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Heroes of the Storm Chen

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This thread is for comments about our Chen build guide for Heroes of the Storm.

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The quick reference guide shows Combat Stance instead of Brewmaster's Balance, despite the former not being recommended at all.

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I have to disagree with your view on Wandering Keg. It's true that in terms of damage Storm, Earth, Fire is superior, but what Wandering Keg offer is so potential it shouldn't be taken out of the picture.

 

One of the main advantage of this heroic is that it makes you Unstoppable, meaning once you go rampage, nothing can stop you. It's instant cast and instant transform, so it has great synergy with Flying Kick. There are actually a variety of ways to execute it. For example, Flying Kick on the closest foe and immediately activate Wandering Keg. Because FK puts you behind the target, you are standing between the target and the rest of their pack, WK will knock him toward your team and knock his team away.

 

In dire situations, this heroic can be used as escape mechanism. Note that the tooltip doesn't mention you roll VERY FAST while in the keg, for 5 freakin seconds, on a relatively short cooldown. Unless they have noobrale or illidumb, you can give them the finger while rolling away. So ROLL ON, BABE!

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I have to disagree with your view on Wandering Keg. It's true that in terms of damage Storm, Earth, Fire is superior, but what Wandering Keg offer is so potential it shouldn't be taken out of the picture.

 

One of the main advantage of this heroic is that it makes you Unstoppable, meaning once you go rampage, nothing can stop you. It's instant cast and instant transform, so it has great synergy with Flying Kick. There are actually a variety of ways to execute it. For example, Flying Kick on the closest foe and immediately activate Wandering Keg. Because FK puts you behind the target, you are standing between the target and the rest of their pack, WK will knock him toward your team and knock his team away.

 

In dire situations, this heroic can be used as escape mechanism. Note that the tooltip doesn't mention you roll VERY FAST while in the keg, for 5 freakin seconds, on a relatively short cooldown. Unless they have noobrale or illidumb, you can give them the finger while rolling away. So ROLL ON, BABE!

i kinda disagree tbh, wandering keg, yes it does offer some potential and yes it combos with some heroes, (the washing machine combo for example) but tbh its not that strong. Yes it makes you unstoppable but the fact that you can get another life (well 3 ) bar is way too strong, its not just for damage, dont you remember why tychus was really strong back in the day? the fact that Odin was his second health bar was awesome and made him absurd (before his nerf and also valla when blizz removed battle momentum from her)

 

The idea of the FK with the WK is WAY too old and predictable, and i mean it (its from the time stitches was the top tank, well only tank, and a must pick and other teams were experimenting with something kinda equal), its not bad but the fact that you take damage makes it a little bit less appealing, yes you are unstoppable but right now with the popular heroes (take in mind this guide works a LOT better and is intended to be somewhat strong in the current meta) burst damage that can put you to half life is a common thing, a.k.a KT, Jaina, etc

 

Now with the argument that its and escape mechanic yes it is but lets be honest, if you use it just as an escape mechanic then your pretty much doing something wrong ( meaning over extending, pushing a lane alone without map awareness, face checking etc) The keg main use is the MASS disrupt it can produce, yes, but means that either your team can follow up OR you're healers are dedicated to you so you can live, something that you can see with ETC but his ult is way to more dangerous than this one from chen

 

So, well for consistency and more tanky/damage, the storm, earth and fire is way better, for funky, gimmicky and fun the wandering keg

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I have to disagree with your view on Wandering Keg. It's true that in terms of damage Storm, Earth, Fire is superior, but what Wandering Keg offer is so potential it shouldn't be taken out of the picture.

 

One of the main advantage of this heroic is that it makes you Unstoppable, meaning once you go rampage, nothing can stop you. It's instant cast and instant transform, so it has great synergy with Flying Kick. There are actually a variety of ways to execute it. For example, Flying Kick on the closest foe and immediately activate Wandering Keg. Because FK puts you behind the target, you are standing between the target and the rest of their pack, WK will knock him toward your team and knock his team away.

 

In dire situations, this heroic can be used as escape mechanism. Note that the tooltip doesn't mention you roll VERY FAST while in the keg, for 5 freakin seconds, on a relatively short cooldown. Unless they have noobrale or illidumb, you can give them the finger while rolling away. So ROLL ON, BABE!

i kinda disagree tbh, wandering keg, yes it does offer some potential and yes it combos with some heroes, (the washing machine combo for example) but tbh its not that strong. Yes it makes you unstoppable but the fact that you can get another life (well 3 ) bar is way too strong, its not just for damage, dont you remember why tychus was really strong back in the day? the fact that Odin was his second health bar was awesome and made him absurd (before his nerf and also valla when blizz removed battle momentum from her)

 

The idea of the FK with the WK is WAY too old and predictable, and i mean it (its from the time stitches was the top tank, well only tank, and a must pick and other teams were experimenting with something kinda equal), its not bad but the fact that you take damage makes it a little bit less appealing, yes you are unstoppable but right now with the popular heroes (take in mind this guide works a LOT better and is intended to be somewhat strong in the current meta) burst damage that can put you to half life is a common thing, a.k.a KT, Jaina, etc

 

Now with the argument that its and escape mechanic yes it is but lets be honest, if you use it just as an escape mechanic then your pretty much doing something wrong ( meaning over extending, pushing a lane alone without map awareness, face checking etc) The keg main use is the MASS disrupt it can produce, yes, but means that either your team can follow up OR you're healers are dedicated to you so you can live, something that you can see with ETC but his ult is way to more dangerous than this one from chen

 

So, well for consistency and more tanky/damage, the storm, earth and fire is way better, for funky, gimmicky and fun the wandering keg

 

I totally forgot the 'two health bar' aspect of SEF, thanks for clearing that up :). The washing machine combo is fun though.

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In regards to Wandering Keg, something I've been experimenting with in Hero League lately is picking it to counter Morales (since she's everywhere nowadays it seems). Not only can you fish her out from the backline for a quick kill, it might also shut down her healing (unsure, haven't tested it - does she heal through knockback?). 

 

This might not work well at the very high end (I'm no tournament player, I wouldn't know), but it sure is nice in HL. 

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I'm just gonna say this, I play Chen and to this point almost exclusively. If your a Chen player or are interested in playing him I highly recommend going with Wandering Keg. Conventionally people will say the EW&F are better because of body blocks or in essence is another life. Well check this out, with WK you can completely and utterly disrupt everything the other team is doing in every regard, complete displacement and another added bonus is the 70 sec cooldown rather than EW&Fs' 100 sec cooldown.

 

@ Guest_Kroshak; Going into WK the team rarely will focus you, they're too busy being attacked by your team and to just stop as get you, thats seems unlikely. Secondly after WK is over you start chugging and Jaina can't affect you and for KT not really either. You're probably a bad Chen to lose to a KT. He can stun you and use his combo, but in my experience its always been use to escape from me not burst me down. Lastly, just because you use WK as an escape doesn't necessarily mean you were doing something wrong, consequently the same thing could be said for EW&F. 

 

In response to the question above, yes it will absolutely stop her healing.

 

Just to top this off, WK is not a gimmick. Will you need a little practice, sure, but should Icy Veins be so quick to write it off, no. Its a situational talent at the minimum. The red X should be removed and instead have a "?". I used WK for practically every game as Chen and never has it not worked in favor of my team. GL HF out there and good luck!

 

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I agree with a lot of comments. I presume people who need guides would not understand the nuances of the game being discussed here. I like to read the guides to see other people's thoughts on some talent choices.

 

With current fixes on flying kick, I was experimenting with the kick build. Extra damage on kick as well as 100% more damage on an attack makes Chen very dangerous backline dive hero. At level 20 the kick hits for 600 & the basic attack  following that hits for 400. If one specks into it, the kick can be used extremely often. I was surprised with the amount of damage it did. A single combo takes a squishy to 1/2 health To add, this build still retains regen master and brewmasters balance, allowing for a very respectable health regeneration.

 

Speaking of wondering keg - I love it's use in denying capture points. It is also very useful in peeling melee assasins off of your squishes.

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I was wrong about my damage number. Upgraded kick at level 20 does around 380 damage. Nonetheless, on a 4 sec cooldown, it is a good source of damage to consider.

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"A Touch of Honey increases Keg Smash Icon Keg Smash's slow amount by 40%" This should say to increase slow amount TO 40% not by 40%.  

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Thx for the great guide, one quick note. I think you might have to update the part about avoiding Muradin's basic attack in Avatar state (they don't stun any more).

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I think bolder flavor deserves a recommend. While brewmasters balance is certainly very strong, the utility offered by the instant shield is extremely high. Especially coupled with grounding brew, you can completely negate the damage from a number of skill shots by simply tapping d as they're cast.

 

add to that the significant improvement to your shield's functionality in terms of how long you need to stand still, and in my experience this is often Chen's biggest power spike, up there with his heroic.

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Sky Temple should be, imo, one of Chen's better maps. He can solo temples, so while your team contests the enemy at one shrine, you're guaranteed the other with Chen soaking damage by chugging his brew.  If the enemy splits and contests both temples, Chen can bully one or two enemies until the rest of your team arrives.

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I disagree with the enough to share opinion. First of all... you don't go to a party with a keg and then not share. It's rude... and you'll either waste alot of perfectly good beer or die from alcohol poisoning. Secondly the shield regenerates... imo it pwns. Also, I wonder if freshest ingredients stacks with it... I don't know cause I never take that crappy skill but it would be interesting. Finally I would like to point out that barrel roll is just so good for picks on characters that need to stay back... I mean it ruins morales's day so hard... pwns mosh pit too... AND if you don't take it the amount of pandamonium that you are able to bring is dangerously diminished.

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PS... I know that I basically just said what the guide said about barrel roll but I needed a transition into my pandamonium joke.

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On 1/6/2017 at 0:47 PM, Guest Dan said:

PS... I know that I basically just said what the guide said about barrel roll but I needed a transition into my pandamonium joke.

I'll allow it. :P

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May I suggest putting Alarak as a counter to Chen? He is easily one of the worst enemies Chen can encounter in lane since both his Q and W can interrupt Chen's drinking, he can sustain himself and poke with E, and his Charge ulti can also disrupt drinking.

It's really difficult beating a skilled Alarak in the laning phase when you're playing as Chen, at least until you hit level 7 and you can sustain yourself after taking heavy damage.

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1 hour ago, Guest SirNeshorn said:

May I suggest putting Alarak as a counter to Chen? He is easily one of the worst enemies Chen can encounter in lane since both his Q and W can interrupt Chen's drinking, he can sustain himself and poke with E, and his Charge ulti can also disrupt drinking.

It's really difficult beating a skilled Alarak in the laning phase when you're playing as Chen, at least until you hit level 7 and you can sustain yourself after taking heavy damage.

If the Alarak player is unskilled or inexperienced with Alarak, you should be able to win a 1v1 if you dodge his Qs. You will wear him out and out damage him. If the Alarak player is skilled and experience, you do get beaten up badly as Chen, from experience. Because of the high skill ceiling (but also skill floor) it's hard to say whether he is a counter or not. 
I will let Kendric know and let him decide. Thanks for pointing it out!

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6 hours ago, Guest n4zarh said:

This is seriously outdated. Please read it once again and make changes.

Yes, it is. Kendric is currently behind on updates (has longer to-do list than the rest of writers, sadly), but we are slowly getting there, and this guide will certainly be updated as well. We are sorry to keep you waiting. In the meantime, I would recommend using Srey's build.

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On 26.06.2017 at 9:18 PM, positiv2 said:

Yes, it is. Kendric is currently behind on updates (has longer to-do list than the rest of writers, sadly), but we are slowly getting there, and this guide will certainly be updated as well. We are sorry to keep you waiting. In the meantime, I would recommend using Srey's build.

Yep, I really like the points Srey made in his Chen video with this build a while ago. Grounding BrewGrounding Brew can be a pretty good option versus heavy spell damage-based teams, but Elusive BrawlerElusive Brawler generally has more uses, especially when doing PvE or when soaking the shots from buildings. However, I don't seem to be getting much value out of Another RoundAnother Round, since you can't really wait 2 crucial seconds to get the ability with the reduced cooldown, kinda need to drink right after the basic combo. So I swapped it for Enough to ShareEnough to Share for more team sustain and a soft form of peel.

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Hey guys! 

I'm currently working on converting Chen into the new format, updating the guide at the same time. It should go live by Tuesday or Wednesday! 

Thanks for your patience! 

-Kendric

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l just would like to provide some input. So, the level 1 regen globe talent seems to have bug that makes this talent worth picking. When l pick up one regen globe, it gives 2 or 3 stacks  of quest. So, you only really need to get like 12 - 14 globes to complete the quest. Also, this talent seems to increase the healing received. l know the description did not say it, but when l had 1/4 health, and l drink from healing fountain, almost all of my health bar turn light green. And l pick grounding brew in next match, and healing fountain can only fill half of my health bar. 

Also , the purifying brew also seems buggy. l am not sure if it was because l was really tired( was playing him at like 1am). lt actually only have 10 second cooldown instead of 45. That's what was displayed when l was stunned  last night, but (this is the part l am unsure about) it some times procs stun duration reduction but not resetting CD of brew. 

l just would like to say that even if this function properly, l  would not recommend this talent if the cooldown really is 45 seconds considering how many interrupts are out there this day. l feel chen is only suit to be an off tank you use to take out chromie or something like that if you are not good  with thing like genji or tracer. (l got reported  for feeding when l pick genji after l saw the other team's chromie pick)

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      Warrior Assassin Support Specialist Arthas Genji - - E.T.C. Greymane     Sonya Hanzo       Maiev (new)     Prime tier heroes are considered to be extremely strong in all situations, and show no obvious weakness. They are very often banned or picked right away, as they generally dictate the pace of most matches.
       
      Core Tier
      Warrior Assassin Support Specialist Anub'arak Falstad Alexstrasza Abathur↑ Dehaka Jaina↑ Brightwing- Azmodan Diablo+ Junkrat Lúcio+ Nazeebo Muradin Li-Ming Malfurion↑ Sylvanas Stitches Malthael (reworked)+ Stukov  Zagara Varian (Taunt) Valla Uther   Core tier heroes are strong in a wide variety of situations and have few counter-picking possibility. They should form the core of your team, and be picked after Prime Tier heroes have been distributed.
       
      Viable Tier
      Warrior Assassin Support Specialist Artanis Alarak Ana Murky Blaze+ Cassia Auriel Xul D.Va Chromie Kharazim   Garrosh Gul'dan+ Li Li+   Johanna Illidan Lt. Morales   Leoric Kael'thas+ Rehgar   Tyrael  Kel'Thuzad Tyrande    Zarya Kerrigan↓       Lunara       Nova↓       Ragnaros+       Samuro       The Butcher       Thrall       Tracer+       Tychus↑       Varian (Colossus Smash)       Zeratul       Zul'jin↓     Viable tier heroes are generally well-rounded that have either fallen out of favour, or, inversely, are on the rise in popularity, due to the current Prime tier contenders.
       
      Niche Tier
      Warrior Assassin Support Specialist Chen Cho'gall Tassadar Gazlowe Cho'gall Raynor   Medivh Rexxar Valeera↓   Probius↓   Varian (Twin Blades of Fury)   Sgt. Hammer↓ Niche tier heroes have niche application on certain maps or for certain team compositions. They may also picked to "round out" your team composition when your team composition is missing out on key components, such as a "jungler" (mercenary camps), a solo laner, or solid waveclear.
       
      Lost Vikings Tier
      The Lost Vikings Bottom tier Heroes are deemed to be either considerably weaker than the majority of other Heroes, or much more challenging to play properly. Although they may situationally shine, these Heroes are generally avoided by most players.
       
      Metagame assessment
      Maiev: Where do I even begin? Despite heavy-handed nerfs delivered less than a week after her release, Maiev continues to dominate popularity (read: is banned about 5 times more than she is played at all levels) and top win rates. The fact that I'm not sure what exactly contributes to her success is probably a good indicator of what actually contributes to her success: everything. High survivability, high mobility, high damage potential through Fan of Knives's ability to reset, the ability to both set up and follow up for and on crowd control through Spirit of Vengeance + Umbral Bind, serviceable waveclear, and Vault of the Wardens on a ridiculously short cooldown for good measure to make her an unviable target for heroic ability chains. Warden's Cage ended up the favoured heroic ability choice for Maiev, and it's rather easy to see why; it just works well with the rest of her kit on top of being quite easy for anyone to use, though Containment Disc is not to be underestimated either. She's at the top of the food chain, so Prime tier it is. Expect further nerfs.
      Jaina: Jaina was last month's surprise for me, which is why I had her marked for promotion. I slightly feared Genji players, but after witnessing some more competent Jaina play (including my own not-so-competent experimentation), it's safe to say that Summon Water Elemental is absolutely key to dealing with him (along pretty much every other assassin in the game). For games with little melee assassin pressure, Ring of Frost remains a powerful win condition. Jaina also sports what is arguably the game's best waveclear potential, and can deal with mercenary camps extremely well with Frost Shards and Ice Lance. 
      Malthael: I can certainly see how Malthael's rework may have seemed rather grim to anyone underestimating the power of cleaving attacks. This change, though accompanied by slight nerfs to his damage and survivability, allowed his already powerful laning  to improve, just as with his ability to deal with mercenary camps. One should never underestimate the power of PvE, particularly in less organised play. Furthermore, his reliance upon Tormented Souls was reduced, allowing for Last Rites to actually get some playtime. I've been impressed with it, and I'm probably going to update his builds to reflect this newfound power.
      Abathur: Abathur is the kind of hero that comes and goes with the metagame state and who generally thrives in assassin-oriented states. As with Genji, I wouldn't be fooled by his limited winrates; he just simply tends to do better at higher level, more organised play, and particularly in longer matches. To avoid on Haunted Mines and Braxis Holdout. Please pick your Ultimate Evolution target responsibly, and go for an assassin, with Maiev, Genji, Hanzo, and Jaina making incredible targets. Incidentally, avoid Evolve Monstrosity; it has been tested and rejected a long time ago.
      Tychus: Not a big leap in tier, but a leap nonetheless. He went from seeing pretty much no play for quite a while to seeing some, including tournament play. As expected, he does well against Blaze and a few other bruisers, on top of being on the more resilient side of ranged assassins. Commandeer Odin is excellent, but the real sleeper here is Neosteel Coating, which can do funny things with Relentless Soldier.
      Probius: Nearly as unpopular as The Lost Vikings. Though I don't think he's bad, I certainly think he does not have a place in the current meta. All of the top picks do extremely well against him, as does diving in general. I really wish I had more insights here, but the very few times I did see him in the last month, it was rather sad to witness. 
      Sgt. Hammer: I initially had her as viable, but upon reading user comments, I had to agree: she does extremely well against team compositions that cannot deal with her, and poorly otherwise. This is basically what the Niche tier should be defined by. We could discuss at length why this design is rather unhealthy for the game, but I think Blizzard has recognized this by not releasing a single specialist in over a year.