Table of Contents
- +Abilities and Strategy
- ×Talent Build
On this page, we present the viable talent choices for playing Gall 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 Gall 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
Shadowflame Build (talent calculator link)
The Shadowflame Build revolves around greatly improving the potency of Gall's Shadowflame. Key aspects of the build revolve around reducing the Cooldown of Shadowflame through the Double Trouble Talent, and then turning into a potent percent-based damage source. This build has particularly strong synergy with the Hero Level 7 Cho Talent Firestarter.
3. Level 1 Talents
Increases the duration of Shove's movement speed bonus by 1 second. Cho's Basic Attacks against Heroes increases the duration of an active Shove by 1 second.
Reduces the cooldown of Shove by 10 seconds. Every time Cho is hit by a Hero Basic Attack, reduce the Cooldown of Shove by 1 second.
Eye of Kilrogg's cooldown is decreased by 15 seconds and its range is increased by 33%.
Keep Moving! competes with Taskmaster, in that they both seek to improve Shove in some way. Keep Moving does so offensively by providing a small increase to the duration of the movement speed increase effect provided by Shove, granted Cho is attacking. In general, this bonus is difficult to meaningfully exploit, as Shove is mostly used as a defensive tool.
Taskmaster significantly reduces the Cooldown of Shove, allowing it to be used more than twice as often in some cases. The Talent is particularly effective against fast attackers such as Lucio, Tassadar, Tracer, and Tychus.
4. Level 4 Talents
Activate Dread Orb before the second bounce ends to reverse the direction of the third bounce.
Passive: The third bounce of Dread Orb deals 200% more damage to Non-Heroic targets.
Runic Blast deals an additional 180 (+4% per level) damage over 3 seconds in an area around the detonation point.
Quest: Damaging a Hero with Runic Blast increases its damage by 5.
Reward: After damaging 20 Heroes, the range and speed of Cho's Rune Bomb is increased by 20%.
Double Back improves the flexibility of Dread Orb by allowing you to orient its third bounce more accurately. In practice, however, Dread Orb is only reliable against Minions or otherwise immobile targets, even with this Talent. The two alternatives are likely to yield more damage, and this, without adding an additional Ability to manage, as Double Back does.
Runic Persistence adds a respectable and dependable amount of damage to Runic Blast. Unlike Bomb's Away, which has more damage potential, Runic Persistence does not need to be built over time. As such, we recommend Runic Persistence on Maps where you are less likely to repeatedly engage several opposing Heroes for Bomb's Away stacks. This includes rotation-heavy Maps such as Blackheart's Bay and Warhead Junction.
5. Level 7 Talents
Every subsequent hit of Shadowflame against the same enemy Hero deals an additional 8% damage, to a maximum of 40%. These bonuses are lost if the Hero has not been hit for 4 seconds.
Quest: If Shadowflame hits an enemy Hero that is afflicted by Cho's Consuming Blaze, its cooldown is reduced by 1 second.
Reward: After hitting 20 Heroes, Shadowflame's cooldown is instead permanently reduced by 1 second.
Gall's Basic Abilities cooldown 75% faster for 5 seconds after Cho activates Ogre Hide.
Edge of Madness competes with Double Trouble, in that they both seek to improve Shadowflame in some way. Whereas Edge of Madness offers more damage potential than an unstacked Double Trouble, the latter becomes much more powerful later on due to its synergy with Searing Shadows and Shadowsnare. Double Trouble does require the Gall Player to be very well coordinated with the Cho player, as Consuming Blaze needs to be used for stacks.
Ogre Rampage promotes the counterintuitive aggressive use of Ogre Hide. Although the Cooldown reduction it provides is significant, Ogre Rage is generally the Trait used in offensive situations. The Talent's effects are also prone to be wasted should Ogre Hide be used in a less than ideal situation.
6. Level 10 Talents
- Cooldown: 60 seconds
After 1 second, unleash 20 Shadow Bolts over 4 seconds, each dealing 87 (+4% per level) damage to the first target hit. The bolts fire towards your mouse.
- Cooldown: 80 seconds
After 1 second, nearby enemies are slowed by 50% while Gall channels, up to 5 seconds. Activate to deal 353 (+5% per level) damage.
At this level, Heroic abilities become available. Both Heroic abilities have already been described in the abilities section.
Shadow Bolt Volley has grown to be Gall's most important Ability when it comes to securing kills; although situationally unreliable, Shadow Bolt Volley's power comes from its raw damage output potential, able to outright kill some of the more vulnerable Heroes granted that they are affected by some form of movement-impairing effect so as to secure the Shadow Bolt hits.
Twisting Nether suffers from a longer Cooldown than its competing ability, Shadow Bolt Volley, and yet, fails to be able to deal as much damage as well. Although the movement speed reduction effect is relatively strong, it requires Gall to stop dealing damage through his other Abilities to be maintained, which is counterproductive. Still, Twisting Nether has niche applications in "blowout" team compositions that seek to single out a specific target. This is generally done through Cho's Upheaval.
7. Level 13 Talents
Enemy Heroes hit by Shadowflame take an additional 2% of their maximum Health as damage.
Each bounce of Dread Orb increases its radius by 25% and damage by 25%.
After the first bounce of Dread Orb, 2 extra bombs bounce to the sides once.
Searing Shadows is one of Gall's most important Talents. Depending on the target, it increases the damage output of Shadowflame, Gall's most important Ability, by 15 to 30%, and is a huge factor in being able to handle tanks. This Talent voids every other choice on this tier.
8. Level 16 Talents
Shadowflame slows enemy Heroes by 10% for 4 seconds. This effect can stack up to 3 times.
Dread Orb stuns enemy Heroes for 0.5 seconds.
Runic Blast silences enemy Heroes for 1.25 seconds.
Shadowsnare provides Cho'gall with something his Ability set sorely lacks: a strong and reliable movement speed reduction effect. Shadowsnare is particularly helpful for keeping opponents within Cho's Basic Attack range, for securing future Shadowflame hits, and landing Runic Blast.
Deafening Blast provides Cho'gall with a reliable long-range interruption tool. The Talent has notable synergy with Cho's Runic Feedback Talent, allowing you to launch Silencing bombs at a rather quick pace. This Talent has use against caster-heavy team compositions or to disrupt opposing combos.
9. Level 20 Talents
Shadow Bolt Volley hits all enemies in its path.
Twisting Nether now teleports Cho to a targeted location before it begins channeling.
Takedowns permanently increase the bonus of Ogre Rage by 2%.
Upon dying, Gall gains Ogre Rage and can use Abilities for 10 seconds.
Shadowfury is one of the strongest Talent choices in the game. Whereas Shadow Bolt Volley can deal a massive amount of single target damage, this Talent allows this damage to be dealt to several targets, but, most importantly, to key backline targets that would otherwise be covered by teammates.
The Will of Gall has some powerful offensive implication, but becomes available too late to truly see a significant amount of stacks, and thus, be impactful. Additionally, it requires Ogre Rage to be active to see any effect.
- +Abilities and Strategy
- ×Talent Build
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