Cho Abilities and Strategy
Welcome to our Abilities page for Cho. Here, we give you an overview of every ability in Cho's kit. For each of them, we explain what it does, how to best use it, and how it works in combination with Cho's other abilities. We also give you strategy tips to play Cho efficiently.
1. Cho's Tips and Tricks
- Surging Fist can be interrupted; be careful when casting it near opponents with crowd control.
- Consuming Blaze heals for each enemy hit; hit as many as possible with the Ability, and then try and attack an ignited target to gain even more healing.
- Rune Bomb's slow travel time makes it much more effective at short range. Be sure to call out your cast for Gall to detonate the bomb.
- Upheaval has a short cast time, and pulls opponents behind your position; be sure to account for these factors.
- Hammer of Twilight is an excellent tool for quickly interrupting opponents.
- Ogre Hide should be active whenever you are about to take a significant amount of damage.
2. Surging Fist
- Cooldown: 12 seconds
Activate to begin charging Surging Fist. Activate again to dash forward, knocking aside enemies and dealing 46 (+4% per level) damage. The dash range increases by up to 250%, depending on how long it is charged.
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 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, as a poorly timed Surging Fist can more or less result in wasting the Heroic Ability's Cooldown. It should be noted that several Talents promote the offensive use of Surging Fist.
3. Consuming Blaze
- Cooldown: 12 seconds
Ignite nearby enemies, dealing 150 (+4% per level) damage over 5 seconds. Basic Attacking burning enemies re-Ignites them. Cho is healed for 40 (+4% per level) when an enemy is Ignited.
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, which benefits greatly from timing his Shadowflame Cooldown with that of Consuming Blaze to ensure several hits of an empowered Shadowflame.
4. Rune Bomb
- Cooldown: 8 seconds
Roll a bomb dealing 91 (+4% per level) damage to enemies in its path. Gall can use Runic Blast to detonate it to deal 210 (+4% per level) damage in an area.
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.
- Cooldown: 60 seconds
After 1 second, pull enemies towards Cho'gall, slowing them by 25% for 3 seconds and dealing 175 (+4% per level) damage.
Upheaval is essentially a glorified version of Kerrigan's 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 or 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.
6. Hammer of Twilight
- Cooldown: 15 seconds
Activate to swing the Hammer of Twilight, dealing 150 (+4.5% per level) damage, pushing enemies away, and Stunning them for 0.75 seconds.
Passive: Cho's Basic Attacks deal 25% increased damage.
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 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.
7. Ogre Hide
Cho's Armor is increased by 25, but Gall's damage is reduced by 25%.
Gall can activate Ogre Rage to grant himself 25% increased damage, but remove this Armor bonus.
Ogre Hide is Cho's Trait. It provides a significant amount of Armor, and should be activated whenever you are about to take a significant amount of damage. It is important to note that while Ogre Hide is active, Gall's Ogre Rage is disabled, meaning that Gall's damage is significantly lowered. Judging when to activate Ogre Hide so to not reduce Gall's damage output too dramatically is key to mastering Cho'gall as a whole.
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