Chen
A 0.4% pick rate makes Chen the rarest hero in the current pool by a wide margin, and the reason isn't power — it's coordination cost. Holy Persuasion's converted creeps need active management to be worth their slot, and a Chen who just auto-attacks alongside his team is playing a much weaker hero than the kit allows. The players who do commit to it get a support who can heal the entire map at once and build a private army out of the jungle before a single teamfight even starts. Below is the current 7.41e patch, the build that makes the creep army count, and the picks that make it much harder to manage.
Role and Position Chen Plays
Chen is overwhelmingly a support: 70.8% of his games are hard support and 24.0% support, with almost no appearances in any other role.
When to pick Chen:
- your team wants a support who can heal the whole map instantly through Hand of God;
- the draft benefits from extra jungle creeps converted into controllable damage and utility;
- you're comfortable actively managing extra units on top of normal support duties.
When to skip him:
- the enemy has strong AoE that can wipe out converted creeps before they contribute;
- the team needs a support with more direct disable or vision control than Chen naturally provides;
- the draft calls for a simpler support who doesn't require managing a secondary unit roster.
Chen's Strengths
Hand of God instantly heals every allied hero and controlled unit on the map, a huge burst of sustain with no positioning requirement;
Holy Persuasion converts neutral creeps into controllable units, adding extra damage, tankiness, or utility depending on the camp;
Penitence slows and damages a target while boosting allied attack speed against them, useful for both lane trades and ganks;
Zealot gives Chen a free sacrificial creep companion that can nuke or heal, and doubles as a global teleport for controlled units;
Divine Favor amplifies healing across the team, stacking with Hand of God for a stronger overall sustain package.
Chen's Weaknesses
- converted creeps require active management to matter, adding real mechanical overhead compared to most supports;
- converted units die easily to AoE damage, and losing them removes a meaningful share of Chen's value;
- relatively fragile and low-impact if the creep army isn't being actively used;
- Hand of God's cooldown is long, so the healing burst has to be timed carefully rather than used reactively every fight;
- very low pick rate means fewer teammates are used to playing around his creep-army playstyle.
Chen's Abilities
Zealot (innate) — Chen respawns with a Zealot creep companion that can sacrifice itself to deal damage or heal, and doubles as a way to teleport controlled units to Chen after a short delay.
Penitence (Q) — damages an enemy with pure damage, slows their movement, and boosts allied attack speed against them for the duration.
Holy Persuasion (W) — converts a neutral or enemy creep to Chen's control, granting bonus movement speed and damage; converted units can be recalled globally when undamaged.
Divine Favor (passive) — amplifies healing received by Chen's controlled units and nearby allies, stacking with Hand of God for a stronger overall heal.
Hand of God (ultimate) — heals every allied hero and every unit under Chen's control anywhere on the map, with a large initial burst followed by healing over time, even through invulnerability or hidden states.
Build, Items, and Strategies
Skill order: start Penitence for lane pressure and attack speed support, take an early Holy Persuasion to begin building the creep army, and level Hand of God at every opportunity.
Talents: the level 10 pick for +75 Penitence Damage rewards a more aggressive laning approach, while the Zealot health/damage talent leans into the creep-army identity.
Starting items: Tango, Clarity, and wards — Chen's job on the lane is control and setup for the creep army, not farm.
Utility build — the default path: Mekansm or a similar team-healing item, stacking with Hand of God and Divine Favor for maximum sustain.
Aggressive-support build — when the game plan wants more lane pressure: an earlier boots upgrade to keep up with converting jungle camps efficiently.
Reactive items: Force Staff or Glimmer Cape for personal safety, since Chen himself is fragile and a priority target once the creep army is noticed.
Pro tip: convert creeps proactively during downtime rather than waiting until a fight is imminent — a creep army built up over several minutes contributes far more than one assembled in a panic.
Footnote: exact item order depends on whether the priority is maximizing team sustain or supporting a more aggressive, creep-army-driven playstyle.
Timings, Roshan, and Power Spikes
0–10 minutes: apply Penitence pressure on the lane while starting to convert nearby neutral creeps for the early army.
10–20 minutes: first power spike — Hand of God online gives the whole team a reliable, map-wide sustain tool for the first time.
20–35 minutes: second power spike — with a larger converted creep army and Mekansm-style items, Chen's overall team utility scales up noticeably.
Roshan window: converted creeps can help tank or deal damage during a Roshan attempt without risking any of the team's actual heroes.
35+ minutes: time Hand of God around the team's biggest anticipated fight rather than using it reactively on a smaller skirmish.
Footnote: Chen's overall value compounds with how actively the creep army is managed — a passive Chen contributes far less than the kit is capable of.
Chen Counters
Any hero with strong AoE burst is a strong answer: spells that wipe out Chen's converted creep army in one cast remove a large share of his overall value.
— Necrophos: Sadist and Reaper's Scythe both punish an army of low-health converted creeps dying in quick succession.
— Any hero who can kill Chen quickly: since Divine Favor and Hand of God depend on Chen being alive, focusing him directly removes the team's sustain.
— Silencer: Global Silence prevents Hand of God from being cast at the moment it's needed most.
— Any hero with strong single-target burst: Chen's own low base survivability makes him an efficient kill target once spotted.
— Zeus: global AoE damage can pick off converted creeps from anywhere on the map.
Where Chen is strong on his own: against drafts without reliable AoE burst, where the converted creep army survives long enough to provide sustained value.
Footnote: nearly every counter shares a theme — removing the creep army or Chen himself both cut deeply into what the hero actually provides.
Synergies with Other Heroes
— Any hero who benefits from map-wide healing: Hand of God's burst can swing multiple simultaneous fights across the map at once.
— Any hero relying on jungle stacking: Chen's creep conversion competes for and benefits from active neutral camp management.
— Tidehunter: Ravage groups enemies together for the converted creep army and allies to burst down at once.
— Any hero with strong sustained damage: Penitence's attack speed boost makes right-click-focused allies noticeably more effective in extended fights.
— Lone Druid: both heroes benefit from actively managing controlled units, making a duo of them unusually strong at multi-unit coordination.
These pairings work best around capitalizing on Chen's map-wide utility and the extra bodies his creep army provides in a fight.
What Experienced Chen Players Do
- convert creeps proactively during quiet moments rather than scrambling before a fight;
- time Hand of God around the team's biggest anticipated engagement, not the first skirmish that comes up;
- actively micromanage the creep army's positioning rather than leaving them to auto-attack passively;
- prioritize personal safety items, since Chen's own survivability underpins the entire kit's value;
- track which neutral camps offer the most useful converted units for the current game plan.
Insider insight: the real skill ceiling on Chen isn't in any single spell — it's in the ongoing decision of which creeps to convert, when to recall them, and how to keep the whole army alive and useful.
Conclusion
Chen rewards a player willing to take on real mechanical overhead in exchange for map-wide impact — Hand of God's healing and Holy Persuasion's creep army both scale with active management, not passive play. He's fragile personally and heavily dependent on the converted army surviving, so the hero needs a draft that can protect that investment. Pick him when your team is comfortable coordinating around extra units; be cautious against lineups with strong AoE burst that can wipe the army out.

