User blog comment:Alien Paranoid/Cho'Gath: Champion rework/@comment-3391671-20161107021413/@comment-26902312-20161107123041

Sure, good questions there :)

Firstly, his current role is undefined and unclear. After releasing Champion subclass list by RIOT, he is listed below Unique Playstyles (Is he Mage, Tank, Juggernaut ?). I think, Cho'Gath is/should be '''Tank - Warden. '''With this kit, he can lead a charge (Maokai, Alistar, Poppy) and is good at Peeling his allies. I nerfed base damages (still good amounts) and his AP scaling and buffed % damage = more damage to initiators and tanks, less damage to carries.

Now let's take a look at his abilities:

P. I wanted more interactive passive in the lane around which you and your opponent can play and to have passive ouside of lane. Old passive is boring, 90% of the time it is useless outside of the laning phase and in many matchups equals to free win in lane (You just farm, heal poke and stack R = at 70% HP and more, it is hard - not impossible - to gank him under turret or to push him out of lane).

Q. I've been inspired by League of Legends Season One Trailer, where Cho'Gath ruptures out of the ground, charges at tower (kinda) and destroys it. Damaging towers by an ability is kind of OP (we have Ziggs for this, Alistar's old passive) so I retained just that charge. Also, I can imagine Demon charging at you, trampling enemies underneath, being a menace.

I moved current Q to his new E's passive, so you are not just a Q-bot and you have to build it up first and then use it based on the situation. Empowered W as disengage, Passive and R as single-target lock-down, Q as initiation.

W. It is stronger vs. enemies with higher HP but weaker vs. low-HP enemies. So you deal more damage to enemies who charge at your allies (full HP Irelia, Hecarim,...), but less to those who try to run away. Also new Fear is good tool to disengage those diving enemies.

E. Nothing much to say. New passive gives higher diversity to his kit and you can choose your abilities based on the situation = more depth and skill ceiling.

R. More base HP, less bonus HP per stack = more tanky if behind, doesn't rely on stacking as before, around same HP with 6 stacks.

Now, bonus ranges (for basic attacks, passive and R; passive's range = R's range) better represent his size and also match better visually.

Now deals more damage to those who dive your allies (Tanks, Juggernauts, Divers, Fighters) but less to ADCs and APCs. Cho'Gath should provide peel, CC and good amount of damage (not too much to solo-kill squishy targets). With current kit, AP Cho'Gath can hit immobile ADC with Q at 900+ range, flash (Doesn't have to) and W + R = death. Tank shouldn't be able to one-shot carries by stacking pure AP and Cho isn't that kind of champion.

This sums up my thoughts about this rework.