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Cho Map-specific Advice and Strategies

Last updated on Jan 17, 2016 at 20:00 by Oxygen 15 comments

Table of Contents

Cho Image

General Information

On this page, we give you map strategies for Cho. Knowing what to do on a map and when to do it is extremely important and can be the deciding factor between losing or winning.

The other pages of our Cho 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 Diamond Flex player, he enjoys playing all Heroes and roles.

1. Battlefield of Eternity

Battlefield of Eternity
Battlefield of Eternity

The High Heavens and the Burning Hells clash, quite literally, in a battlefield that represents their everlasting struggle. Two Immortals, ancient warriors locked in a duel to the death, need your help to prevail against their eternal foe. Vanquish the enemy Immortal, and you'll find yourself charging over hallowed or profane ground—right onto the enemy's doorstep.

Engage in Immortal Combat

Two Immortals fight at the center of the map. Help your Immortal prevail, and lay waste to the enemy's Forts.

Employ Eternal Tactics

Protect your Immortal by obliterating the opposing team, or descend upon the enemy Immortal with relentless fury.

Hire Unique Mercenaries

Bolster your forces with Fallen Shaman and cunning Impalers, who will lend their powers to your cause!

The Battlefield of Eternity's map objective is unique in that it requires all players to contribute to the capture of an essentially PvE objective, all the while fighting off opponents. Cho'gall is particularly good at taking down the opposing Immortal due to his high PvE damage, and at protecting his own with Gall's many area of effect abilities that zone opponents. Deciding whether to defend or attack should depend on your team composition. Always be aware that the defender's advantage is important here, coming in the form of constant area of effect stuns that can and should be avoided.

Cho'gall is typically sent to the bottom lane, where constant team pushing is more likely to occur. However, there is value in considering going top as well, where your opponents may not expect you to be, for painless early Structure kills. In general however, you should remain around your more vulnerable allies, as the layout of this map makes it particularly easy to gank. Cho'gall could also be on ganking duty himself if it is unsafe to push any further. This remains true throughout all phases of the game. You may also elect to claim some of the Mercenary Camps, as they are particularly strong on this map.

If you manage to secure an Immortal, push with it; it will provide you with an unconditional frontline so that you may freely attack structures. If your opponents instead secure their own Immortal, your damage will be key in taking it down.

2. Blackheart's Bay

Blackheart's Bay
Blackheart's Bay

The ghost pirate Blackheart has staked his claim upon the realm of Mistharbor. His undead pirate crew has poured onto the streets, claiming the once thriving marketplace as their new den of villainy.

Collect Doubloons

Attack treasure chests, mercenaries, and skeletons to collect doubloons.

Turn in Doubloons

Hand your doubloons over to Blackheart or you will drop them all when you die!

Bombard Your Enemies

After receiving enough doubloons from your team, Blackheart will bombard your enemy's forts!

You can choose between the middle and bottom lane. If your team does not have other Heroes with good waveclear, you should prioritise going to the bottom one, which is typically a 1v1. Cho'gall pushes very well, and can easily "duel" over the bottom Chest and Doubloons. This does, however, leave your middle and top lanes rather open; be sure to apply sufficient pressure to attract at least two opponents. You should start roaming to take down Skeleton and regular Mercenary Camps, so as to create map pressure and gather Doubloons, if you think that sieging could be dangerous after clearing out Minions.

After reaching Level 10, you should avoid traveling between the bottom and middle lane by yourself, as the relatively long distance to allied Forts makes you very vulnerable to ganks. Always avoid turning in Doubloons by yourself for the same reason. Gall is particularly good, however, at interrupting turn ins, should you need to buy some time for your teammates to come over.

3. Cursed Hollow

Cursed Hollow
Cursed Hollow

As one of the first and most ancient realms pulled into the Nexus, the realm of Raven Court has grown large and prosperous over the millennia. The province of Cursed Hollow, a gothic landscape of twisting villages and farmlands, serves as an ideal trial grounds for the Heroes of the Storm.

Collect Tributes

The Raven Lord will periodically create tributes. Gather them for your team!

Curse Your Enemies

Upon capturing three tributes, the Raven Lord will curse your enemies.

Cursed Forts and Minions

Cursed forts will not attack, and cursed minions are reduced to 1 health.

You should hold the middle lane. It is the closest to all objectives, and for Cursed Hollow, Cho'gall needs to rotate to every objective. As on every map, Cho'gall's primary goal is to pushing and pressure opponents into rotating towards him so as to relieve other lanes of being pressured themselves.

Tribute fights often revolve around poking until either team finds a proper opening to engage. Your role is to do said poking, and then find a good opportunity to engage. As much as possible, remain mounted, and make use of the various bushes, nooks, and crannies that surround Tribute spawning points to surprise your opponents.

As on Blackheart's Bay, the Boss can be taken out solo from Hero Level 10 and on, assuming that you did pick Shadow Bolt Volley Icon Shadow Bolt Volley. Just be sure to pay attention to your Minimap for missing opponents that would seek to gank you.

4. Dragon Shire

Dragon Shire
Dragon Shire

These lush and deceptively peaceful gardens have grown over time, covering the once molten realm known as Dragon Spire. Beneath this verdant paradise, the ancient power of the dragons was sealed away... and their descendants have neither forgotten nor forgiven the trespasses of those who wronged them.

Control the Shrines

There are two shrines your team needs to control to activate the Dragon Knight's statue.

Free the Dragon Knight

While activated, bring a hero to the statue to free the Dragon Knight from his prison!

Devastate Enemy Forts

Use the Dragon Knight's immense power to level enemy forts!

Cho'gall's duty is typically to fight over the bottom lane Shrine, partly due to his self-sustain, great area of effect poking, and pushing. As much as possible, your damage should be used to quickly take down Structures so as to rightly punish opponents that would leave your lane unattended.

Should your opponents secure a Dragon Knight, it is imperative that you use your sustained damage to help take it down. Beware of its Savage Charge ability; it can send you flying right into enemy lines.

If possible, pilot the Dragon Knight yourself. It fulfills the similar functions of a bruiser with its Kick ability, high damage, and large Health pool. Furthermore, Gall can exceptionally use his abilities from inside the Dragon Knight, making for a unique threat.

5. Garden of Terror

Garden of Terror
Garden of Terror

Once the royal gardens were a splendor to behold. But lately a shadow has fallen over them... Writhing tendrils creep across the grounds at night, and a number of servants have disappeared while walking its twisting paths. Queen Nightshade claims to be unaware of these incidents, but some are beginning to suspect she has gone mad.

Fight the Shamblers

At night, Shamblers will rise from the gardens.

Collect Seeds

Kill the Shamblers and collect seeds for your team.

Control Garden Terror

With 100 seeds, control a garden terror and destroy your enemies!

Cho'gall's duty is typically to fight over the top lane Seeds, the lane generally left to be a 1v1. Gall makes short work of the smaller Seed Camps, and Cho'gall holds his own when contesting opposing Seed Camps.

Hammer of Twilight Icon Hammer of Twilight is a solid talent choice on this map due to the large number of Camps that must be contested. The ability lets you reliably steal Seeds right from under your opponents' nose. Try and have Cho pilot the Garden Terror; as with the Dragon Knight, Gall can cast abilities from inside.

6. Infernal Shrines

Infernal Shrines
Infernal Shrines

Demonic corruption threatens the Gardens of Hope. Called forth by the Shrines, Punishers prowl the battlefield, terrifying creatures that live to destroy heroes. Defeat the Shrines' Guardians before your enemies do, and the next Punisher will fight for you; fail, and face the demon's wrath.

Activate the Shrines

The Infernal Shrines periodically gather power. Activate them and prepare for a fight.

Defeat Guardians

Slay 30 Guardians before the enemy team to bring forth a mighty Punisher.

Beware the Punisher

Punishers have one of three devastating powers. Be careful, they focus on attacking heroes above all else.

Cho'gall's relative independence and solid waveclear make him a good candidate to occupy the top lane, as it tends to be more hermetic than either of the other lanes. In the early game, your primary goal is to soak and push your respective lane for experience until the first Shrine spawn is initiated. The middle lane could also make for a sound choice, given its close proximity to all Map Objectives.

Infernal Shrines' Map Objective is notable for promoting particularly brutal team fights, as it requires all team members to be present to successfully wrestle it away from opponents. As such, you should see to quickly clear your lane and move out to the indicated Shrine spawning point as soon as an announcement is made. Since this first spawning point is random — as are the subsequent ones — you will have to check your Minimap for it. During the confrontations that occur around the Shrines, your main goal will be, as a bruiser, to slay (getting the killing blow) 40 Guardians before the opposing team. This is achieved not only by taking out the Guardians yourself, but also by preventing your opponents from claiming them. You also need to protect your allies and, if possible, find windows to initiate.

The Punishers that spawn as a result of either team successfully claiming 40 Guardian kills are devastating to Heroes and Structures alike. Should your team claim one, you may elect to push with it so as to quickly take down Structures, or head out to an empty lane to try and generate an experience lead. It is recommended to split up in the early game (the first two Punisher spawns) and then remain with it thereafter.

Should your opponents claim a Punisher, your damage will be vital to taking it down. Be wary of its area of effect attacks, which vary depending on the Punisher's randomly selected type. Most devastating, however, is the long-ranged Leap ability, which stuns and heavily damages the first Hero sighted by the Punisher.

Mercenaries are preferably claimed about 2 minutes after a Punisher has been slain, so that they may freely push as subsequent Shrine spawns distract your opponents. Cho'gall is particularly well-suited for doing this.

7. Sky Temple

Sky Temple
Sky Temple

Floating above the vast desert sands of Luxoria, the Sky Temple serves as a center of worship for the snake god, Ka. He stores his great power within the temples, each of them secured by guardians. With such defenses, no warriors would think to seize the god's power for themselves... or would they?

Capture the Temples

Temples will periodically awaken. Stand within their grounds to capture their power!

Hold the Temples

Remain firm and the temple will unleash a blistering onslaught on your enemy's forts!

Defend the Temples

Guardians will try to wrest control of their temples from your team. Hold them off to keep the temple's power for yourselves!

Sky Temple promotes quickly moving between lanes in order to secure the Temple objective. As such, focus on being in the lanes nearest to the Temple spawn — middle or top, when the game begins — to protect and assist your teammates as needed. It should be noted, however, that the bottom lane is typically the one with the solo Hero, and so it may be worth looking to go there for easy ganks. Holding the Temples themselves is straightforward, and your self-sustain and damage allow you to do it with relative ease.

The lanes themselves are very short, making them difficult to gank. Their proximity to Mercenary Camps also promotes aggressively clearing lanes to secure these Camps without losing out on experience. Some Heroes may travel alone in order to clear them, giving you and your team an opportunity to pick up easy kills.

The team fights that inevitably break out around Temples are in enclosed spaces that make Upheaval Icon Upheaval an interesting Heroic Ability choice.

8. Tomb of the Spider Queen

Tomb of the Spider Queen
Tomb of the Spider Queen

The long forgotten tombs of Luxoria have found a new master. Deep within their timeworn chambers, the Spider Queen Neithis stirs from her ancient slumber. Present her with the gems of power she seeks, and you may just escape with your lives.

Collect Gems

Enemy spider minions and Heroes drop magical gems upon death. Gather as many as you can!

Turn in Gems

Relinquish your gems at one of the Spider Queen's altars or you will drop them all when you die!

Summon Webweavers

Whichever team turns in enough gems first will unleash the Webweavers to destroy their enemy's defenses.

This map heavily promotes lane skirmishing. Gems, the map's primary objective, are actually spawned in lane as ranged Minions are slain. Attempting to pick these Gems up against ranged Heroes can cause you to take damage as they capitalise on your forward position. This means that, counterintuitively, you must avoid killing minions — specifically Gem Spiders — far away from your turrets. This will make it harder for the opposing laner to hit you. Still, if you are laning with a ranged Hero, you should make it your priority to go for Gems, as the healing provided by Consuming Blaze Icon Consuming Blaze can negate some of the harassment. Against Heroes that have particularly bad waveclear, you could see to aggressively push instead of holding back.

Gems you collect must be turned in at one of two central points. These points are surrounded by smoke vents that can hide allied and enemy Heroes. Do not turn in your Gems while alone, as the associated channeling leaves you in a vulnerable spot. Gall's area of effect abilities can reliably stall the turn-in process for your opponents.

Upon turning in a growing number of Gems, Webweaver minions will spawn in each of the map's three lanes. These Webweavers have a fixed duration and spawn as far as your minion wave has traveled. It is therefore recommended to push as far as possible in order to make the most out of the Webweavers's duration, as any time they spend traveling is wasted. Should your opponents get a Webweaver of their own, Gall's Dread Orb Icon Dread Orb should be used to rapidly kill them.

9. ChangeLog

  • 14 Jan. 2016: Guide fully updated.
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