Gall Talents
Welcome to our Talents page for Gall. Here, we give you an overview of how strong each of Gall's talents is. Then, we present several viable builds, before analyzing each talent row separately, so that you can make informed decisions.
Gall's Talent Build
Level | Choices |
---|---|
1 | ? ✓ ✘︎ |
4 | ✓ ✘︎ ✘︎ |
7 | ✘︎ ? ✓ |
10 | ? ✓ |
13 | ? ✘︎ ✓ |
16 | ✓ ✘︎ ✘︎ |
20 | ? ? ✘︎ ✓ |
Gall's Talent Build Cheatsheet
Dread Orb Build
RecommendedThe Dread Orb build revolves around greatly improving the potency of Gall's Dread Orb, turning it into a powerful PvE-oriented Ability and general disruption tool. Key Talents include Twilight Nova and Leaden Orb.
Level 1 Talents for Gall
Increases the Movement Speed bonus of Shove by 10% and its duration by 2 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 25 seconds, its range is increased by 33%, and the number of Basic Attacks required to kill it is increased by 1.
Discussion
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, Taskmaster will be a good choice, but Keep Moving! will be rather impactful if you are looking to disengage or to chase enemies in a fight, instead of being used to dodge some Abilities.
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 Tracer.
We See You! provides a notable yet unnecessary cooldown reduction to Eye of Kilrogg. The range increase is less than useful under most circumstances.
Level 4 Talents for Gall
Each bounce of Dread Orb increases its radius by 25% and damage by 15%. Activate Dread Orb before the second bounce ends to reverse the direction of the third bounce.
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, up to 200.
Reward: After damaging 20 Heroes, the range and speed of Cho's Rune Bomb is increased by 20%.
Discussion
Rising Dread improves the flexibility of Dread Orb by allowing you to orient its third bounce more accurately. While only modestly useful against Heroes, Rising Dread significantly increases Gall's PvE damage output, particularly when combined with Twilight Nova. Against Heroes, Rising Dread's true power is unlocked with Leaden Orb, allowing two consecutive Stuns.
Both Runic Persistence and Bomb's Away add a modest amount of damage to Runic Blast. The two Talents suffer from poor synergy with Gall's other Talents however, making them less powerful in the long run.
Level 7 Talents for Gall
Every subsequent hit of Shadowflame against the same enemy Hero deals an additional 12% damage, to a maximum of 60%. These bonuses are lost if the Hero has not been hit for 7 seconds.
Quest: If Shadowflame hits an enemy Hero that is afflicted by Cho's Consuming Blaze, its cooldown is reduced by 0.5 seconds.
Reward: After hitting 20 Heroes, Shadowflame's cooldown is instead permanently reduced by 0.5 seconds.
Increase the damage bonus of Ogre Rage by 5%. Each time Gall damages an enemy Hero this bonus increases by 1% for 4 seconds, up to an additional 10% bonus damage.
Discussion
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. In short, pick Double Trouble with Searing Shadows to counter teams featuring multiple Heroes with high maximum Health.
Ogre Rampage is a straightforward and fairly powerful damage increase for Gall, provided you can maintain Ogre Rage up. Rarely a bad choice.
Level 10 Talents for Gall
- 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.
Discussion
In this section we discuss when and why to pick a given Heroic Ability. If you want to read how they work in detail and/or you are looking for some tips on how to use them, check them out on the Abilities and Strategy page.
Shadow Bolt Volley provides a good single-target damage option to Cho'gall that can easily change the tides of a teamfight. However, with Dread Orb's Build, Cho wants to be constantly disrupting and poking enemies, to then walk forward to finish them, and for that objective, Twisting Nether is a better Heroic.
Twisting Nether's crowd control is an excellent addition to Cho'gall's fighting style, by allowing Cho to constantly hit enemies with Basic Attacks (which will be extremely strong in some builds), to then end their suffering with a high burst damage. Although the Slow is relatively strong, it requires Gall to stop dealing damage through his other Abilities to be maintained, which is counterproductive. To better take value of this Heroic, use it as soon as you use your Abilities, since the cooldowns will be running during the channel, thus without reducing Gall's damage output.
Level 13 Talents for Gall
Enemy Heroes hit by Shadowflame take an additional 2% of their maximum Health as damage.
Increase Gall's damage to enemy Heroes by 10%. Upon dying, Gall gains Ogre Rage and can use Abilities for 10 seconds.
After the first bounce of Dread Orb, 2 extra bombs bounce to the sides once.
Discussion
Searing Shadows's purpose is to punish high-Health Heroes. Effective against teams featuring multiple Heroes with high maximum Health, but unfortunately cannot compare to Twilight Nova's power.
Psychotic Break provides a modest increase to Gall's damage and makes dying slightly less backbreaking for Cho'gall. It does compete with excellent Talents however, making it difficult to recommend.
Twilight Nova, when combined with Rising Dread, turns Gall into an outstanding PvE damage-dealer. This allows Cho'gall to very quickly raze Structures or claim Bosses. Further, the additional bombs make Dread Orb much more difficult to avoid for opponents.
Level 16 Talents for Gall
Dread Orb Stuns enemy Heroes for 0.75 seconds.
Runic Blast Silences enemy Heroes for 1.25 seconds.
Enemy Heroes hit by your Basic Abilities are Slowed by 15% for 4 seconds. This effect can stack up to 2 times.
Discussion
Leaden Orb synergises directly with Rising Dread and Twilight Nova to cause repeated Stuns in a large area of effect. Extemely disruptive.
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. However, again, due to the disparity between Dread Orb's Talents and others, we cannot recommend Deafening Blast.
Shadowsnare provides Cho'gall with something his Ability set sorely lacks: a strong and reliable Slow. However, it is overshadowed by two significantly more powerful crowd control options
Level 20 Talents for Gall
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%.
- Cooldown: 30 seconds
Activate to reduce the cooldowns of Shadowflame and Dread Orb to 2 seconds for the next 6 seconds.
Discussion
Shadowfury greatly increase Gall's damage in a fight. While 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.
Shifting Nether provides Cho'gall with some instantaneous combat mobility, allowing you to much more reliably secure Twisting Nether hits without the use of Cho's Upheaval Heroic Ability. It can also be used to dodge some area of effect crowd control effects, like Leoric's Buried Alive.
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.
Twilight Frenzy can be used alongside Rising Dread and Leaden Orb to practically chain-Stun a given target and otherwise cause much disruption. There are two important things you should not be doing with this Talent:
- Never use it after using your Abilities, since it will only reduce the cooldown after using it, and you will be wasting the whole Talent by doing that.
- Do not use your Heroic Ability during Twilight Frenzy's effects, or you will completely waste the Talent.
Changelog
- 03 Oct. 2020: Builds and Talents updated to reflect current meta.
- 21 Jul. 2020: Guide updated following the 2.51.1 balance update.
More Ranged Assassin Guides
Derenash has been playing Heroes of the Storm since 2015 and has achieved Grandmaster in multiple seasons, peaking at Top 1 in Season 3 and 4 of 2018. He participated in the HGC Copa America in 2018 where his team had a strong victory. He is passionate about teaching others about the game, and streams often on Twitch in Portuguese, and you can find him in Wind Striders' Discord as well where he is happy to answer any questions in English or Portuguese.
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