Cho'gall is a unique Hero that requires two players to control him at all times. Unlike Abathur that can symbiote on a Hero temporarily, Cho'gall permanently requires two. Cho is the legs of the operation and players who choose him will move the partnership around the map. Cho is also focused on melee attacks and initiation whilst Gall utilizes just skills. What makes Cho'gall particularly interesting is the fact that both Heroes play very differently and require true coordination to maximize both sets of skills. Unsurprisingly, Cho'gall has the highest health of any Hero in the game (over 3300) meaning he can not only withstand a huge amount of punishment but his total set of 8 skills makes him a dangerous presence. Be aware that Cho'gall can only be obtained by playing with a friend who owns him - he cannot be bought with gold or money.

Guide Updated: 16 July 2016



A very "tanky" warrior that provides a great deal of prescence in a team fight

Requires exceptional communication as a pair 

His skills synergise exceptionally well

Horrendous to play outside of using voice communication

Played properly, he's incredibly powerful and can really cause problems for most teams 

Team fights are, inevitably, 4 versus 5 

With access to two elite skills, he can be so strong in small team fights

If Cho'gall dies, it counts as two kills

Amazing when solo laning

Can only be obtained if you win two matches with a player who has him 


Cho'gall has a total of 10 abilities (including 4 elite skills to chose from) and most of them synergise with each other. Both Cho and Gall need to choose talents that compliment each others intended build and both need to be fully aware of when certain skills are being used as some require direct interaction from one or the other. 


Two-Headed (Trait) - A trait without any additional benefits, Two-Headed simply provides you permanently with Gall. 

Surging Fist (Q) - Cho's primary attack and a means of both engaging in and escaping from combat, Surging Fist is vital to your play. It takes a second to wind up and you have to use the skill again to physically charge fowards. I would sincerely advise that you use it defensively however because it's your only form of mobility and it will often gaurentee your escape. 

Consuming Blaze (W) - allows Cho to regain some health after striking nearby enemies. It's a useful heal over time and it applies a DOT to all foes struck by it. Be sure to use it amongst the enemy once you're next to them as the lengthy cooldown means it cannot be wasted.  

Rune Bomb (E) - is Cho'gall's dual attack that requires interaction from both Heroes. Cho will roll the Rune Bomb forwards, dealing damage to enemies in its path. Whilst it's rolling, Gall can detonate it for additional damage. It's incredible for sieging enemy structures while it's fantastic to throw into a team fight for maximum damage. Just be sur Gall knows he has to detonate it. 

Hammer of Twilight (R) -  is my prefered elite out of both available to Cho because it provides a 25% damage bonus to his basic attacks but he can also trigger the skill to deal damage, knock enemies back and stun them briefly. When you've melee Heroes hitting on you and if Surging Fist is on cooldown, it's your only tool for survival. 

Upheaval (R) - comes with a hefty cooldown but is an enormously powerful Ultimate ability. Its range is huge and pulls enemies struck towards Cho'gall, slowing them by 25% for 3 seconds. In a small environment or when your foes are fleeing, it's very useful at preventing that. Essentially it's a sexed up version of Kerrigan's Primal Grasp. 


A little different to Cho's Two-Headed, Gall is immune to stuns and silence effects meaning that even if his partner is incapacitated, he can still fire all his skills. 

Shadowflame (Q) - offers a high damage beam attack that fires in a straight line. Its 3 second cooldown means it can be used constantly and if you can, try to hit as many people as possible. You should never not be firing Shadowflame and if possible, always try to aim for squishy targets. 

Dread Orb (W) - is a long distance, slow moving bomb that bounces three times, dealing high damage to those caught by it. It's pretty predictable but it's great at knocking on enemy towers or dropping it early so it bounces to an Objective. On maps such as Infernal Shrines it's fantastic against a group of enemy players fighting over one location. 

Runic Blast (E) - is the detonate of Rune Bomb. I'd always recommend that you use it amongst as many enemies as possible for maximum damage. If Cho throws a Rune Bomb, don't forget to detonate it. 

Shadow Bolt Volley (R) - is probably one of my favorite Ultimate abilities in the game and in the right hands, it can be absolutely devastating. Firing a huge amount of projectiles in front of Cho'gall, it deals very high damage to the first target struck. The downside is that it has a slow turning circle when you want to reaim it. Used in a corridor or small area, it can destroy players so easily. Just be aware that it has a very slow turning circle so be sure to aim in the right direction before firing it. 

Twisting Nether (R) - His second Ultimate skill and with a longer cooldown, Twisting Nether allows you to detonate an AOE slow, dealing huge damage to those affected. It's fantastic after a using Surging Fist once you're in amongst the enemy and pairs well with Consuming Blaze. 



Level 1: Surging Dash

As your primary means of engagement, improving Surging Fist by taking Surging Dash is incredibly important. Having extra speed and distance allows you to engage earlier or escape much easier.

Level 4: Rollback

My Cho'gall partner and I find the Rollback talent extremely useful as it allows you to use Rune Bomb and let it run its full distance, before it turns back on itself. It allows for extra damage and in a team fight, that's never a bad thing. 

Variable: Seared Flesh is a great alternative as it allows you to deal 25% higher basic attack damage against enemies affected by your Consuming Blaze.

Level 7: Power Surge

Further strengthening Surging Fist, you now have a shorter wind-up time and it's 100% wider thanks to Power Surge. Excellent for gaurenteeing that you hit enemy players. 

Level 10: Hammer of Twilight

Without doubt the better of the two options for consistent damage output and generally being a nuisance, Hammer of Twilight allows for a regular knockback and stun that you can often use multiple times in the course of a fight. It's super annoying. 

Variable: If you've a Butcher on your team, take Twisting Nether. The double detonate is amazing (if he takes Furnace Blast).

Level 13: Molten Block

Perhaps a weird one but I really love Molten Block. It gives much needed mitigation during "Oh shit!" moments but also deals damage. It buys you time for cooldowns and for your allies to catch up with you. Considering you'll be focused a lot, it's a good way of avoiding damage. 

Level 16: Twilight Veil

One of two exceptional talents in this line, I choose Twilight Veil over Surge of Stamina because its stacking mitigation is particularly powerful when used on a group. Gaining a 50% damage reduction for 2 seconds based on each Hero hit is pretty awesome. 

Level 20: C'thuns Gift

Maybe a little controversial, but I love the fact Cho'gall because ranged with this talent. It allows for a little bit of poke, keeps you out of danger and allows Gall to really cause trouble without putting you or him at risk. The slow from C'thuns Gift is also awesome. 


Level 1: Spurred Onwards

Cho'gall is vulnerable to any amount of crowd control, so having a 70% speed boost in Spurred Onwards is invaluable for disengaging early. Also having Hurry Up, Oaf! cooldown reduced by 2 seconds is significant.

Level 4: Double Back

Double Back allows Dread Orb to bounce backwards on its third bounce, allowing it to then bounce three more times. In close quarters, or on a team objective, this can result in massive damage. 

Variable: Being able to cast Cho's Rune Bomb from a 20% longer range is great for an early fight and also allows you to really capitalize on the fact the Rune Bomb will roll back on itself at maximum range. Bomb's Away is great for lane push as well.

Level 7: Dark Descent

Increasing Runic Blast's damage by 5% for every takedown, it's surprisingly easy to cap Dark Descent at 20% extra damage. The only caveat is you'll lose all the stacks if you die. As Cho'gall, you can't afford to anyway so take care and enjoy the extra output. 

Variable: Pairing with Cho even further, Double Trouble allows Shadowflame to deal 40% extra damage to enemies affected by Consuming Blaze. It's a huge damage bump and considering the cooldown on Shadowflame and its new width, allows you to really pile on the pressure. 

Level 10: Shadow Bolt Volley

A long range, incredbile Ultimate that does enormous damage to anyone it hits. Used in a confined space, Shadow Bolt Volley is gaurenteed to melt at least one player. Later on you can upgrade it so it pierces enemies - it's just awesome. 

Level 13: Rising Dread

Rising Dread causes your second bounce from Dread Orb to deal 25% extra damage and the third to deal 75% more (from base). This is huge and when paired with Double Back allows you to repeat the process. 

Variable: Providing Cho'gall with much needed sustain, Dread Shield allows Dread Orb to provide you with a shield based on the enemy hit. It's a great little boost during a team fight that allows you to stick around much longer. 

Level 16: Twilight Nova

Building further on Dread Orb, Twilight Nova allows Cho'gall to gain additional Dread Orb's after the first bounce. It's particularly useful as they spawn at the sides, reducing the ability of players to avoid them (and helping you gain your shielding). 

Variable: Giant Scorcher can be good against double tank compositions as the 3% extra damage based on your opponents maximum health is significant. 

Level 20: Shadowfury

Allowing Shadow Bolt Volley to hit all enemies in its path, Cho'gall becomes an absolute monster with Shadowfury. Any team caught by this will take huge damage and it's particularly effective when playing on maps that require interaction with an object. 


Cho'gall's matchup table below is going to differ very heavily to most as in 1 on 1 situations, he's near impossible to kill. He has so much damage, health and utility that it's near suicide for anyone to try. Despite that, the table below will cover Heroes that will cause you the most difficulty in a team fight



The Butcher: Lamb to the Slaughter combined with Butcher's Brand will cause real problems for you as you've no means of escaping when chained. 


Kael'Thas: Gravity Well is particularly nasty for Cho'gall as it means you'll eat a lot of damage during a team fight. Try your very best to avoid it (this is where Shove is useful). 


Jaina: Similarly to Artanis' threads, Jaina is a huge threat because of her ability to slow you. With no "outs" this leaves Cho'gall struggling to escape encounters and as a result, you'll be focused down by the enemy. Again, Shove can be so useful here.  


Thrall: His root, self healing and chain lightning can be a headache. Alone he's no threat, but if he successfully roots you the enemy team will capitalize on it massively. 



Stitches: As a huge brute, Cho'gall is an easy target for stitches to hook and if he is brought back into the enemy team, they can easily burst him down regardless of whether he winds up Surging Fist or not. 


Anub'Arak: His Cocoon can effectively remove you from a fight instantly, reducing your teams' numbers from 4 to 3 - it's incredibly deadly.  8/10
Any Hero With Giant Killer: Perhaps obvious, but Cho'gall is ripe for Heroes with Giant Killer. The % increase in damage based off Cho'galls health means they can deal huge basic attack damage (Raynor, Valla, Lunara all fit into this mould).   


This list of tips and tricks are just a handful of things we think will help your Cho'gall play. We'll continue to add to the list as required and if you have any tips you'd like to share, let us know in the comments below and we'll place them here. 

1. As Cho'gall, you have to communicate with each other. Without good communication, you'll find you miss-time skills and fail to capitalize on attacking the enemy properly. Work together!

2. Remember that Gall has the offensive, constantly. It's his job to deal out the damage and be your extra pair of eyes. 

3. A lot of pressure is placed on Cho as he's in charge of movement - try to play him as you would Muradin or Johanna. You can take some punishment, but that doesn't mean you should overextend. 

4. Being two Heroes in one means you can often bully lanes. Use this to your advantage as you arriving on solo lane can make it a 3 versus 1 fight. 

5. Having two elite skills is amazing for dealing an enormous amount of damage in a very short space of time. Make use of this as often as possible on squishy targets. 

6. If you die the enemy team will secure two kills - try your best to retreat when neccesary. 

7. Surging Fist is a valuable engage but also your best means of escape. Quickly double tap the skill to zip away.

8. You've more health than any other Warrior - use this to your advantage in a team fight, especially if you have a healer. You can withstand a lot of punishment with a pocket rocket by your side.

9. Hurry Up, Oaf! is an invaluable form of escape. Never use it to engage. 

10. Gall should always be using his skills, constantly. They have such low cooldowns that he's key to your damage output. If he isn't firing off skills, he's doing something wrong. 

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Last Updated: Jul 16, 2016

About The Author

Burnell 1
Lover of all things MOBA, Lewis splits his time between Heroes of the Storm, Paragon and SMITE.