Gall: Way of the Two-Headed (Talents Explained) by BigsWord

Gall: Way of the Two-Headed (Talents Explained)

By: BigsWord
Last Updated: May 5, 2018
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Kamehameha | March 29, 2016 6:26pm
You're wrong about Twilight nova lvl 16 talent.
1. U hit buildings/bosses FIVE TIMES, with ALL spheres. Using close aim range, landing all near. Can hit some heroes 4 times easily.
2. More aoe, so, more damage, even if not 5 touches.
3. Very good scouting/bushes checking. Was playing against Nova and Zerathul, both not teamed. And they both sent "you're annoying bastard" after the game. Ofc, I hit them with a Shadowflame a lot of times too, that was the main reason. But I could see the air distortion through the wall because of that 3 sphere line.
4. MORE CHAOS ! ! ! MUA-HA-HA-HA ! ! !
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Yetiquatch | November 22, 2015 7:30pm
Pretty good guide so far. I agree with most of the talent choices (a lot of tiers are pretty much no-brainers on Gall)

I would only suggest trying out the speed talent [Spurred Along] on tier one. I have found it really usefull in many situations chasing or running away. If you are constantly hitting you're abilities it cuts [Hurry up oaf!]'s CD in half or more (Reminds me of BW's [Hyper Shift] talent on tier 1 as well). That extra movements speed more often I believe is a better choice than hitting a couple more targets on my Q.
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BigsWord | November 22, 2015 7:49pm
Hey, thank you for your comment! I have tried out Spurred Onward on multiple occasions, and I do like it, but my Cho friend that helps me test rarely needs the help from the lowered cooldown that Spurred Onwards gives us. I did forget that it was a viable option I occasionally took vs. certain compositions so I will update my guide.
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