Table of Contents
- +Abilities and Strategy
- ×Talent Build
On this page, we present the viable talent choices for playing Cho in a competitive environment in Heroes of the Storm. For each talent, we explain what they do and why they should or should not be taken.
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 Master player, he enjoys playing all Heroes and roles.
1. Talent Build
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2. Common Talent Paths
Firestarter Build (talent calculator link)
The Firestarter Build revolves around greatly improving the potency of Cho's Basic Attacks, and maximising Consuming Blaze's uptime. Consuming Blaze is particularly important to Gall due to its interaction with Talents such as Double Trouble.
3. Level 1 Talents
Consuming Blaze heals for 150% more when a Hero is Ignited.
Quest: Every Minion killed near Cho increases the amount healed by Consuming Blaze by 0.3%.
Quest: Every Hero Takedown increases the amount healed by Consuming Blaze by 3%.
Ogre Hide also increases healing received by 15%.
Talents on this tier focus on improving Cho's self-sustain.
Calloused Hide is likely to yield the most healing out of the 3 Talents available at this tier, considering it also affects Healing Globes, Healing Fountains, Health Regeneration, and, of course, any healing provided by allied Heroes. Just be sure to switch to Ogre Hide, which you should be doing most of the time in the first place.
Fuel for the Flame is similar to Consuming Fire, in that it improves Consuming Blaze. Although more versatile, it also takes a much longer time to actually see tangible benefits due to its stacking nature.
4. Level 4 Talents
Surging Fist deals additional damage to Heroes equal to 7% of their max Health.
Rune Bomb rolls back to Cho, damaging enemies in its path.
Each consecutive Basic Attack to an enemy Hero deals 20% more damage, to a maximum of 60% damage. This bonus lasts 5 seconds or until a different enemy is attacked.
Talents on this tier focus on improving Cho's damage.
Seared Flesh allows Cho's damage to grow to be surprisingly threatening. Generally, this will get more value than Uppercut against non-tanks. It does require you, however, to deliver sustained attacks against one target, making it more effective if you can muster the discipline to focus well. Generally, this becomes easier if your teammates can provide movement speed reduction effects.
5. Level 7 Talents
Each Hero hit by Surging Fist reduces its cooldown by 4 seconds.
Basic Attacks against ignited Heroes decreases the cooldown of Consuming Blaze by 1 second.
Passive: Reduce the cooldown of Consuming Blaze by 3 seconds.
While Gall's Ogre Rage is active, Cho's Health Regeneration is increased by 200%.
Power Surge has the potential of significantly reducing the Cooldown of Surging Fist. This is reliant upon, however, being able to hit as many Heroes as possible. As such, Power Surge sees use primarily against two or more melee Heroes, and becomes particularly potent when combined with Uppercut.
Firestarter is an incredibly strong Talent that improves Cho's damage potential and self-sustain. Its main point of appeal, however, lies in the fact that it synergises so well with some of Gall's key Talents: Double Trouble, Searing Shadows, and Shadowsnare.
Enraged Regeneration provides a meek and situational bonus that competes with outstanding Talents. Avoid this one.
6. Level 10 Talents
- 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.
- 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.
At this level, Heroic abilities become available. Both Heroic abilities have already been described in the abilities section.
Hammer of Twilight is Cho's more defensive Heroic Ability choice. Although the passive Basic Damage increase is welcomed, the Ability's strength lies in the fact that it provides Cho with a very reliable, albeit short-ranged, crowd control. Hammer of Twilight is typically more useful when you feel that your team is on the defensive, allowing you to more effectively protect your vulnerable backline.
Upheaval is Cho's more offensive Heroic Ability choice. It is excellent in situations where your team wishes to force engagements, as the ability allows you to nearly unconditionally pull several opponents to your own teammates. When combo'd with Gall's Shadow Bolt Volley, Upheaval can be a win condition.
7. Level 13 Talents
Gain 75% Attack Speed for 5 seconds after using Surging Fist.
Gall's Runic Blast reduces Cho's Rune Bomb cooldown by 1 seconds per enemy hit, and 2 seconds for each Hero hit.
Basic Attacks reduce the cooldown of Cho and Gall's Heroic Abilities by 0.75 seconds.
Frenzied Fists greatly improves Cho's Basic Attack damage per second potential. It synergises particularly well with the damage bonus provided by Hammer of Twilight and the Cooldown reduction provided by Power Surge. It should be noted that you do not need to fully channel Surging Fist to benefit from the full attack speed bonus provided by the Talent, making it useful to quickly cast-and-release the Ability to gain the buff. The attack speed is also helpful with triggering Consuming Blaze's on-hit healing effect.
Runic Feedback significantly reduces the Cooldown of Rune Bomb when it is detonated against multiple targets. As such, this Talent's primary uses are waveclearing and sieging, although it remains useful against Heroes, depending on your accuracy. In general, however, it is less likely to yield more overall damage than the Frenzied Fists alternative. Runic Feedback has strong synergy with Gall's Bomb's Away.
Runed Gauntlet is generally underwhelming; whereas three out of four Heroic Ability choices for Cho'gall have very lenghty Cooldowns that are seldom significantly reduced by the Talent, the remaining choice, Hammer of Twilight, does not have a powerful enough active component to warrant the investment, and especially not over Frenzied Fists.
8. Level 16 Talents
While channeling Surging Fist, Cho is Unstoppable and heals for 150 (+4% per level) Health per second.
- Cooldown: 30 seconds
Activate to increase the Armor bonus of Ogre Hide by 300% for 2 seconds. If cast while Ogre Rage is active, it instantly swaps to Ogre Hide.
- Cooldown: 60 seconds
Activate to enter Stasis and gain Invulnerability for 3 seconds, damaging nearby enemies for 92 (+4% per level) damage per second.
Surging Dash is potentially Cho's most important Talent; it makes up for several of his weaknesses, and most notably, versus crowd control. Surging Dash allows Surging Fist to be used to bait out stuns and other dangerous effects harmlessly. The healing provided by the Talent is extremely useful for self-sustain.
Twilight Veil provides a large amount of Armor; so large in fact that it meets the game's Armor cap, and this, even when affected by reductions. Although excellent against burst, it suffers from an extremely lengthy Cooldown that makes it generally less useful than the alternatives.
Molten Block brings some very welcomed defensive utility to Cho'gall's otherwise extremely offense-oriented kit. The Ability is typically used to reliably avoid dangerous crowd control and high damage Abilities. It should be noted, however, that Molten Block also prevents Gall from using his own Abilities and momentarily interrupts Shadow Bolt Volley. The most common use of this Talent is to counter Kharazim's Seven-Sided Strike.
9. Level 20 Talents
Cho's Basic Attack becomes ranged and slows targets by 20% for 2 seconds.
Upheaval roots enemy Heroes for 1.5 seconds.
Takedowns permanently increase the Armor granted by Ogre Hide by 2, to a max of 50 extra Armor.
Decreases Cho'gall's death timer by 50%.
C'Thun's Gift completely changes Cho's playstyle, turning him into a ranged, bruiser-like Hero. This Talent alone increases Cho's damage potential by magnitudes, and the permanent slowing effect helps everyone, especially Gall.
Favor of the Old Gods provides you with a powerful rooting effect, which, when combined with Gall's Twisting Nether, can have devastating results. If you have been dying relatively often, consider Hour of Twilight instead.
The Will of Cho has some powerful defensive implication, but becomes available too late to truly see a significant amount of stacks, and thus, be impactful. Additionally, it requires Ogre Hide to be active to see any effect.
Hour of Twilight has some excessively important implications for the late game. Realistically, Cho'gall dying always spells bad news for your team, often securing a loss. Hour of Twilight greatly reduces the impact of this occurrence. If you feel safe, consider other options.
- +Abilities and Strategy
- ×Talent Build
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