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Auto Chess hero · Divinity · Horn · Druid

Khan

Хан

Earth Crackingactive, area of effect, pierces immunity

Khan tears open a huge crack and after a 3 s delay drags every enemy in the crack to its center, stunning them for 1 / 1.5 / 2 s. It deals 20 / 25 / 30 damage plus 3% / 4% / 6% of the target's max HP, split evenly between physical and magical damage. Cooldown 60 s.

Role: a melee piece that mixes carry damage with hard control — the pull plus stun wrecks enemy positioning and opens a window for your damage dealers. Put him on the front line close to the enemy cluster; he fits Druid boards and Divinity/Horn builds. With such a long cooldown, one well-placed cast per fight is what matters.

Dota Auto Chess prototype: Elder Titan

Khan

Stats

1★2★3★
HP90018003100
Attack100–130200–260400–520
Attack speed1.5
Armor7
Magic resist0%
Rangeближняя
Player damage233

per in-game wiki, updated 2026-09-08

Synergies

Divinity · species
Synergy effect: (2) Ability cooldown of allied pieces is reduced by 30%. (4) Ability cooldown of allied pieces is reduced by 30%. (6) Mana-based abilities reduce the current remaining cooldown of your active abilities and active equipment by 50%. Effects of several active thresholds stack together.
How to play
Divinity speeds up ability cooldowns for the whole board: (2) already makes your heroes cast noticeably more often, and (4) stacks with the first threshold and makes the difference very tangible. The thresholds are covered by heroes of different costs, so the core comes together in the mid game and (6) with the expensive pieces closer to the end, when every ability cast additionally refreshes active abilities and equipment. The synergy shines most with heroes whose fights are decided by abilities rather than auto-attacks.
God of WarGoddess of LightGrand HeraldGod of ThunderPrimal Whisper
Horn · species
Synergy effect: (2) At the start of combat, summons a Horn Totem. (4) At the start of combat, summons a Horn Totem, a Sun Totem and a Sky Totem. A totem does not move, attack or regenerate health. At a time a totem takes only 1 damage from a melee attack or 2 damage from a ranged attack. Horn Totem: enemies within attack range attack the totem first. Its health equals the number of all enemy pieces × 3. Sun Totem: with a 10% chance deals 100 physical damage to all enemy units and disarms them for 2 seconds after each of their basic attacks. Its health equals the number of all enemy pieces × 1. Sky Totem: with a 25% chance deals 200 magic damage to all enemy units and stuns them for 3 seconds after each skill cast. Its health equals the number of all enemy pieces × 1.
How to play
Horn is a synergy of summons and protection: (2) puts a totem in front of the enemy that draws attacks onto itself and buys your board time. (4) adds two combat totems with area damage, disarm and stun, turning the synergy into a source of control. The thresholds are covered by heroes of different costs, so the first totem is available early and the full trio closer to the mid and late game.
Sunchaser ServantSunchaser Shaman
Druid · class
Synergy effect: (2) Upgrading a 1-star Druid requires 1 fewer piece. (4) Upgrading any Druid requires 1 fewer piece. (6) Having 2 identical 3-star Druids on the board upgrades them into a Super Strange Egg. It gains as many stacks of [Strange Power] as the cost of those 3-star Druids and destroys all remaining copies of those Druids in the shared piece pool. Each stack of [Strange Power] grants 10% damage reduction and a 10% damage bonus. Through the Strange Egg's ability [Soul Link], this effect is shared with allied Druids.
How to play
Druids are an economy synergy: they do not buff the fight directly but let you upgrade heroes faster, saving gold and slots. (2) already speeds up upgrading the Druids themselves, (4) removes the star restriction, and (6) is a late-game option where two identical three-star Druids merge into a Super Strange Egg with powerful buff stacks. Early Druids are cheap, so the synergy is easy to assemble at the start and helps preserve health in the first rounds; later it is either sold off or completed with the expensive heroes.
UnicornWisper SeerWarpwood SageRazorclawPrimal Whisper

Lore

hero story

I

My mission is to bring my people to greatness, regardless of the cost to myself. The Feathered was not somewhere Uriyang Modu belonged to. Becoming a slave of the Feathered or Pandamen was unacceptable for Modu. He stole the premium blood of the Feathered and converted himself to a half-god like existence. After fleeing back to the grassland, he was still regarded as a rebellious son and puppet by his coward father Khan, and he had to plan for the worst - his father had become a slave of the Feathered. But now on the grassland, the Horns who bent the knee to their father did not conceal their hostility and contempt for Modu. Fortunately, as the son of Khan, Modu still had an army loyal to him in his hands. Modu didn't intend to bend to his incompetent father, and continue to waste time, not to mention the fact that his father Khan wanted to kill him on a daily basis so that the Feathered could take over the Horns again. Modu began to pretend to be alcoholic, and he took his subordinates to hunt on the grassland all day long, without any sense of being a king. Only his people knew what he was really up to.

II

Modu knew that among his subordinates, there must be people sent by his father to spy on him. He already planned how to eliminate them and train a team that is completely under his command. With the power of Divinity obtained in the Forest of Grace and the magic of the Druids, he forged an axe, the Roaring Axe. When this axe was swung, it was with the sound of the wind roaring. When hunting, Modu set rules for his subordinates, for whatever he swung the axe at, they must follow unconditionally. At first, Modu swung his weapon at beasts, and some of his subordinates were unwilling to keep up with him, so he executed them mercilessly. Then, Modu tested with his beloved mount and concubine, and picked out those unruly subordinates! Since then, Uriyang Modu was sure that all his subordinates were loyal to him without conditions. Finally, Modu waved the axe to his father during a hunt.

III

Modu became the new Khan, and he could finally give orders explicitly and lead the Horns to the right way. Since he stole the premium blood and swallowed it, the tension between the Horns and the Feathered had left him no choice. Under the leadership of Modu, the Horns were free from slavery of the Feathered and ruled all the tribes of the grassland. After that, Modu decided to lead the Horns to attack the Pandamen. The erratic Grassland Overlord seized the chance to force the Pandamen to sign an unequal treaty when they were weak due to civil strife. The Horns changed their fate of serving other tribes, and Modu was also honored by the Horns who admired the sun as the Sun Khan. But he was not dazzled by the victory presented before him. The Horns were still not strong enough to defeat the Pandamen. Even though Modu had concentrated their force to attack, they still could not stop the thriving of the Pandamen Empire. Modu even thought of retreating first. In front of the giant Pandamen Empire, he was not alone. The Horns needed to find another way to greatness outside of the war. This was also something that the Sun Khan must do!

Artwork 1

Khan

In builds full stats →

514 26%
picks
3.8
avg place
with the hero on the board
20% / 63%
top-1 / top-4
29%
reached 3★
1★ 115 · 2★ 252 · 3★ 147

played best by DC•Spinz — avg place 1.3 in 3 builds · last seen #282

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