20 + 2.9
14 + 2.1
16 + 1.2
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 the target's 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, Chaos Knight 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.
| Chaos Knight
| Play "The light shall be blackened, and chaos shall reign."
|| Carry / Disabler / Durable / Pusher
|| 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.
|| Barry Dennen (Responses)
- The stun duration is not strictly exact 1/2/3/4 seconds, it ranges between the given values, means for example at level 1, it could stun for 1.74 seconds.
- Damage and stun values are inversely related, meaning the longer the stun is, the less damage it deals and vice versa.
- Stun duration and damage values are shown above the target's head upon hit (visible to allies and enemies). The stun is shown as a rounded value.
- Teleports Chaos Knight, his illusions within the search radius and the target to a random point on the line between him and the target (between 30% and 80% of the distance).
- Chaos Knight lands at the opposite side of the hero from where he casted. His illusions land at random angles around the target.
- The location is determined at the beginning of the cast. The visual effects also play at the beginning, revealing the point at which Chaos Knight and his target will land.
- Chaos Knight and his illusions are made to face his target and are issued an attack order against the target.
- The attack bonus damage is provided by a short buff which gives him a raw damage bonus. This means it can make use of crits, cleaves and lifesteal.
- The buff is also placed on his illusions, but since it's raw damage bonus, they can't make use of it.
- Does not interrupt the target's channeling spells.
- The sound and particles play upon start of the attack, not when the attack lands.
- Chaos Knight is invulnerable and hidden for 0.5 seconds upon cast.
- Resets current attack and spell targeting priorities on Chaos Knight.
- After the 0.5 seconds, Chaos Knight reappears with his illusions.
- The formation of Chaos Knight and the illusions is always the same. One spawns on Chaos Knight's cast location and the others randomly on north, east, south or west side each.
- Though the formation is always the same, Chaos Knight and his illusions take a random position in the formation and have all the same facing angle.
- When the 50% extra phantasm spawns, an extra Play sound effect is played.
- 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.
- 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.
- 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.
- 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.
- Phatasm boasts the most powerful illusions in the game, creating an army that can boost Chaos Knight's damage output for up to 400%. When used in conjunction with Reality Rift and Chaos Bolt it is often possible to destroy the target before they get a chance for retaliation. Given that your illusions do full damage and are far more durable than illusions produced by any other hero always remember that even if your main hero dies your illusions still pose a very serious threat.
- If you manage to farm a Manta style you gain two additional albeit somewhat weaker illusions that serve to wreck havoc among enemy ranks, Manta Style illusions much like Phatasm and rune illusions are pulled to your target with Reality Rift. You can often use this to block your target in a swarm of illusions they will not be able to escape from. The ultimate orb from Manta Style also boosts your mana pool just enough to allow you to cast illusions together with your ultimate ability.
- It is not entirely advisable to pick Chaos Knight against an enemy Medusa owing to the fact that Medusa's Stone Gaze destroys illusions regardless of their stats and given that your illusions are produced by your ultimate ability with a rather long cool down you cannot afford to have them destroyed easily like Naga Siren, Terrorblade and Phantom Lancer who can produce illusions much more frequently.
- You may also want to be careful against an enemy Quas Wex focused Invoker. Given Chaos Knight's dismal mana pool and intelligence gain Invoker's EMP can completely drain him of mana even in later stages of the game and without his active abilities Chaos Knight isn't nearly as potent.
- 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 Play "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.
- At some point in the older versions of DotA, Chaos Knight's critical passive chance was 11% and had a secondary passive which gave him a 1% chance to do 10 times his normal damage. However, since the Warcraft 3 engine rounds chances always down to the next 5, the 1% chance had no chance to occur, as it was rounded down to 0, while the 11% down to 10%.
- Chaos Knight's mount's name is Armageddon and most responses that talk of Armageddon are actually referring to his steed rather than the event itself.
June 14, 2013 Patch
- Fixed 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
- Updated vision values on these abilities: Unstable Concoction, Phantasm, Waveform, Storm Hammer, Mirror Image, Spirit Lance, Requiem of Souls, Spectral Dagger, [ Venomous Gale, Earthbind, Dream Coil, Shackleshot, Wall of Replica, Flamebreak, Deafening Blast, Ghost Ship.
June 20, 2012 Patch
- Reality Rift now puts the Chaos Knight behind his target.
- Fixed Chaos Knight having 2 extra armor.
June 14, 2012 Patch
- Added Chaos Knight, Phantom Assassin and Gyrocopter to Captain's Mode
- Fixed some bugs with the Illusion spawn positions with Phantasm.
- Fixed Reality Rift ignoring Linken's Sphere.
- Fixed getting stuck with your illusions sometimes.
June 11, 2012 Patch
- Reality Rift
- Increased damage from 25/50/75/100 to 60/80/100/120.
- Reduced manacost from 70 to 50.
- Increased Phantasm duration from 34 to 42.
- Increased Phantasm duration from 24 to 34.
- Phantasm now has a 50% chance to create one extra illusion when cast.
- Chaos Bolt damage and stun values are now inversely related.
- Chaos Bolt now damages and stuns when the projectile hits, instead of stunning upon cast, and damaging upon projectile hit. Projectile speed is 1000.
- Undid melee hero collision change from 6.72c
- Reduced manacost from 175/225/275 to 125/200/275.
- Reduced cooldown from 180/160/140 to 140.
- Melee hero collision size now reduced from 24 to 12.
- Increased base strength from 17 to 20.
- Increased attack range from 100 to 128.
- Chaos Bolt
- Increased random damage from 1-200 to 1-200/50-225/75-250/100-275.
- Now displays the amount of damage dealt.
- Increased Phantasm duration from 20 to 24.
- Reduced base strength from 21 to 17.
- Increased base attack damage from 25-55 to 29-59 (total attack damage is still 46-76 because of the strength reduction).
- Increased Reality Rift manacost from 50 to 70.
- Reduced cast point from unknown to 0.4.
- Reworked Blink Strike:
- Old Blink Strike:
- Teleports to a unit and strikes it if it is a foe, dealing bouns damage.
- Cast range: 800
- Damage: 30/60/90/120
- Manacost: 50
- Cooldown: 30/20/10/5
- Notes: Deals the damage immediatly upon teleporting to the target. Can be cast on allies without dealing the damage.
- New Reality Rift:
- The Chaos Knight rips open the fabric of time and space and draws himself and his victim closer to each other. The Chaos Knight may bring any illusion or phantasms of himself along through the rift of reality. Traveling through this rift will enhance the Chaos Knight's damage for one hit.
- Cast range: 550/600/650/700
- Illusion search radius: 1375
- Attack damage bonus: 25/50/75/100
- Number of attacks: 1
- Damage bonus duration: 1.2
- Manacost: 50
- Cooldown: 24/18/12/6
- Notes: Cannot be cast on allies. Grants Chaos Knight and all pulled illusions a raw damage bonus for one attack, but illusions can't make use of it.
- Reduced Phantasm cooldown from 180 to 180/160/140.
- Reduced cast point from unknown to unknown.
- Reduced Phantasm bonus damage taken from 200%/250%/300% to 200% on each level.
- Increased base attack damage from 5-55 to 25-55.
- Increased base armor from 0 to 2 (total armor is now 3.96).
- Chaos Bolt
- No longer deals 50/100/150/200 damage.
- Rescaled stun duration from 1-5 on each level to 1-2/1-3/1-4/2-4.
- Reduced Chaos Strike critical damage from 155%/210%/265%/320% to 150%/200%/250%/300%.
- Critical Strike
- No longer grants 11% evasion chance on level 1.
- Increased critical strike chance from 1%/11%/11%/11% to 11% on each level.
- Rescaled damage from 1100%/150%/250%/333% to 155%/210%/265%/320%.
- Reduced Critical Strike damage from 1100%/150%/250%/367% to 1100%/150%/250%/333%.
- Reduced base strength from 23 to 21.
- Blink Strike
- Now blinks closer to the target.
- Removed the 0.3 second delay on the damage.
- Reduced base attack damage from 6-66 to 5-55 (total attack damage is now 28-78).
- Rescaled base attack damage from 28-36 to 6-66 (total attack damage is now 29-89).
- Blink Strike
- Now makes the caster face the target after blinking.
- Fixed not going into cooldown when used.
- Added a 0.3 second delay to the damage, so it doesn't happen instantly upon blinking.
- This ability got reworked into the current Reality Rift in the 6.65 gameplay patch.
- The bonus damage is independent from Chaos Knight's attack damage and is instantly dealt to the target.
- Chaos Knight is ordered to attack the target, if it is an enemy.
- Can be cast on allies without damaging them.
- This ability got reworked into the current Chaos Strike in the 6.11.
- The actual chance to proc a critical strike was 0%/10%/10%/10%, since the Warcraft 3 engine always rounded the percentage numbers to the next 5 position.
- This means the chance to proc an 1100% damage hit was non-existance, so it only provided the evasion on level 1.
- The evasion was only provided on level 1.