Chief of the Twilight's Hammer by Foenixx

Chief of the Twilight's Hammer

By: Foenixx
Last Updated: Nov 19, 2015
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Build 1 of 4

Cho

Build: Through Fire and Flame

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

Gall

Build: Through Fire and Flame

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

Cho

Build: Raid Boss Resistance

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

Gall

Build: Raid Boss Resistance

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

Introduction Top

I hope that this guide is informative and helps you dominate the Nexus. Before I say anything else I want to say that I see Cho'gall as 1 hero. They have one body, one health pool and die at the same time (until level 20). Being one hero, it's imperative that the two players not only work together with their abilities, but also the talents they take. They are the perfect example of "United we stand strong; divided we fall." If both players focus one hero then no amount of escape and sustain can keep them from your grasp. More updates and improvements will be coming soon.

Summary and my Thoughts Top

Cho'gall is the beast of a hero that is controlled by two people. Each head has their own respective abilities, cool downs, and mount abilities. Cho gets the pair around the battleground and Gall has the ability to provide chase or escape. Also they don't have manna so spam away. They have a demanding presence on the battleground. When they show up to an objective they must be dealt with immediately or they will destroy the enemy. It's more of a pro than a con because it makes it difficult for the other team to focus on the objective and it does do the job of soaking damage for the team. Cho'gall has great wave clear since there's two them. You can use Consuming Blaze to liquefy minions and be tankier if you go with the Blazing Bulwark. Gall's Shadowflame or a close Dread Orb will clear quickly too. It's ideal that you always be a bully. The goal is to drag another hero away from where they're supposed to be, to deal with you.

Pros and Cons Top

Pros
- Great initiation
- High health pool
- Good sustain
- Massive damage
- Great chase
- Gall can't be stunned or silenced
- Good engage/disengage
- Gall can use abilities when in the dragon knight and garden terror.
- Presence

Cons
- always a double kill
- Coordination is required
- Low utility
- Prime target (they will focus you first)
- four heroes instead of five

Cho Breakdown Top

As I've said before, Cho has the job of controlling movement and carrying the mount. Having this responsibility means that you choose when to fight/run, when to take camps and how far to chase. At all times you must keep in mind the range of Gall's abilities. He has no control over placement so it's your job to position him for snipes and ganks. People will be looking to you to start team fights and you should start to take camps at an early level. Your abilities have a higher cool down, but still spam them whenever possible. You will ,however, need to be a bit more mindful about ability use then Gall would be.

Abilities



Surging Fist(Q)

This is a simple skill shot that isn't very big, but it's big enough that it makes a difference in chase and movement. This is your engage, disengage, chase and CC. The short stun is enough for Gall to spam all his abilities and you to pop Consuming Blaze.

Consuming Blaze (W)

This is going to be your sustain in team fights. It is going to reduce damage from both basic attacks and ability damage at level 16. Also at level 7 it helps Gall do more damage with his Q. Hitting multiple enemies doesn't increase the healing of it so don't be afraid to use it on a lone minion to heal.

Rune Bomb (E)

This is your bread and butter of attacks. It has the shortest of all your cool downs and does the most damage of all your attacks. Alone it doesn't do anything, but Gall has the power to blow it up for massive damage. When you throw this out say "mine's out" or something to let Gall know that he can detonate it. This can go through walls and such so leading running heroes around the jungle is a good idea.

Hammer of Twilight (R)

Your first ultimate choice is the Badass hammer that the chief wields. The passive buff to basic attack is really helpful for healing on consuming blaze victims. The knockback/stun is on very short cool down so be sure to spam it and use it to bully whenever possible.

Upheaval (R)

Upheaval is the second ultimate choice Cho has access to. It basically drags everything in front of you near enough to hit. Escaping victims and important team fight targets will constantly live in fear of this ability. It has good synergy with both of Gall's ultimates.

Gall Breakdown Top

Gall is the main damage dealer for Cho'gall. Hi abilities are on super short cool down and deal a lot of damage. You are also an un expected specialist. Your cool down times are low and your range is long. While Cho is pushing and clearing minion waves you can start to attack the towers risk free. Possibly the best thing about him is that he can't be stunned or silenced. So while gall is stuck you can pick up the slack easily. Depending on how experienced the player is this can catch them off guard.You're stuck with Cho and wherever he goes you just have to suck it up. That doesn't mean that you should be silent, but he has the final say. Be very communicative about when you should take camps, if he's playing too aggressively, if he's out of range of your abilities, etc. Your mount increases your speed for a short time. You should mainly use this for escaping and chasing down injured victims, so be sure to tell Cho when you're using it.

Abilities



Shadowflame (Q)
Shortest cool down + good damage = most consistent source of damage. This is your bread and butter of damage. It's a simple skill shot that quickly adds up damage. It's not very flashy and can easilt be overlooked by a target,and when you get Double Trouble or Giant Scorcher it can do a surprising amount of damage. This ability should be used whenever it's off cool down with the exceptions of being revealed during ganks, nothing to hit etc.

Dread Orb (W)

It's important to get in the habit of altering the range of this talent especially id you take some talents altering this. This ability has a few different things you can use it for. The first is covering your escape. It's long range can deter multiple enemies from chasing you for fear of big damage. Another is starting fights. If the enemy is all clumped together just send this in to make them disperse or pay the price. Siege damage is an unexpected, but viable use for this ability. The long range means you can send this in without taking any damage.

Rune Bomb (E)

This is your big damage. Keep an "eye" out for the bomb being thrown and try to detonate it in the middle of minion waves or the gates. If Cho picks up Runic Feedback your job becomes even more important.

Shadow Bolt Volley (R)

This is the big damage ult. If you land all bolts on one hero then you will kill the sorry hero caught in range. This can also be used to deter pesky chasers. People will try to body block for teammates and even out the damage. This can be taken care of if you pick up Shadowfury.

Twisting Nether (R)

This is the second ultimate at your disposal. The AOE slow keeps enemies in range of your abilities, and when the slow is almost over you pop it again for big damage. It has good synergy with Upheval because it can drag multiple enemies towards your slow. Coordinate ults to get the maximum effect out of this ability.

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