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Last Edited February 6, 2020

Cho'Gall (Upheaval/Siege Build) *With Gall talents.

If you're ever in doubt about how to play Cho'Gall, just ask yourself what a B17 Flying Fortress would do.
Consuming Fire
Consuming Blaze heals for 150% more when a Hero is Ignited.
There is a place for all 3 level 1 talents but Consuming Fire is the most generalist. Fuel for the Flame is good on rotational maps or late game maps (Tomb, Dragon Shire, Volskaya). Calloused Hide is good with big obvious healers on your team such as Alexstraza or Morales.

Gall picks Keep Moving.
Rune Bomb rolls back to Cho, damaging enemies in its path.
Happy Gall, happy life.

Gall picks Runic Persistence or sometimes stacking. Persistence is better for doing things like delaying tributes, dismounting people in a choke point, isolating people in your AoE for a pick, clearing zerg waves, and sieging. Stacking is good on Hanamura and BoE.
Basic Attacks against ignited Heroes decreases the cooldown of Consuming Blaze by 1 second. Passive: Reduce the cooldown of Consuming Blaze by 3 seconds.
Power Surge is also good here.

Gall picks Edge of Madness.
After 1 second, pull enemies towards Cho'gall, Slowing them by 25% for 3 seconds and dealing 175 damage.
Each level 10 is amazing, both providing displacement and interrupt but they serve different purposes. Upheaval is a bigger playmaker but it can go badly. It can be used behind you to peel, cast it over walls to bunch enemies together for a combo, pull people into your base and so on. Hammer of Twilight is very safe and helpful for peeling and can be good for chasing down kills after a long team fight. Due to Cho's general lack of engage without endangering himself I give the edge to Upheaval.

Gall picks either ult but we think Shadow Bolt Volley is better.
Molten Block
Activate to enter Stasis and gain Invulnerability for 3 seconds, damaging nearby enemies for 92 damage per second.
Molten Block most of the time to dodge the most lethal abilities on the enemy team or to avoid things like being gusted. Twilight veil is pretty good with this build but perhaps not ideal.

Gall picks Rising Dread for the crazy siege value.
Runic Feedback
Gall's Runic Blast reduces Cho's Rune Bomb cooldown by 1 second per enemy hit, and 2 seconds for each Hero hit.
If you're ever losing just remember that if you can make it here and the enemy isn't 20, your chance of winning just went up at least 10%. Hit clumps of enemies with a bomb and they're gonna have a bad time.

Gall picks Deafening Blast.
Hour of Twilight
Decreases Cho'gall's death timer by 50%.
Murky death timer means you can commit to a trade for a keep or some core damage if the opportunity presents itself and you'll be back before the enemy team can punish. It also means if you wipe on the last team fight you'll probably be up for the core defense (and you're Cho'Gall who can 2v5 post level 20).

Gall picks Shadow Fury.
New Season - 7/10/18
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We need to know what the Gall player should play !!!
I'm late, but I gotchu.