(Active) Cho'Gath stomps the ground, causing the target area to quake with the animation being visible to both teams. After 0.5 seconds, spikes emerge at the location. Enemy units in the area immediately take magic damage and are knocked up for 1 second, and when they land are slowed by 60% for another 1.5 seconds.
(Toggle) Cho'Gath's attacks release deadly spikes, dealing damage and slowing all enemy units in front of him.
Cho'Gath's next 3 basic attacks launch spikes that deal 22/34/46/58/70 (+30% Ability Power) plus % of enemies' maximum Health as magic damage and slow by 30/35/40/45/50% for 1.5 seconds, decaying over the duration.Spikes grow wider as Cho'Gath gains Feast stacks.Spikes deal an additional 0.5% of enemies' maximum Health per Feast stack.Percent Health damage against minions and monsters is capped at 60/80/100/120/140.
(Active) Devours an enemy unit, dealing a high amount of true damage. If the target is killed, Cho'Gath grows, gaining maximum Health.
Ravenously feed on an enemy, dealing 300/475/650 (+0) (+50% Ability Power) true damage to champions or 1000 (+0) (+50% Ability Power) to minions and monsters. If the target is killed, Cho'Gath gains a stack of Feast, which causes him to grow in size and gain 80/120/160 maximum health.Only 6 total stacks can be gained from minions and non-epic monsters.
Cho'Gath can only gain 6 stacks from minions and non-epic monsters, but Feast can stack infinitely.
Bonus from champions: gain an additional stack of Feast.
Bonus from minions and monsters: refund 50% of Feasts's cooldown and cost.
Bonus from epic Monsters gain an additional stack of feast
True Damage to Champions: 300 / 475 / 650 (+70% of Ability Power)
Max Health: 80 / 120 / 160Health per Stack: 100 / 140 / 180 per stack
Max Range Increase: 49 / 62 / 75Range per Stack: 3.8 / 6.2 / 8.3 per stack
Cho’Gath isn’t far below the bar, but life’s still hard for a void dinosaur-terror with lobster claws. Cho’Gath has the power to wreck an entire time given his powerful CC… or die horribly, beginning an almost never-ending game of catchup to restore the health stacks he so desperately relies on to function. We’re easing up on the build-up (especially late-game) for a voidbeast fallen on hard times.
v5.21 Feast gains more stacks on champion kills and heals when he's full.
For dedicated Cho'Gath mains, Feast can be his highest high (nomming even the heartiest of meals) and his lowest low (endlessly playing catch-up on Feast stacks if he falls behind the curve). Adding extra bonuses to Feast's success case gives Cho bigger rewards for getting aggressive hungry, as well giving him the option to top off his already massive health pool once he's full.
"We're continuing our comprehensive pass at the game's older character textures. As with previous installments, our goal is to improve parity with newer releases and make sure everybody looks at home on the newly-updated Rift. Reminder: texture rebalancing isn't meant to replace - and doesn't delay - larger-scale updates! "
"Life's hard for a Cho'gath. You want to eat your enemies, they don't want be eaten, and all it takes is one little death to set this poor little monster back. These changes should help Cho get back into the fight, but we also wanted to create bigger decisions between saving Feast for a kill or nommin' down on some creeps."
v4.8 Cho can eat things a little faster and from a little further away.
"This is a change we've wanted to do for some time, given how sad Cho gets when his meals flash away. Basically this means Cho's Feast range will correctly match his attack range when he's at 6 Feast Stacks. Nom nom nom nom nom nom nom!"
R - Feast
RANGE: 150 ⇒ 175
CAST TIME: 0.5 seconds ⇒ 0.25 seconds
v3.15 Q – Rupture "Rupture's slow after the knockup has always been 1.5 seconds – the tooltip was just incorrect."
Fixed a line within the tooltip to correctly reflect the duration of the slow (the actual value is 1.5 seconds, where the tooltip previously stated 3 seconds)