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Gall is a Ranged Assassin hero from the Warcraft universe, and a part that makes up the caster half of Cho'gall. This character is unique in that one player controls Gall while the other controls the Cho half of the hero.
Background[]
Though Cho'gall was extremely powerful, he was also dangerously insane. The Twilight's Hammer clan, less of a tribe and more of a religious cult, was devoted to bringing about the apocalypse. In his capacity as a chieftain and as the right hand of Gul'dan, Cho'gall aided his master in the creation of the death knights and the Altars of Storms, and in the transformation of normal ogres into ogre magi.
Gameplay Summary[]
Gall is the Assassin part of the Cho'gall. The player who controls Gall is in charge of using only Ranged Basic Abilities, while the one controlling Cho is responsible for the Hero's movement and Basic Attacks. Therefore, the two players must have synergy and communication to syncronize their abilities to maximize Cho'gall's potential.
Overall, Cho'gall has a very niche role that requires planning and adaptation from the rest of the team composition, as two players controlling one Hero essentially means one less Hero in lanes. On the other hand, Cho'gall is perfectly capable of solo laning given his wide range of abilities and remarkable solo sustain.
Strengths[]
- Highest base health and regen per second in the game.
- Does not have mana.
- Immune to silence effects.
- Strong teamfight presence.
- Outstanding duelist and lane bully.
- Can easily solo Mercenary and Boss Camps.
- High area of effect damage.
- Excelent waveclear.
- Decent sieging, being safe due the long range of his abilities.
- Basic Abilities have relatively low cooldowns.
- Both Cho and Gall have their own Heroic Abilities, which can hugely impact teamfights.
- Ogre Rage provides a passive bonus damage to all of his damage.
- Has access to a Scout Drone-related ability by default: Eye of Kilrogg-similar ability, Eye of Kilrogg.
- Shadowflame is a fantastic poke tool for sustained damage, specially considering its low cooldown.
- Dread Orb has one of the longest ranges for Basic Abilities in the game, being great for waveclear and sieging.
- Runic Bomb is an effective waveclear tool.
- Twisting Nether has fantastic synergy with Cho's Twisting Nether.
- Shadow Bolt Volley can deal massive damage if properly used.
Weaknesses[]
- Dying rewards opponents with twice as much XP, as well essentially removing two Heroes from combat, leaving the allied team disadvantage.
- As Cho'gall occupies two Hero slots, this means less map presence, which is crucial in some maps.
- Requires coordination and synergy between the two players in order to make the most of the combined kits and talent builds.
- Team fights are, inevitably, a 4v5 situation.
- Very vulnerable to health percentage damage.
- Vulnerable to bodyblocking due his massive size.
- All his abilities are skillshots.
- Ogre Rage makes Cho'gall take increased damage.
- Shadowflame and Dread Orb are considerably hard to hit on very mobile opponents.
- Runic Blast requires Cho using Rune Bomb.
- Shadow Bolt Volley is very hard to aim if Cho is in constant movement and not moving towards the optimal target.
Abilities[]

Cooldown: 3 seconds
Deal 135 (+5% per level) damage to enemies in the area.

Cooldown: 6 seconds
Throw a bomb that will bounce three times, dealing 126 (+5% per level) damage to enemies.

Cooldown: 0.5 seconds
Detonate Cho's Rune Bomb, dealing 233 (+4% per level) damage around it.
Traits[]
Heroic Abilities[]

Tier 4 (Hero Level 10)
Cooldown: 80 seconds
After 1 second, nearby enemies are slowed by 50% while you channel, up to 5 seconds. Activate to deal 353 (+5% per level) damage.

Tier 4 (Hero Level 10)
Cooldown: 60 seconds
After 1 second, unleash 19.375 Shadow Bolts over 3.875 seconds, each dealing 87 (+4% per level) damage to the first target hit. The bolts fire towards your mouse.
Talents[]
Tier 1, Hero Level 1[]

Tier 1 (Hero Level 1)
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.

Tier 1 (Hero Level 1)
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.

Tier 1 (Hero Level 1)
Cooldown: 45 seconds
Place an eye, granting vision of a large area around it for 45 seconds. The eye can be killed by enemies with 2 Basic Attacks. Stores up to 2 charges.

Tier 1 (Hero Level 1)
Eye of Kilrogg's cooldown is decreased by 15 seconds and its range is increased by 33.333%.
Tier 2, Hero Level 4[]

Tier 2 (Hero Level 4)
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.

Tier 2 (Hero Level 4)
Runic Blast deals an additional 180 (+4% per level) damage over 3 seconds in an area around the detonation point.

Tier 2 (Hero Level 4)
Quest: Damaging an enemy Hero with Runic Blast permanently increases its damage by 5.
Reward: After damaging 20 enemy Heroes, increase the range and speed of Rune Bomb by 20%.
Tier 3, Hero Level 7[]

Tier 3 (Hero Level 7)
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.

Tier 3 (Hero Level 7)
Quest: Hitting enemy Heroes affected by Consuming Blaze with Shadowflame lowers the cooldown of Shadowflame by 1 second.
Reward: After doing this 20 times, permanently lower the cooldown of Shadowflame by 1 second.

Tier 3 (Hero Level 7)
Gall's Basic Abilities cooldown 75% faster for 5 seconds after Cho activates Ogre Hide.
Tier 4, Hero Level 10[]

Tier 4 (Hero Level 10)
Cooldown: 60 seconds
After 1 second, unleash 19.375 Shadow Bolts over 3.875 seconds, each dealing 87 (+4% per level) damage to the first target hit. The bolts fire towards your mouse.

Tier 4 (Hero Level 10)
Cooldown: 80 seconds
After 1 second, nearby enemies are slowed by 50% while you channel, up to 5 seconds. Activate to deal 353 (+5% per level) damage.
Tier 5, Hero Level 13[]

Tier 5 (Hero Level 13)
Enemy Heroes hit by Shadowflame take an additional 2% of their maximum Health as damage.

Tier 5 (Hero Level 13)
Each bounce of Dread Orb increases its radius by 25% and damage by 25%.
Tier 6, Hero Level 16[]

Tier 6 (Hero Level 16)
Shadowflame slows enemy Heroes by 10% for 4 seconds. This effect can stack up to 3 times.

Tier 6 (Hero Level 16)
Enemy Heroes hit by Runic Blast are silenced for 1.25 seconds.
Tier 7, Hero Level 20[]

Tier 7 (Hero Level 20)
Twisting Nether now teleports Cho to a targeted location before it begins channeling.

Tier 7 (Hero Level 20)
Upon dying, Gall gains Ogre Rage and can use Abilities for 10 seconds.
Talent Builds[]
- Shadowflame Build: focused on maximizing Shadowflame's damage and utility. Recommended for most situations, and pairs well with Cho regardless of what build he picks. However, should he pick Upheaval, then picking Twisting Nether is recommended instead to maximize its synergy.
- Dread Orb Build: focused on maximizing Dread Orb's damage and utility. A more situational build recommended on maps that require intensive waveclear (such as Tomb of the Spider Queen) when the rest of the team lacks.
Tips[]
- Make sure to always pay attention to Cho'gall's current trait, as his damage output and survability is great enhanced/decreased depending on which one is active.
- Shadowflame should be used whenever it's off-cooldown, since it has very low cooldown.
- Poke structures Dread Orb whenever possible to take advantage of its long range.
- The distance Dread Orb travel is directly related to the distance between the target area and Cho'gall: the closest the cursor is to Cho'gall, the shortest will be the bounce distance. Keep this in mind when using it against targets at close range.
- Try to detonate Runic Blast in order to hit as many opponents as possible to maximize its area of effect.
- Make sure to communicate Cho preemptively to sycronize Upheaval with Twisting Nether for massive damage.
- Make sure to communicate Cho when about to use Shadow Bolt Volley so he position himself in order to hit the target as many times as possible.
Matchups[]
- See Cho'gall
Skins[]
- Twilight's Hammer Chieftain (base)
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Twilight's Hammer Chieftain | Ogre-mage | Crusher | Highmaul ![]() |
- Corruptor
100
- Rumor has it that the Corruptor Raiment was once exclusively worn by the Shadow Council. How the Scryers and the Aldor ever obtained them, the World of Warcraft may never know...
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Corruptor | Timelost | Angelic |
- Warlord
100
- Some Heroes choose to protect themselves with thick plates of armor, others wear intricate magical robes to boost their power. Cho'gall says, "Why not do both?"
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Warlord | Brutal | Fel | Mage |
- Pump'kin
150 (Hallow's End event)
- Every Hallow's End, Cho'gall makes sure to mock the Headless Horseman. After all, two heads are better than none.
- This skin is related to the Hallow's End themed-skins. Features altered voice-over.
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Pump'kin | Burning | Fel | Magic |
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Twilight |
Patch changes[]
(Patch September 13, 2016) Note: Fixed an issue that could cause Tyrael, Uther, and Gall players to incorrectly receive AFK Warnings due to the combination of their post-death effects and lengthy death timers at later levels.
(Patch May 17, 2016) Note: Fixed an issue that could cause Abathur and Gall players to be flagged as AFK if they did not move from the starting area, despite issuing commands to their Heroes.
(Patch March 1, 2016) Note: Gall will no longer be separated from Cho after manually exiting a Dragon Knight or Garden Terror.