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Hi there, my name is Peppo_o'Paccio: I'm an Italian Dota 2 player and I like many Valve games. I played Team Fortress 2 for a long time, but when I saw Dota 2 was obtainable with a free beta key, I decided to get it as fast as possible. I waited two months (but I was on holiday, so my Internet connection was too bad to play it anyway) and I finally got it on Steam.
This was my first guide, but I made a lot of improvements that make it as good as my last ones: if you've read this before the changes I suggest you to take another look.
Chen is an intelligence support Hero, and he's not item dependent. He is played as a jungler because of his skill, Holy Persuasion: if controlling the right creeps he can become a strong pusher, an incredible ganker or even a fast initiator.
Creep stacking: to attack a neutral creep camp at the right time (about X:52) and let them follow you so that a new group of creeps will spawn besides the one that were following you.
Creep pulling: to "drag" a neutral creep camp to your lane at the right time (about X:15 or X:45) to make your allied creeps attack the neutral camps.
Creep blocking: to place yourself in front of the incoming creep wave so that when they will reach the enemy creeps you'll be closer to your tower. Video.
Ganking: to kill an enemy Hero (or two) in a numbers advantage.
Warding: to place Observer Wards for various reasons, such as rune controlling, enemy spotting and defending.
Counter warding: the act of placing Sentry Wards in order to spot and destroy the enemy Observer Wards. Usually this is not done in public games, since almost no-one places wards.
Micromanagement: basically, controlling units other than your main one. This word is also used while jungling or fighting Roshan with a different meaning, referring to sending a creep back while it is at low health and the enemy keeps on hitting him, so that the enemy will hit another allied creep (this is further explained in the "Basic micromanagement" paragraph in the "Playing Style" chapter).
Pros
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Cons
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Chen has got many powerful abilities that can be a real threat if there are teammates supporting you (or better, if you are supporting your teammates). Mainly, his spells are used to slow, weaken or damage the enemies so that the allied Heroes can finish them off, or heal the teammates and the converted creeps under your control. But there are even the abilites of the controlled creeps, which are very useful in a teamfight and make Chen a great enemy even in late game.
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This skill is really great as it synergizes really well with Centaur Conqueror's war stomp or Ursa Warrior's thunder clap: it slows the enemies and makes them take more damage: if used on the right Hero, you and your allies can take him off while not ignoring the other enemies. Its slow can be used to reach the enemy with one of the aforementioned creeps and stun or slow him, causing additional damage; otherwise, you can just cast it and let your teammates finish the job. It scales very well into the late game and is more dangerous as the game progresses, especially while trying to gank lone Heroes before they can escape. |
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Test of Faith is Chen's nuke: it can be used to harass the enemy (though its mana cost and cooldown are not negligible in the early game) and is more powerful if used right after Penitence, as it improves the spell damage. Its second ability lets you teleport a friendly unit to the fountain: usually you won't use it on your creeps, but it's useful for teleporting a threatened friendly Hero so that he can get to the spawn without using any Town Portal Scrolls. The teleport ability is even more useful in teamfights: target teammates with low HP and save them! Safe teammates mean less kills for the enemy, which would have increased their gold advantage. Also, remember that the cooldowns are not shared: you can target a Hero with the second ability and scare the enemy chasers with the nuke. |
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Chen's main skill: with this you can control any neutral creeps aside from Roshan, the ancient creeps and the Mud Golems (they are magic immune). This is the skill you want to max out first, but you don't need to take the second level at level 3 because you can control two creeps from the third level of this skill, and you would only be able to skill it for the third time at level 5 anyway. Use it on the most powerful creeps in the large creep camps or on Centaur Conquerors/Alpha Wolves in the medium camps, so that you can tank more than one camp with just that creep. |
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This is a very useful global ultimate, so you have to skill it at the default levels 6, 11 and 16. Mind that its cooldown is pretty long if you don't have an Aghanim's Scepter, but don't be afraid to use it in a teamfight even if all of your teammates have more than half HP, just to scare the enemies. With the Scepter its cooldown will be lowered by 75%, making it a great late game item that even increases your stats: in this case, you can freely spam it as long as you have enough mana to do so and to use your other skills. You can even use your ultimate to heal your converted creeps that are going to get killed, but don't do so unless you've already wiped out the enemy team or you have an Aghanim's Scepter. |
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This is by far the best active skill of all creeps, if landed at the right moment: its stun is what lacks between Chen's skills, and your teammates will love you for using it. Be wary when using it, because Centaur's mana is enough to use it for two times (if you can't use your Arcane Boots): when you are jungling in the early game you can use it on the enemy creeps, but even in that case prepare yourself for possible ganks. |
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The attack speed increase is not that much, but it could make the difference in a prolonged teamfight. Especially with allies that have a passive buff (Trueshot Aura, Inner Beast, Vengeance Aura, Lunar Blessing...) or items with an aura that grants attack speed increase ( Drum of Endurance and Assault Cuirass) this skill can be another effective reason to pick a Centaur. |
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Even if war stomp is better than ensnare, this is my favourite skill. Nothing to say, it's just very very useful: you can combo it with Centaur's stomp or Ursa's clap just like with Penitence. This skill is never wasted, it can literally change the tides of a fight: you can use it from a distance in the mid of a teamfight or gank, then quickly stomp the enemy (or enemies) and get them while they're stunned. Your allies can make good use of it, too: ensnare an enemy and let a stunner or an autoattacker finish them. |
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Another interesting skill: you can use the skeletons as a target while jungling so that your stronger creeps don't get hit, or you can use them to push towers. If you are controlling two Trolls, they can become very annoying for the enemy. Don't let the enemies kill them, as they're very fragile and give some gold on death! It's better to send them to push the enemy tower and let it kill them after they deal some damage. |
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This is just a nuke: it has a relatively low mana cost and can hit multiple creeps at once. It really loses its effectiveness in mid-late game, but can surprise an enemy in early ganks. While going for level 1 ganks, this is extremely good: 125 nuke damage is something you can't overlook. |
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That's why when fighting Roshan you should have at least one Hellcaller: it grants HP regeneration to you, your creeps and your allied Heroes, and with this you could even solo Roshan. This aura is still useful at late game, because it stacks with the HP regeneration of the other items and keeps regenerating the HP of your other creeps. |
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In the early stages of the game you can use this skill to farm in the small creep camps, dealing a good amount of damage: if you can get this creep, you'd better double stack the small camp. In teamfights this shouldn't be your first creep skill to use unless you don't have either a Centaur Conqueror or a Troll Summoner. It just isn't as good as war stomp as the slow doesn't seem so powerful. Still, it deals a pretty good amount of damage and doesn't consume a lot of mana: the slow can be useful too if ganking, especially with you dual safe lane. |
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At first I thought this skill was weak, but after a good amount of matches I found its hidden uses: you can obviously use this to farm on stacked creep camps or to harass the enemy mid laner. Also, you can use it to push the lane creeps or to damage enemies in your lane, but remember: if you use two tornados (from two different Wildkins) together you won't deal double damage or slow. Despite this, people commonly use two of them together because, if doing so, the enemy needs to land two stuns on different enemies to stop them, thus losing a bigger amount of mana and time. Lastly, its real potential is shown when harassing the mid laner: here is an image showing how. |
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This skill is useful to sustain your creeps, and that's the main reason why prefossional players skip the Ring of Basilius: it gives you +3 armor (which is more than the +2 armor of the Ring) and gets shared with the other creeps. Toughness Auras don't stack with each other. |
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Yep, even the Alpha Wolf could be used as an effective creep though it has a small HP pool: critical strike can combo well with your stuns, dealing double amount of damage every 5 hits. |
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This is what makes the Alpha Wolf a sort of "late game creep": you can use it between your other creeps to grant more power while ganking or pushing, but in the very late game you can make your Alpha Wolf follow the carry so that he deals more damage. In teamfights, if your team can't win, this aura can add some power: this aura affects all the enemy units, though it doesn't stack with other critical strike sources ( Daedalus, Blade Dance and so on). |
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This is just like Lich's ability, it even has the same name, description and image: it's an useful skill for a weak creep. I don't think it can be that effective while jungling or fighting Roshan, but maybe could add more survivability in teamfights if your Ogre Frostmage can reach the friendly units without being too slow. I don't want to prevent you from converting it, but it's extremely situational. |
Chen is usually picked for two reasons: costant healing and powerful pushing. In order to do this you don't need almost anything, so you can focus on getting supportive items as your poor stats gain prevents you from becoming a ganker or a semi-carry.
This item build, usually ran in competitive games, is viable for beginner players too: you often don't need to ward as you will be focusing on getting the Mekansm, after which you can push and heal very effectively.
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As you are jungling and don't need any items to do so, you can spend 300 gold for an Animal Courier and an Observer Wards: you might want to give the Wards to your offlane Hero sometimes, so that he can ward the enemy creep pulling camp if facing a trilane.
A Tango is not mandatory but is always useful: you shouldn't lose a lot of health in jungle, but using it to make a shortcut between creep camps can be handy. Plus, if you're on the Radiant side a passage from the creep pulling camp to the other medium camp can let you deny an entire creep wave without double stacking anything, if timed correctly. Two Iron Branches are there to make a Mekansm later on, and the useful stats can help you a bit in the early game. You have about 100 spare gold, what can you do with it? The first thought might be to spend them on Branches or consumables, but sometimes your carry might need some more regeneration items (especially if he started with Wraith Band/ Poor Man's Shield and Iron Branches) which you could buy. Or, most of the time, you might want to keep it to get your core items more quickly. |
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These are the same starting items as before, except for the Sentry Wards: if you're facing a decent team they might have warded the creep pulling camp or even the jungle camps; in this case, a Sentry Ward can really decide how your mid game will be going.
As always, a set of Tangos is useful for healing between ganks or creating shortcuts between creep camps in the jungle. Give them to your lane partners if they're low on health and out of consumables. Again, two Iron Branches will be turned into a Mekansm and give a bit of sustainability and damage in the early game. |
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The Boots of Speed should be your first priority: if you can get them before the enemies, they can even make the difference between a first blood or a failed gank.
Next, you're going to buy a Flying Courier because your carry will need their items very quickly and you don't want your enemies to kill the slow Animal Courier. The Arcane Boots are your only "true" early game items, because they will stay in your inventory for the rest of the match: always use the active ability when it's off cooldown, so that you will give some mana to your converted creeps. |
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These are your core items: in fact they're only two (the Arcane Boots and the Mekansm), but the order in which you buy the components is fundamental.
First, you want to buy a Headdress because your creeps will need the extra HP regen, especially when jungling early on; also, its aura stacks with Satyr Hellcaller's Unholy Aura. Then, the Buckler will be your next choice for obvious reasons. The Mekansm recipe comes straight after it. |
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If they're winning professional players like to build Aghanim's Scepter first, because it gives you good stats, more health and mana and a really useful improvement to Hand of God, so that you can almost spam it. Usually, people start from the Point Booster for the HP increase. |
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This is a nice item for Chen, as it improves his stats and adds a bit of survivability. Also, its aura is definitely helpful: the active makes it a great escape mechanism and teamfight buff for all the team. If you have bought an early Bracer, you must take it unless two (or more) of your teammates already have one. |
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A definitely viable item for many supports, this is even better on Chen since the lack of components (which would make it easier to build, especially for hard supports) isn't a real problem: you will be able to get plenty of money by jungling or pushing down towers and creep waves. Other than stats, the active ability is something really useful: sometimes with all this micromanagement you might find yourself in a bad spot, this is the case when a Ghost Scepter can save your life. |
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Usually Chen doesn't need any damage increase, but this is very convenient: the Necronomicon increases both your damage and your max HP and you can buy its recipe two or three times to strengthen the effects. The two Necronomicon warriors can be very easy to manipulate since Chen already requires good micromanagement skills and they don't need to be bound to a hotkey (I generically set them on Ctrl+1 with the other creeps). This item helps in both pushing and ganking/teamfighting: the little creeps add damage while attacking structures or enemies and can even kill someone careless enough to forget the "Last Will" of the melee warrior. |
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The Pipe isn't a bad choice: if you're going to buy this as a late game item it means that the enemy team is full of nukes and you need something to cover the damage. If you feel like you need some protection against nukes, though, you might as well buy the Cloak only instead of spending 3628 gold just because there's a Windrunner in the enemy team. |
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This is a bit more expensive than Shiva's Guard, but it's really worth it: other than intelligence, strength and armor it gives you a skill that makes one of your enemies useless for 3.5 seconds. The cooldown is pretty short (35 seconds) and don't forget the 150% increase to your mana regeneration. |
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This is very expensive: you should almost never need it because with Chen you tend to end the game fastly, but who knows? Anyway, it gives you good stats which increase your intelligence and durability (as the other suggested items), and it comes with an active which can seriously change a teamfight in your favor, especially with your creeps that can freely land their spells. If you're up against a team that deals a lot of physical damage or simply runs an armor reducing strategy, this is a very useful item. |
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You should almost never need this as it works as a weaker Penitence, but the HP increase from the Vitality Booster and more intelligence are really appealing. Consider this a late-game item if you need more presence in teamfights or if you find yourself dying too often. |
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This is a really nice item, especially because your converted creeps will gain the benefits from the lifesteal aura, too: pick this straight after your Mekansm if your team wants to fight Roshan more than once. If your team consists of 2 or more melee Heroes you should really think about taking this: the survivability it gives, along with the lifesteal, is something helpful for a squishy support that controls many melee creeps. |
This chapter will be divided in the following paragraphs to let you understand better:
The micromanagement is what makes a Chen player good or bad: while jungling you can even ignore it, but in teamfights the more skilled you are the best results you (and your team) get. Remember to practice against bots first; also, watching tournament games (with either Chen or Enchantress) helps a lot.
Keys:
2 Q 3 Q |
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Command:
DarkTrollSummoner Ensnare CentaurConqueror WarStomp |
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That's overall the most used and the most annoying combo (for the enemies): it even works from a distance (ensnare isn't a melee-ranged skill, like war stomp or thunder clap). It's a very convenient combo: easy to pull of and very scary if you use it while smoke-ganking from behind. Basically, you stop and then stun (and damage, if you have a Ursa Warrior or a Satyr Hellcaller as a third creep) an enemy, making ganks very easy for your team. Use it wisely though, only if you come from behind or you need that kill to push down the enemy tower. Basically, only if you are able/forced to get a kill. |
Keys:
3 Q 4 Q |
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Command:
CentaurConqueror WarStomp CentaurConqueror WarStomp |
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If you can get close to the enemy, that's what makes Centaur Conquerors so annoying: just keep in mind mind that this is very difficult to pull off (unless you have a Troll Summoner) because your Centaurs have to reach melee range: in fact, this relies entirely on the help of your teammates. If you chain the stuns of your Centaurs correctly, it's literally impossible for your enemy to escape: get a proper ganking initiator ( Bane, Shadow Demon, Rubick, Nyx Assassin...) and aim for a kill whenever possible. |
Keys:
Q 3 Q |
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Command:
Penitence CentaurConqueror WarStomp |
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This combo gives you great crowd control capabilities and an opening for smoke ganks: it's best used while ganking from behind, as the slow could be too weak to make your Centaur reach the enemy if they're already running away. Try to use it in conjuction with your teammate(s) to maximize the damage dealt. Also, in this case you can use Test of Faith to last hit the enemy: consider that Penitence greatly increases its damage. |
Keys:
Q W |
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Command:
Penitence TestOfFaith |
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This is the best way to deal big damage in a teamfight while letting your carry finish the enemy off: it's bit mana expensive, but if used correctly it can leave an enemy potentially unable to escape and weak enough to let your team kill them. Be sure to have enough mana to use both your Test of Faith on a friendly Hero and your Hand of God after it: they're a lot more useful than a slow and a random-damage nuke. |
This guide is finished, and I hope you liked it: I tried to write as much as possible about my knowlege of Chen; I made this build mixing competitive game tactics, DotaCinema videos, DotaFire guides and personal experience. If you liked it, you could give a positive feedback.
03-22-2012: Remade almost all the guide from scratch.
11-04-2012: Added explanations about the late game items.
11-04-2012: Greatly improved the readability of the guide, again.
11-03-2012: Greatly improved the readability of the guide.
10-31-2012: Made minor changes to the "Playing Style chapter.
10-27-2012: Added the "Useful Terms and Links" chapter.
10-27-2012: Greatly improved the "The first levels (1-5)" paragraph in the "Playing Style" chapter.
10-26-2012: Updated some skill descriptions and items explanations.
10-26-2012: Added the skill build lists in the "Skill Builds" chapter.
10-26-2012: Added images to the "Abilities" chapter.
10-21-2012: Added Ogre Frostmage in the "Abilities" section.
10-21-2012: Added Bracer in the "Situational items" chapter.
10-21-2012: Finished to write the guide.
10-20-2012: Wrote the first part of the guide.
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