Cho and gall talent and build guide by Scarletrogue

Cho and gall talent and build guide

By: Scarletrogue
Last Updated: Mar 11, 2016
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Build 1 of 2

Cho

Build: Tank cho

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Gall

Build: General Gall build, very flexible

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Why play Cho'gall? Top

Ever wonder why Cho'gall is so fat? Because he eats all the squishes. Seriously, Cho'gall dominates heroes with low health pools. As his high damage and ability to body block and dive right into fights allows this to happen.

Cho talents explanation Top

At level 1, the only real choice is burning bulwark. This allows you to dive into fights, hit your w and soak up basic attacks as the enemy team will focus you. It also overall gives more survivability. Although something can be said for surging dash as its prime for a surging fist build. But I don't reccomend that build as in ranked, the choice of an additional tank mean you have 1 1/2 tanks, 2 1/2 assassins and one support.


At level 4, runic gauntlet comes ahead. Due to the changes to seared flesh, this talent becomes more bursty and reliable then seared flesh. Rollback is honestly a joke talent as rune bomb deals little damage without the explosion from gall and you don't move fast enough to create a drastic difference in the roll direction.


At level 7, fire eater is the best by far. This hugely increases your survivability and self-sustain. Again, I don't reccomend surging fist builds so power surge is out of the picture. I am hurrying adds unnecessary duration to hurry up oaf, as for gall, spurred onward is stronger than this talent.


For your heroics, Hammer of Twilght is the best talent for your role. As you're trying to make up for a tank, having two knock backs (hammer of twilight and surging fist) and a stun, you almost meet the recquirements. This also increases your basic attack damage to increase your self sustain with fire eater and allows easier destruction of squishes. Upheaval does have its uses but the tanking pros of hammer of twilight out do it by far.


At level 13, molten block is a huge boost to your survivability. This talent also replaces will of gall to some extent as double tapping this ability removes you from roots and slows. It also allows you to mitigate targeted projectiles like Kael'thas's pyroblast. Surge of stamina sound good on paper but the usage of surging fist is primarily for peeling, retreating or chasing. Runic feedback just doesn't meet the values of molten block despite increasing your have clearing and siege damage.


At level 16, twilight veil increased your survivability the same as blazing bulwark but for abilities. This mean that your w now protects you for 50% less damage for abilities and basic attacks. Frenzied fists is ok but based on the use of surging fist, you won't get too much value from it. And as I've said before, I don't reccomend surging fist builds so crippling blow is off the table.


For the final talents at level 20, the choice is will of gall or C'thun's gift. C'thun's gift adds slows to your kit of tanking which significantly helps. But only choose will of gall if the enemy team has lots of cc (stuns, roots and slows).

Gall talents explanation Top

At level one, spurred onward had the most value compared to the other talents. Shove is a great idea on paper but it just doesn't do enough to help with skill shots. And eye of Kilrogg doesn't compare to almost halfing the cool down of hurry up oaf versus scouting where you could do the same with your q and w.


At level 4, double back is the best talent. PvE becomes a lot easier and the third bounce has a much higher chance of landing on a hero in team fights. Overall increasing the effectiveness of rising dread. Bombs away doesn't have much implication as the current range is more than far enough if you're writhing never range of the tanks. And runic persistence provides a pathetic damage increase compared to double back.


At level 7, all of the talents are extremely close in terms of damage. The one that comes on top is double trouble but it honestly it's all up to preference. But if you do have trouble landing your q, go for dark descent.


For your heroics, this depends on what your tank wants. I usually ask my gall to pick twisting nether as it allows me to slow down opponents for chases or heroic combos so my team can catch up. To use twisting nether, it's purely your tank's real heroics as he will tell you when to use it. But otherwise just pick shadow boot volley as it resets the cool down on hurry up oaf from spurred onward and provides a huge damage increase.


At level 13, rising dread is the best pick. It synergies with double back and provides a lot more damage dread orb. Dread shield is decent but you have to consider you chose double back because of this talent and the shield isn't as that necessary as your healer is usually ontop of your health. This talent also reduces your damage which is against what assassins aim for. Speed of twilight is just insignificant compared to these talents and spurred onward.


At level 16 you either choose shadow flame or giant scorcher. True twilight Nova looks pretty but will hit the same without the additional orbs. Only choose giant scorcher if the enemy team has an azmodan, double tank or a more tanks team. Shadow flame is nice against squishes which is what you aim for.


At level 20, your only choice is your heroic upgrade as psychotic outbreak is against what you aim for with trying to stay alive, true it adds an additional 5% ability damage to your basic abilities but compared to the additional damage and ulitity of these heroic upgrades its insignificant.

Cho'gall tips Top

Communication between Cho and gall is key. Without this, your pick has been wasted and your team is slightly less coordinated.

As cho, try to always leave yourself an exit route as the second the enemy team begins to focus you, all of their cc will go on you, and hurry up oaf doesn't function during that time.

As gall, always wait until your Cho has told you to use either your z and twisting nether as they will know how to use their speed upgrade and mass slow.

As gall, try to focus on one target with all of your basic abilities, as your e can roll past enemy heroes straight into the backbone.

And finally, if it helps, gall can use camera lock as the camera can be annoying to use it you aren't controlling your movement.

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