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Cho Abilities

Last updated on Nov 16, 2015 at 03:30 by Oxygen 8 comments

Table of Contents

Cho Image

General Information

Below, we give you a brief overview of the abilities that Cho has access to. You should read these ability descriptions before reading further, because the other pages of the guide assume that you have a basic knowledge of Cho's abilities.

The other pages of our Cho guide can be accessed from the table of contents on the right.

About the Author

Oxygen is a veteran of the MOBA genre, which he has been playing for nearly 15 years. He has coached some of Heroes of the Storm's most prominent North American players and teams alike, including Team Liquid. As a Rank 1 Flex player, he enjoys playing all Heroes and roles.

1. Surging Fist

Cho Surging Fist
Surging Fist (Q) World of Warcraft Cho
  • 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.

Surging Fist Icon Surging Fist causes Cho to channel for up to 5 seconds, and disables his Basic Attack for this duration. After 1 second of channeling, Surging Fist can be reactivated to dash towards the targeted location, damaging and knocking back enemy units on the way. Surging Fist's dashing effect can be interrupted by crowd control effects that disable movement.

Surging Fist serves as Cho's main initiation and escape ability. Given these two broadly different functions, in addition to the ability's interruptible channeling period (for which you must watch out for opposing crowd control) and relatively long cooldown, very careful examination of the situation at hand must be made before use. Given Gall's many ranged abilities, and though counterintuitive, Surging Fist should mostly be used as a defensive tool. It is not to say, however, that it is not useful as a gap-closer; Offensively, Surging Fist is particularly useful to combo with Hammer of Twilight Icon Hammer of Twilight to interrupt channeled abilities or otherwise quickly knock back opponents towards or away from your teammates or objectives.

The ability should never be used for sole damage-dealing purposes however, as the amount it deals is negligible. Be mindful of your Gall player's attempts to use Shadow Bolt Volley Icon Shadow Bolt Volley, as a poorly timed Surging Fist can more or less result in wasting the Heroic Ability's cooldown.

2. Consuming Blaze

Cho Consuming Blaze
Consuming Blaze (W) World of Warcraft Cho
  • 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.

Consuming Blaze Icon Consuming Blaze instantly applies a 4-second damage-over-time effect enemies in a large area around Cho. If Consuming Blaze hits an enemy, Cho is healed for a certain amount over 4 seconds. This healing effect does not scale with the number of targets hit.

Consuming Blaze is Cho's main self sustain ability. Since the healing effect is delivered over time, it is typically safe to use the ability as it comes off cooldown without wasting much of the healing, and this, even when at full Health. This is especially true during team fights where incidental area of effect damage is highly likely to hurt you. Do, however, try and hit as many targets as possible so as to increase the ability's overall damage. A special mention should be made for one of Gall's seventh level talent choices, Double Trouble Icon Double Trouble, which benefits greatly from timing his Shadowflame Icon Shadowflame cooldown with that of Consuming Blaze to ensure two hits of an empowered Shadowflame.

3. Rune Bomb

Cho Rune Bomb
Rune Bomb (E) World of Warcraft Cho
  • 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.

Rune Bomb Icon Rune Bomb causes Cho to launch a slow-moving projectile towards the targeted location. The projectile deals light damage to enemies it contacts, and can be detonated by the Gall player (through Runic Blast Icon Runic Blast) to deal a much larger amount of damage in an area of effect but also stopping the projectile.

Rune Bomb is, indirectly, Cho's main way of dealing area of effect damage. Rune Bomb is typically used on-cooldown, and should be lobbed towards enemy Minions, Structures, and Heroes without moderation. To be noted, however, is the fact that Rune Bomb's slow traveling speed makes it prone to be avoided, consciously or otherwise, by moving opponents. As such, one must triangulate the likely position of an intended target so that the projectile may actually make proper contact. As with many skillshot abilities, Rune Bomb is much more difficult to dodge at a short range.

After acquiring the fourth level talent Runed Gauntlet Icon Runed Gauntlet, Rune Bomb becomes an important factor in increasing Cho's melee damage output.

4. Upheaval

Cho Upheaval
Upheaval (R) World of Warcraft Cho
  • 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.

Upheaval Icon Upheaval pulls enemy units in a large cone towards Cho's location after a 1-second delay, momentarily preventing them from taking any action, dealing damage, and then reducing their movement speed by 25% for 3 seconds thereafter. Struck units that are close to Cho will be pulled behind him, whereas those that are further away will be pulled in front.

Upheaval is essentially a glorified version of Kerrigan's Primal Grasp Icon Primal Grasp that is best used in combination with other area of effect Heroic Abilities that can synergise with the pulling effect. Gall's Twisting Nether Icon Twisting Nether or Shadow Bolt Volley Icon Shadow Bolt Volley both synergise particularly well with Upheaval. Letting your allies know that you intend on picking and using the ability (and who are your priority targets) will greatly improve your effectiveness, as the large displacement effect can be just as surprising to your teammates as it can be to your opponents, leading to missed abilities and frustration. Be sure to also account for Upheaval's 1-second casting time; foes that have been slowed or are otherwise disabled are much less likely to dodge the ability's effects.

It is recommended to practice using Upheaval in Try Mode so as to get a good feel for the ability's peculiar cast time and delay.

5. Hammer of Twilight

Cho Hammer of Twilight
Hammer of Twilight (R) World of Warcraft Cho
  • 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.

Hammer of Twilight Icon Hammer of Twilight permanently increases Cho's base Basic Attack damage by 25%. The ability can also be used to damage enemies in a large arc, push them a long distance away, and stun them for 0.75 seconds.

Hammer of Twilight pushes Cho's Basic Attack damage per attack to Assassin-like levels. Its active effect also sports a uniquely short cooldown for a Heroic Ability, allowing you to repeatedly disrupt your opponents' positioning, and reliably interrupt channeled abilities or disrupt initiation attempts. Using Surging Fist Icon Surging Fist to get behind an opponent or otherwise quickly reposition, and then using Hammer of Twilight to push them towards your teammates is one way for Cho' to initiate fights for himself.

6. ChangeLog

  • 14 Jan. 2016: Guide fully updated.
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