Phase Technician
Updated Apr 15, 2026
Chip is not a tank and not really a support. He is a delivery service on a hovercraft with a 70-second cooldown. The reason his win rate lives below 50 percent is that both teams can use his portals, and most Chip players forget that. Pick him only when your team has a plan for the portal.
Win Rate
47.49%
Pick Rate
0.08%
Ban Rate
2.18%
Team Buff
Core Items
Emblem
Tank Emblem
Battle Spell
Revitalize
Weak Against
Strong Against
In teamfights, use Chip's 2nd Skill preemptively to build up speed, then hit a target with his Basic Attack and deploy the Main Portal with his Ultimate. Follow up with his 1st Skill on the enemy and another Basic Attack to stun them while the Main Portal's delayed effect slows them, and continue the fight as allies portal in.
Chip does one thing better than any other roamer in the game: he warps the map. Shortcut is the portal ability. Why Walk? is the 4-Beacon teleport. Together they let your team arrive at fights, objectives, and split pushes in ways that do not exist on any other hero. That is the only reason to pick him, and it is enough, but only if your team can convert a portal drop into a kill within 15 seconds.
The comps where this works:
The comps where he is a trap pick:
Disqualifying test: can you name, right now, which enemy hero you are going to drop the Main Portal on and which ally is going to delete them? If the answer is "whoever is closest" or "we'll see," Chip is the wrong pick and Atlas is the safer one.
Chip is not a tank. He is a hovercraft with a cargo bay, and the cargo is his teammates.
Every piece of his kit pushes toward a single idea: reduce the time between your team being in five different places and your team being on top of one target. Shortcut is the blunt version, a 70-second button that drops a Main Portal on an enemy and rolls Connecting Portals out next to every ally. Why Walk? is the slow version, four fixed beacons you hop between when Shortcut is cooling down so you are always the first body at the next objective. Even Overtime is a movement tool pretending to be a skill: up to 65 percent bonus movement speed for 2 seconds followed by 2 more seconds at max speed, with a basic-attack knockback on the way out.
The damage in Chip's kit is incidental. Crash Course does 100 plus 4 percent of the target's Max HP as magic damage, which is a tag, not a threat. The Main Portal itself does 200 plus 60 percent Total Magic Power, doubled on the delayed immobilize, and because you are building pure defense that number never gets scary. You will not out-trade a half-built Angela in a 1v1, ever.
Which is the point. Your team kills the target. You deliver them to the kill.
Chip has no 2-item power spike in the normal sense. His defining spike is level 4, when Shortcut unlocks, and the real item behind it is Dominance Ice.
You are not farming toward Shortcut. Shortcut is already online the moment you hit level 4. You are farming toward being able to use it a second time. The 110 mana cost of Shortcut plus the 75 on Overtime drains you dry inside two rotations if you are still on Tough Boots and nothing else. Dominance Ice is the fix: 500 bonus mana, the Arctic Cold aura that cuts nearby enemy attack speed to 70 percent of normal in teamfights, and Lifebane which halves the shield and HP regen effects on anyone hitting you. That last passive alone is why Chip crushes Esmeralda and Estes lineups.
Once Dominance Ice lands around minute 7 to 9, your rotation cadence flips. You can portal into a fight, survive with Crash Course's shield, and have enough mana to kit through Overtime on the way out. Before this item you are a gank tool with one charge. After it you are a rotation machine.
The other thing that changes at this point: the Main Portal inherits 70 percent of your attributes. As soon as you have Dominance Ice plus whatever you built second (Athena's Shield or Antique Cuirass, depending on the matchup), the Main Portal is tanky enough to soak turret aggro for a few seconds during a dive. Before this, it dies on contact and the portal play collapses.
The reflex when you see a fight starting is to drop Shortcut on the closest enemy. That reflex is wrong, because the Main Portal is a two-way door and the enemy team can walk through it the same as yours.
Three placement rules that actually work:
If your team drafted a second peeler behind you (Angela, Estes, Rafaela) because you picked into the Tank slot instead of pure Roam, push the Main Portal one layer deeper than normal. Your healer can peel the carries that arrive through the Connecting Portal, which means you can afford to drop Shortcut on the enemy jungler two lanes over instead of the safer midlane target. If your team has no second peel, play the safer Main Portal on the nearest isolated target and do not reach.
Boots, Dominance Ice, and Immortality are locked. Everything else is a real conversation.
Boots: Tough Boots over Warrior Boots in most games. The 30 percent crowd control and slow duration reduction from Fortitude matters more than flat physical defense, because the heroes that actually kill you are either suppression (Franco, Kaja) or hard CC chains (Tigreal, Aurora, Khufra). Take Warrior Boots only when the enemy team is four deep in physical threats and your team already has magic defense covered elsewhere.
Dominance Ice first completed. Mana sustain is non-negotiable. The aura and Lifebane are bonuses on top.
Second defensive slot splits three ways:
Flex slot around minute 15: Fleeting Time or Oracle. This is the real choice. Fleeting Time resets half of Shortcut's cooldown on every kill or assist and gives you cooldown reduction on everything else. It is a selfish pick that makes Chip feel twice as strong in kill lanes. Oracle amplifies every received shield and HP regen effect by 30 percent, which means your Crash Course shield lasts longer and your Connecting Portal arrival shields (500 base on allies) land bigger. Fleeting Time is an agency pick. Oracle is a team pick. Choose on whether your carries are winning their lanes.
Immortality last. Your job is to die first on purpose when you drop a portal on a bad angle, and sometimes that bad angle turns out to have been a 2-for-1 after the revive. Do not skip Immortality for a second magic defense item.
The weakest common default in community builds is Courage Mask. You see it recommended because of the team-wide movement speed on the active. The shield is small, the stats are thin for a slot this late, and you are already handing out burst speed through every Connecting Portal arrival. Skip it.
Tip
Drop the Main Portal slightly behind the target, not directly on their current position. The 1-second delayed immobilize fires at the portal's center. An enemy with a dash who sidesteps forward escapes if you centered the portal on them, but walks directly into the immobilize if you offset the landing 1 unit behind their path.
Note
Snack Time! saves your bite progress when combat interrupts it. When roaming through fog and taking poke, you are banking bites for the next safe window. Do not recall reflexively on low HP. Four banked bites plus 8 seconds out of combat heals 300 plus 45 percent of missing HP for free.
Tip
Ping or call Why Walk? before you press it. Teleporting to an objective beacon that your team does not follow is worse than not teleporting at all, because your team is now fighting 4v5 at the lane you left. The ultimate creates value only when the team moves with it.
Note
If you get forced into a bad draft (enemy Franco or Kaja), flip your battle spell to Purify and your emblem to Support with Pull Yourself Together for the 15 percent battle-spell cooldown reduction. The cleanse windows close your two worst matchups, and the Focusing Mark core talent still amplifies team damage to the target your Crash Course mark is sitting on.
Chip starts eating potato chips once every 2s when out of combat, regenerating HP equal to 300 plus 45% of lost HP after finishing a whole bag (requires 4 bites). After eating a bag of chips, Chip will be full and cannot eat again for 5s. (The bite count will be saved if he enters combat before finishing a whole bag.)
Chip rams his hovercraft into the ground, dealing Magic Damage equal to 100 plus 4% of the target's Max HP and applying Chip's Mark on enemy units hit. Chip gains a 300 (+60% Total Magic Power) Shield upon hitting an enemy hero, which increases by 40% for each additional enemy hero hit. Chip's next Basic Attack will become ranged and also hit all nearby enemies with Chip's Mark, detonating the mark to deal 150 (+30% Total Magic Power) Magic Damage and stun each target for 0.6s.
Chip rushes for 2s, gaining up to 65% extra Movement Speed, after which he maintains the max speed for 2s. Chip's next Basic Attack will cause him to charge at the enemy, dealing 200 (+30% Total Magic Power) Magic Damage and knocking them back slightly.
Chip drops the Main Portal on an enemy hero, dealing 200 (+60% Total Magic Power) Magic Damage and briefly slowing them by 25%. The Main Portal deals 2 times the damage and immobilizes them for 1s after a delay. Meanwhile, he creates Connecting Portals near allied heroes 10 units away and behind the allied Base. The Main Portal and Connecting Portals last up to 15s. Connecting Portal: Heroes (on both teams) can teleport from Connecting Portals to the Main Portal, and allied heroes gain Burst Movement Speed for 1.5s and a 500 shield. Main Portal: The Main Portal inherits 70% of Chip's attributes. Heroes can stand on the Main Portal for 2s to return to the Connecting Portal they came from. Casting skills or launching Basic Attacks will reset the stand time.
Chip has 4 fixed Beacons on the map when the battle starts. Use this skill to teleport to any other Beacon. (This skill cannot be used in combat.)
In teamfights, use Chip's 2nd Skill preemptively to build up speed, then hit a target with his Basic Attack and deploy the Main Portal with his Ultimate. Follow up with his 1st Skill on the enemy and another Basic Attack to stun them while the Main Portal's delayed effect slows them, and continue the fight as allies portal in.
When ganking, use Chip's 2nd Skill to quickly get behind the target and knock them into your team with the enhanced Basic Attack, then follow up with his 1st Skill and another Basic Attack to stun them.
These heroes have the highest win rates against Chip in ranked matches. Pick any of them for a statistical advantage in draft.
Chip performs well against these heroes. Consider picking Chip when you see them on the enemy team.

Chip has a favourable matchup against Gloo based on ranked data, so expect a win rate advantage in this matchup.
55.7%

Chip has a strong early game advantage over Ling. Control the tempo before Ling scales.
45.6%
Chip struggles the most in the late game, where counters average a 46.9% win rate. Early game matchups are tighter at 43.4%. If the match extends, your counter advantage grows, so focus on farming and scaling to outperform Chip in late team fights.
Chip is strong here
Chip is strong here
Chip is strong here
Tank Emblem
General
Revitalize
Tank Emblem
General
Revitalize
Tank Emblem
General
Revitalize
Heroes that synergize well with Chip in team compositions.



Chip is an adorable but surprisingly durable support robot from the outer reaches of Eruditio's experimental labs. Designed as a logistics and transport unit, Chip was equipped with portal technology that allows him to create dimensional shortcuts across the battlefield. When the lab was attacked, Chip escaped using his prototype teleportation system and now uses his portals to help allies reposition and escape danger. His cheerful beeps and whirrs mask a sophisticated tactical AI that calculates optimal gateway placements in milliseconds.
No voice lines available for Chip yet.