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7.22h (Support) Commander Chen
By Dathouen
Commander Chen is a build that focuses on using the Holy Persuasion ability to the fullest extent.

The main benefit here is the Auras. While the benefit of each ight seem a bit small, they really add up. Once you have level 4 Holy Persuasion, you can have 4 auras from creeps. Add in items like Helm of the Dominator, Vladimir's Offering, Guardian Greaves, Pipe of Insight and Assault Ciurass, and your creep army becomes far more dangerous than any neutral camp.

Early on, start by laning normally. Use Holy Persuasion on enemy ranged creeps and Penitence on enemy Heroes to harrass them and diminish their HP at lower levels. Don't worry about getting any last hits, since the gold you get early on will be much more valuable to whoever you're carrying in your lane.

Once you hit level 7, start jungling hard. You'll have Level 4 Holy Persuasion, which means you can recruit any non-Ancient creep, including the numerous creeps that have powerful Auras. Additionally, as you start building up your Army, be sure to clear out creep camps so new ones can spawn while you're off clearing other camps. The reason for this is because there is an ideal composition for your team. Here's the four main creeps you'll want (in no particular order) thanks to their valuable Auras, which will make your army extremely dangerous:

- Hellbear Smasher: This hairless red bear-thing has two abilities make them useful additions to your Army. Their Thunder Clap (Q ability) can help you burst down groups of creeps, and their Swiftness Aura, which grants 15 Attack Speed
- Wildwind Ripper: This anthropomorphic bird's Tornado ability is weirdly useful, especially if you have allies with lockdown. While it only deals a small amount of damage, it is AoE, and ticks frequently, giving it a weirdly high DPS at early levels, which you can actually control and direct to chase specific enemies. The Toughness Aura is a nice bonus as well, granting 3 armor to you and your Army.
-Alpha Wolf: This one is super valuable, but doesn't have a useable ability. Instead, it has a passive Critical Strike, that has a 20% chance to do 200% damage. More imporantly is it's Packleader's Aura, which grants a whopping 30% bonus to base + primary attribute damage. While this doesn't translate to exacly 30% (it doesn't effect bonuses from items, etc), early game, and for your creep Army, this can be powerful.
-Satyr Tormenter: This big red Satyr is a handy combatant, and the Shockwave (Q) ability can be useful to burst down fleeing heroes, since the projectile gets bigger the farther it travels, dealing 160 damage to everything it touches. The Unholy Aura grants a fairly useful 5 regen. While not the ultimate amount, when coupled with items like Helm of the Dominator, it can really add up, and it will further enhance the survivability of your Army.

As soon as you have these four, you can either farm hard (even Ancient Camps) or jump in on team fights. Make sure to spam Penitence to let your creeps and allies keep up with fleeing enemies, and boos their attack speed against that enemy.

Either way, farm until you all of the prescribed items, up to Aghs. At this point, take a break from farming Creeps to focus on farming the two Ancient camps. You can have a maximum of 3 Ancient creeps in your Army. I'd recommend these three:

- Ancient Black Dragon: This one deals lots of damage, it's main right click has splash damage, and the Dragonhide Aura grants 3 armor. To top it off, its Fireball is like a miniature version of Jakiro's Ult, causing 85 damage per second in a 300 radius around the point of impact for 10 seconds.
- Ancient Thunderhide: This is basically your "support" creep. While tanky and powerful on it's own, the War Drums Aura grants 15 attack speed 15% bonus attack damage (not just base). Then there's the Slam (E) which slows and damages enemies, and Frenzy (Q) which adds an additional 75 attack speed to one unit for 8 seconds.
- Ancient Granite Golem: This one is your tank. Its Granite Aura extends that tankiness to your Army and allies, increasing max health by 15%.

If your game lasts long enough, and you go for the +5 Holy Pursuasion max units talent, get all of the creeps mentioned above, plus these two:

- Centaur Courser: This smaller, pinkish looking centaur may not seem like much, and while it doesn't have the AoE stun of its bigger blue brother, it does have the Cloack Aura that grants 10% magic resistance to allied Heroes and 20% to allied creeps.
- Mud Golem: This one doesn't have an aura. Instead, it has the ability to split into 2 smaller mud golems on death. Why is that good? Because all of them have the Hurl Boulder (Q) ability, which is a ranged spell that stuns for 0.6 seconds. Not much, but it does come in handy. Plus, after the first Mud Golem splits, they dont' count towards your Holy Persuasion unit count.
   
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