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Hero guide & gameplay context

Guide content below is not a certified latest-patch skill record. Check the tier list for dated ranked statistics.

Chip
Tank·RoamTIER C · WEAKLIVE

Chip

Portal tank roamer. His ult creates portals for team rotation — unique map-pressure tool. New-meta support hybrid.

Win Rate

48.6%

Pick Rate

0.1%

Ban Rate

0.6%

Pro Presence

0.0%

First-principles coaching · patch 2.1.90 · AI-generated from live hero data

⚡TL;DR

  • ▸Chip is a portal-roamer who teleports the whole team.
  • ▸Spikes at level 4 when Warp Tunnel unlocks.
  • ▸Killer mistake: opening portals into enemy vision.
  • ▸Win by flanking from angles enemies can't see.
  • ▸Dies to CC chains and Minsitthar's Royal Decree.

🎯Identity

Chip exists to move your whole team across the map instantly and set up flanks no other hero can.

He is a roam engage tank, not a shielding protector.

His value is repositioning bodies, not keeping carries alive with buffs.

Every portal is a rotation your enemy did not plan for.

⚙️How the kit actually works

PASSIVEPack Up

Turns Chip into a taxi for one ally with a speed boost.

The bag lets an ally ride Chip, then get launched by Let's Go!.

Most players forget this is the setup for the Overtime dash combo.

SKILL 1Crash Course

Short-range AoE knockback to start fights and peel.

The 0.8s knockback is your main hard CC to group and interrupt.

Cooldown drops to 7s at max, so it's a reliable engage every fight.

CD 9→7sknockback 0.8smana 65→85
SKILL 2Let's Go!

Charge dash that carries an ally into the fight.

The 1s knockback plus mobility launches a carried ally onto the backline.

This is your flank delivery tool, not just a gap-closer.

CD 13→9sknockback 1smana 80→100
ULTIMATEWarp Tunnel

Global two-way portal for team rotations and retreats.

Global range means whole-team flanks or instant objective swaps.

It also saves low carries — most players only ever use it to attack.

CD 60→50smana 130→180range global
🔗 HOW IT ALL CONNECTS

Pack Up loads an ally, Let's Go! launches them into the enemy backline.

Warp Tunnel blocks an escape route, then Crash Course groups the trapped enemies.

Crash Course knockback locks targets so your team follows through the portal.

📈Power curve

Chip is a passive body early and a game-warping rotator once his ultimate is online.

Early (Lv 1-3)
Weak

Only Crash Course knockback; no portal, limited threat.

Mid game
Strong

Warp Tunnel enables surprise flanks and fast objective control.

Late game
Strong

Global portals win teamfights if allies commit instantly.

🏆Win condition

Force fights on your terms by arriving from an angle the enemy never watches.

  1. 1Pre-place Warp Tunnel near an objective before contesting it.
  2. 2Ping the portal timing so teammates step through together.
  3. 3Open with Crash Course to group, then Let's Go! to launch a carry in.

⚠️Common mistakes and the fix

❌Placing portals teammates can't reach in time.
✅Set portals where allies already stand or are heading.
❌Opening portals inside enemy vision.
✅Place them in fog so the flank stays a surprise.
❌Only using portals to attack.
✅Save Warp Tunnel to retreat low carries.
❌Committing without pinging.
✅Communicate portal timing before you engage.

🧭Decision rules

IFUltimate is up before an objectiveTHENPre-place a portal in fog

Enables surprise flank or fast contest

IFEnemy has Minsitthar or BaratsTHENPortal before their field lands

Their zones disable your mobility

IFTigreal threatens your engageTHENWait out his CC first

CC chain locks you before portals

IFCarry is low and fleeingTHENOpen Warp Tunnel to safety

Portal retreats save more than damage

IFEnemies clumped and escapingTHENWarp behind, then Crash Course

Knockback groups the trapped targets

IFAlly sits in your bagTHENCharge Let's Go! at backline

Launches them onto priority targets

IFSolo queue, no follow-upTHENPlay frontline with Crash Course

Portals need teammates who respond