I Am Chen, Brewmaster. Top
Hello And welcome to my first guide, there are many guides but this is mine, however mine is from a
player who has played more then 1450 games on him. I have HL'd with him and have even TL'd with him, After 1000
games, i have a 65% win rate on him. I have gotten GM, highest being #2 (then i got a 15 loss streak feelsbadman) with mostly
The biggest strength of
is how independant he is, because of his regen he rarely needs to task his healers, he can get out of most dangerous situations by himself with keg and/or move speed of BB(brewmaster's balance, his level 7 talent). he is a very good dueler and only needs help vs his bigger counters and even againest his counters a good
can outplay them. (except
seems very weak, hes a warrior, but...his only peel a slow? his engage is targetted? he has to stand still to charge his resource?and god forbid HE HAS NO STUN?!? well this hero is wank, back to maining
Oh sweet child, let me show you the light.
A beefy Warrior that does respectable Damage, Thus has to have some sort of attention turned to him.
A very strong laner, may force the enemy to have a 2v1 against him.
Very independent, and requires 2 or more heroes on the same team to counter him, making him excellent at solo queing.
Instant engage on a low cd that is to fast to react to,
Anub'arak's engage can be reacted to.
Cannot be bodyblocked, just kicks out.
Few things tilt people harder then a good
Chen emotions might make people make bad judgments.
Can practically do what ever he wants if he gets a big level lead, and can play VERY aggresive with one.
Respectable peel with kick into bodyblock.
Strong vs Cooldown reliant heroes, also strong against ability damage centered heroes.
Chen guide: Addendum/History Top
As of Sept 27th 2016
got reworked, his talent was completely changed and his numbers were adjusted, so the talents shown below are the current
you can check out old guides on heroesfire to see the old chen, and compare the two, In my opinon, this new Chen is stronger across the board.
Consuming Flame Talent tier 1 - increased the duration of the burn by 2 secs, now replaced by Accumulating flame, used to be taken if
's team had weak wave clear, and was good on BoE vs the immortal.
Regeneration Master Talent tier 1 - globe quest talent, every globe you collected gave you 1 hp regen per second to a max of 30, up completion
was granted a permanent 500 health, now replaced by Freshest Ingredients.
Grounding Brew - was 25% now buffed to 30%.
Keg Toss - used to be on talent tier 1, gave 125% range on keg smash, was not a quest talent back then.
Deadly strike Talent tier 2 - was just a 50% damage increase to Flying kick, alot of people thought it was a trap but i thought it was underrated.
Amplified healing talent tier 2 - a talent that increased all healing received by 30%, counted health regen per second, was a standard pick, removed.
Swift Reflexes talent tier 2 - gave
a buff that every 4 seconds he dodged a hero basic attack preventing all of its damage, removed.
Deep Breath talent tier 2 - increased the range and radius of breath of fire by 30% and the brew cost by 10, due to how it counter acted brewmaster's balance, it was considered a trap talent, removed.
Ring of fire talent tier 3 - same effect, but due to the dominance of brewmaster's balance, could not be picked, now moved to talent tier 2, it is an option.
Combat Stance Talent tier 3 - extended the duration of the shield by 3 seconds after drink was canceled, due to the dominance of brewmaster's balance could not be picked, somewhat baked into the new bolder flavor, removed.
Full Keg talent tier 3 - increased the damage and radius of Keg smash by 50%, due to the dominance of brewmaster's balance could not be picked, damage baked into keg toss, radius backed into Another round, removed.
Storm, Earth, Fire Talent tier 4 [ULT] - when all three died,
would still live, thier Q cause all 3 to leap instead of just earth and fire, W made them leap out in a triangle formation, doing no damage. Buffed.
Brew strike talent tier 5 - lowered CD of kick for every target hit by keg smash, considered a bad talent, removed.
Relentless Talent tier 5 - passively lowered CC duration by 50% not counting silences or polymorph, loved by many, even if it was a bit overrated, Removed.
Enough to share Talent tier 5 - slightly weaker, buffed, mover to talent tier 6.
Pressure point Talent tier 6 - on kick connect, slowed target by 90% for 1 second, considered one of the strongest cc's in the game, nerfed hard, moved to talent tier 5.
Bolder Flavor Talent tier 6 - increased shield strength and how fast it accumulated by 40$ reworked completely into the current incarnation and moved to talent tier 3.
Bottemless mug talent tier 6 - reduced trait cd by 2 secs, was very underwhelming when compared to other choices, removed.
Combination Attack talent 6 - upon using flying kick,
's next auto attack would do double damage, underpicked due to the sheer power of pressure point, but i think it had good synergy with deadly strike, removed.
Untapped potential talent tier 7 - used to increase keg speed per bump and duration of the ult by 2 seconds, was more funny then actually useful, changed to current incarnation.
Elemental Conduit talent tier 7 - upon using
's basic abilites, he would summon a respective spirit to aid him for 3 seconds, flying kick summoned the storm spirit, keg smash summoned the earth spirit, Breath of fire summoned the fire spirit, Storm spirit was only one worth summoning due to it being ranged and having far more damage output, changed to current incarnation.
Hardened shield talent tier 7 - a buff that made you take 75% damage from all sources for 4 seconds, 60 second cd, very strong, removed.
Bolt of the storm talent teir 7 - made you blink a short distance, very powerful talent, removed.
First lets go over his talents, as you get better as
more options will open up to you.
I may have valued this talent a bit to much, not saying its bad but the resistant is doesn't give enough value vs ranged, but vs melee heavy teams, also good vs teams where
Elusive Brawler would be weak and you can instead opt.
If you think your in a situation where the old Regeneration Master would be good, you take this, the shield buffer you get is a nice bonus but its the regen you want, though the shield buffer is good with deadly strike. NOTE: This is currently bugged, the quest finish will not proc, the regen is nice in no support games though.
Its a slightly better grounding brew, not much else to say, its still solid, take vs mage teams where either theres low stuns or theres a target that takes far higher priority to stun then you, ex
This talent, vs the right comps is kind of insane, you can pop this while drinking, while AA'ing, and even mid kick flight. vs heroes like
Tychus, you can negate like 80% of their damage, while buffering your shield in the meantime, you can also aggressively kick into towers, pop this, and dodge all the shots.
I thought the old deadly strike was underated and had its moments, now the new one is just ridiculous. You can stop and take a sip for like 0.3 seconds and just proc it immediately, becareful if you are getting chunked, if mid flight you lose your shield the extra damage will not trigger, the highest damage combo you can do is: Q > AA > W+E > AA, factor in another AA before the Q if face to face with target. oh and the no brew cost is mint.
So I thought this talent was bad, but alot of people seem to disagree, and many high level players have been using it so to hell with me i guess, this talent gets alot stronger with another diving warrior when you slow enemy heroes, also usually better vs low mobility heroes. In my opinion I still think the other two are better but i'll give
Keg Toss a chance. UPDATE: The W build is disgusting at enabling executioner heroes, best one being
Lunara, remember though you are a frontline, don't get to caught up just throwing beer at people and forgetting to be the frontline, not your backline. (even if chucking beer kegs at the lord of terror's face is about as tight as it gets)
Provides respectable waveclear, i think its better then
Fire Devil talent, and is damage that can be done while drinking.
Deadly Strike is usually the go to if there's a squishy you need to be hurting but is the enemy team is pretty tanky this might be better, though the waveclear is its selling point. In pure raw damage, ring beats out deadly strike very slightly, but deadly strike is burst vs ring sustained.
Yep, still the best, still gives nice regen, and the move speed is just godly, this talent is so good saying "Brewmaster's Balance" and "bad" if the same sentence actually probably confirms you are slightly insane. with the mount speed nerf,
Chen only moves 10% slower then a player mounted and keeps up with
After some (alot) of testing i think this talent has a place, this talent is strong on small maps, vs stun heavy comps. Now that the community has realized that
Chen is in fact a threat, players will focus you. so if the enemies plan may be to kill you first the speed or regen on
Brewmaster's Balance will not help you in any way.
after some testing, this gives slightly less or equal to the regen BB provides, so its only good when your support is healing you, but you lose out on so much mobility, and since this becomes null the second you stop drinking, i'm thus declaring this a trap talent. This talent is completely overshadowed by the other 2 options, would have to be on 4 or 13 to make it an option at all. This talent is good with
but due to how aggresive
should never follow you, and you should come to her for heals as to not put her in danger.
one of the funniest ults in the game, and when used well, terrifying. there is no delay, upon cast
Chen will increase his hitbox by roughly 33%and become a keg, the design will depend on the one he lugs around in his arm and changes depending on skin. any enemy hero that touches the keg will be knocked back from it, resulting in a 0.5 second daze.the face of the keg which is around 20 degrees will knock the enemy straight back from the keg, enemies that touch the front sides, the 50 degress will knock them diagonally and so on. The keg does not have instant turn speed like the heroes do so if someone is freed from the keg
Chen can't turn around and salvage it.|
The Keg can also be used as a peel for multiple heroes converging on one ally as well, but it is stronger for getting picks, Be ware, a badly used keg can cause more harm then good.
The New SeF got buffed in Healthand the spirits having new abilites, with the tradeoff being if all 3 die, you die. Their abilites as follows.|
Storm Increases the move speed of all spirits by 50% for 5 seconds.
Earth Causes both the earth and the fire spirit to jump to target location slowing enemies in the area by 70% for 1.5 seconds.
Fire gives an attack speed steroid of 100% to all spirits for 5 seconds.
Upon Expiration, Chen will respawn where the storm spirit was.
This talent is strong for diving the backline,once the earth and fire are body blocking, use your steroid to start burning the squishy and force a response from the enemy warrior, as a solo warrior, keg is better for peels or getting a pick. the cd is still to long imo, and the playmaking potential of Keg is far to good to passup, but this ult now has uses in a double warrior comp or maybe even with an
Its hard to say this but, in my opinion, Pressure point is now bad, the 35% slow can be done by touch of honey which lasts 2 seconds longer and is AoE, the 70% slow requires you to walk up to them, keg smash and then kick to proc the 70% slow, this is counter intuitive, you kick the target to close the gap and to get into bodyblock, and then you W to slow. Touch of honey does the job better.
still solid, just upping the slow of an ability your throwing out the whole game is good, and it makes body blocking easier if you don't need withering take this. this can totally negate stuff like
This Talent vs the correct heroes is actually borderline broken, 3 seconds of 25% less ability power? and m8 its AoE? this is only a must pick 100% vs
Kerrigan since you reduce her damage and her shields but versus any hero where alot of their damage comes from abilities is good to pick this up against, not just mages ex
Its not op or anything but the extra range is nice for engaging or escaping, won't single handily win a game but if nothing is required you can grab this.
Would be amazing if there was a way it wasn't overly-complicated to do 2 back to back kicks with deadly strike triggered, otherwise, its good for keeping up the resistant on
Accumulating Flame. A hidden stat that is not shown on the tooltip, is that the keg impact radius is increased by roughly 40%
Putting this talent this far up was honestly a mistake, it doesn't shield enough, it comes to late, it only usually helps your melee assassin, and usually does nothing to beefy warriors like
Muradin since its a flat amount and not % based, and stacking is bad, usually stacking this close together is the kind of stuff that can lose you a game. do not take this. (even if the drinking animation is pretty tight)
The new upgrade to keg is actually really good, especially for diving under keeps, and anything that helps you stay alive at 20 is crucial since the death timers get so high, its also a bit harder for heroes like
Valla, a worgen form
Artanis to dash away and disjoint the keg bumps, against good players who know how to focus fire this is almost essential.
the new upgrade to elemental conduit is strong, i'm kind of on the fence though if its overkill, and picking something else would be more efficent. you now get 100% of your max health per spirit so unless they are heavy in the AoE you are immortal. Storm gives Unstoppable, which is prob the selling point, the Earth's cd is reduced by 3 seconds, and the attack steroid persists until its death.
Strange talent, thats almost required to have bolder flavor with it, should only be taken if your being focused after being stunned out of your drink, you have 19 levels to figure that out.
After more testing, the flame breath dot does not actually heal you, only the initial, And Chen's hp pool isn't amazing, hes around Etc's hp pool and hes considered more squishy,
Chen has a little more hp then
Diablo at 0 souls and
Muradin has more hp then
Chen Also, both of
Chen's ult upgrades are very good, and the SeF upgrade is a game changer in terms of strength. only getting 5.5% of your hp every rotation every 5-6 secs just isn't worth it, esp at this stage of the game.
Chen's Playstyle Top
as a beefier
that while does less damage is SLIGHTlY and i mean very slightly less mobile but has more health and does not get Wtf-blown-up, he is also fairly independent and doesn't need 7 supports to follow him and kiss his boots, nah
is to humble for that.
His abilites make it look like hes a tank that acts like a wall, this in practice doesn't work because then you just get ignored, no you have to force them to respond, and how do you do that, by jumping over the ********
's head and kick poor
right in her mouth that's how! with your kicks slows and AAs, they will need to turn to you and throw CCs on you, and when that happens, your
is going to be alot less concerned about jumping in when he notices
's entire combo is on cd.
wants to force CC's to be used on him so his melee assassins can dive in after him, as such
is very good with heroes like
as he is a warrior that is fast enough to forever keep up with them, while
can dive with the divers after they dive but once its on cd they can't follow the divers,
's other job is his early game, a big tubby lane bully, his constant shield and respectable damage makes him scary in lane, but
can play so much more aggressive then the other solo laners, to the point he makes them run behind the gate and possibly lose exp,
also does not have to back for mana so he will not need relief in his lane, just a healer to make a quick rotate if he is dangerously low.
When To Play What Build Top
The Standard: When none of the other build have a[ color=#00ff00]significant[/color] advantage.
Dragon shire/Braxis Dueler: Usually played on those maps, picked when
is picked for two reasons:
1: to initiate protocol: Sit *** on cap point and fight who don;t want you to sit *** on point.
2: not a tank, bruiser. if you are a solo warrior you are not allowed to solo lane.
Mage Hunter/Squishy pummeler: Kill squishies like
. Basically low hp heroes that if left unchecked can kill your team, should be picked when:
1: to kill a squishy, dur.
2: You are a 2nd warrior. if you dive into their backline as a solo warrior, you just left your backline to frontline and now they will just collapse on your squishes.
3. They don't have
, he'll just DS them and you'll have to ult to save your own ***. Aurial may apply to some extent.
Bruiser Chen, Backline diver: usually picked when drafted as a bruiser and diving the backline would not result it you getting destroyed, pick if:
1: when your a bruiser boi, obv.
2: Your in an
comp, if this comp theres no real "tanking" its just boarding the illidan train and just running nerds over, you can't tank when theres an
present because he actually has a secret passive called Global Aggro where the entire enemy team focuses him and only him and thus you can't tank, SeF should be taken but you can go keg on maps where the boss is important, like
Towers of Doom
, nix this if they have a
cuz holy ground beats keg out.
3. They have triple backline, triple backline is when the enemy has 3 damage dealers that are all ranged, the support does not count, so a comp like
is considered a trio backline, but a
is not, despite the fact
is usually with the backline. usually triple backline is way more bad then good as its so hard to defend.
Donkey Kong build: Sometimes you just gotta throw beer at people, this build is ******** hiliarious and i recommend it, it is a legit build and should be played when:
1: They are fairly immobile heroes, can also cancel out stuff like
2: Doing so would not distract you so much you forget to frontline.
3. enabling an executioner esq hero,
is better as the combo comes online at 13 but
comes later but does more burst damage.
4. Chucking beer at
, seriously that does not get old, bottoms up demon boi.
Winning your lane Top
This is very important, you need to destroy your opponent, remember
needs the xp lead to perform better so that's what you want. whether by forcing them to hearth, making them hide and lose xp when they aren't in range of your minions dying so they don't get xp credit, or by straight up for-going the whole "family, friends, and honor" code
follows and just straight murdering a man!....or women....or demon....or alien creature...or murloc.
You do this by consistent harass, after multiple jump ins and AA's and flame breathing and keg slamming soonor or later they are gonna get some scars, and then you keep that stuff up.
at around 40% they will play much more cautious, they will not stand in kick range, they will be behind their range minions so you can't get them right? wrong. Listen close cause this is VERY important, you cannot let up in the 1v1 you must apply constant pressure. let's say you are fighting
, you have lowered his hp to 40% and hes shaking in his...wait he doesn't wear footwear...well hes pissing himself, and hes near his range minions throwing the occasional Q.
1. Kick the range minion, you are now behind the minion.
2. Walk up to
flies quickly when he kicks so he can't react in time.
3. Give him a W+E combo.
4. If doing so will NOT get you hit by a tower shot, give him an AA, otherwise skip this step.
5. Stand and drink, the possibility of you going forward and attacking him scares him, and he will back off, away from creep xp range
When your enemy is low, and you know they have no tap, they are hearthing, its time for you to tank tower hits.
Simply Sit under the tower and drink, it will fire on you but your shield will null the damage, empty as much ammo as you can and if you feel you are going to be ganked,kick backwards to the enemy range minion, if you can't back up and mount up and run.
Dealing with gankers Top
You can't get caught up in kicking
's *** to much, soon he is going to request help, whether from a supportive
or a pissed off
you have to dodge death, you cannot lose this advantage.
if the support comes to help then that means the support isn't throwing heals in the other more hectic lanes, when fights break out more often. which means your team should have kill advantages your job now is to tax the healers mana and try to keep them here so if you see if they are about to leave run forward and kick him and start being a pest because its just a healer, they may not be able to kill you, of course this depends on the other lane enemy.
if its a
you can still be fairly aggressive.
if its a
you have to be a bit more passive.
it is in the best interest of the
to help the other teammates though so don't worry, she'll leave soon.
Now what if it isn't the support? instead you have drawn the ire of an
for example, well your chances are very high if you have BB on 7, you're to fast but if you aren't your gonna have to utilize the kick i'll go over the 3
Stop and drink.
He will dismount, throw his root on you, and start up the tempest.
As he notices you refuse to move, he will move in position to bodyblock you.
Throw a slow on him then kick, you will end up behind him, walk to your gates.
move forward a little bit so when
jumps you she will be behind you
for a moment,
will try to judge your movement.
you refuse to move so
drops the combo.
when you hear the loud clanging sound of the combo,kick, you will end up behind her dodging the combo.
walk back to your gates.
walk a bit forward
when you hear butcher yell, walk forward as he thunders towards you
let him stun you, DO NOT kick as he is charging. upon impact he will move into bodyblock.
drop the W on him then kick and run back to gates, you will have taken quite a hurt but you'll be breathing.
The Wandering Keg Top
Feel free on your first 50 games or so to go for Storm Earth and Fire, but if want to be a REAL
you have to learn be a real kegger.
What we know about the keg:
1. Your hitbox increases by around 33%.
2. The keg itself moves damn fast, you move faster then someone on a mount, roughly 60% movespeed.
3. Every "bump" slows down the keg back to normal walk speed, this ito help you line up for continuous bump backs. you generally do not want to keg in the middle of a minion wave.
4. While in the keg, all passive regen freezes, so poison will kill you in the keg.
5. However you can be healed, shielded, and all abilites still work on you but CC will not proc.
the basic combo is this
1. kick the enemy hero, you are now behind them.
2. start up the keg, you will need to put all your focus into driving the keg, ignore everything else.
3. push the hero into your team.
If at any point you mess up the keg, like for ex: you bump them to the left or right, you're done, you cannot salvage it, every bump has to be dead center and I mean DEAD center, that's what makes the keg difficult.
What you can and cannot keg depends on the hero and talents they took for example:
From the beginning of the game, till level 20. Zagara is an easy keg, once in your grasp there is no escape.
Thrall is an easy keg, but once he gets Bolt of the storm, you can no longer keg him unless its on cd.
Heroes who can take ice block can save themselves from the keg.
Heroes with low cd escapes can use a basic ability to save themselves from your keg, thus are not worth the cd.
some heroes like
can have game changing heroics that if pushed into your team can have deadly outcomes, and not in your favor, usually best to just not keg them at all, or if you know you can shove them and hold them in a corner.
The Wandering Keg: Defensive Measures Top
The kegs main use is the pick, it helps you snowball exp and for a time know you can take aggresive camps or setup up more ganks since for a time, its 5v4.
but sometimes an ally needs your help, you can't burrow in to help them, you're no
, you can't just walk in pop your D and suck people in, you're no
So you have to burn keg to save them, simply walk onto of your ally and bump the enemy back and follow them for 2 secs to make sure they cannot leap onto your
and turn around and go to the safety of your team.
If they burned multiple ults to try and kill
, and it would have killed her if you did not save her with keg then it was worth, also your prob on
's good side now so that's a bonus.
Keg peels are better against melee divers and less so ranged attackers as it takes a half of a second to reach and bump them back which could be the reason
dies or lives.
Keg has some interesting uses defensively on some heroes to name a few.
does not think its necessary, he can drop
and opt for
every AA he will lunge his target giving him the best stickiness in the game and scary damage if he built for AA.
simply kick to
and keg around the victim,
will continuously lunge forward into the keg and keep getting bumped back, his AA's will not trigger so the victim will be safe, its up to either your team to kill the
or for him to blink out.
suffers from an extremely telegraphed engage, pretty much warning everyone in the nexus hes about to rush full speed into
No matter the ult, he can drop it during or after his charge and his victim is going to be in a world of hurt but not if Uncle
has something to say about it!
If he starts to glow red as he runs forward hes about to blow, start up the keg and rev towards
, line up with butcher and as he knocks into
he will lose his unstoppable frames and he knocked back by the keg, continue to bump him out of the fight and afterwards run back to the fight, you can't fight butcher but his charge is on cd, you should be safe.
He can either due to its huge range Ult > charge or Charge > ult no matter what as you see the charge or the ult you rev up the keg and sit on
. as he connects start to bump him out of the fight if
is still in peril just knock
a few feet and return to
with charge on cd
must waddle back to the fight.
being dove on? no problem! just rev up the Keg and roll around
, She is free to keep firing while her assailants keep getting bumped back!
due to the increased hitbox, the keg blocks skillshots pretty easily.
The Wandering Keg:Boss Steals Top
Due to the Kegs bumps, it can knock enemies off the merc camps, this takes alot of focus as you are versus an entire team and you have to bump ALL of them off the point, that means you have to constantly change targets to whomever gets closest to the cap.
also unless you have bolt, it is very likely to will die during this, so make sure to gauge if this is worth your death. on Towers of doom, its probably almost always worth, (unless theres a 3 altar spawn). But if its a 5 min boss on blackhearts bay, which means you lose early game soak, maybe its not worth. if anything early building kills > early boss.
Theres also some heroes some ruin your steal so be wary...
Her trait lets her shrug off the bumps, which lets her just sit on the cap, if this happens, bail out.
His Void prison will give his team time to relax,setup and plan how to deal with you accordingly.
His ley line seal will give his allies time just like
, however his team can then move onto the point to contest.
He can throw down the drill on the point and shove you off, since it does have a hitbox, and then he just casually sits back, pops his D, and kills you in the meantime.
This will take alot of practice, and you must remain focused while in the act its easier if your team is backing you up, but you can potientally save the game as the enemy has to pick.
1. try to contest
, and let his team wail on them.
the boss and respond to the enemy, but if that boss goes straight to core they are in trouble.
The Hero itself does not matter, focus on bumping off the closest enemy to the point.
Drafting Chen Top
can be a little tricky, as he's not traditional warrior due to his weak peels until level 16,
suffers from this as well.
is very poor at rotating, he wants to be a solo lane, for this reason having him on roam maps, where rotations are strong he is weaker as the warrior should be rotating with the team. which is why warriors like
are so favored.
If your team agrees to run an
actually becomes one of the best warriors to take, since the enemy is going to stack all their CC onto the Iliidan you will destroy their backline, any CC used on you is CC not being used on the rampaging
. Since your engage is on a 5 secs cds, no matter how ham the
is going you'll keep up with him, even if he is so ham hes just dove over the gates, in the keep, in Africa while your supports are in China trying desperatly to keep up with the Hamidan and pinging retreat 500 times, you'll be right by his side, dead, but you'll be there.
You can pick Chen if.... Top
Chen is un-advisable if... Top
The enemy is running double warrior, and one has a stun.
You are first or second pick, generally here is where high priority Assassins are picked, or Heroes that are very powerful on the map, there is no map that
Chen dictates a game on.
Your team wants to setup bush ganks and stop rotations.
Your team is very defensive ex:
Lt. Morales, Double mages,
Your Assassins aren't fast enough to keep up with you.
They have far to many stuns,
Chen does not have
The enemy team has a lineup that is very strong at punishing a single hero and blowing them up ex:
Your team will lose the early game but could win the late game if they have a traditional warrior.
The enemy teams way, and only way of winning is by pile diving your team, picking
Tyrael would be a much better idea, ex
The solo lane role has already been taken, and it's a rotation heavy map.
is a hero that is allowed to chase for a bit longer then other heroes, whether your aiming to kill or just to make sure that hero cannot return to the teamfight you must get as much damage in quickly, while also returning to the fight quickly. Remember, as you chase your team fights a 4v4 so make sure the hero you are zoning out is essential, for instance zoning out a
while you have an
in your comp means
can kind of just roll all over the enemy team and make sure they aren't prepared.
To get the must bang for your buck as you chase...
1. the priority is as shown: Q > Body blocking > W > AA > E
WITH DEADLY STRIKE: D(after 0.5 seconds..) > Q > bodyblock > AA > W > AA > E
The kick lets you setup a bodyblock if they free themselves and delivers instant quick burst damage.
Bodyblock lets them overall take more damage from your team and allows you to get more AAs in
the keg smash slows them, making body block easier and more effective.
AAs let you keep up constant pressure, do not neglect these, make sure you properly stutter step.
Unless it would result in the kill you do not flame breath, it costs the most brew and could mean you have to stop and drink while you are chasing.
There are no brakes on the
Chen train you have to keep moving, you have time for a quick sip ( about 0.6 seconds) then you kick again, that's it, the flame breath also self stuns chen for about 0.8 seconds, thats almost an entire second, while the keg smash only self stuns for roughly 0.3 seconds, quick enough not to mess up the bodyblocks, only E when it will get the kill or your about to abandon the chase.
Lane Harassment Top
In the lane
as we said before needs to win i have a few timbits to assure that you (with practice of course) can master the lanes after you have mastered the brew.
NOTE: every second spent not wave clearing, beating on the enemies face, dodging skillshots, should be spent drinking, it is always good to engage with a pre-shield, and when you are standing still it better lets you observe the situation and react accordingly.
1. when you aren't doing anything just sit and drink, it gives you a starter shield and when you kick in you have a buffer over your enemies, if its off cd after the combo just drink again, any shield that was not lost will remain on you.
2. Kick the mage minion or ranged minion to move forward and drop the W + E them, I can't stress how important this is, sure the minion takes the kick damage and not the hero but it moves you up into their face, you could have been in the fog to them and then the next second your walking up to them! if you do this over and over and the enemy fails to respect that damage will add up real quick, and if its a
you are forcing him to spend mana.
3. abuse your recourse you have unlimited mana, they don't, if they cast spells on you that only damage the shield or only do a tiny bit which then gets healed upon the next regen globe, you got a net plus also if a hero like Li ming has to teleport after every time you kick in shes going to burn through that real fast.
4. sit of their globes, your hitbox is big enough to deny globes by sitting on them, and if can't force you off due to your shields, before the drink ends you can give them a quick AA+W+E and start drinking again, so not only do they not budge you and miss a glode, they took punishment for it.
5. Drink under their towers if you get a chance, this will drain the ammo from the tower, if your wave pushes into it they will run dry pretty soon, its not wise to do this vs a hero with stuns or a hero that has a root that have follow up with good damage like
can root you, but can't do enough damage so you can tank through him and the tower, if a threat pokes their head out of the gate just kick to the enemy minion.
6. Do not kick forward into range of towers without a shield buffer. When you are pushing you have less room to kick aggressively, the most you can do is kick the enemy melee minion and put yourself close enough to W+E them, but if your wave is pushed and they are close to your towers, you can go ham on them and really put the hurting on.
Chen Vs the Solo laners Top
They can beat and by beaten by you here is how you send these clowns packing.
NOTE: every second spent not wave clearing, beating on the enemies face, dodging skillshots, should be spent drinking, it is always good to engage with a pre-shield, and when you are standing still it better lets you observe the situation and react accordingly.
back in the day was picked for one reason, he was on of the few heroes who could stand up to the broodmother, while clearing her creep fast, to this day
is still that hero.
-Do not kick in if doing so would get the ire of the ranged minions, especially if she took infest.
-If she moves forward to drop an E on you, dodge it with the kick by kicking onto her and start dispensing pandaren judgement.
-both your W and E clear creep, very quickly and it costs you NOTHING, while keeping damage on zag takes prioity, if you notice her scurry behind her gates, clear some creep.
-If you don't see her kick and range minion and take a gander, if she has just in the back hidden by the fog give soak her in your cold beer and breath fire on her.
-she clears waves faster then you, so try not let your towers run dry
-you can use roaches and hydralisks and kick pedestals.
His Sheer versatility makes him a dangerous foe, especially late game, but here in the early game you are in control.
-Elusive Brawler the Windfury.
-When he throws his root on you start to drink, he will either windfury immediately, missing on 1 extra AA before he revs up, or walk up to you, slowly, giving your shield time to build and then AA into Windfury, no matter his choice you will out shield it.
-After he windfuries lay into him! kick forward then pelt him with AAs all the way to his gate, unless you think a gank on you is inbound.
-Deny globes, he's very mana hungry.
-Any zaps he does on you while shielded do no damage.
-At 4, you get a huge spike versus him.
-At lvl 7 with follow through hes a bit more dangerous so beat him hard until then.
-as he comes in to waveclear give him the W+E, he'll have to spend 40 mana to zap and heal it up.
-if your minion wave is marching and he wants to wolf the entire wave to get 7 trait stacks try to block it.
-his wave clear without spending mana is horrible, and is mana intensive if he does spend mana for it.
While an old friend of yours he has no intention on giving up his lane, so your gonna have to "convince" him to.
-You can stack your
Quest on Misha, or
, or both
-go ahead and wail on misha, it costs you nothing and
will be forced to patch her up with mend pet, the spell that costs him the most mana.
-bait a bear charge and kick right to Rexxar and go for the face, if he is holding the charge just trade with misha.
-Your wave clear is better, take note of this. especially with Ring of fire
-if he sends Misha to check a bush, kick either him or his ranged minion and walk up to him and go for his face.
-You can use Misha as a kick pedestal.
the savior of his people, and no one to save him.
-Tassadar's wave clear is much better then yours, so don't expect to outpush him.
-he really wants the globes, so make sure to deny him them, you will hurt his early-mid game significantly.
-after denying the globe go ahead and wail on him, he will be forced to spend mana and shield himself.
-only drink through his psi storms, his AAs tickle so he just smack him back.
-since his dmg is so low you can just up to his towers and drink the ammo away, just beware of gankers.
-forcing him to E with chunk his mana.
-Tassadar's mana will chunk faster then any other solo laner under constant pressure.
-his low mobilty makes your stickiness a real problem.
-forcing him out can cause him to lose death ritual stacks.
-there is no defensive in this matchup, you have the upper hand, lay into him.
-you can drink under his towers, if he tries to wall you just kick one the zombies and your free.
-since he can't touch you its to risky for him to go for globes if he dares tempt this, kick on him.
-your wave clear is fairly well matched, let the lane stagnate if you can and push when he hearths.
-after taking toads, drink to negate the poison.
While hes better off roaming for ganks, in a pinch Arthas is a well rounded solo laner.
is known as a slow moving death machine, he has trouble getting to people but once he does they are in trouble,
-You can drink through all his punishment, especially if he lets your shield build up to much, if his tempest goes on for to long hes going to oom in under a minute
a hefty amount of mana to clear a wave, it costs you nothing and you two are still even in this department.
-once he ooms be as aggresive to him as you would a
, his AAs only hit slightly harder then yours and every 4 secs your throwing multiple abilities and bodyblocks onto him.
-becareful of pushing up to far vs and
him and a gank will spell your doom.
that green stuff looks disgusting, i'll stick with my brew, thanks. No really i don't care bout glorious destinies i just wanna kick your ***.
-his Wave clear is absurd, try to force him to stop clearing and drain you.
-try not to stack his corruption quest to hard.
-if hes starting to oom engage and try to force some life taps.
-if he burns the wave you can sit and drink and make the minions aggro onto you instead of marching to your towers, stop if
-if he flubs his drain, like he gets outranged or the minion dies early, dive in.
well neither of are us dying, it's OK though i have 30k hero damage at 6 min!
-this is a fight that will go no where, its almost better to just ignore him all together.
-no matter how hard he tries, he will never out damage your shield.
-you can run up to his towers and drain them of ammo, once your done if you know your 100% safe you can kick over and destroy his healing well.
-don't bother sitting on globes, if he tries you can kick him and you will go through him and collect the globe.
-if hes not paying attention, you can damage him if hes not drinking.
-your wave clear, for obvious reasons, are equal. however if one takes Deadly strike, and the other takes Ring of fire, the one with ring will win in this department.
-if you have a gank partner DO NOT BODYBLOCK A
, run along side him and slow with W, if you try to bodyblock he will just kick past you.
He keeps trash talking me every time he combos me, thus i have -5 spirit, bloozurd nerf plz
is one of two heroes that without any assistance can Kill
in lane, his wave clear is notable worse but his kit: Q through E is perfect for fighting
His combo, W+Q pulls you out of drink so grounding does nothing, and any dmg you do will be healed by his E, also due to the range he will be close to his towers, thus it is to dangerous to approach.
You can win, but this requires you to play better then the
, if you go even in skill he will win, remember your wave clear is better, and you can kick to a minion to dodge the combo or through him if he delays the Q to long after the W, if he flubs the combo, you have 12 seconds to play aggresive.
Note his AA's are strong you cannot just AA away at him, and your E self stuns you long enough to line up his Q.
unoriginal Jurassic park meme relating
to a raptor goes here
In a straight up 1v1
with at least 30 essence stored due to his Q stun, a possible displacement on 4, and very high AA dmg with a very clean animation for easy stutter steps.
This lane is kind of the opposite of
has the chance of killing
is alot weaker then
's, as he has to land his Q to kill you, his W only hurts if you aren't drinking, and his E doesn't really help him here.
However his lane clear is far better then
's, and pulls ahead of you, so you should focus on pressuring him and not out clearing him, note though that he can at any point B and global back up. At level 4 is a big spike for you, you can choose to pressure him even harder with deadly strike, match his clear with ring, or if hes been ignoring your harass and just W's the wave, you can go keg toss and stack on him.
When i first started playing
i was underwhelmed, but i kept playing and now i see how much potientally he has.
is a hero that only gets better as the player gets better at him, but its going to take you hundreds of games. but i can say
is one of if not THE only hero in Heroes of the storm whos able to adapt to his comp, outplay the enemy even without support and dictate the pace of game the via his success in the early game, all in one hero.
While some heroes might get boring after the 1000th game,
is not that hero, in fact he only gets more and more fun. Yes hes a bit trolly like
is a hero who can alone carry a game, though it will take alot of games and dedication.
The purpose of this guide is for people to see the power of
,and even more pleasure he is to play, I main warriors, with
at over 1250 games, and of all of them
is the most enjoyable.
It doesn't matter if we are getting steamrolled, it doesn't matter if we are streamrolling, it doesn't matter if no one in the match knows what an objective is.
promises an enjoyable experiance.
Thank you for taking the time out of your day to read this and i hope i've atleast convinced you give the lovable panda a chance.
I do stream on twitch, i play many heroes (mostly the warriors). and try to provide feedback on mistakes i see on the enemies' side, my team's side, and since i'm not perfect, if i make a mistake. And sometimes i for go all that and just play
if i'm not live you are able to watch past broadcasts and skip que times.
Again thank you for your time, now go kick some
's butts and make
players curse your name!
Shoutout to heroesfire for putting my guide on the frontpage!