|Chaos Knight is a powerful strength hero dealing High Physical DPS that smashes his foes with straight, but powerful hits due to his Chaos Strike. Chaos Bolt is a luck-base spell that makes it hard to use, and he can close the gap with his enemies through Reality Rift. Phantasm has long recharge time, it would be recommended to time your ultimate for teamfights only. Chaos Knight requires adequate farming and an aggressive mindset to trample enemy Heroes. Once enough farming, he can overpower the late game with lots of Physical DPS with his Illusions.|
Carry/Pushing Chaos Knight
Carry Chaos Knight is the usual way to play Chaos Knight. It's most appropriate against line ups that have too little AOE to deal with your Phantasm army in the late game.
You'll usually want to max out Chaos Bolt first as the increased stun duration (and guaranteed 2 sec stun at level 4) can allow you to burst almost anyone down. Odds are you won't want to skip Phantasm at level 6 as you can use it to quickly push a tower, perhaps after bursting the offlaner. Skip Chaos Strike, the lifesteal won't matter in a safe lane and does too little damage early game.
It's unlikely none of the enemy heroes will have no AOE, but if it's only magical burst, don't forget your considerable strength gain per level and your desire to build strength items can help your army survive even through full-blown wombo-combos. It's not uncommon for a Chaos Knight army to survive an Echo Slam even while clumped up, and move forth unscathed.
There are few scenarios where you'll want to skip Armlet of Mordiggian as it synergizes perfectly with Chaos Knight. Don't forget to turn it on before using Phantasm. Otherwise, you'll mainly want to build stats. Sange is a common replacement but it is sub-optimal, can be built into Heaven's Halberd. Eye of Skadi and Heart of Tarrasque provide the most stats, the latter enabling you to keep your armlet always toggled. Butterfly and Assault Cuirass also work well with your illusions. Black King Bar to prevent getting chain disabled and you can turn on BKB and ult once the aoe has been used.
Support/Roaming Chaos Knight
Generally, it is a waste to go full support when playing Chaos Knight as so not recommended to play positions lower than 3. Chaos Knight makes for a formidable roamer and semi-carry thanks to his excellent base damage and speed, and it might make your opponents try too hard to counter you with AOE abilities that might have too little impact for your team's 'real' carry.
As a roaming CK, you'll want to start with a point in Chaos Bolt for the stun however max out Reality Rift first as it considerably lowers the cooldown, increases the pull distance and armor reduction. If you're letting another hero your carry in lane, don't hesitate to repeatedly cast it and cancel the animation as it can make the enemy very fearful and make him waste a spell or item.
Since Chaos Knight's mana pool is so low and its cooldown is so long, you may opt to skip your ultimate at level 6, especially since your illusion(s) won't hit that hard without any strength-boosting items.
If you're roaming, a Blight Stone or an Orb of Venom can do wonders to net you kills, and you should probably skip a Wind Lace since your starting speed is already good enough. You'll want some items to keep your mana up during and after ganks, Clarity, Enchanted Mango and Magic Wand will help you. Urn of Shadows is really good for roaming, CK can easily get kill and will be able to utilize the regen and extra damage.
Armlet of Mordiggian is still the most efficient item and works well with urn as you can afford to leave armlet activated for longer. Echo Sabre is also a good choice if toggling armlet is an issue. It gives good strength to boost up you and your Phantasm, good int and mana regen to keep your supply up, and the active, although it doesn't work with your illusions, give you a good burst with Reality Rift making your ganks much more likely to succeed.
As a support/roamer, buy detection as needed but let full supports do the warding.
|Hard Carry Chaos Knight|
|Carry/Pushing Chaos Knight|
|Support/Roaming Chaos Knight|
|Reality Rift Pierces Spell Immunity||25||20% Cooldown Reduction|
|+12 All Stats||20||+120 Gold/Min|
|+10 Strength||15||+20 Movement Speed|
|+8 Intelligence||10||+15 Attack Speed|
Tips & Tactics
- In most situations, max Chaos Bolt and Reality Rift first, since the critical damage from your Chaos Strike is negligible in the early game.
- Always activate your Armlet of Mordiggian before using your ultimate, since the illusions also gain bonuses from it.
- Sange and Yasha is sub-optimal even for ganking CK, better of finishing Heaven's Halber if you have the mana.
- 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 Phantasm 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 enemies that can easily clear illusions such as Medusa, Lion, Pugna owning to the fact that they can clear illusions regardless of their stats and given that your illusions are produced by your ultimate ability with a rather long cooldown 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 that drains mana such as 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 is not nearly as potent.
- Although Chaos Bolt's damage is average, it's not to be underestimated. a lucky strike of 275 damage can be the difference between killing or failing to kill an enemy.
- Chaos Bolt, like Storm Hammer and Wraithfire Blast is easy to predict and disjoint, even easier due to Chaos Knight's poor cast animation. Try to use it as close to an enemy as possible if they have a way to dodge it.
- Due to the unreliability of the spell, it makes Chaos Knight a poor initiator if he is in the field of vision of the enemy, and it is generally better to let your allies initiate the battle. If you are roaming, try to surprise and ambush your enemies, or use a Smoke of Deceit to increase your odds of landing the spell.
- At level 1, Chaos Bolt has a guaranteed one second stun duration, while it only attains a guaranteed two second stun duration at level 4. As such, it may be prudent to either leave Chaos Bolt at level 1 or rush it to level 4 to get the most out of the spell.
- 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 are lucky, you could even get more than two hits while he is stunned.
- Reality Rift will reduce your target's armor by a flat value, making your auto attacks stronger overall.
- Due to being a flat value, this reduction falls off late game.
- Illusions benefit from the armor reduction.
- This ability will place you and your target at a random position between the distance of both characters. This can result in Chaos Knight and his target becoming trapped within trees or in elevated terrain.
- Reality Rift will not only teleport Chaos Knight, but any illusions active when the ability is cast, including illusions from Phantasm. Consider this before using this ability.
- A level 4 Reality Rift is usually much better than a level 4 Chaos Bolt, as the reduction in cooldown makes it a viable chasing skill.
- Since Chaos Strike has only 12% chance to proc, it is an unreliable form of damage. In comparison to other critical passives, such as Wraith King's Mortal Strike, it has a lower chance of occurring but also comes with 65% lifesteal on each proc.
- If you know for sure a fight is about to start, it's sometimes better to use your ultimate before it even starts off. The illusions have a very long duration and if you can find a good target to Reality Rift it can immediately turn a fight in your favor. Be mindful not to use it under enemy vision as they may immediately back away.
- Also, if your enemies have huge teamfight AOEs, they may be specifically waiting for you to cast Phantasm in the middle of the fight to jump on you.
- However, if all their abilities are meant to counter your army, it could be wise to keep it until they've blown some of them on different targets.
- If that would be the case, it could be safer to use your illusions only to push towers, keeping your hero and the rest of your team safely behind. The illusions long duration should even enable you to split push a bit to make counter the enemy's teamfight strategy.
- Your illusions pack a huge punch. They will automatically attack whoever you're pulling with Reality Rift. This target may instantly blow up. Don't forget to micro-manage your illusions while that target is dead and Rift is on cooldown. The same is true if you're dead. If you're confident with your micro-management skills, the best strategy is probably to send one after every enemy hero, similarly to Spectre's Haunt or try killing off supports, and against their buildings if you still have some left to spare.
- Phantasm has a very long cooldown. It is generally unwise to use it as a last-ditch effort when you're about to die since it would still be on cooldown well after you've respawned. However, like Manta Style and Mirror Image it does provide a short instant of invulnerability that can help you disjoint spells, such as Disruptor's Glimpse.
- The potential to disjoint spells can have an incredible impact on teamfights and the game overall, allowing you and your illusions to survive for longer and deal more damage.
- Phantasm 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.
- Iron Branches are very cheap and give small attribute bonuses.
- Tango and a Healing Salve, along with a Stout Shield allow to take a bit of damage while going for last hits.
- Boots of Speed give a nice movement speed boost.
- Magic Wand provides instant mana and health during battles.
- Helm of Iron Will gives some armor and health regeneration. It builds into Armlet of Mordiggian.
- Enchanted Mango will solve Chaos Knight's mana issues and also provides health regeneration before it is used.
- 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.
- Armlet of Mordiggian most cost effective item for Chaos Knight. It 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 and the illusions armor and the much needed 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 late game, if there are strong right-click heroes on the enemy team, or when sange was brought instead of armlet
- 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 combined with a 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. Do not rush this item, Chaos Knight does not have enough health to ensure that the illusions will last and will just waste mana.
- Satanic gives strength, which increases durability and damage. Its active ability allows Chaos Knight to stay in the fight much longer. Note that illusions do not lifesteal.
- Diffusal Blade will give Chaos Knight's illusions Manabreak. Unlike other illusion heroes such as Phantom Lancer, which need the manabreak for damage, Chaos Knights does not need it for damage as a carry CK's illusion usually will kill the target instantly after a Reality Rift. Only get it to counter heroes like Windranger.
- Eye of Skadi is the most efficient stat item in the game, second only to Armlet of Mordiggian; It makes you and your illusions far stronger by giving you 25 strength and 25 agility, and with 25 intelligence it almost single-handedly fixes any mana issues Chaos Knight could have by giving nearly 600 points of raw mana and some regen.
- Urn of Shadows will provide Chaos Knight with early game regeneration and will allow Chaos Strike to be skipped until level 11. Should be core on a ganking Chaos Knight.
- Monkey King Bar to counter heroes with evasion.
- Moon Shard major boost on attack speed improve illusions survivability as it increase the chance to proc lifesteal from Chaos Strike