Cho'Gall - The Best of Both (Cho Edition) by MajorProbes

Cho'Gall - The Best of Both (Cho Edition)

By: MajorProbes
Last Updated: Nov 24, 2015
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Build 1 of 2

Cho

Build: Tanky Build

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

Threats to Cho with this build

Threat
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Threat Hero Notes
1
Abathur No threat at all, one you shouldn't even concern yourself with ever.
1
Azmodan Azmopoo, enough said.
1
Li Li Lili, is really no threat, but you are unlikely to kill her, so never chase!
2
Lt. Morales
2
Malfurion
2
Nazeebo
3
Chen Chen vs Cho'Gall fights are very long an boring, so whilst he isn't much of a threat. It's advised not to 1v1 him as it will be at the expense of lost lane XP.
3
Johanna
3
Murky
4
Anub'arak Stuns can be a pain, but they barely damage you and can be avoided. Just watch out if he has a giant killer with him, as he will be looking for the setup.
4
Arthas Will root you in place and has a nice AOE, but really not to much you should be concerned about here.
4
E.T.C. Don't panic over ETC to much his CC heroic is a pain, but it doen't affect gall!
4
Kerrigan
4
Nova
5
Artanis His biggest strength is his shield and the fact he needs to be constantly attacking to do any shielding means you can quickly escape, get some range and let Gall finish him
5
Diablo Only threat iis his lightning breath, get out the way until it's over.
5
Gazlowe Those turrets... Can do some damage without you realizing.
6
Muradin
7
Jaina Jaina's always a threat no matter what character she's up against. Avoid her slows and don't get caught by her snowstorms.
7
Kael'thas
8
  No Threat
9
Falstad A Royal pain in the arse sums up falstad, Especially when he gets Giant Killer at level 13. Make sure you don't go into an outnumbered fight or trade with him directly after this level.
9
Illidan Again a level 13 giant killer and can really do some meaningful damage against you.
9
Raynor
9
Valla
9
Thrall
10
Gall For better or worse Gal is always going to be there.
10
Brightwing Whilst brightwing will never kill you. He will polymprth you so his team can burst you down. Needs to be avoided at all costs and is considered a hard counter for Cho.
10
Kharazim 7 sided strike takes % health, so if he gets this ulti off on you, your going to hurt alot. Can counter his 7 sided stike with molten block!
10
Leoric Leoric is the anti tank warrior and his drain hope hurts alot. If he gets this skillshot on you, make sure to get out of range asap.

Cho

Build: Mobility Build

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

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Cho and some would say better head Gall are the first of their kind to enter the Nexus! One hero with two heads, controlled by two players.. What could ever go wrong??
In this guide i will be focusing on two of my main Cho builds. A Tanky Build and a Mobility Build which should help you fit in to most maps and teams, that is if they understand the need to soak lanes!

The first few things to understand about Cho and Gall is that they are only ever as good as their partner so it is important you have synergy with Gall's build's,a way of communicating outside of the game and an understanding that you are not invincible!! With that in mind you can find my Gall build by clicking the image below...

[gall guide coming soon]

This guide will be continually updated with information as i get it and video's later down the line.
Please leave feedback if you love or hate the builds!

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Cho's abilities are mainly focused on supporting Gall's abilities, Gall is your main source of damage and you are the mitigation! With that said you can still put out a decent amount of damage with the right positioning.

(Q) Surging Fist
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 47.84 (+0.04 per level) damage. This is a great team fight initiator, but do bear in mind that it is also you best way of escape!
(W) Consuming Blaze
Ignite nearby enemies, dealing 176.045625 (+0.315 per level) damage over 3.9375 seconds. If this hits an enemy, gain 359.04 (+0.32 per level) Health over 4 seconds. This is your bread and butter ability with the tanky build as it provide's healing, blocking and extra damage when talented.
(E) Rune Bomb
Roll a bomb dealing 94.64 (+0.04 per level) damage to enemies in its path. Gall can use Runic Blast to detonate it to deal 284.96 (+0.04 per level) damage in an area. This ability should be used on cooldown and aimed at high priority targets or minion wave's.
(D) Two-Headed!
Gall is permanently attached to you, going where you go. This is obviously a permanent trait that you can't ever get rid of. Lukily you are in charge of the movement and not that crazy mage Gall

(R) Upheaval
After 1 second pull enemies towards your direction, slowing them by 25% for 3 seconds and dealing 52 (+0.04 per level) damage. This is an amazing talent and my favorite heroic ability. It Syngergises well with Gall's heroic Twisting Nether
(R) Hammer of twilight
Passively increases Basic Attack damage by 25%. Activate to swing the Hammer to deal 163.28125 (+0.045 per level) damage, push enemies away, and stun for 0.75 seconds.. Again another great heroic ability, used for when you need extra damage due to your Gall being pants!

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Before we get into the nitty gritty of the talent choices, you need to ask one question before continuing. What role does Cho & Gall play in the current Meta ? Assassin? Warrior? Tank?
Assassin
Gall is an Assassin, a pretty good one in fact. He could be one of the most powerful Assassin's in the game if it wasn't for Cho. Don't get me wrong Cho played well can make a lethal combination, but to many Gall's expect Cho to know exactly what their thinking and under-perform due to this. If you're playing Gall make sure you are telling Cho what you need!

Warrior
A massive miss conception in most matches you will play is that Cho is a tank. Being a warrior does not make a Hero a tank. As Cho can play the tank role if your asked, but it takes a lot of practice, patience and the understanding from Gall that their talent pick's need to bolster your survivability.


Surging Dash - This is your go to talent for any mobility build. It increases Surging Fist's range and speed by 25%. Which is a big increase on escapes or gap closing!
Blazing Bulwark - If you decided to go with a tanky build, then Blazing Bulwark is a must have talent. Consuming Blaze grants you 1 stack of Block when you hit an enemy Hero, up to 10. Block reduces damage taken from enemy Basic Attacks by 50%. At first this talent doesn't sound overly powerful, but the more you use it on large packs the more blocks you can build up!
Fuel for the Flame - Gathering a Regeneration Globe increases your next Consuming Blaze heal by 50%. Perfect for minion heavy maps and can give you some much needed survivability..


Runed Gauntlet - Rune Bomb increases your next Basic Attack by 75%.. Sounds great initially, then you realise Rune Bomb has an 8 second cooldown. Which means you get a 75% single attack buff every 8 seconds max. For this reason i do not recommend this talent in any build.
Rollback - Rune Bomb now returns to you, damaging enemies in its path even if you detonate before the rollback occurs. This is a great talent for minion heavy maps.
Seared Flesh - This is my go to talent, it allows Basic Attacks against targets inflicted by Consuming Blaze to deal 25% more damage.


Power Surge - Reduces the initial delay of Surging Fist by 50% and it is 100% wider. This is great for the mobility build and makes Surging Fist really powerful.
Fire Eater - Basic Attacks against targets inflicted with Consuming Blaze heal you for 50% of the damage dealt. This is my go to pick and provides some really powerful regeneration! Just make sure you go in hard on the basic attacks to heal!
Frenzied Fists - If Surging Fist hits an enemy Hero, it increases the Attack Speed of your next 2 Basic Attacks by 50%. No explanation needed here, just not as good as the other two, so shouldn't be taken.


Hammer of Twilight - Passively increases Basic Attack damage by 25%. Activate to swing the Hammer to deal 163.28125 (+0.045 per level) damage, push enemies away, and stun for 0.75 seconds. This is a great talent for a damage based Cho and I recommend picking it when Gall goes for Shadow Bolt Volley. It also has a nice range buff at Level 20 ultimate's!
Upheaval - After 1 second pull enemies towards your direction, slowing them by 25% for 3 seconds and dealing 52 (+0.04 per level) damage. This is a really fun heroic that synergises well with Gall's Twisting Nether, do note that it will pull some enemy heroes behind you and for this reason i wouldn't take it if Gall took Shadow Bolt Volley



Runic Feedback - Gall's Runic Blast reduces your Rune Bomb cooldown by 1 second per enemy hit. Doesn't sound like a worthwhile talent? think again, if used correctly with Gall this can really increase your damage.
I AM Hurrying! - Increases the duration of Gall's "Hurry Up, Oaf!" by 1 second and it no longer fades over time. That 1 second increase even on a mobility build just isn't worth it, especially with Molten Block being on the same tier.
Molten Block - Activate to place yourself in Stasis and gain Invulnerability for 3 seconds, damaging nearby enemies for 99.36 (+0.08 per level) damage per second. This should be your go to talent and adds that extra layer of security to keep you alive during those hard pressed times!


Twilight Veil - Consuming Blaze reduces damage taken from Abilities by 50% for 2 seconds per enemy Hero hit. Your go to talent for tanky builds. During a big team fight this can mitigate huge amounts of damage.
Surge of Stamina - Using Surging Fist grants Resistant, reducing all damage taken by 25% for 4 seconds. Not nearly as useful as Twilight Veil so should be avoided.
Crippling Blow - Enemies hit by Surging Fist are slowed by 90% for 1.25 seconds. This is a must pick for a mobility based build. Pretty much takes a whole team out of a team fight if used correctly.


C'Thun's Gift - Your Basic Attack becomes ranged and slows targets by 20% for 2 seconds. If you went twilight hammer at level 10 or are following my mobility build, this will be the best ultimate pick. adding range and slows to an already powerful mix!
Favor of the Old Gods - Upheaval grants you Resistant, reducing your damage taken by 50% for 5 seconds. I usually pick this over The Will of Gall on my tanky builds, but both are equally as strong.
The Will of Gall - Gall can activate Will of Gall to make you Unstoppable for 2 seconds. A pretty good pick if you are confident in your Gall as takes good communication to make best use of it.

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As i mentioned further up, Cho and Gall are the first of their kind to enter the Nexus. One hero, two players. A few things to understand before we get into playstyles for Cho:

  • Cho control's the movement, Gall is basically a glorified permanent Abathur style hat. Just don't let him here you say that.
  • Cho is not a tank, you are not a raid boss, not do you feel like one if played that way.
  • If Cho dies so does Gall and it counts as two separate hero kills for your enemies.
  • The low win rate on Cho Gall at the moment is caused by poor communication. Be sure to have some voice comms.

Before we break down into the early, mid and late game playsyles / strats, below is a Pro team video presented by Khaldor that shows how potent Cho and Gall can be if played right:




Below i have listed both Cho and Gall's play-styles as even if you never want to play Gall a good Cho will understand the things Gall is doing and how to support them.


Gall
Early game Gall should be looking to cause as much siege damage as possible to negate the effects of being one body down in a lane.. This relies heavily on Cho's positiong and Rune Bomb placement. Spam Dread Orb and shadow flame in the direction of enemy heroes and then towers as much as you can. Remember to use Hurry Up, Oaf! to help Cho get out of any sticky situations.

Finally with Cho controlling all the movement, it's important you throw any commands via voice comms as soon as you can. Tell that train that your here for more than a ride!

Cho
Early game with Cho is all about poking, and not over commuting and ensuring that you are positioning yourself in a safe but in range of towers position. This will allow you to be in a defensive position to escape if you need to and in range for Gall to do some big siege damage. The siege damage Gall does early game is important and you need to make up for being a body down in the lanes.

When you do encounter enemy heroes, do not run at them thinking you are a raid boss that i hear people keep quoting. Instead stand your ground, keep your positioning and poke at them. This technique will allow Gall to do alot more damage.

You should be using Consuming Blaze as often as you need to, best used on enemy heroes, provides some nice healing as explained in the talents. At this stage of the game, i would only use Surging Fist for escape or a guaranteed kill. Finally and most importantly use Rune Bomb as often as possible. It's a great source of damage and can be used to focus something different while your trying to take down another structure for instance.


Gall
You should have now got your Level 10 Heroic Shadow Bolt Volley for example and should now look to create the most damage and havoc possible. Keep the communication with Cho up and make sure not to time your heroic when Cho is casting Surging Fist etc. Keep spamming all your abilities and call out to Cho what you should be focusing on.

Remember team fights make or break a game at his stage and you should be helping Cho with your talent choices and by using your Z for a speed boost as often as needed.

Cho
Mid game for Cho isn't all that different, now you have a heroic ability you should be looking to use it as often as possible to secure kills. Remember your best way of defeating enemy heroes is positioning Cho well so Gall can dish out the damage. Keep solo pushing lane's to keep up that missing XP, but make sure you are quick to join up with your team for objectives and team fights, otherwise they will be effectively two heroes down!


Gall
Late game is all about wiping out the enemy ream, pushing the enemy core and of course ensuring you do not lose any late game objectives as this will usually swing the game into a decider. Obviously you have no physical control of where you will go as that's Cho's job, but remember communication is key and make sure you are taking part in that decision process. Your abilities are now at their strongest and you will need to be on the ball hitting the speed boost and spamming your spells at the right targets!

Cho
Late game for Cho is no different than gall]'s above it's important to stick with your team as without you they do not stand a chance. Be the shot caller, tell the team what your doing and hit the enemy team at every opportunity, they will not be able to stand the powerhouse that is [[cho

Change Log! Top

20/11/2015 - Guide Created
21/11/2015 - Mobility Build added
22/11/2015 - Talents and Playstyles Added.

Features Coming Soon:

- Positioning Video
- Complete Build Video
- Map Strats
- Proper Matchups section.
- Skins
- Conclusion
- Build Synergy's

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