Cho'Gall Runic Build by chubra

Cho'Gall Runic Build

By: chubra
Last Updated: Oct 22, 2017
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Build 1 of 2

Cho

Build: Cho's Runic Build

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

Gall

Build: Gall's Runic Build

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

1. Origins Top

I've always enjoyed theorycrafting. Since Cho'Gall is one of my favorite heroes I naturally deviated towards his (theirs?) mechanics and talents in order to create new and interesting ways to play. However, this guide wasn't a product of that: it was born from a mistake. My friend who was playing Gall misclicked and chose a certain talent which gave me an idea...

2. Introduction Top

This build is mainly focused on Rune Bomb and Runic Blast. Some other talents can be moved around to adjust to a situation or personal preference, while others synergize greatly and thus shouldn't be moved.

Constant pressure, long range siege and zoning is the type of play for this build. Although melee is a large part, it is not the spotlight.

In this guide we will go over Specialization, Gameplay and Pro's/Con's.

3. Specialization Top

Let's start with talents. We will categorize them into "Core" and "Adjustable" groups.

Cho's Core Talents
Level 4 Rollback - Grants flexible usage of Runic Blast and adds extra damage.
Level 7 Enraged Regeneration - Allows almost permanent usage of Ogre Rage.
Level 10 Upheaval - Synergy with Twisting Nether.
Level 13 Runic Feedback - THIS TALENT DEFINES THE ENTIRE BUILD!
Level 16 Molten Block - Best pick for survivability.

Gall's Core Talents
Level 4 Runic Persistence - Adds extra damage and a bit of zoning potential.
Level 10 Twisting Nether - Synergy with Upheaval.
Level 16 Deafening Blast - Silence. Enough said.
Level 20 The Will of Gall - Increasing damage especially for prolonged games.


For both Cho and Gall there are a couple of adjustable talents that won't negatively affect the rest of the build, although there are some talents that should be avoided such as Calloused Hide, The Will of Cho and Ogre Rampage. These talents require Ogre Hide which isn't part of Runic Build, but it can be used BRIEFLY IF focused hard by Auto Attackers/Physical Damage Dealers.

This leaves us with following options for adjustable talents

Cho's Adjustable Talents
Level 1
Consuming Fire - Great if you are in close quarters combat with enemy heroes.
Fuel for the Flame - I'd prefer this over Consuming Fire simply because of endless scaling throughout the entire game. The longer the game lasts, the better it gets.
Level 20
Favor of the Old Gods - Good pick if your team needs extra CC.
Hour of Twilight - A reduced death timer is always great especially for a 2-player hero.

Gall's Adjustable Talents
Level 1
We See You! - Good against frequent ganks and if you need extra map awareness.
Taskmaster - Just the flat 10 second CD reduction on Shove is good enough.
Keep Moving! - Auto attacking isn't in this builds spotlight, although picking this talent won't hurt. I'd personally go for Taskmaster.
Level 7 and Level 13
Both tiers empower Shadowflame and Dread Orb. Spec into whatever you prefer or need for a given situation. Note that Ogre Rampage isn't the best bang-for-the-buck, hence why I classified it as to avoid.

4. Gameplay Top

Level 1 - 4



Focus on soaking EXP and defending the lane. Sustain with Consuming Blaze and build up Fuel for the Flame. Harass and if an opportunity presents itself, go for the kill. Once level 4 hits and Cho'Gall gets Rollback and Runic Persistence, the pressure can start.

Level 4 - 7



You want to be as annoying as possible. Harass enemies with Rune Bomb and Runic Blast combo and they will have 3 options: fight, flight or death. If they choose to back off and avoid you, press for the towers and forts with the combo. Soon the enemy team will have to focus on you or lose their fortification. Play smart and safe until level 7. Once you get Enraged Regeneration making trades will be easier and you will have the upper hand.

Level 7 - 10



Proceed with pressure and soaking to reach level 10 faster than the opposing team. By the time you hit 10, you should've already destroyed the gate and towers. Now you participate in teamfights. You can gank but don't be over aggressive, keep applying pressure and they will come to you.

Level 10 - 13



For this build the greatest damage spike is reached on level 13 when Cho gains Runic Feedback. With this you will have multiple Rune Bombs in one time. Combined with Runic Blast this can devastate the enemy team from a long range. With this in mind, try to get to 13 ASAP!

Level 13 - 16



From 13 onward the build is more or less complete and starts to shine. Level 16 is a large buff for Gall as he gains Deafening Blast. Silencing their spell casters and supports will give little choice to your opponents: either fight or flight. If they start to run, chaise them down! If they choose to go all in and fight: THIS IS WHERE THE TRUE POWER OF RUNIC BUILD IS SHOWN. If you are forced to retreat keep spamming Rune Bomb and Runic Blast as you run back, slowly damaging enemy team. Once they are low enough go for Twisting Nether and Upheaval combo to finish them off with the rest of your team.
**Note: Although Shadow Bolt Volley is a great choice, it lacks burst damage of Twisting Nether and that quick burst is needed to quickly turn hunters into the hunted. Also it won't synergize well with Upheaval.

Level 16 - 20(+)



The rest of the game is completely situational. The Will of Gall will keep your damage up as the game progresses, while Hour of Twilight reduces death penalty: both key for the late game. If allied team is losing, Gall can go for Psychotic Break on level 20 instead. Combined with Hour of Twilight Cho'Gall will gain a decent value out of a teamfight, even in death.

5. Pro's/Con's Top

Pro's
    Safe damage from a distance for pushing, wave clear and teamfights.
    Great sustain.
    Decent CC.
    Good survivability due to positioning and sustain.

Con's
    Not as tanky as he would be with other tank/brusier builds.
    Depends on landing rune combos which can require practice.
    Will serve as a meat shield at times, forcing him to trade Ogre Rage for Ogre Hide and loose damage.

6. Final Thoughts Top

As mentioned, this build was a product of a mistake. However, it turned out to be effective (at least in quick matches) and A LOT of fun to play.
Hopefully this build brought some new insights into Cho'Gall.
Comment and let me and others know how you would customize this build.

"Hurry!""Destruction awaits for no ogre!"

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