Cho'Gall Rework Concept by Theory

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Cho'Gall Rework Concept

By: Theory
Last Updated: Dec 13, 2016
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Cho'Gall Rework Concept

Theoretical Build - Cho

Long Text ahead, you can skip until the writing turns teal, you won't be missing out on any part of the concept.

Cho and Gall make up one body, at the both of them ; Cho'Gall. He, is the first, and the only, two player controlled hero to be added in the Heroes of the Storm game. It is also the only character of this type to be added in any of the more known MOBA, and is the first of his kind.
Recetly, I've been toying around with this character. Playing several games with friends, randos, watching tier lists, seeing what they have to say about him. While Cho'Gall isn't the weakest character in the game, most, if not all, agree generally to say he has some fatal, if not dealbreaking, flaws. While his talents somehow help alleviate his problems, I still think, as a person, that they are lack luster ; some talents from Gall just do what some talents from Cho do, but in worse (Lookin at you, Runic Persistence and Rollback )
I agree with most of the main idea of Cho's build, but can't help but feel that, as a warrior, not enough CC is offered, and that, as an assassin, not enough burst down option is offered. Yes, Cho has extremely high health, has okay-ish sustain when you go for his sustain build, has mobility with surging fist, and has a stun (0.75s, melee range, 15 seconds cooldown). And yes, Gall DOES have a bunch of AoE, but all of them are skillshots -- the bomb can be easily avoided, and Gall's W is slow moving, leaving only the lackluster damage of his Q standing as a menace. Yes, dodging these can be tricky in a team fight, but the fact is ; the game shouldn't be modeled after what the bad (and I mean really bad) players want. Otherwise, that will make the game balanced after bronze demands, making the game extremely unbalanced at any level higher than that. And right now, Cho'Gall may be great in bronze where people have no idea how to counter anything and you are a living god for being able to play Zeratul at silver level, but he's within Tier 4 at anything higher than silver-gold. And, needless to say, Tier 4 isn't just niche -- it's straight up lack luster. Basically, the characters put in that tier are commonly known as : Nova the ****lady, Murky McFeed, and Gazlawd.
Personally, I think this tier shouldn't have many heroes in it ; of course, tiers are always in comparison to other heroes, yadda yadda, so there will always be bad ones.
HOWEVER, Cho'Gall should NOT be one of them. Why, you ask? Because of his uniqueness.
Cho'Gall is one of the five heroes that characterise HotS' roster, and distinguish it from other MOBAs'. Cho'Gall is a two player hero, Abathur doesn't need to ever leave the base, The Lost Vikings are 3 bodies controlled by one player, Sylvanas stuns structures, Murky respawns within 5 seconds at a spot of his choice. What other MOBA has that? Cho'Gall made a lot of noise upon entering the Nexus, but now he has somewhat fallen into the forgotten abyss of ''You aren't meta, so... Yeah, sorry-not-sorry.''. And that shouldn't be, because of how good a figurehead he would make ; balancing a two player hero to make his way into the meta without being overpowered would make for great publicity for the MOBA, but as it stands, it goes like this : We have a 2 player hero. But you won't play him because he's currently so bad you can't win with him outside of bronze and silver.
I'm not talking about buffing Cho'Gall into being super buff and super tough. I'm talking about giving some talents small nudges, and adding things to make him more ; when we work together, we WILL mess you up. And removing some stuff that isn't used to make place for the good stuff.

TL;DR : Cho'Gall is bad right now in high levels, I don't think it should be that way, nor do I think he should be niche.


So, here goes : My concept for a Cho'Gall rework.
Included :
Current Abilities
Reworked Abilities (+explanation)
Current Talent Tree
Reworked Talent Tree
(+ means new talent, * means reworked talent, - means renamed talent.)
Explanation for Removed, Added and Reworked talents. [Coming Soon!]

Author's Note : I am, by no possible means, a skilled balance designer. I'm just some random guy with ideas who decided to write them on the internet to see what people though of them. I did not make this to show my ideal world where Cho'Gall is OP -- he isn't even my favorite character. I honestly think at least some of these changes make some degree of sense and would actually be good. Do provide feedback on how I could improve on those changes, it is greatly appreciated.

Cho's abilities :

Two-Headed

Surging Fist
Consuming Blaze
Rune Bomb

Hammer of Twilight
Upheaval

Combat Trait

1
Two-Headed
You have a second head attached to you named Gall, and he follows you wherever you go.

Primary Abilities

1
Surging Fist [Q]
Cooldown: 13 seconds
Wind up for at least 1 second temporarily slowing yourself, then reactivate to charge in a direction. Enemies in your path are knocked aside and take 101 (48 + 4% per level) damage.
2
Consuming Blaze [W]
Cooldown: 12 seconds
Ignite nearby enemies, dealing 294 (140 + 4% per level) damage over 3.94 seconds. If this hits an enemy, gain 596 (283 + 4% per level) Health over 4 seconds.
3
Rune Bomb [E]
Cooldown: 8 seconds
Roll a bomb dealing 200 (95 + 4% per level) damage to enemies in its path. Gall can use Runic Blast to detonate it to deal 601 (285 + 4% per level) damage in an area.
4
Surging Fist [Q] Reworked
Cooldown : 12 Seconds
Wind up for at least 1 second, temporarily slowing yourself, then reactivate to charge in a direction. Enemies in your path are knocked aside, taking 101 (48 + 4% per level) damage, and getting slowed by 15% for 1 second.

Rework : Added 15% slow for 1 second upon impact, reduced cooldown by 1 second.


Author's Note : Small rework, overall done to help Cho's Survivability when he goes for aggressive talents.

Expected Impact if the change was to come in the game : Rather Small.
5
Consuming Blaze [W] Reworked
Cooldown : 12 seconds
Ignite nearby enemies, dealing (140 + 4%/level) damage over 3.5 seconds. If this hits an enemy, gain (283 + 4%/level) health over 4 seconds, if an enemy Hero was hit, gain resistant for 1.5 second, reducing damage taken by 10% for that duration.

Rework : Reduced the amount of time within which the DoT was dealt by .44 second (this will slightly increase each damage tick). Added a 10% resistant status for 1 second when an enemy hero is hit.


Author's Note : Once again, very small rework. This overall should allow Cho'Gall to sustain something like a Tychus' or a Raynor's damage a little better if he just Q's on them to engage, as both of these will kill him with certain ease.

Expected Impact if the change was applied : Decent. A 10% resistant on an ability you'll be throwing around can be impactful -- the damage change won't do too much, but the resistant will make Cho'Gall more than his fair bit more durable.
6
Rune Bomb [E] Reworked
Cooldown : 8 seconds.
Roll a bomb dealing (95 + 4%/level) damage per second to enemies entering its hitbox while rolling. Gall can use Runic Blast to detonate it to deal (285 + 4%/level) damage in an area.

Rework : The bomb no longer deals a single instance of its damage when it rolls -- it deals its damage to all enemies within its hitbox every second.

Author's Note : This is only a change made to punish those who just feel like they can run along with the bomb unscathed once Cho'Gall dies. This is also a slight buff to Rollback. Enables better bomb wave clear.

Expected Impact : Small. Most people won't stand in the way of the bomb so its roll damage is negligible anyway.

Secondary Abilities

1
Molten Block
Activate to place yourself in Stasis and gain Invulnerability for 3 seconds, damaging nearby enemies for 202 (96 + 4% per level) damage per second.
2
Giant's Stomp
Cooldown : 25 Seconds
In a zone the same radius as Consuming Blaze around you. When activated, damages enemies for 30 (+5%/level) damage. To enemies above 70% health, slows them by 30% for 2 seconds. For enemies between 50% and 70% health, roots them for 1 second. For enemies below 50% health, stuns them for 0.3 second.
3
Fury of the Old Gods
Cooldown : 30 seconds.
Passively increase Cho's basic attack speed by 30%. Activate to increase the damage dealt by Gall's abilities to an enemy target by 20% for 3 seconds. While the cooldown is active, the passive attack speed provided is reduced to 10% bonus.

Icon by Borgrim.

Heroic Abilities

1
Hammer of Twilight [R1]
Cooldown: 15 seconds
Passively increases Basic Attack damage by 25%. Activate to swing the Hammer to deal 377 (164 + 4.5% per level) damage, push enemies away, and stun for 0.75 seconds.

Author's Note : Probably the more generally useful ultimate out of the two ; upheaval does allow sick combos, but overall has a longer cooldown, doesn't offer you a stun-interrupt, doesn't give a passive bonus. That passive bonus also allows Cho'Gall to solo any boss BUT Braxis Holdout's when going with the right build.

KEPT AS IS, NO REWORK PROVIDED.
2
Upheaval [R2]
Cooldown: 60 seconds
After 1 second pull enemies towards your direction, slowing them by 25% for 3 seconds and dealing 220 (104 + 4% per level) damage.
3
Upheaval [R2] Reworked
Cooldown: 55 seconds

After 1 second pull enemies towards your direction, slowing them by 35% for 3 seconds and dealing (120 + 4%/level) damage. Side Note : The pull in can no longer push people half a screen behind Cho -- The new limit being SLIGHTLY behind him, or at his sides. The change will make it so the game tries to make the pull in more like a Stitches Hook than a Diablo Shadow Charge after an Overpower

Rework : Reduced cooldown by 5 seconds, increased the slow by 10%, increased base damage by 16 damage and made it so Upheaval no longer pushes people half a screen behind Cho.

Author's Note : Upheaval, while being great for setting up combos, the most obvious being with Twisting Nether, it fails a lot of the time to put people where you would expect them to be put, and its effect, for a 60 seconds cooldown ult, can be very underwhelming when the enemy team is aware of what you and Gall are attempting to pull off and react accordingly. The changes done aren't made to make you pick Upheaval over Hammer of Twilight, but rather to make you less sorry to pick it up when you do, and sweeten the deal a bit.

Expected Impact : More Cho'Galls going for Upheaval and Twisting nether than Hammer of Twilight, but not make it so a Cho going for, say, a boss-solo build would go for Upheaval over Hammer.

Current Talent Tree

Level 1


Surging Dash [Q]


Increases Surging Fist range and speed by 50%.

Blazing Bulwark [W]


Consuming Blaze grants you 1 stack of Block when you hit an enemy Hero (Understand here : For each enemy hero you hit with the instance of your Q ability), up to 10. Block reduces damage taken from enemy Basic Attacks by 50%.

Fuel for the Flame [W]


Gathering a Regeneration Globe increases your next Consuming Blaze heal by 75%.

Level 4


Runed Gauntlet [E]


Gall's Runic Blast increases your next basic attack's damage by 75%.

Rollback [E]


Rune Bomb now returns to you, damaging enemies in its path.

Seared Flesh


Every third consecutive Basic Attack against the same target deals 75% bonus damage.

Level 7


Power Surge [Q]


Reduces the initial delay of Surging Fist by 50% and it is 100% wider.

Fire Eater [W]


Basic Attacks against targets inflicted with Consuming Blaze heal you for 50% of the damage dealt.

I AM Hurrying! [Z]


Increases the duration of Gall's "Hurry Up, Oaf!" by 2 seconds and it no longer fades over time.

Level 10


Hammer of Twilight [R]


Passively increases Basic Attack damage by 25%. Activate to swing the Hammer to deal 377 (164 + 4.5% per level) damage, push enemies away, and stun for 0.75 seconds.

Upheaval [R]


After 1 second pull enemies towards your direction, slowing them by 25% for 3 seconds and dealing 220 (104 + 4% per level) damage.

Level 13


Runic Feedback [E]


Gall's Runic Blast reduces your Rune Bomb cooldown by 1.25 second per enemy hit.

Surge of Stamina [Q]


Surging Fist grants resistant, reducing damage you take by 25% for 4 seconds. Hitting an enemy hero with Surging Fist reduces its cooldown by 4 seconds.

Molten Block


Activate to place yourself in Stasis and gain Invulnerability for 3 seconds, damaging nearby enemies for 202 (96 + 4% per level) damage per second.

Level 16


Twilight Veil [W]


Consuming Blaze reduces ability damage taken by 50% for 2 seconds per enemy hero hit.

Frenzied Fists [Q]


Hitting an enemy hero with Surging Fist increases your attack speed by 100% for 4 seconds.

Crippling Blow [Q]


Enemies hit by Surging Fist are slowed by 90% for 1.25 seconds.

Level 20


C'Thun's Gift


Your basic attack becomes ranged and slows enemies by 20% for 2 seconds.

Favor of the Old Gods


Upheaval grants you resistant, reducing damage taken by 50% for 5 seconds.

The Will of Gall


Gall can activate Will of Gall to make you unstoppable for 2 seconds. 60 second cooldown.

Reworked Talent Tree

Level 1


Surging Dash*


Increases the speed and range of surging fist by 40%, and you also gain a 15% bonus movement speed for 1 second afterwards.

Blazing Bulwark*


Consuming Blaze will grant you ''Bulwark'' for 1.5 second per enemy hero hit, reducing auto attack damage taken for the duration by 35%.

Fuel for the Flame*


Gathering a regeneration globe will increase the healing time of your next Consuming Blaze by 50%, and reduce its cooldown by 2 seconds.

More spikes!+


Increases runic bomb's roll damage by 40%.

Level 4


Runed Gauntlet*


Gall's Runic Blast increases your next basic attack's damage by 115%.

Rollback*


Runic Bomb now returns to you and is no longer destroyed by Runic Blast. If Runic Blast is activated, the bomb now returns to you at 150% speed, from where it was blasted.

Seared Flesh*


Every third basic attack deals 60% bonus damage.

Level 7


Hasty Warmup-


Surging Fist's initial delay is reduced by 50% and it is now 100% wider.

Fire Eater*


Basic attacks dealt to targets afflicted by Consuming Blaze now heal for 40% of the damage dealt and grant you a shield equal to 15% of the damage dealt. This shield is stackable up to 20 times and lasts until it is destroyed.

I AM Hurrying!*


Increase the duration of Gall's Hurry Up, Oaf! by 1.5 seconds and it no longer fades over time. Whenever Gall activates it, Cho is also pushed a small distance forward if he is not stunned or rooted.

Scrap Metal*


Runic Blast now afflicts enemies hit with Scrap Metal for 2 seconds. If Cho hits an enemy afflicted by this with a basic attack or an ability, it consumes the Scrap Metal charge and reduces Rune Bomb's cooldown by 0.4 second.

Level 10


Hammer of Twilight


Passively increases Basic Attack damage by 25%. Activate to swing the Hammer to deal 377 (164 + 4.5% per level) damage, push enemies away, and stun for 0.75 seconds.

Upheaval


After 1 second pull enemies towards your direction, slowing them by 35% for 3 seconds and dealing (120 + 4%/level) damage. Side Note : The pull in can no longer push people half a screen behind Cho -- The new limit being SLIGHTLY behind him, or at his sides. The change will make it so the game tries to make the pull in more like a Stitches Hook than a Diablo Shadow Charge after an Overpower.

Level 13


Runic Feedback*


Runic Blast reduces the cooldown of Rune Bomb by 1 second per enemy hit, up to a maximum of 5 seconds of cooldown reduction.

Surge of Stamina [REMOVED]


Divine Fist of Fury+


Enemy heroes hit by Surging Fist are granted a mark that lasts for 2 seconds. If an ability from Gall hits the enemy within that time, the mark is removed and they take an additional 20% damage.

Molten Block


Activate to place yourself in Stasis and gain Invulnerability for 3 seconds, damaging nearby enemies for 96 + 4% per level damage per second.

Giant's Stomp+


Activeable ability, 25 seconds cooldown. In a zone the same radius as Consuming Blaze around you. When activated, damages enemies for 30 (+5%/level) damage. To enemies above 70% health, slows them by 30% for 2 seconds. For enemies between 50% and 70% health, roots them for 1 second. For enemies below 50% health, stuns them for 0.3 second.

Level 16


Bomb Lobber+


When you throw a rune bomb, you lob it over a short distance, and it will roll forward after landing. Its landing impact deals 100 (+4.5%/level) damage. Comparable to Ragnaros' meteor, except that it can only roll forward -- the direction is not chosen.

Twilight Veil*


For every enemy hero hit by consuming blaze, gain a shield equal to 1.5% of your health, up to a maximum of 7.5% of your health as shielding. While this shield is up, you take 50% reduced damage from abilities. This shield lasts up to 5 seconds or until it is destroyed.

Frenzied Fists


Hitting an enemy hero with surging fist increases your attack speed by 100% for 4 seconds.

Crippling Blow [REMOVED]


Crossfire+


When Cho casts Consuming Blaze, he fires four small blasts of fire (equal in size to Gall's Shadowflame) in each direction (One in front, one at his left, one at his right, one backwards), each blast dealing 60 (+4%/level) damage, and healing Cho instantly for 40% of the damage dealt to heroes, and 20% of the damage dealt to non-heroes.


C'thun's Gift


Cho's basic attack becomes ranged and slows enemies hit by 20% for 2 seconds.

Favor of the Old Gods


Upheaval now makes Cho resistant, reducing damage taken by 50% for 5 seconds.

The Will of Gall*


Cooldown : 45 seconds
Gall can activate Will of Gall to make Cho unstoppable for 1 second.

Bombardier+


Rune Bomb now has 2 charges.

Fury of the Old Gods+


Passively increase Cho's basic attack speed by 30%. Activate on a 30 seconds cooldown to increase the damage dealt by Gall's abilities to an enemy target by 20% for 3 seconds. While the cooldown is active, the passive attack speed provided is reduced to 10% bonus.

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TheMystery | December 14, 2016 3:58am
Upheaval does allow sick combo, but it isn't that hard to use Twisting Nether without it, so I mostly use it to get the runaway back to the fight instead as using it with Twisting Nether. I would rather charge to them instead of waste Upheaval. After you hit your Twisting Nether, the enemies would most likely to fall back, that's where you should use Upheaval to get them behind your back where you teammates could attack them and have a better chance to chase them down. But be careful and watching your and your teammates health, and predict if you boiz can kill them, or you will be killing the whole team. That's just my opinion. Sorry for **** English
1
[-]
Theory | December 14, 2016 2:58pm
I agree with you. However, I do think that Upheaval can be an easy miss to reactive opponents. Any hero with a form of escape will be able to dash out of the zone before it is cast (delay), and so I think that my change is still valid ; lower cooldown, slightly more damage and slow, but no longer pulls people half a screen behind you. It's basically the same it used to be, but you can cast it more. Of course, the ''no-longer-pulls-behind-you'' might seem handicapping at times, but the increased slow will help prevent them from running away ; heroes with escapes won't be hit anyway (remember ; we aren't modelling the game after that bronze 5 player who clicks his abilities with his mouse still), and so they will most likely still die, and its lower cooldown makes it more reliable. Although, I will say, increasing the slow to 50% and reducing the duration to 1.5 or 2 seconds might be more appropriate to that end.
1
[-]
rgg138 (1) | December 13, 2016 3:14pm
I like your E rework. BUT it deals lots of damage, so you should reduce its damage, since deals dmg a second
1
[-]
Theory | December 17, 2016 11:38am
The ROLL damage dealt by the E is negligible. I'm not increasing the blast damage, only the roll damage -- and it barely deals 100 at level 20.
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