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Holy Knight

Chen

  • Strength Chen Strength
    20 + 1.5
  • Agility Chen Agility
    15 + 2.1
  • Intelligence Chen Intelligence
    21 + 2.8
  • Chen

Penitence

Forces a unit to accept punishment for its sins, causing it to move slower and accept more damage from attacks and spells.

Test of Faith

Deals variable damage based on the unit's faith.

Holy Persuasion

Takes control of a target enemy unit.

Hand of God

Fully regenerates your converted creeps. Heals all allied heroes on the map.

  • Sentinel
  • 0.5 / 0.5
  • 43 - 53
  • 0.3 / 0.51
  • 1.1
  • 1.7
  • 300
  • 1100
  • 600
  • 1800 / 800

Chen's standard gameplay is different than most other heroes. His Holy Persuasion skill allows him to convert creeps to his side, including powerful neutral creeps such as the Centaur or Furbolg. As a result, Chen is usually found in the forest searching for creeps to convert. When he finds a strong creep or two, he descends on his unwary enemies, using both his own spells and the abilities of his persuaded creeps to take them out. Due to the difficulty of effectively controlling multiple units and abilities, Chen can be a tricky hero to play to his full potential. When ambushing an enemy hero, Chen generally uses his Penitence ability, which slows the target and causes them to take extra damage from Chen and his allies. The Holy Knight can use Test of Faith to finish off enemies, but it also doubles as a way to save allies who are in danger. Casting Test of Faith on an ally will teleport them to safety after a short time. Chen's support skills are rounded out by Hand of God, a healing spell which instantly restores a set amount of life to all allied heroes across the battlefield. Although Chen can be difficult for newer players, users with experience controlling multiple units effectively will find him very powerful.

Prophesying a new dawn, a new world cleansed of the old evils, the Holy Knight's entrance into the war against the Scourge forever changed the course of history. A crusader riding under the banner of Hextar, the Holy Knight promises ever-lasting glory and redemption for those who march with him, and obstacles ahead to test the faith of all those sworn to forever cleanse evil from the land. Fanatically devoted to his cause, his followers come from every race, every background, and will stop at nothing to see the Scourge destroyed. If ever the redeeming hand of God touched earth, its name was Chen, the Holy Knight.


Penitence

  • Active
  • Unit
  • E

Forces a unit to accept punishment for its sins, causing it to move slower and accept more damage from attacks and spells.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 100
  • 14
  • 600
  • N/A
  • 7 seconds
  • Enemy unit
  • 8% movement speed reduction, and 8% increased damage taken
  • 2
  • 100
  • 13
  • 600
  • N/A
  • 7 seconds
  • Enemy unit
  • 16% movement speed reduction, and 16% increased damage taken
  • 3
  • 100
  • 12
  • 600
  • N/A
  • 7 seconds
  • Enemy unit
  • 24% movement speed reduction, and 24% increased damage taken
  • 4
  • 100
  • 11
  • 600
  • N/A
  • 7 seconds
  • Enemy unit
  • 32% movement speed reduction, and 32% increased damage taken

Notes

• Bonus damage will always be physical (reduced by armor), regardless of the damage source.




Test of Faith

  • Active
  • Unit
  • T

Deals variable damage based on the unit's faith.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 175
  • 24
  • 600
  • N/A
  • N/A
  • Enemy units
  • 50-100 damage
  • 2
  • 175
  • 24
  • 600
  • N/A
  • N/A
  • Enemy units
  • 100-200 damage
  • 3
  • 175
  • 24
  • 600
  • N/A
  • N/A
  • Enemy units
  • 150-300 damage
  • 4
  • 175
  • 24
  • 600
  • N/A
  • N/A
  • Enemy units
  • 200-400 damage

Notes

• Damage type: pure
• The amount of damage dealt is random.




Test of Faith

  • Active
  • Unit
  • F

Teleports heroes to fountain after a delay. Instant teleport for persuaded creeps



  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 200
  • 24
  • 600
  • N/A
  • N/A
  • Allied heroes and persuaded creeps
  • 6 seconds delay.
  • 200
  • 24
  • 600
  • N/A
  • N/A
  • Allied heroes and persuaded creeps
  • 5 seconds delay.
  • 200
  • 24
  • 600
  • N/A
  • N/A
  • Allied heroes and persuaded creeps
  • 4 seconds delay.
  • 200
  • 24
  • 600
  • N/A
  • N/A
  • Allied heroes and persuaded creeps
  • 3 seconds delay.

Notes

• Dispelled by Purge and Cyclone.
• With -disablehelp you can prevent being teleported by Test of Faith.




Holy Persuasion

  • Active
  • Instant
  • R

Takes control of a target enemy unit.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 100
  • 30
  • 900
  • N/A
  • N/A
  • Enemy non-hero unit , allied units
  • 1 Unit Max. 75 HP Bonus
  • 2
  • 100
  • 26
  • 900
  • N/A
  • N/A
  • Enemy non-hero unit , allied units
  • 1 Unit Max. 150 HP Bonus
  • 3
  • 100
  • 22
  • 900
  • N/A
  • N/A
  • Enemy non-hero unit , allied units
  • 2 Unit Max. 225 HP Bonus
  • 4
  • 100
  • 18
  • 900
  • N/A
  • N/A
  • Enemy non-hero unit , allied units
  • 3 Unit Max. 300 HP Bonus

Notes

• You can take control of any neutral creep except Ancient-type neutrals (Dragonspawn, etc.).
• When persuading a new creep above your max unit count, a random persuaded unit (which could be the one you just persuaded) will die.




Hand of God

  • Active
  • Instant
  • D

Fully regenerates your converted creeps. Heals all allied heroes on the map.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 200
  • 160 (30*)
  • N/A
  • Global
  • N/A
  • Allied heroes
  • 200 HP Healed
  • 2
  • 300
  • 140 (30*)
  • N/A
  • Global
  • N/A
  • Allied heroes
  • 300 HP Healed
  • 3
  • 400
  • 120 (30*)
  • N/A
  • Global
  • N/A
  • Allied heroes
  • 400 HP Healed

Notes

• Heals spell immune units.
• Can be improved by Aghanim's Scepter (* shows the improved values).