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Chaos Knight

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Chaos Knight
Chaos Knight.png
Strength
20 + 2.9
Agility
14 + 2.1
Intelligence
16 + 1.2
Level 1 16 25
Hit Points 530 1385 2221
Mana 208 468 832
Damage 49‒79 94-124 138‒168
Armor 3.96 8.65 13.82
Attacks / Second 0.67 0.86 1.08
Movement Speed 325
Turn Rate 0.5
Sight Range 1800/800
Attack Range Melee
Missile Speed Instant
Attack Duration 0.5+0.5
Cast Duration 0.4+0.2
Base Attack Time 1.7

Chaos Knight is a melee strength Hero with one of the highest physical damage outputs of all heroes. He is mostly played as a semi-carry and ganker. As his name implies, he has a theme based on randomness and uncertainty. His regular attack has an incredibly high thirty damage spread, making his last hitting ability somewhat unreliable. Chaos Bolt is his most notorious luck-based ability which, at max level, can stun a target anywhere between a mediocre 2 seconds to an effective 4 seconds that will almost certainly assure its death; it will also deal a variable amount of damage ranging from miniscule to moderate. Reality Rift pulls Chaos Knight and his target to a randomly chosen point along the line between the two and gives him bonus damage for one attack. Chaos Strike is a crit-based ability with one of the lowest proc chances, yet also one of the highest multipliers. The illusions produced by his ultimate, which retain his full damage and only take double damage, benefit from his Chaos Strike and can teleport alongside him to attack the target whenever he uses Reality Rift. With up to four illusions being produced at Phantasm's highest level, Chaos Knight's damage output can be multiplied to be five times as great during teamfights later in the game, and it is not uncommon to see enemy heroes being killed instantly after being Reality Rifted by the apocalyptic horsemen. Thus, CK is played as a carry who excels in both the mid and late game, if the game drags on long enough and he is able to acquire enough strength-based and survivability items to ensure that his illusions can stay alive, he will be able to overpower most hard carries.

Contents

[edit] Bio

Chaos Knight Chaos Knight
Play "The light shall be blackened, and chaos shall reign."
Role: Pip carry.png Carry / Pip disabler.png Disabler / Pip tank.png Durable / Pip pusher.png Pusher
Lore: The veteran of countless battles on a thousand worlds, Chaos Knight hails from a far upstream plane where the fundamental laws of the universe have found sentient expression. Of all the ancient Fundamentals, he is the oldest and most tireless, endlessly searching out a being he knows only as “The Light.” Long ago the Light ventured out from the progenitor realm, in defiance of the first covenant. Now Chaos Knight shifts from plane to plane, always on the hunt to extinguish the Light wherever he finds it. A thousand times he has snuffed out the source, and always he slides into another plane to continue his search anew.

Upon his steed Armageddon he rides, wading into battle with maniacal frenzy, drawing strength from the disorder of the universe. A physical manifestation of chaos itself, in times of need he calls upon other versions of himself from other planes, and together these dark horsemen ride into battle, as unstoppable as any force of nature. Only when the last Light of the world is scoured from existence will the search be ended. Where rides the Chaos Knight, death soon follows.
Voice: Barry Dennen (Responses)

[edit] Abilities

Chaos Bolt
Blocked by Magic Immunity. Blocked by Linken's Sphere. Play
Q
C
Chaos Bolt icon.png
Ability Affects Damage
Target Unit Enemies Magical
Throws a mysterious bolt of energy at the target unit. It stuns for a random duration and deals random damage.
Range: 500
Min Stun Duration: 1/1/1/2
Max Stun Duration: 2/3/4/4
Min Damage: 1/50/75/100
Max Damage: 200/225/250/275
Projectile Speed: 1000
Cooldown 10 Mana 140
Even Chaos Knight cannot predict this manifest of unholy energy.

Notes:

  • Stun duration and damage appears above targeted unit's head (visible to allies and enemies).
  • Damage and stun values are inversely related
  • Projectile can be disjointed

Reality Rift
Blocked by Magic Immunity. Blocked by Linken's Sphere. Partially usable by illusions. Play
W
E
Reality Rift icon.png
Ability Affects Damage
Target Unit Enemies Physical
Teleports you, any images you have and the target unit to a random point along the line between the two of you. Gives you bonus attack damage for one attack.
Range: 550/600/650/700
Bonus Damage: 25/50/75/100
Bonus Duration: 1.2
Cooldown 24/18/12/6 Mana 70
Partially usable by illusions. Illusions belonging to Chaos Knight within a range of 1400 will be teleported to the same position as the original. Illusions will not gain the bonus damage.
Armageddon rides between the planes, bringing Chaos Knight to his victim wherever he may hide.

Notes:

  • Chaos Knight and the target unit are made to face each other, and Chaos Knight and his illusions are issued an attack order against the target.
  • Teleports Chaos Knight to a random point on the line between the units (between 30% and 80% of the distance).
  • Teleports the target unit to the same location as Chaos Knight, offset by 25 units towards Chaos Knight's original position.
  • Illusions will not gain the bonus damage.
  • Will be cancelled if Chaos Knight loses vision of the target.

Chaos Strike
Not blocked by Magic Immunity. Not blocked by Linken's Sphere. Can be used by illusions. Play
E
R
Chaos Strike icon.png
Ability Affects
Passive Self
Chaos Knight's mojo gives him a chance to deal bonus damage.
Critical Chance: 10%
Critical Damage: 1.5x / 2x / 2.5x / 3x
Can be used by illusions. Red critical numbers are before illusion and armor reduction.
Chaos Knight's unwieldy power bludgeons those who stand before him, crushing the thickest of armors.

Phantasm
Play
R
T
Phantasm icon.png
Ability Affects
No Target Self
Summons several copies of the Chaos Knight from alternate dimensions. The illusions deal full damage, but take double damage. There is a 50% chance to create one extra illusion when cast.
Duration: 24
Number of Illusions: 1/2/3
Chance to spawn extra Illusion: 50%
Cooldown 140 Mana 125/200/275
Drawing on his battles fought across many worlds and many times, phantasms of the Chaos Knight rise up to quell all who oppose him.

Notes:

  • Chaos Knight is invulnerable for 0.5 seconds when cast, allowing him to dodge stuns and damage.
  • This ability dispels most debuffs from Chaos Knight.
  • Disjoints some projectiles.
  • 100% only accounts for the Base Damage (i.e., the white number) which is calculated via main attribute (Strength).
  • Resets current attack and spell targeting priority.

[edit] Recommended items

Explanation:
Core:

  • Power Treads are easily the strongest boot on Chaos Knight, as they provide tankiness, which transfer to his illusions, and allow him to tread switch if he has a source of regeneration.
  • Drum of Endurance provide useful attribute bonuses for a cheap price, which is nice as it helps increase Chaos Knight's tankiness and bolster his weak mana pool. It also provides extra mobility which helps Chaos Knight move around between uses of Reality Rift.
  • Armlet of Mordiggian provides a very large amount of strength, which will transfer to his illusions if it is activated before Phantasm is used. As Chaos Knight's main source of damage is his illusions, this allows them to stick around much longer.

Situational:

  • Heart of Tarrasque makes Chaos Knight and his illusions very durable, and gives them a nice damage boost. This also enables you to keep Armlet of Mordiggian permanently on, as the heart will regen faster than the health loss, resulting in a large amount of bonus strength, damage, and attack speed at all times.
  • Assault Cuirass is a very strong pickup, giving Chaos Knight much needed armor and attack speed.
    • Please notice that illusions do not benefit from Assault Cuirass at all, as illusions cannot use raw armor, nor raw attack speed. Only their damage output will increase a bit cause of negative armor debuff on enemies. It is best to get Assault Cuirass when there are other physical damage dealers on your team, or on the enemy team, otherwise you should go for items increasing your Strength or, if you need attack speed, buy Yasha-based items, as their bonuses will affect illusions too.
  • Black King Bar provides a bit of tankiness and a bit of damage on top of much prized magic immunity. As magic immunity does not transfer to illusions, this is best when picked up against teams that can easily isolate the real CK and either lock him down for a long period of time or burst him down with single target magical damage.
  • Heaven's Halberd is a strong pickup for Chaos Knight if there are one or more strong right-click heroes on the enemy team, or when it's picked up after CK has started to fall off and another carry on his team is the primary damage dealer.
  • Manta Style is a strong pickup on Chaos Knight if the enemy team does not have a way to clear out your illusions. They take more damage and deal less damage than the illusions made by Phantasm. However, with the illusions from Manta Style and level 3 Phantasm, Reality Rift will completely surround and trap any enemy that does not have the ability to blink away, phase through, or instantly kill an illusion; this often guarantees a kill.
  • Sange and Yasha is a decent item to pick up on Chaos Knight if it is finished early and you intend to build both Heaven's Halberd and Manta Style by disassembling this item.
  • Satanic gives Strength and armor, which increases durability. Its active ability allows Chaos Knight to stay in the fight much longer. Note that illusions don't lifesteal.

[edit] Equipment

[edit] Tips

  • While ganking in the early-mid game, use Reality Rift to get close to the enemy, then hit him once with your bonus damage and use Chaos Bolt to stun. If you're lucky, you could even get more than 2 hits while he's stunned.
  • In most situations, max Chaos Bolt and Reality Rift first, since the critical damage from your Chaos Strike is negligible in the early game, and you won't have enough mana to summon the Phantasm(s) with your ultimate.
  • Always activate your Armlet of Mordiggian before using your ultimate, since the illusions also gain bonuses from it.
  • By buying a Sange & Yasha, you'll be able to disassemble it later and build a Heaven's Halberd and a Manta Style. You may buy the first item if you need more survivability, since it gives you more health, some evasion and a reliable disarm; buy Manta Style first if you farmed really well, and you wish to confuse your enemies even more. It also grants additional increases to attributes.
  • Diffusal Blade will give Chaos Knight's illusions Feedback. Like Phantom Lancer, an army of Chaos Knights can deplete enemy's mana very quickly. Its active ability can also be used to ensure that enemies do not escape Chaos Knight's army after Reality Rift, if Chaos Bolt is unavailable.
  • Buying an early Soul Ring will solve most of Chaos Knight's mana problems.
  • Desolator may not be a good item on Chaos Knight himself, but the armor reduction will make your target squishier allowing your Illusions to deal more damage to them. Consider having an ally buy one instead to apply the Corruption debuff on enemy heroes or towers.

[edit] Trivia

  • Chaos Strike's ability icon bears a similar appearance to a D20 dice, commonly used in table-top RPG games, where a full 20 usually results in a critical. This is representative of the chance that comes with the ability.
  • Chaos Knight's lore and responses draw many references to the Four Horsemen of the Apocalypse, and his ultimate is a literalisation of it.
  • The line "Ah, Tidehunter, can I offer you a seabiscuit?" is a reference to Seabiscuit, a famous American racehorse.
  • Fitting his theme, Chaos Knight has the most varying attack damage in the game. His actual damage on attack can be up to 15 more or 15 less than his displayed damage.
  • Chaos Knight's actual name in DotA was "Nessaj". This was removed in his transition to Dota 2, likely due to the change in his background story.
  • Enigma, Io, Keeper of the Light and Chaos Knight together represent the four fundamental forces of the universe with Chaos Knight representing the strong nuclear force. This is reflected in several of Enigma's responses to these heroes.

[edit] Update history

June 14, 2013 Patch

  • Fixed Reality Rift icon.png Reality Rift bonus damage sometimes proccing multiple times if you attack more than once in 1.2 seconds.

November 30, 2012 Patch

October 25, 2012 Patch

June 20, 2012 Patch

  • Reality Rift icon.png Reality Rift now puts the Chaos Knight Chaos Knight behind his target.
  • Fixed Chaos Knight Chaos Knight having 2 extra armor.

June 14, 2012 Patch

  • Added Chaos Knight Chaos Knight, Phantom Assassin Phantom Assassin and Gyrocopter Gyrocopter to Captain's Mode
  • Fixed some bugs with the Illusion spawn positions with Phantasm icon.png Phantasm.
  • Fixed Reality Rift icon.png Reality Rift ignoring Linken's Sphere.
  • Fixed getting stuck with your illusions sometimes.

June 11, 2012 Patch


[edit] Balance changelog

6.81

  • Phantasm icon.png Phantasm now has a 50% chance to create one extra illusion when cast.

6.79

  • Chaos Bolt icon.png Chaos Bolt damage and stun values are now inversely related.

6.75

  • Chaos Bolt icon.png Chaos Bolt's stun is no longer partially undodgeable (now a normal projectile with 1000 speed),

6.72d

  • Undid melee hero collision change from 6.72c

6.72c

  • Phantasm icon.png Phantasm manacost reduced from 175/225/275 to 125/200/275.
  • Phantasm icon.png Phantasm cooldown reduced from 180/160/140 to 140.
  • Melee hero collision size now reduced from 24 to 12.

6.72

  • Base strength increased by 3.
  • Chaos Bolt icon.png Chaos Bolt damage improved from 1-200 to 1-200/50-225/75-250/100-275.
  • Chaos Bolt icon.png Chaos Bolt now has a floating text indicator for the damage done.
  • Rebalanced all Melee heroes between 100 and 128 range to be 128 range
    • Chaos Knight previously had 100 range.

6.71

6.69

  • Added to Captain's Mode.

6.68

  • Reality Rift icon.png Reality Rift manacost increased from 50 to 70.
  • Starting str decreased by 4 and increased base damage by 4 to keep it constant.

6.65

  • Cast Point Improved.
  • Reworked his Blink Strike.

6.63

  • Phantasm icon.png Phantasm cooldown decreased from 180 to 180/160/140.

6.59

  • Improved Chaos Knight's cast point.

6.44

  • Chaos Bolt now shows the random stun duration

6.36

  • Changed level 2 and 3 Phantasm to take the same 200% extra damage as level 1

6.35

  • Chaos Knight base damage a little less random
  • Minor armor buff (usually 1) to most melee heroes

6.34

  • CK's Blink Strike now works like the one PA and SA have.

6.29

  • Chaos Bolt does some random damage now.

6.28

  • Chaos Bolt reworked a bit

6.20

  • Chaos Knight Critical Strike from 1.55/2.10/2.65/3.2 to 1.5/2/2.5/3

6.11

  • CK critical tooltip + slight change to crit distribution

6.05

  • Critical strike changed from 3.67 to 3.33

6.04

  • Chaos knight base str reduced to 21 from 23

[edit] Gallery

[edit] See also