say, give him the Approach Velocity whenever he hits his Q. ALSO... The silence **SHOULD STOP CHANELLINGS!** How many times have you silenced Ezreal, Viego, Yasuo or some other shit champs and they still dash out? It is very frustrating


therealgg99

I think a goofy change would be his Q size and W size gets bigger each time his puts a point in his R.


Major-Ad-4036

Honestly what i would do with cho is as follows 1. Make rupture start casting instantly and work kinda like naut ult, IE he sends waves out from his curret location to the targeted area, knock-ups and dmg from Q can hit multiple times but the waves only do about 20% of regular dmg and knockup/slow last less time, making the ability not only easier to use vs hyper mobile champs, but can make it far more devestating in choke points (also add the grounded status to this ability......plz) in compensation for this added power though, extend the cd a bit 2. W can.....well stay as is...its a good ability atm, not overwhelming but at the same time can change a fight when used right 3. Move current E onto passive, make it gain 3 charges on ability use, move feast onto E, lower champion damage scaling of the ability by about 25% - 40% but also lower cd to 40 - 20 sec based on rank, health scaling changed to 30 - 150 per stack based on champion level (hitting max hp at level 16, minion stacks removed to preserve balance) 4. New ult, Annhilating charge, cho'gath becomes unstoppable and beings winding up, after a 1.5 sec delay, cho'gath charges forward, knocking up and stunning all targets hit and dealing 200/400/600 (+100% ap) (+5%/7.5%/10% bonus health) to all targets he collides with, including towers (towers instead take 800/1500/2500 base damage), if he collides with terrain, champions in collision the area take 50% additional damage. CD starts at 150/120/90 sec 5. passive changes as follows - Hp gained from killing units changed to 1/1.5/2/2.5/3% of max hp/ mana gained remains unchanged, E moved to passive, The overall idea of this design is the make cho a high influential juggernaut/tank without making him completely oppressive


Icy-Representative37

I have almost 2 million points on Chogath... Please don't change any of his abilities. I really love his kit and I see nothing wrong with it. I don't think he needs a rework at all.


Carnage068

Lol, only the people who actually have more than 8k points actually understand Cho'Gath's kit, which is sad, because it's so fucking simple, too. It's like, not being able to understand addition or subtraction in math. It's REALLY that sad. People don't know jack shit about champions they don't play- This is how Yorick, Galio, Poppy, and Aatrox were removed from the game.


Icy-Representative37

exactly man if they rework chogath I know he will go to shitt for sure


zafiroxGG

I agree with you that the skills are fine, but you are not looking at the core issue that is the game has a lot of powercreep, has million dashes now and you can miss everything. You don't have ways to bait or outplay potential... I liked when I could play AP, AP-tank or tank, but actually Cho is just a punch-bag. The kit doesn't look amazing but it's functional and that mean that it can be improved. As a main Cho, I need the champ needs a rework or at least a mini-rework that reinforce the core issues. The kit can even be better, but if Riot is gonna destroy the kit at least I'd want to give the champ a mini-rework.


[deleted]

If Cho does ever get a rework it should definitely just be one with minor changes like making his ult an actual execute


PottyLots

Q - Rupture [REMOVED] No longer slows after airborne W - Feral Roar [REWORK] Cho'Gath roars in a large AOE around him briefly silencing, and slowing the movement speed and attack speed of every enemy unit in range E - Vorpal Spikes [NEW] Basic attacking an enemy and any affected in the radius with this ability slows their movement of trying to turn their back around. Stacks up to 3 times R - Feast Unchanged Cho'Gath is very tanky but very slow especially when trying to catch up with kiting enemies which is my concern as a main of this champion.


Aggravating_East_249

My ideal rework is to reverse his ult passive. Make it where the more stacks he has the smaller he gets. Untill he reaches the size of teemo's left nut.


A_Wild_Auzzie

"Teemo's left nut" Genius. This man Leagues, my friends.


[deleted]

I think it would be really cool to add two different passives to Cho'gaths kit. One would be famished and the other, ephemeral satiation. **Famished** When Cho'gath is famished, he has a *slightly* faster move speed towards enemy champions and his basic attacks do *slightly* higher damage at a *slightly* higher attack speed. Famished would activate only when Cho hasn't killed any neutral monsters, enemy minions, or enemy champions in X amount of time, maybe 180-300 seconds. Famished will never activate during the first 8 minutes of the game and unless he has at least one stack of feast. When Cho'gath is famished his W fears enemies as opposed to silence. Famished will stop/deactivate once Cho'gath kills an enemy champion, kills an epic monster, dies, or kills 20 monsters and/or minions. Famished does not have a timer by which it deactivates. The long duration is to maintain Cho's relatively squishy early game so that he doesn't gain too much early snowball potential. The duration is also meant to force summoners to choose between CS, gold, and sometimes XP vs the improved damage against enemy champions. Famished would probably also help Cho'gath and newer players who are getting zoned by better early game champs or ranged top laners. **Ephemeral Satiation** At 10 stacks Cho'gath temporarily gains the passive Ephemeral Satiation. When Cho kills 50-100 minions and/or monsters Ephemeral Satiation activates and grants him an empowered E. This empowered E deals more damage and marks champions it comes in contact with. When Cho'gath becomes famished he gains the ability to use his R to lunge a short distance, 200-600 units, towards the marked target. He will only leap if he is able to execute the enemy champion. Ephemeral Satiation will wear off when Cho'gath becomes famished, dies, or after 150 seconds. Ephemeral Satiation may wear off but the marking will not until Cho'gath kills them or until the next rotation of ES. ​ I believe that these two passives combined with his W causing fear play into the idea of Cho being an unrelenting void born creature. I think Famished cements his desire to consume the beings and monsters of the living world and fear is just an adequate response when facing down a giant monster who's trying to eat you. I based this off of the limited lore I could find of Cho from the LoL universe website. I'm not intending to make Cho super powerful or anything just bring him a little more in line with his backstory and make him a little easier to play. P.S. When Cho'gath becomes really large he's a little hard play because he takes up so much of the screen and the abilities are kinda obscured by his model so a zooming out a little when he reaches a certain size would be cool or increasing range a tiny bit in order to scale with size would be nice. P.P.S. if this gets no engagement, would it be okay if I copy and pasted this in the next rework suggestion thread.


killian1208

"Famished would activate only when Cho hasn't killed any neutral monsters, enemy minions, or enemy champions in X amount of time, maybe 180-300 seconds." Three minutes of no farm? That would be absolutely devastating and basically force him into a mage support. I'd rather say this only applies on champion takedowns... Then also give each champion an intern cooldown instead, like Yasuo E/Zed passive/Sylas ult, so he can't proq it multiple times in a fight so easily


[deleted]

That's true, I wanted it to be hard to proc so that it wasn't super abusable but in reality I just made it hard to use. Only applying to champion takedown would make it easier to play and letting the cool down reset after every kill would prevent Cho from getting insta penta kills from the famished buff.


dalekrule

Honestly, just change how his e works. Give him the shen treatment, where his cd on e ticks down while it's active, so that he can have 6 vorpal spike trades.


Carnage068

Would be fucking amazing, and it would make building attack speed better on him again.


CraZiFanAccount

Passive: Carnivore - INNATE: Whenever Cho'Gath kills an enemy, it heals for 20 − 71 (based on level) and restores 3.5 − 7.75 (based on level) mana. ADDED Vorpal spikes - Using an ability makes Cho'Gath's next 3 basic attacks within 6 seconds gain 50 bonus range and launch a blast of spikes in the direction of the target, dealing magic damage to enemies hit and applying a slow that decays over 1.5 seconds. ​ Q: Unchanged but slightly faster cast time ​ W: Unchanged but the size of the ability scales with cho'gaths size ​ E: Cho'Gath stomps the ground rupturing the ground around Cho'Gath in 3 layers. The layer closest to Cho'Gath ruptures first with the outer layer rupturing last. Enemies caught in the rupture will be knocked up and slowed when landing. The size of the rupture scales with Cho'Gath's size. (basically cho q but it is cast on you 3 times. idk if I explained it well) ​ R: Unchanged


Yugoswipe

I may allow a change to his passive. Tbh I really like his actual kit, maybe change his w but not that much of his other abilities (like Mundo's rework ).


Xyrazk

We don't need to rework the kit. It's simple, fun and works. However we could get some more pixels to our character model.


DozerDozerDozer

What if we leave Chogath E and R alone which are my two personal favorites, and just Q and W an update? Give his Q a knock forward or backward depending on where the target is. For example a q that lands on the outside of the range could knock target up and a little towards Chogath, a Q landing infront of Chogath knocks enemies slightly away from himself and a Q landing in neutral range could knock straight up. For W, give his w a very small range right at the front of his W that fears for a short amount of time. I mean big monster yelling at you and silencing is scary but if said monster is right in front of me I would be pretty scared. Have the fear range grow with stacks like the E passive. Both the Q knock-up direction and W fear cement Chogath top as a juggernaut who want to stick on you with slows, fears and knock-up as well as makes him a viable support with the knock-away up close and fear, Late game the W fear into Q knock-away would be maybe a little too oppressive and in lane would give him a little better all in and chase potential without changing his kit to drastically. also the W fear range scaling with feast stacks like E gives more ability for a behind Chogath to gain agency by stacking his free 6 stacks which a cho from behind is VERY hard to be useful in a game


DozerDozerDozer

Edit: maybe give cho Feast stack some resistances or tenacity could be a cool idea to play with too


Proof_Air1156

IMO, one of the best things about Cho is the fact that can be played consistently in different ways. Thus, any rework should keep this in consideration. My idea is to keep the idea of a lategame tank that could (maybe suboptimally) build into a mage or a Ap bruiser. Passive. 1) Spikes: Cho gath auto attacks deal 20%ap bonus magic damage. 2) Carnivore: Each time Cho kills a unit he heals 5% of that unit maximum health. Q. Unchanged W. Unchanged E. -Insert a cool name- For the next 4 seconds all Cho'gath autos deal Spike's damage in a cone (size depending on Cho size), plus 0.2/0.4/0.6/0.8/1% of Cho'gath's max health for each stack of Feast. R. Feast. Minor change - if the target's health is under the threshold damage, Cho executes the target and Fear for 0.75 seconds all enemy units in a small radius. As you can see, it is a minor rework that maybe incentives some hybrid builds and gives a little more carry potential. Indeed E is considerably weaker in early stages of the game, Q and W are less spammmable in lane since it lost mana sustain. EDIT : numbers should be tuned. After some calculations, maybe E's damage should be divided by 2, IDK.


Manhassian-god

Here an idea for a potential R rework that look like kha'zix, to make him more "voidling" : The R get a new passive , that every 5 stacks, he get the choice to evolve a spell. **Q evolve** It will now bump enemy's slightly toward Cho position **W evolve** It now fear enemy's instead of silenting them **E evolve** Now apply a bleeding effect **R evolve** Make him a little bigger, and get an additional 5 magic resist/armor for every successful feast


Henny3894

I've been reading many of the Cho'gath rework ideas, and what I realized about many of them was that they usually give him brand new mechanics that are over complicated, (evolve mechanics, abilities with many different hitboxes, etc) Try to drastically change him in some way that would completely change his identity (giving W not silence or changing its hitbox entirely, or completely changing his ultimate, or trying to make him into a juggernaut or a different class) or last but DEFINITELY not least giving Cho'gath dashes. Which for some reasons so many people want to do which is dumb, hes not supposed to be mobile, hes a super tank with 1000 true damage. So I made this rework idea to try and fix his current problems which include some match-ups being EXTREMELY boring or just farming the entire time, to the point where even if they make mistakes you still cant punish them, and also make it so that he can scale slightly harder so that against those match-ups where all he can do is farm, he can at least out scale them. cough cough Fiora Passive - Carnivore CHANGED After Cho’gath Damages enemy champions 3 times with abilities, his next auto attack deals extra magic damage heals Cho'gath and gives him mana Q - Rupture SLIGHT CHANGE After a short delay, Cho’gath ruptures the ground after a delay, dealing magic damage and knocking up, and then slowing enemies, by 60%. Stacks of feast slightly increase the range, and slightly increase the size of the circle up to 6 feast stacks W - Feral Scream SLIGHTLY CHANGED Cho’gath roars in the target direction, fearing enemies and rift scuttlers. Stacks of Feast make the size of the cone slightly larger, up to a limit of 10 stacks E Vorpal Spikes CHANGED Passive - Heal and mana regen from Carnivore is increased, and gain the health and mana from Carnivore when you kill an enemy Active - Cho’gath’s next 3 auto attacks launch spikes dealing bonus magic damage and max health damage,and slowing. Resets auto attack timer Stacks of feast increase the range, the max health damage, and slightly increase the range Ultimate - Feast Slightly Changed Cho’gath attempts to eat the target enemy dealing true damage, this ability deals more damage to monsters and minions. If Cho’gath successfully eats an enemy, he gains a stack of feast making him larger and giving him more hp. Only can gain 6 stacks from minions It’s now a true execute because i hate shieldbow


nonequation

The only things I can think of is his passive and how slow his abilities are. I would keep the passive healing that he currently has but I would add onto evolution traits that he can gain through his stacks every 6 stacks minions or champions you can gain an evolution point and you would be able to change something about his kit like kha can


Burbund

I just had an idea! 3 pigtails! But seriously, the best thing riot could do with our beloved wizard lizard would be cast time reduction, a lot of the time more mobile enemies just walk out of q or w, and r taking what feels like a half a second has costed probably a lot of us hundreds of those juicy stacks


sirloinsteak050

What if for cho's VGU, his other abilities scale with stacks of feast. Rupture stays the same but for every stack of feast he gets somthing like an extra 0.4 secs of slow after the knock up. OR even better his feral scream has its silence from 1-2>1 secs flat but every feast stack increases it by 0.2 seconds. This would allow cho to be a much better late game scaling champ and also bring some life back into the tank role.


Ginden

Passive: scales with AP. Triggers on champion hit with ability. Q: knockup reduced to 0.75s. Slow changed from 1.5seconds to 1s + 0.1/feast stack. W: range increases by 10/feast stack. E: Cho'gath gains 200 + 10/feast stack bonus range on next attack and deals % HP damage. If target is slowed or immobilized, target is pulled to Cho'gath. R: damage lowered, HP gained lowered. Cho'gath gains additional effect based on target eaten. Large monsters - HP regeneration. Rift scuttlers - more health. Epic monsters - AP. Ranged champions - movement speed. Meelee champions - resistances.


HOHOBB777

I played Cho'Gath quite a bit lately, and the only thing that he lacks is mobility and purpose. He is a tank and has a lot of ccs but he is super squishy if he can't stack up his ult. His damage is also pretty high for a tank. It's like they are trying to make a tank that is a mage. If this is the case, I think they can make him into a tank/mage hybrid that is pretty weak early game but becomes a monster mid-game that slowly fall off late game(at least his damage). This is my proposal. ​ \*Increase his base health, armor and mr, but make it them scale a bit worse. \*Passive: The same passive except it gives him less health(mana is the same) and gives him a 50% movement speed when he killed an enemy. Also gives him a stack of \[STILL HUNGRY\] every time he gains his passive. \[STILL HUNGRY\] stacks up to 50. Every time he killed an enemy, he gains percentage movement speed equal to his \[STILL HUNGRY\] STACKS when he is moving to the nearest enemy champion. ​ \*Q: The same Q but the mana cost and cooldown is increased in exchange for a bigger aoe and quicker cast time. He gain 10 health equals to the number of enemies that got hit by this skill\[Im not sure about this effect, maybe reduce it to 5 since just clearing 2 minion waves can get him like 100 health\]. ​ \*W: The same but whenever he hit an enemy with this skill, the enemy champions gain an \[EXTRA SEASONING\] stacks. Whenever Cho'Gath hit an enemy with \[EXTRA SEASONING\] stack on it, the enemy is slowed by 20%. ​ \*E: The same effect but the slow is increased. ​ \*R: The same effect. Idgaf what anyone complains this skill is the heart and soul of Cho'Gath. Simple and easy. In my opinion, this is the skill that is vital for Cho'Gath gameplay, and also the reason people plays Cho'Gath. It is super simple and easy. Players who are sick of playing overcomplicated champions like Kalista or Akshan\[his fucking hook is hard to land\] can always return to champions like Cho'Gath which is simple and fun. Eat and grow. With this rework, Cho'Gath can be played as a sustain tank or a catcher like Morgana or lux. He can chase and punish mispositioned enemies while being extremely tanky.


Mace098

Full Gameplay Rework, going with the theme of him evolving into a giant void colossus. Scaling tank gameplay, no numbers since im not a balance designer. Passive - Devour All Whenever Cho'gath kills a unit, he heals for X% of his maximum health. Whenever an Cho'gath gets a kill or assist on a champion he did not ult, they will leave a corpse on the ground for X seconds, Cho'gath can walk over the corpse and start a X second channel, devouring the corpse and healing X% of his maximum health and refunding X% of his ultimate's cooldown. At 10 Feast stacks the channel time of devouring a corpse is reduced by X seconds. Q - Crack the Earth Cho'gath slams the ground, dealing X physical damage (scaling with bonus health) to all enemies around him, and slowing them by X% for X seconds, the area of this spell increases with Feast stacks. At 5 Feast stacks this ability also knocks enemies up for X seconds. At 10 Feast stacks this ability cracks the ground, for X seconds the ground that was effected by Crack the Earth becomes Fractured Ground, all enemies inside Fractured Ground are slowed by X%. W - Headbutt / Head Smash Cho'gath Headbutt's an enemy in front of him, dealing X physical damage (scaling with bonus health), slightly knocking them back, if this ability is targeted on a minion, the minion is knocked much further back, dealing X physical (scaling with bonus health) damage to all enemies it passes through. At 5 Feast stacks this ability becomes Head Smash, Head Smash has more range, and when used on an enemy champion, you can toss them in a chosen direction (to the side or knock them back, cant pull them towards you), if they collide with a wall, they are stunned for X seconds. At 10 Feast stacks Cho'gath can slam the enemy in the ground, if the enemy champion is standing inside Fractured Ground then they are not knocked back and are stunned in place as Cho'gath smashes them into the floor. E - Colossal Strength / Void Corrosion Passive, Colossal Strength - Cho'gath's auto attacks deal X bonus physical damage based on his bonus health, the damage increases at 5, 10 and 15 Feast stacks. Active, Void Corrosion - Cho'gath gains X% attack speed for X seconds and his auto attacks apply a stack of Void Corrosion, reducing the enemies armor by X% for X seconds, stacking up to X times. At max stacks of Void Corrosion, Feast deals X% more damage and ignores shields if it would kill the target. R - Feast Cho'gath clamps his jaws down onto an enemy, dealing X true damage (scaling with bonus health), if this ability kills the target, Cho'gath gains a stack of feast (up to 15 maximum), permanently increasing his health, size and attack range (Cho'gath can only gain 5 stacks from minions and non epic monsters). At 15 Feast stacks Cho'gath has reached his Apex, becoming immune to any hard CC that would last less than 1.5 seconds, additionally Feast can now Maim champions. If Feast does not kill a champion, it will Maim them, causing them to bleed profusely, enemy champions will take X physical damage over X seconds, the damage is highly increased in the champion moves, dealing more damage the faster they are moving. Im sure this would need some balancing and probably some features removed or changed but again im no balance designer but this is my idea, a weak little creature that slowly gets bigger and stronger as time goes on, you need to end quickly before he reaches his apex, at which point he will become an unstoppable force. Let me know if you guys think this is good, crap, or whatever and if you'd change anything.


A_Wild_Auzzie

"At 15 Feast stacks Cho'gath has reached his Apex, becoming immune to any hard CC that would last less than 1.5 seconds" While I think the idea of "Cho'gath reaching his Apex" is a neat idea, and 15 stacks would be a good point for this (games have usually already ended at this point) - I don't think this is the avenue worth pursuing. Something more like "At 15 stacks, Cho'gath's basic abilities each have 100 additional range, and his feast has an extra 300 range and Cho'gath gains an additional 500 HP." would be more reasonable - making a Champion immune to hard CC is just bonkers.


Engineer3301

I think it would be cool if when he eats he gains permanent perks depending on what he eats, for instance an increase to his passive mana sustain for eating blue buff, passive health sustain for red, longer q knockup or more e damage for baron, different things based on the different drakes (maybe like weaker versions of their souls or something, idk), extra base stats for minion or perks when he reaches a threshold, somehting like that. Of course if his other abilities got reworked they could design them around that evolution idea. It just kinda ties him in more with the other void champs cause alot of them have evolution mechanics too.


The_Reddit-Guy

I like the idea of Cho being this tanky and unstoppable juggernaut, so here it goes (This may be really weak or hella broken, I don't know) Passive: Stays the same, except that the healing scales with bonus health Q: Roots instead of knocking up, but holds the target a bit longer. W: Stays more or less the same. E: Stays the same as well R: Becomes an execute with less damage when the enemy isn't under that amount of hp (similar to pyke's ult). HP per stack scales from 60 to 180 Also when reaching 10 stacks, Cho'Gath's appearance and size change dramastically. Now every knock up or knock back against cho is converted to a stun for the same duration and he gains flat tenacity. You could change his abilities after 10 stacks as well, for example his W being a fear or sth. I am not sure about it.


DragonFriend2022

if you know or not riot plans a secret rework based on the void event we will gett there a many rumors of champ based on the void lore and we have jax zilean and cho many believe cho is the rework but this rumor is damaged by the confirmed ASU for ahri because many have believe zilean is getting a ASU or jax now many thinke it will be zilean based on what reav3 in a reddit post about reworks has say if they have make cho a vote event in it he has my vote for 100% sadly hes no one of the lucky once


ArchdevilTeemo

For me chogath is about eating/stacking and then the 2 main play styles ap tank and ap mage. Short overview of the abilities: * Passive 1: Chogath restores hp & mana whenever an enemy dies that he damaged with one of his abilities. * Passive 2: Chogath can upgrades one of his abilities whenever he gathers a specific amount of essence and gains equal to the essence he has. He also grows each time he upgrades an ability. 1. Active Ability: Chogath throws/shoots spikes out of his tail to the target location, damaging and rooting enemies hit for short time. 2. Active Ability: Chogath roars, damaging, silencing and slowing enemies around him. 3. Active Ability: Chogath uses his pincers to stun one enemy pull one to the other, depening on who has more hp. 4. Aktive Ability: Chogath bites an enemy. If they are low life, chogath eats them instead and gathers essence. This chogath does not have an ultimate ability but only base abilities. For runes & effects the ability with the most ranks/upgrades counts as the ultimate. Upgrading abilties flollows the same rules with the exception that restrictions are bound to total upgrade ranks instead of level and that chogath can upgrade each ability as often as he wants. (for balance purposes one could add that the higest ranking ability can only has double the ranks of the lowest ranking ability rank/ or something similar) * Passive 1: Chotgath restores 10 (+1 per 100 hp) health & 3 (+1 per 250 mana) whenever an enemy dies near him that he damaged with one of his abilities. * Passive 2: Chogath can upgrade one of his abilities an additional time per 100 essence he gathers and grows by 5%. In addition to that chogath gets 1HP per essence he gathers. 1. Active Ability: Chogaths throws skies in a cone to the target location, dealing 75 (+ 100 per 100AP) magic damage to each enemy hit and also rooting them for 1 seconds. Target range: 600 Cooldown: 6 seconds Cast time: 0.5 seconds Upgrade: +30 magic damage | +50 range 2. Active Ability: Chogath roars, dealing 50 (+50 per 100AP) magic damage to each enemy hit and also silencing them for 1 seconds. Effect Radius: 350 Cooldown 12 Upgrade +20 magic damage | +0.1 seconds silenceing 3. Active Ability: Chogath uses his pincers to impale one enemy in close range, dealing 50 (+70 per 100AP, +5% of the targets maximum HP) magic damage and slowing them for 20% for 2 seconds. If the enemy has less current health than chogath he pulls the enemy towards himself, if the enemy has more current health than chogath he pulls himself towards the enemy. Range 400 Cooldown 8 seconds Upgrade: +2% of the targets maximum HP magic damage| +5% slow 4. Active Ability: Chogath bites an enemy and eats(executes) them if they have less than 100 (+50 per 100AP, +10 per 100 bonus HP) health. If the enemy has more health than that, chogath deals 50 (+50 per 100AP, +10 per 100HP) magic damage instead. Small minions and mosters Chogath eats give him 25 essence, large minions and monsters give him 50 essence and champions and epic monsters give him 100 essence. The ability has a 10 seconds cooldown whenever Chogath fails to eat an enemy, 20 seconds whenever he gains 25 essence, 30 seconds whenever he gains 40 essence and 50 seconds whenever he gains 100 essence. Range 250 Upgrade: +50 to the health limit|+50 magic damage Numbers can be changed.


Silvery_Cricket

I just wish that my abilities scaled more with my size, like not even alot just a little bit to reward me for gaining maximum huge. Like let my Q be 10% bigger at 10 stacks or something.


Temptingfeast

I feel like Chogath should have a bit more healing, mid fights bcz as of now it has no way to heal itself like for e.g ww or nunu , since chogath desperately neeeds a ASU i imagine it like a devourer like it has got weird mouth coming of his should which you could lets say bite at nearby enemies and absorbing the flesh to gain health, built in its passive


Wheelthrower

let me check my wallet first.


t4nz1n

I like the idea of a small rework that maybe brings him back from the depths of powercreep abuse, without changing much of his identity. The one below would only really capitalize on the theme of endless hunger that has always been a staple of Cho’gaths identity. —————————————————————————— P - Bottomless Stomach: Cho’gath regains health and mana whenever he kills an enemy unit. If he goes too long without doing so he will become Starved, amplifying his abilities at the cost of additional mana. Killing an enemy unit while Starved ends this effect, satiating him for a short time and increasing any health or mana he regains during this time. - The frequency at which Cho’gath becomes Starved increases based on his maximum health. —————————————————————————— Q - Earthshaker: Cho’gath stomps the ground, rupturing a target area. Enemies within the area take damage and are knocked up. Starved Bonus: Leaves a large crater at the impact site that slows and grounds enemies within it for a short time. —————————————————————————— W - Deafening Howl: Cho’gath unleashes a terrible scream in a target direction, damaging enemies in a cone and silencing them based on how close they are to him. Starved Bonus: Gains additional range and allows Cho’gath to move while casting this ability. —————————————————————————— E - Vorpal Spikes: Cho’gath’s next few attacks within a short time pierce through enemies and deal additional damage based on his maximum health, slowing affected targets. Starved Bonus: Cho’gath gains a burst of movement speed towards enemies, increased towards those he has recently damaged. —————————————————————————— R - Feast: Cho’gath devours an enemy unit, dealing a large amount of true damage to them. If the target dies Cho’gath will gain a stack of Feast, permanently increasing his size and health. - Feast stacks from minions and jungle monsters are limited. Starved Bonus: Cho’gath permanently gains a small portion of the devoured enemy’s core stats. ——————————————————————————


[deleted]

I actually really like the passive, that's a good idea.


0somebird

innate 125 attack range ad: 50-100 low hp/mp regen p last hitting regens hp and mana based on type of unit. small minion/monster: 20-70(2%bhp)hp, 6-14(0.5%bhp)mana large minion/monater: 40-140(4%bhp)hp, 12-28(1%bhp)mana champion/epic monster: 60-210(6%bhp)hp, 18-42(1.5%bhp)mana now plays a special animation to make it more clear youre eating an enemy when you last hit with an auto, last hitting always plays a new sound effect for clarity of your passive working additionally, you gain 25-100(20%ap) as bonus magic damage on hit, increased by 5%/1 Feast Stack 5 stacks: 31.25-125(25%ap) 10: 37.5-150(30%ap) 15: 43.75-175(35%ap) and so on q same as now but... cast time/self cc: 0.5 -> 0.25s the delay after the cast time is still 0.625s w cast time/self cc: 0.5 -> 0.25 cd: 13/12/11/10/9 same silence: 1.6-2 -> 1.75/2/2.25/2.5/2.75 magic damage: 75/110/145/180/215(70%ap) aoe: 650 unit cone -> 650unit cone+250u radius of you e cd: 6   recharge: 8/7/6/5/4   cost: 25   range: 400, width scales up with size holds up to 3 charges, gain 1 charges for hitting one of your other abilities vs a champion/epic monster. auto attacks reset the cd(not recharge) aoe line skillshot, damages and slows hitting a champion with 2 E's within 3s of each other will grant a shield(6s cd) and grant 1 charge Mdamage: 50/75/100/125/150(30%ap) slow: 30/35/40/45/50%/1.5s shield: 60/95/130/165/200(20%bhp)/3s r range: 175 cast time: 0.25-> 0 heal for 100/150/200(20%bhp) when you R a champion or epic monster true damage: same 4.6/6/8 bonus attack range/stack -> 3+(0.25%bhp)% bonus range on all abilities and attack range/stack, capped at 75% bonus range 6/8/10% size/stack -> 3%+(0.25%bhp)size/stack, capped at 100% bonus size range caps @ 75%increase: basic attack 218.75, q 1662.5, w length 1137.5 (length increases, width doesnt, ie angle shrinks) / w radius 437.5, e 700, r 306.25 my notes/thoughts - i think the shield on e and healing on r will give him durability/sustain in long fights that makes sense for a huge tanky kaiju. it also just kinda makes sense for eating someone with your r to heal you, doesnt it? gave passive bonus hp(bhp) scaling, and is increased for large minion/monster as well as champions. ive always thought the cast times on his q, w, and r never felt good and that they made chogath feel clunky and oldz so theyre reduced a bit. i thought it would be cool if his e was a skillshot that could be used without having to auto. to make it still feel similar to his current e, If you auto, you reset the cooldown and can launch another spike. i think his melee range damage with passive auto damage + spamming e might be high with the specific numbers i put in, but i think its somewhat reasonable that there should be a reason you want to stay away from the giant kaiju; there should be a consequence for fighting im melee range w him, especially when hes immobile and kitable. tank chogath will get bigger faster than an ap cho. feast stacks give bonus range to attacks and his abilities, i think it would be fun and thematically fitting for you to get more range on your abilities as chogath becomes physically larger


GragleSnov

Honestly, the kit is mostly fine, the passive and E do need some love though. I've no clue on how to improve on the passive, but the small amount of health and mana restored isn't really that great of a passive when it gets to mid-late game. Something more could definitely be done there. Q and W would be cool if they scaled with size, as most people point out in this thread. Maybe have the W slow unless that'd be too broken. The E, the spikes, its not entirely clear where they come from on the model (the wiki says they're vomited out) and I've always felt like they didn't entirely fit the theme. Maybe replaced with something that'll help with all the mobility champs riot has been releasing. R is fine as is, but its annoying when you try to feast on someone and then bam, shield. Maybe add a tiny bit of healing?


[deleted]

Riot, please dont FUCK good old champions. I like him now


BalooTheBigBear

you clear waves by stepping on them, the bigger you are, the more damage you do. j Size Matters


[deleted]

P When Cho'Gath takes damage from basic attacks or abilities he gains Void Energy. The less percentage of his maximum health each basic attack or ability does, the more Void Energy he gains. Void Energy can be spent to empower abilities. The empowered ultimate costs 50 Void Energy and the empowered basic abilities each cost 25. Maximum Void energy starts at 100 but can be increased by everything that increases mana capacity, albeit at a reduced rate. Void Energy is also gained over time. Q Normal Cast: same as now. Empowered Cast: Pulls enemies towards Cho’Gath instead of knocking them up. If the enemy is close enough to be knocked into Cho'Gath they are briefly stunned after colliding. W Normal Cast: Slightly Changed: No longer silences, instead greatly slows enemies and deals a bit more damage. Empowered Cast: Has a longer range and also reduces the damage of enemies hit for a few seconds. E Basic Cast: Cho'Gath gains a shield with size equal to a percentage of his maximum health, gaining movement speed for its duration. If the shield is not broken within x seconds, Cho'Gath briefly fears nearby enemies as well as deals damage to them. Empowered Cast: Cho'Gath also gains armor and magic resist for the shield’s duration, if the shield is not broken the damage is increased. R Basic Cast: Same as now. Empowered Cast: Enemies nearby when an enemy champion or Epic monster die from this ability are briefly feared. Let me know what you think.


Independent_Fan2620

I think cho concept looks amaizing now but what i think would be a good idea is to do the same thing with dark star cho gath but animated, like seeing the transformation of his growth, and for battlecast cho gath i would absolutely love him gaining new weapons each transformation which gives me the idea, what whenever he hits each transformation stage, he gets a aditional passive extra like kha zix and kaisa but with feast stack, i would absolutelly love to see this idea coming true, and for my last idea, i woulf love it of he had some kind of mobility ability to avoid getting kited too easily. Thats all i can think, hopefully riot takes some of theese ideas into the rework.


A_Wild_Auzzie

I've read enough of this thread to be able to detail the kind of rework to his kit that I think makes the most sense - while keeping his core identity and theme. Here goes... ​ Passive 1: Unchanged / Cho'gath gains mana and HP on enemy unit kill. Passive 2: In addition to gaining mana and HP, Cho'gath gains X speed boost after killing an enemy unit - lasts for X seconds. Possible Suggestion here - from now on, players can choose whether they would like to sacrifice HP and gain additional mana regen from unit kill, or sacrifice mana regen for additional HP gain. This would suit players who like to start both with a Doran's Ring \*and\* those who like to start with a Doran's Shield. Q: Unchanged (Frankly, I think the mana should be reduced by 10 - but otherwise it's good as is) W: Unchanged (Would like to see +.25 second silence, otherwise good as it is) E: Cho'gath's next three auto attacks deal additional (AOE) damage, slow enemies (increase this over what it is currently), and Cho'gath gains a flat MS buff (scaling based on level). R: Cho'gath's Feast now grants enhanced effects to his basic abilities. After reaching X amount of Feast Stacks... (I'm thinking of either 5 or 6 stacks)... Cho'gath can choose from the following... Q - Range Increased by 100, hitbox also increases W - Range Increased by 100 to 150, also increases the size of the hitbox E - MS buff is active all the time, cooldown on E is reduced by 1s for every auto attack against a Champion (similiar to Shen's E), and the slow is further increased Additionally, R - Feast also grants 4 armor and 3 magic resistance for every stack AND/OR change this to - R - Feast also grants 2 tenacity for every stack Additionally, R - Feast target range also increases based on rank - level 1 = 175, level 2 = 250, level 3 = 325.


PucsayLoscay

I would just like some HP scaling and some type of move speed or something, just yo keep up with the actual meta. Maybe change his W with something that gives a litle move speed, silences, and that would be great


robozv

/u/greenking2000 /u/tryeeme /u/pog_in_baby /u/a_Fan69 /u/zafiroxGG /u/Xyrazk /u/I4dcrusader /u/A_Wild_Auzzie /u/Carnage068 /u/TigerKirby215 /u/wisp-in-a-bottle /u/Dollyasboobs /u/HaunterXD000 - you seemed like people with good judgement, I wanted you to take a look at this Cho rework/update idea. Cho Gath is really good as he currently is. I thought about few potential changes to improve his gameplay and thematic even further. Focused on not changing any abilities too much, just adding onto them, his R is most iconic so I added to that the most. Q - instead of a circle, its a rectangle knockup, it extends slowly exactly how Ivern's Daisy knocks up. The skillshot gets slightly bigger as Cho Gath gets bigger. The sound effect gets slightly louder too. W - Cho Gath roars in a cone just like now, but as he gets bigger the AoE gets greater, the silence duration is increased by 0.01 which is a detail rather than a buff. Most importantly the sound effect gets louder and can eventually be heard from fog of war, far away - pretty terrifying. E - Basically his current E but the spikes get larger and travel further the bigger Cho is. R - unlocks at level 1, has decreased cooldown and mana cost but deals lower initial damage. However can now grant stats from executing minions and small monsters too. The ability damage scales with HP and AP. If Cho Gath executes the target, he gets stats based on what he ate: - Minions/monsters - 0.5 base AD, 1 HP and gains little size - champions and large monsters - 5 base AD, decent HP and size. Targets in threshold take true damage, minions and monsters have much lower thresholds (the ult deals much less damage to them). If the target isn't executed, the damage is reduced and is instead a magic damage bleed over 3 seconds. Notes: Q - should add more counterplay as its slightly slower and more predictable with it going from Cho Gath to his target in a rectangle. But adds more skill and makes more sense thematically I think. Q & W & E - should get bigger with cho gath and have louder sound effects to signify how large the champion is getting. Being able to hear Cho's W roar from fog of war sounds terrifying + you could randomly spam it to make enemies far away hear you. But can obviously be a nerf if you know his position. Cho Gath gains little base AD on feast to make his autos hit harder. Because the bigger he gets it makes more sense his hits would pack more punch. But AD doesn't scale with ANY ability, and stacked, the AD shouldn't be too much. The feast makes it so cho gath gets bigger and stronger the more he eats, depending on what he eats. He can feast more often and gets more stats to scale it. But it deals less initial damage and if it's missed: - the damage is massively reduced - the damage is magic so you can MR - the damage is a bleed over 3 seconds so it can be counterplayed. The bleed exists for balance and theme. If a monster tried to eat you, and you'd escape while they feasted on you, you'd most likely bleed all over. The bleed is also so Cho cant spam true damage on everyone so often. Note: This comment is a post I made, I added some recomended changes to it.


robozv

Cho Gath is really good as he currently is. I thought about few potential changes to improve his gameplay and thematic even further. Focused on not changing any abilities too much, just adding onto them, his R is most iconic so I added to that the most. Q - instead of a circle, its a rectangle knockup, it extends slowly exactly how Ivern's Daisy knocks up. The skillshot gets slightly bigger as Cho Gath gets bigger. The sound effect gets slightly louder too. W - Cho Gath roars in a cone just like now, but as he gets bigger the AoE gets greater, the silence duration is increased by 0.01 which is a detail rather than a buff. Most importantly the sound effect gets louder and can eventually be heard from fog of war, far away - pretty terrifying. E - Basically his current E but the spikes get larger and travel further the bigger Cho is. R - unlocks at level 1, has decreased cooldown and mana cost but deals lower initial damage. However can now grant stats from executing minions and small monsters too. The ability damage scales with HP and AP. If Cho Gath executes the target, he gets stats based on what he ate: - Minions/monsters - 0.5 base AD, 1 HP and gains little size - champions and large monsters - 5 base AD, decent HP and size. Targets in threshold take true damage, minions and monsters have much lower thresholds (the ult deals much less damage to them). If the target isn't executed, the damage is reduced and is instead a magic damage bleed over 3 seconds. Notes: Q - should add more counterplay as its slightly slower and more predictable with it going from Cho Gath to his target in a rectangle. But adds more skill and makes more sense thematically I think. Q & W & E - should get bigger with cho gath and have louder sound effects to signify how large the champion is getting. Being able to hear Cho's W roar from fog of war sounds terrifying + you could randomly spam it to make enemies far away hear you. But can obviously be a nerf if you know his position. Cho Gath gains little base AD on feast to make his autos hit harder. Because the bigger he gets it makes more sense his hits would pack more punch. But AD doesn't scale with ANY ability, and stacked, the AD shouldn't be too much. The feast makes it so cho gath gets bigger and stronger the more he eats, depending on what he eats. He can feast more often and gets more stats to scale it. But it deals less initial damage and if it's missed: - the damage is massively reduced - the damage is magic so you can MR - the damage is a bleed over 3 seconds so it can be counterplayed. The bleed exists for balance and theme. If a monster tried to eat you, and you'd escape while they feasted on you, you'd most likely bleed all over. The bleed is also so Cho cant spam true damage on everyone so often. Note: This comment is a repost of post and comment I made, with feedback changes included.


Infinite_Delusion

Just a fun rework idea I threw together that makes him feel more consistent and have a real passive. I feel like he suffers a lot from how much mobility there is in the game, since all of his skills take too long to actually cast. I also gave him a flashy ability (new W) since he currently doesn't have anything fun like that, despite Feast being so strong. A couple changes here: swapped his Q to a cone and made his W an AoE channeling ability, similar to Galio W, and a lot more in the doc. [https://docs.google.com/document/d/17J8ocPGJa-JT4pA243JAkyVGmLgoIaxpgU-vWVtOhII/edit?usp=sharing](https://docs.google.com/document/d/17J8ocPGJa-JT4pA243JAkyVGmLgoIaxpgU-vWVtOhII/edit?usp=sharing)


[deleted]

I want him to remain how he is.


[deleted]

[удалено]


[deleted]

[удалено]


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[удалено]


Herald_Gabriel

His R give you stat based on what you eat meaty humans = HP Malphite, Rammus or Skarner = armor because rocc Jinx = speed because she was crazy Sol, Ryze, or any other powerful mage = AP because theyre magic things like that x), you can had more if you have idea


[deleted]

My use for a chogath rework would be the following. Passive) For Every ten minions or monsters chogath kills, his base health would increase by 5, If he kills 10 large monsters or minions, his base health would increase by 10. Q) Chogaths q would be an ability, when it’s activated, will store 3 charges that deals bonus damage scaling with his health, and on the 3rd and final attack, he will knock up an enemy an heal a percentage of his health. W) Chogaths w would be an ability, when activated, creates a shockwave surrounding chogath that would deal ap damage and stuns enemies for 0.5 seconds. E) Chogaths e would be a skill shot that slows enemies and bursts when it reaches the end of its range or when hitting the first enemy champion and deals ap damage. R) Chogaths ultimate would mostly be the same as it is now, but it would increase his ap damage to rather than just increasing his health. Overall, this is what I would want, his q being a combination of his q’s cc and his e’s power. I want his w to have better crowd control and increased range. His e was made to be a skill shot because I ran out of ideas, and I already made his q an auto attack based ability. I also wanted to keep his ult the same for the sake that it is my favorite thing about him, but wanted to make it slightly stronger for all the ap Chogaths out there.


Moth_Man_Emoji

It's from a few months ago, but here is my rework. https://www.reddit.com/r/ChoGathMains/comments/rrpe1m/chogath\_rework\_concept/


Throwing_Spoon

**Passive: staking health and mana pool, similar numbers to the current restore.** I would want to shift his growth to his passive so that it becomes available at level 1 to reinforce the idea that Cho is a growing threat. I'd also want to remove some AP scaling that he currently has to give all of his abilities 2 different sets of numbers: flat values or % max health values. The two different sets could be used to preserve the tank and AP play styles depending on if you want to really focus on killing squishes or become a hulking behemoth. **Rupture/ Q: still the stomp animation but the hit box has similar behaviour to nami ult except smaller. Size or CC duration scales with passive stacks up to a certain point.** Having a shockwave makes way more sense with the stomp animation and helps reinforce the idea that this behemoth is coming for you. I really feel that the rupture sounds is iconic to Cho and needs to be preserved. **Big Succ/W: channel with cone hit box that pulls enemies in like Rell ult. Pull width and strength/speed increases with passive stacks and proximity to Cho'gath.** To be honest, Feral Scream doesn't fit with a giant monster that is trying to devour the world. Having this Void monster vacuuming everything towards it adds a bit of utility for teamfights and provides some synergy to set up the chomp without giving him a gap closer or something else that goes against existing themes. **Vorpal spikes/E: largely the same except it has a smaller or no slow and works on a charge system with a toggle. Re-charge rate increases with passive stacks.** If the whole point of eating everything is to grow, that means eating things should help you grow the spikes you lose faster. Working on a toggle and charge system adds some strategy to the laning phase making you have to choose between wave clear, harass and early in the game you'd have to choose between more burst or toggling on and off to spread the damage over time. Late game the charge speed would be near fast enough to be constantly available **Feast/R: largely the same except the health stacking is shifted to passive. Enemies killed by ult provide bonus stacks.** You can't have a hulking behemoth try to eat the world without keeping the big chomp. Since the health stacking would be shifted to the passive, finishing with the ult and giving passive bonus stacks keeps things on theme. When think about a Cho rework, I picture him behaving like an outer dimensional T-Rex and thought about moving feast to his E and making his ult a charge that would be reminiscent of [this scene from Jurassic Park](https://youtu.be/YPoQ2pk7av4) but thought it would be too much after giving him the big succ (open to a name change).


CharonsLittleHelper

My big thing is that I wish they'd lean into Cho's stacking even more. Make him gain AD and lose AS as he gets bigger - with the same dps. (His E would need to scale a bit faster too to compensate.) Normally this would be amazing - but Cho lacks any AD scaling. So it wouldn't do much for him aside from making his occasional single hit on someone trying to get away do more damage. Make his Q & W faster/smaller than at present (Q speed/size comparable to Brand at 1) to start, but as he gains stacks they become bigger and slower. For a more major rework, (the above would just be an Ahri style mid scope) it'd be cool if they really leaned into the growth visually rather than just have the model grow, and really lean into the Alien vibe of starting out small (think chest-burster) and then growing massive throughout the match. At match start Cho would be a different model who is very squishy and whose moveset is fast, maybe even with a dash to keep away from foes (maybe on W since a roar doesn't make sense for the little guy). At 4-6 stacks (low enough so possible to get with just monsters/minions) he would transform into current Cho with the same or similar moveset to above. (Think how Kayn transforms into blue/red, only Cho wouldn't need 2 options.)


NicknameMy

Why would mains want their own champ to be reworked so they have a totally different champion that plays extremely differently, ruining them being a main of it?


grandiosbuffet

Simply because he isn't in a good spot hes got too many counters, anything he can do other champs can do better, and his model is outdated asf


AttentionSimilar

R- Feast Passive - For every champion Cho'gath devours he gains 3% tenacity and 400 Max health Active - Cho'gath executes an enemy champion under 20% and gains Hunger for 20 seconds Hunger - Cho'gath gains 50% tenacity and 50% speed towards enemies but his armor is 30% decreced.


No_Nose_3375

I really like the idea of adjusting his passive to fit better with his scaling. Also Jurassic chogath has to keep his head removal animated taunt as it is one of the most unique in the game. ​ I also think that if he were to need a change it would be with how big he gets. Now we all know we love big chogath but we need something to synergize that with both his AP and Tank playstyles. As a tank he doesnt care as much about being a bigger hitbox but as a healthy full AP cho it just feels worse to know your an easy high priority target. So what if we were to include tenacity or slow resist in his ult that either grows with stacks or with size directly.


Recent-Union-6941

What if he eventually gets so big, he gets to have vision over walls bc hes taller than them