Items
Starting items:
- Tango and Healing Salve give Chen the ability to sustain his HP. Generally converted creeps should be used to tank neutral camps while jungling, be that as it may, so HP regen can be skipped for other items.
- Clarity is useful for replenishing Chen`s mana pool, which is important given how frequently Chen must cast Holy Persuasion while jungling. Keeping Chen`s mana up allows him to jungle continuously.
- Ring of Protection gives Chen armor, useful for giving him physical survivability if he must tank creep attacks occasionally. It can be upgraded into a Ring of Basilius later.
- Animal Courier is important to buy as a support. Since Chen can jungle fairly independently with only mana as a requirement, he is a good candidate for purchasing the courier.
Early game:
- Boots of Speed give Chen more movement speed, crucial for moving between jungle camps faster, as well as for extra mobility while rotating for ganks with his creeps. Getting within range to cast Penitence on an enemy hero can slow them enough for follow-ups, and the same applies to being able to nuke them with Test of Faith.
- Ring of Basilius is a good jungling item and pushing. It gives Chen additional attack damage as well as a mana aura, allowing him to maintain his mana pool more easily. The Basilius Aura also gives his creeps more armor, increasing their tankiness, and provides them with mana regen as well, allowing them to recover any mana expended while casting spells. The armor aura can be very powerful for pushing down early towers since allied creeps will survive for longer against tower hits.
- Headdress is a useful early-game intermediary item to purchase. Its HP regen aura can allow Chen`s creeps to recover their HP, allowing them to jungle more easily and ensuring that they are at full HP when used to gank enemies. Like Ring of Basilius, it is also a strong pushing aura that allows allied creeps to survive for longer during a tower siege.
Core items:
- Arcane Boots allow Chen to replenish his and his creeps` mana pools, ensuring that spells are always ready to be cast. As well, keeping allies` mana pools topped up allows them to use their abilities more often, useful when pushing towers.
- Helm of the Dominator Item Old Abilities Changelogs Known Bugs Helm of the DominatorB The powerful headpiece of a dead necromancer. Cost2025 Bought FromArtifacts Active Dominate Passive Dominator Aura Bonus +2 Strength+2 Agility+2 gives one more creep and good stats and health regen.
- Mekansm, purchased early enough, allows Chen to push down towers very quickly as he can heal his creeps and teammates to prevent the enemy from easily defending. In teamfights, it gives Chen an additional ability with which to heal his team, on top of Hand of God.
- Observer Ward are crucial to purchase regularly as Chen, both as a support and as a pusher. Providing map vision to his team allows Chen to keep an eye on enemy movements, which in turn allows him to position himself and his creeps to best meet the threat, or to push an undefended tower.
Situational items:
- Aghanim`s Scepter Chen gains the ability to cast Holy Persuasion on ancient creeps, which can bolster his pushing ability as well as set him up for the late game.
Gameplay
Playstyle | |
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Chen Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Chen 23 + 1.8 15 + 2.1 21 + 2.8 Level Base is a support who is one of the strongest junglers in the game, and can use his persuaded creeps (thanks to Holy Persuasion) to gank and push very early in a game. Chen is able to weaken his adversaries with his Penitence, and can heal all allies and neutral creeps under his control with Hand of God. His reliance on micromanagement and map awareness makes him a difficult hero to master, but utilized properly Chen has the ability to gain a powerful early advantage for his team, which can allow them to decisively end matches quickly. | |
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Ability Builds
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Talents
Hero Talents Main Table of Gained Bonuses The Talent Selection interface. Talents are traits unique to each hero. They are chosen every 5th level starting at level 10, offering a permanent choice between | ||
+200 Hand of God Heal | 25 | +2 Holy Persuasion Max Count |
+1000 Creep Min Health | 20 | +90 Gold/Min |
-10s Test of Faith Cooldown | 15 | +250 Health |
+125 Cast Range | 10 | +30 Movement Speed |
Notes:
- Upgrading health increases maximum health capacity and keeps the current health percentage.
- Gold granted from the talent is unreliable gold “ Play Now that s how you make gold. Click to listen— Alchemist ” Gold is the currency used to buy items or instantly revive your hero. Gold can be earned from killing heroes, creeps, or buildings. Contents .
- The max count increase on Holy Persuasion does not affect the amount of ancient creeps Neutral creeps are a type of creep not controlled by any player. They are aligned to neither of the teams, and offer an alternative source of gold and experience. Neutral creeps appear in small camps he can persuade.
- Choosing -10s Test of Faith Cooldown, does not reduce the cooldown of Test of Faith (Teleport).
General
- While Chen is a force to be reckoned with in the early game, he loses much of his potency in the late game. Because Chen depends on the strength of his creeps to overpower enemy heroes and push down towers in the early game, his greatest weakness is to allow the enemy to get enough farm and levels to easily deal with his creeps, rendering them useless. As such, Chen must attempt to gain a powerful early lead for his team, and try to crush the enemy before they become strong enough to simply farm his creeps and turn them into a liability.
- Chen is usually played as a jungler, as Holy Persuasion allows him to convert a neutral creep to do his bidding. The creep can be used to farm other neutral camps, using its auto-attacks and abilities to kill other neutrals while tanking their attacks to keep Chen safe. As well, the neutral creep can use its active ability to assist Chen in ganking the enemy, on top of adding its attacks to deal more damage to the gank target.
- Using Holy Persuasion on an enemy creep in conjunction with the teleport part of Test of Faith it is possible to send an enemy hero teleporting to that creep into your fountain.
Penitence
- Penitence applies a debuff to the target enemy unit, slowing them while inflicting them with damage amplification.
- Depending on team composition, Penitence can be a strong debuff to cast on an enemy during a gank. It can stack alongside other slows, preventing the target from easily escaping, while also increasing the amount of damage the target takes from allied attacks and nukes.
- An early level of Penitence can help increase the odds of a successful kill when Chen rotates to gank enemies with the help of his creeps, as it as a very long cast range and the slow and damage amplification can make a big difference. Be that as it may, keep in mind that since it is a percentage-based debuff, it is not as effective in the early game. Early skill points should be put into Test of Faith and Holy Persuasion in order to allow Chen to do more in the early game.
- In teamfights, try to cast Penitence on high-priority enemies, since the slow can hinder their positioning and the damage amplification can help make them easier to focus down by your teammates. At max level the spell has a 72% up time, allowing it to greatly hinder enemies at all times during prolonged engagements.
- While the slow is not very strong compared to those possessed by other heroes, Penitence can be cast as a slow debuff to aid escaping teammates. The spell`s long cast range allows it to be used from relative safety, and can hinder enemies that are trying to pursue a weakened teammate.
Test of Faith
- Test of Faith is a random-damage nuke that allows Chen to deal Pure damage to enemies.
- While it is generally not reliable, Test of Faith should be Chen`s second-priority spell to max out after Holy Persuasion. Being able to contribute an additional damage nuke during a gank can make a big difference, and the spell`s level also affects the effectiveness of the teleport sub-ability.
- Remember that Test of Faith is a Pure damage nuke, and thus interacts differently from most other damage nukes. While it cannot take advantage of magic resistance debuffs such as Ancient Seal or Natural Order, it also ignores enemy magic shields and any abilities that provide them with bonus magic resistance, making it strong against abilities like Spell Shield, Berserker`s Blood and Flame Guard.
- Test of Faith is best used in conjunction alongside Penitence, as Penitence will amplify the power of all damage types, including Pure. As well, beware Test of Faith`s long cooldown, which prevents it from being used more than once or twice in a gank or teamfight.
Test of Faith (Teleport)
- Test of Faith (Teleport) allows Chen to send an allied unit back to his team`s fountain, with a delay when sending a hero back. It also allows Chen to summon all converted creeps to his side after the same delay.
- Test of Faith`s teleport is mainly used to save teammates that are in danger of being killed by the enemy. If an ally`s life is threatened, immediately casting Test of Faith on them can increase their chances of surviving, only requiring them to evade the enemy for a few more seconds.
- Using Test of Faith to send Chen`s creeps back to his team`s fountain has many uses. Saving a creep and sending it back to base can allow Chen to continue to use it, as certain creeps can be hard to find in the jungle. As well, returning a creep to base can be a useful way to re-position it, as it can then walk to its destination more safely and possibly faster than if it began its journey from Chen`s location.
- Beware Test of Faith`s heavy mana cost. Because Chen is so reliant on casting spells in order to be effective, it can be hard to ensure that Chen has enough mana to cast all of his abilities, particularly his ultimate.
- When cast on himself, Test of Faith allows Chen to summon his congregation to his current position after a short delay. This can be important for gathering his creeps to prepare for a gank or push, or to prevent the enemy from farming them for gold and experience.
Holy Persuasion
- Holy Persuasion is Chen`s signature ability, allowing him to convert non-friendly creeps, whether they are enemy or neutral, to fight by his side. It also increases the converted unit`s maximum @@@#@@@HP(hp.com)###@### if it is below the spell`s threshold.
- Taken at level 1, Holy Persuasion is what allows Chen to be one of the strongest junglers in the game. Given a source of mana replenishment, Chen can farm safely and reliably in order to get levels and gold to become effective. It is the best spell to max out first as Chen, as each additional level allows Chen to control more creeps simultaneously and increases the survivability of weaker creeps.
- The key to playing Chen effectively is to be active immediately from the start, using converted creeps to farm, stack neutral camps, harass the enemy in-lane, scout enemy movement, and disable enemies during ganks. In the laning phase, neutral creeps can be much stronger than heroes, and when massed together or using their abilities can be a force to be reckoned with.
- Assigning command groups to converted creeps allows them to be micromanaged and issued individual commands or moved as a group. Proper management of Chen`s creeps is crucial for playing the hero effectively.
- Remember that creeps can not only provide attack power and abilities in fights, they can be used to body-block enemies to prevent them from chasing or running away as effectively. If the opportunity presents itself, try to use your creeps to hinder the enemy`s movements.
- Like other controllable units, creeps can provide very strong benefits to Chen`s team no matter their abilities or survivability. They can be moved around to scout enemy movement and provide vision, extremely useful at night, or can be used to safely check inside Roshan`s pit. As with body-blocking enemy heroes` movements, they can also get in the way of enemy spells as well, such as Sacred Arrow, Fatal Bonds and Meat Hook.
- Conversely, beware of enemies that can take advantage of the creeps` numbers and turn them against him. An Echo Slam or Overwhelming Odds can deal heavy damage to allied heroes by using the creeps as additional multipliers, Astral Spirit can absorb additional attack damage and movement speed for Elder Titan, Sleight of Fist can deal large amounts of cleave damage if Ember Spirit has a Battle Fury For the cosmetic item equipped by Faceless Void, see Battlefury (Equipment). Item Changelogs Battle FuryB The bearer of this mighty axe gains the ability to cut down swaths of enemies at , and so on. Beware of what abilities enemy heroes have that can counter your creeps, and plan accordingly.
- While creeps from small camps have low damage, they can be quite powerful if their abilities are used properly. Be that as it may, the existence of only one small camp in each jungle makes obtaining a specific creep unlikely, on top of the small creep camp usually being used to pull lane creeps.
- The Kobold Foreman from the Kobold Camp The Kobold camp is a small camp of neutral creeps. It contains 3 Kobolds, 1 Kobold Soldier and 1 Kobold Foreman, and gives a total of 113 experience and 50-59 gold. Kobold Foreman Jungle Creep or Hill Troll and Kobold Camp The Hill Troll and Kobold camp is a small camp of neutral creeps. It contains 2 Hill Troll Berserkers and 1 Kobold Foreman, and gives a total of 99 experience and 54-65 gold. Kobold Foreman can be a useful utility creep to provide increased movement speed to Chen and his creeps. The aura can help initiation creeps to close the distance faster, or allow them to traverse to their destination more efficiently.
- The Hill Troll Priest from the Hill Troll Camp The Hill Troll camp is a small camp of neutral creeps. It contains 2 Hill Troll Berserkers and 1 Hill Troll Priest, and gives a total of 99 experience and 53-62 gold. Hill Troll Priest is a useful utility creep for the early game. Its mana aura can help keep Chen and his creeps` mana topped up, as well as that of teammates, and the heal can be extremely helpful for keeping Chen`s congregation alive and for healing Chen himself and his teammates, increasing their survivability in the laning stage.
- The Ghost from the Ghost Camp The Ghost camp is a small camp of neutral creeps. It contains 2 Fell Spirits and 1 Ghost, and gives a total of 116 experience and 56-68 gold. Ghost Jungle Creep Level 3 Health 500 can inflict a slow on its target, reducing their movement speed and potentially allowing Chen and his team to catch up to fleeing enemies and hit them with harder disables.
- The Harpy Stormcrafter from the Harpy Camp The Harpy camp is a small camp of neutral creeps. It contains 2 Harpy Scouts and 1 Harpy Stormcrafter, and gives a total of 116 experience and 64-74 gold. Harpy Stormcrafter Jungle Creep Level 3 possesses the Chain Lightning ability, which deals a surprising amount of damage at low mana cost and cooldown. It is an extremely powerful harasser and pusher, as it can apply a large amount of magic nuke damage to an enemy and force them out of the lane. The nuke can also be used to farm neutral camps or push lanes to take towers.
- Each jungle has two medium camps, which contain some useful creeps with strong abilities.
- The Centaur Conqueror from the Centaur Camp The Centaur camp is a medium camp of neutral creeps. It contains 1 Centaur Conqueror and 1 Centaur Courser, and gives a total of 128 experience and 69-81 gold. Centaur Conqueror Jungle Creep Level 5 is one of the most well-rounded creeps, as its high HPTechnology company makes it a beefy fighter and War Stomp allows it to stun enemy heroes for 2 seconds each. Amassing multiple Centaur Conquerors allows Chen to push very strongly, or to chain-stun an enemy with consecutive stomps.
- The Alpha Wolf from the Wolf Camp The Wolf camp is a medium camp of neutral creeps. It contains 2 Giant Wolves and 1 Alpha Wolf, and gives a total of 170 experience and 66-78 gold. Alpha Wolf Jungle Creep Level 4 can be a strong creep to obtain in the mid and late game. Its Packleader`s Aura can greatly boost your carry`s damage output based on their base damage, giving your team an advantage in fights.
- The Satyr Banisher from the Satyr Camp The Satyr camp is a medium camp of neutral creeps. It contains 2 Satyr Mindstealer and 2 Satyr Banisher, and gives a total of 166 experience and 68-80 gold. Satyr Mindstealer Jungle Creep Level 4 and Large Satyr Camp The Large Satyr camp is a large camp of neutral creeps. It contains 1 Satyr Tormenter, 1 Satyr Mindstealer and 1 Satyr Banisher, and gives a total of 178 experience and 96-113 gold. Satyr Tormenter is a surprisingly strong creep that possesses a strong utility ability. Converting the Banisher will more than double its HP, negating its low natural health. Its Purge can be used either to remove debuffs from Chen`s allies or Chen himself, or to greatly slow an enemy every five seconds while also removing buffs.
- The Satyr Mindstealer from the same neutral camps is a useful harassment creep. While its Mana Burn has a respectably long cooldown, it costs very little mana to cast, allowing to be used to whittle down an enemy`s mana and HPTechnology company repeatedly, forcing them to return to base.
- The Ogre Frostmage from the Ogre Camp The Ogre camp is a medium camp of neutral creeps. It contains 2 Ogre Bruisers and 1 Ogre Frostmage, and gives a total of 116 experience and 64-112 gold. Ogre Frostmage Jungle Creep Level 3 is a very useful defensive creep that can be useful depending on both teams` lineups. Its Ice Armor ability (not to be confused with that of Lich Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Lich 18 + 1.85 15 + 2 18 + ) provides additional armor to allies and reduces the effectiveness of enemy melee attacks due to the attack speed slow. It can be a powerful creep to have if your team has several heroes that can benefit from additional armor such as Huskar Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Huskar 21 + 2.7 15 + 1.4 18 + 1.5 Level Base and Phoenix Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Phoenix 19 + 3.2 12 + 1.3 18 + 1.8 Level Base , or if the enemy has melee carries that depend on their right-clicks to win fights. As well, the armor can make pushes more effective by providing lane creeps and Chen`s flock with additional armor to tank creep attacks and tower hits.
- Mud Golems from the Golem Camp The Golem camp is a medium camp of neutral creeps. It contains 2 Mud Golems, which split into 2 Shard Golems on death, resulting in 4 Shard Golems. All 6 golems give a total of provide beefiness and a short-interval disable. Hurl Boulder inflicts a short-duration stun at long range, useful for cancelling channeled enemy abilities, hindering a foe long enough to hit them with a longer duration disable, or breaking Linken`s Sphere Item Interactions Old Abilities Changelogs Linken s Sphere This magical sphere once protected one of the most famous heroes in history. Cost4850 (1000) Bought FromArmor Active Transfer Spellblock Passive Spellblock . The Mud Golem can also split into two Shard Golems, which can further disable an enemy with the same disable.
- Large camps contain the most powerful creeps short of ancient creeps, many of which can be utilized to great purpose.
- The Satyr Tormenter from the Large Satyr Camp The Large Satyr camp is a large camp of neutral creeps. It contains 1 Satyr Tormenter, 1 Satyr Mindstealer and 1 Satyr Banisher, and gives a total of 178 experience and 96-113 gold. Satyr Tormenter is a useful nuking and harassing creep. While it is very slow, its Shockwave can be used to harass down enemies during the laning stage, and can also be used to nuke down creep waves and neutral camps. As well, its Unholy Aura can be a very strong pushing aura, as it provides HP regen to Chen (stacks with other HP regen auras including Helm of the Dominator Item Old Abilities Changelogs Known Bugs Helm of the DominatorB The powerful headpiece of a dead necromancer. Cost2025 Bought FromArtifacts Active Dominate Passive Dominator Aura Bonus +2 Strength+2 Agility+2 ), his congregation, and any nearby lane creeps attempting to take a tower.
- The Hellbear Smasher from the Hellbear Camp The Hellbear camp is a large camp of neutral creeps. It contains 1 Hellbear Smasher and 1 Hellbear, and gives a total of 165 experience and 97-114 gold. Hellbear Smasher Jungle Creep Level 5 Health is a beefy fighter that can be useful as a disabler and pusher. Its Thunder Clap can be used to slow gank targets, making them easier to chase and hit with unreliable disables, or as a damage nuke to farm or push. Its Swiftness Aura increases the attack speed of allied units, allowing lane creeps to deal more damage during a push.
- The Wildwing Ripper from the Wildwing Camp The Wildwing camp is a large camp of neutral creeps. It contains 2 Wildwings and 1 Wildwing Ripper, and gives a total of 135 experience and 78-102 gold. Wildwing Ripper Jungle Creep Level 5 Health can be used as a nuker, harasser and pusher. By channeling a Tornado, Chen can either slowly whittle down a neutral camp that has been stacked multiple times, harass an enemy with an invulnerable tornado, or work down lane creeps during a push. The Wildwing Ripper`s Toughness Aura also provides armor to all nearby creeps, increasing their physical toughness.
- The Dark Troll Summoner from the Troll Camp The Troll camp is a large camp of neutral creeps. It contains 1 Dark Troll Summoner and 2 Hill Trolls. The Dark Troll Summoner can also summon 2 Skeleton Warriors. The trolls give a total is a well-balanced disabler, farmer and pusher. Of all neutral creeps, it possesses one of the strongest disables, as Ensnare is a ranged single-target disable that can root Root (formerly known as Ensnare and Entangle) is a status effect that prevents affected units from moving, and from casting some mobility spells. Contents 1 Mechanics 2 Rooting abilities 3 Self-rooting abilities 4 Disabled by through spell immunity, making it a powerful ganking spell. It can also summon minions with Raise Dead, allowing Chen to jungle more effectively or provide extra pushing power.
- Ancient creeps can only be converted if Chen possesses an Aghanim`s Scepter, and even then only based on how many levels of Hand of God he has. Be that as it may, they are significantly more powerful than other creeps.
- Ancient creeps generally have high magic resistance, letting them shrug off most enemy nukes, and the Ancient classification allows them to ignore many abilities. As such, bringing ancient creeps to a fight can provide a powerful advantage since the enemy will be unable to kill them as easily, if at all.
- The Ancient Black Dragon from the Dragon Camp The Dragon camp is an ancient camp of neutral creeps. It contains 1 Ancient Black Dragon and 2 Ancient Black Drakes, and gives a total of 224 experience and 176-224 gold. Ancient Black Dragon Ancient can be used as a powerful pusher. Its Splash Attack can make short work of creep waves, while its Dragonhide Aura can give nearby allies an armor bonus. Fireball is a powerful damage-over-time ability that can be used for pushing or zoning out enemies.
- The Ancient Granite Golem from the Large Golem Camp The Large Golem camp is an ancient camp of neutral creeps. It contains 1 Ancient Granite Golem and 2 Ancient Rock Golems, and gives a total of 314 experience and 172-197 gold. Ancient Granite Golem possesses one of the most powerful auras available to Chen, increasing the maximum health of all nearby units by 15% with its Granite Aura. Applying the aura to Chen`s teammates can make them much harder to kill in teamfights.
- The Ancient Thunderhide from the Thunderhide Camp The Thunderhide camp is an ancient camp of neutral creeps. It contains 1 Ancient Thunderhide and 2 Ancient Rumblehides, and gives a total of 314 experience and 167-190 gold. Ancient Thunderhide Ancient Jungle Creep Level can be a formidable pusher. Its War Drums Aura increases the physical damage output of all nearby allies through bonus damage and attack speed, and it can cast Frenzy to further boost its own attack speed, allowing it to make short work of enemy creeps.
- The Ancient Prowler Shaman from the Prowler Camp The Prowler camp is an ancient camp of neutral creeps. It contains 1 Ancient Prowler Shaman and 2 Ancient Prowler Acolytes, and gives a total of 195 experience and 187-210 gold. Ancient Prowler Shaman Ancient has less health than most Ancients and lacks magic resistance, but is very powerful against enemy heroes. Desecrate applies an armor debuff in an area to bolster allies` physical damage output, and Petrify provides a Spell Immunity-piercing root that can be lethal in a teamfight or gank.
- The Ancient Prowler Acolyte, also from the Prowler Camp, has little offensive presence and is relatively fragile, but the bonus lifesteal and health regeneration from Prowler Aura can greatly enhance allies` survivability.
- Always remember that Chen`s creeps do not always have to be at his side, and that they can still be controlled even if Chen himself is dead. Be sure to take advantage of this in order to accomplish as much with the creeps as possible.
- Remember that Holy Persuasion increases the maximum HP of smaller creeps, giving them more survivability in fights and ganks. It can be worthwhile to convert small creeps with special abilities, as they can accomplish more due to their increased HP.
- If possible, try to avoid allowing the enemy to kill Chen`s creeps. Not only does this provide the enemy with gold and experience, but Chen will be forced to find another creep to convert, wasting time and mana. Each of Chen`s creeps must ultimately serve a purpose for his team, so losing them to the enemy can set him back considerably depending on its role.
- Be especially wary of certain heroes that can make short work of Chen`s creeps. Heroes that can instantly destroy them like Clinkz, Doom, Enigma Lifestealer can remove them from play virtually instantly, and benefit from killing the creeps as well. As well, Enchantress can simply take control of Chen`s creeps and use them against him, and Lion can render them impotent by removing their mana pool.
- During the jungling phase, it can sometimes be worthwhile to convert weaker creeps to Chen`s side rather than the largest one available. Keep in mind that a converted creep provides no gold or experience for Chen, and while it can be better utilized for farming, converting it also denies Chen the maximum possible gold and experience gain from that camp.
Hand of God
- Hand of God is a global healing spell that is capable of restoring health to all of Chen`s allies and also his converted creeps.
- Hand of God`s greatest strength is its ability to heal all teammates, no matter where they are. This allows Chen to save teammates that are being ganked across the map, as well as heal his team without having to stand directly next to them in teamfights.
- Beware Hand of God`s long cooldown, as using it once will render Chen unable to use it for at least two minutes. Use it wisely, as casting it to heal a teammate who is being ganked may end up wasting it anyways if they are in a hopeless situation, also damage over time will force Chen to use it prematurely, potentially wasting it.
- Keep in mind, Hand of God is Chen`s most costly spell, so be sure to keep Chen`s mana pool up so that he can cast it if it is needed.
- During a push or teamfight, do not be afraid to push Chen`s creeps to the limit, as Hand of God will restore their health too. Timing creep aggressiveness with the health of Chen`s teammates is the key to making maximum use of the spell.