User blog comment:Alien Paranoid/Cho'Gath: Champion rework/@comment-3391671-20161107021413/@comment-26902312-20161116160811

Thank you, very well said!

But as you've suggested, dealing more damage to ADCs and scaling off Cho's HP, not enemies', this may be the rework no.2, where he is actually a Juggernaut, or as you said, Vanguard.

When Riot make a large rework (Yorick, Sion), they firstly think about the champion's role/position/subclass. But there are a lot of people working on one rework, so they can argue and help each other to find the right direction. Since I was alone ( FeelsBadMan) I chose this direction (Warden). If I would follow your suggestions (even though, they are reasonable), it would contradict with the Idea of Cho'Gath being Warden in the first place. And I was definitely thinking about it. After all, I play Cho'Gath as full Tank (not trying to take kills or 1-shot ADCs, but mostly peeling for my team and tanking) and I have the greatest success by doing so. I think this rework would support my playstyle and the idea of Tank buster, which couldn't be possible without % max. HP damage.

P - I have idea for his passive, will be a mix of mine and yours.

Q - Its range is a bit short and speed is slow (worse than Shen's dash + Shen is also considered warden; normally immobile but can lead a charge or peel) so it has to be used for repositioning, not Malphite-level engage (hence Warden). It is also scarier when demon is charging at you instead of just walking. That video was just an inspiration, I felt like he could have this ability to charge. Self-CC is there because 1. moving such a big object (himself) may be exhausting and 2. since Cho doesn't have mobility in his current kit, self-CC works as compensation (it is not that strong).

W- Current HP is there for the same reason as % max. HP in Ult (Tank buster), % missing HP could be used for securing kills against all enemies. The CC is divided for practical reason. Facing huge demon who roars at you should scare you to death (better peel against diving enemies) while e nemies with their back turned should be just  terrified. Cass has Stun/Slow in her ult, so it's different enough and there are a lots of similarities in the game so it shouldn't be a problem.

E- I agree on Toggle.

 E's s econd passive works like Annie's passive (it is not that complicated). You can now choose your ability based on the situation, which is kinda good. It is now delayed, not instant, so you cannot use it as a mini-Malphite-ult over and over again. Now it builds up over time so Cho is rewarded for peeling. So it is still in his kit, you have control of it as before, but now it's not spammable. Low level players have new W (fear) to survive, W is also less avoidable than current Q (yes, enemy can turn to avoid fear, but they can  also  dodge current Q). Visually, now he doesn't stomp the ground, "he calls the Void". Cho's next ability causes the ground to rupture by itself. "His presence causes the ground to rupture after casting certain amount of abilities".

R- Its damage - it is already clear (more damage to divers because Cho in this rework is Tank, Warden, Tank buster)

I'll look at his stacks later, the idea is great. Mana and CD refund were always there (at least after recent buffs).

Conclusion:

I've made this rework based on my own experience with Cho (Diamond 2, mastery level 6, 40k points, I play him mostly as full Tank - Warden, I play him same way since season 2 or 3). These abilities should, in theory, help him do better in this specific position. ADCs should be scared of him anyways, thanks to his durability, CC, new mobility, still good amounts of damage, but also all other enemies should be scared of him (not only ADCs), thanks to his % max. HP and current HP damages (equally scary for everyone).