Chaos Knight is a melee strength hero with one of the highest physical damage output ceilings of all heroes. He is mostly played as a carry and ganker. As his name implies, he has a theme based on randomness and uncertainty. His regular attack has an incredibly wide 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 minuscule to moderate. Reality Rift pulls Chaos Knight and his target to a predetermined point along the line between the two and reduces the foe's armor. Chaos Strike is a crit-based ability with a proc chance and has random damage values. The four illusions produced by his ultimate Phantasm, that can deal up to his full attack damage at max level, benefit from his Chaos Strike and can teleport alongside him to attack the target whenever he uses Reality Rift. This allows Chaos Knight's physical damage output to be multiplied by up to four 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 and potentially wipe out an entire team by himself.
- Chaos Bolt travels at a speed of 700.
- Stun duration and raw damage values are shown above the target's head upon hit (visible to allies and enemies), with the duration being shown as a rounded integer.
- However, the actual stun duration is not by exact seconds -- it ranges between the given values (e.g. 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.
- This means the damage decreases by 9.47/8.46/7.88/7.5 per each additional 0.1 seconds of stun.
- Level 1: 1.25s – 180, 1.4875s – 157.5, 1.725s – 135, 1.9625s – 112.5, 2.2s – 90 (stun duration – damage)
- Level 2: 1.5s – 220, 1.825s – 192.5, 2.15s – 165, 2.475s – 137.5, 2.8s – 110 (stun duration – damage)
- Level 3: 1.75s – 260, 2.1625s – 227.5, 2.575s – 195, 2.9875s – 162.5, 3.4s – 130 (stun duration – damage)
- Level 4: 2s – 300, 2.5s – 262.5, 3s – 225, 3.5s – 187.5, 4s – 150 (stun duration – damage)
- The bolt first applies the debuff, then the damage.
- All illusions owned by Chaos Knight within 600 range of the target also cast a fake Chaos Bolt.
- They play the whole cast animation and release their fake bolt at the same time the real bolt is released.
- When illusions currently are not having any order and are standing still, they turn to face the target and cast the fake bolt.
- When illusions are moving or attacking, they continue to do so and do not turn to face the target. They still play the cast animation, overriding their move or attack animations.
- When canceling the cast, the illusions still play the full cast animation, but do not release the fake bolt.
- The fake bolts do not interact with anything and do not damage or stun the target.
( Can target and apply its debuff to spell immune units.)
- Reality Rift does not disjoint projectiles.
- Teleports Chaos Knight to a point 250/300/350/400 range away from the target's original position, towards Chaos Knight's original cast location, but not beyond it.
- The target is teleported 62 range in front of that location, so they effectively get pulled by 188/238/288/338 range.
- Chaos Knight's illusions are located around the target from random angles, with same distance to it as Chaos Knight.
- The location is determined at the beginning of the cast.
- A visual effect while casting denotes the point at which Chaos Knight and his target will land.
- Also plays a visual effect at the location of any nearby allied illusions while casting, even illusions not actually owned by Chaos Knight.
- If the enemy has vision of Chaos Knight or the target, these visual effects can be seen through fog.
- Chaos Knight and his illusions are made to face his target and are issued an attack order against the target.
- When cast on , Chaos Knight and his illusions still get moved, but Roshan does not.
- The armor debuff is applied to the target upon cast. Chaos Knight does not need to attack it in order to place the debuff.
- The debuff from successive casts does not stack, only the duration gets refreshed.
- Does not interrupt the target's channeling spells.
- The proc chances of multiple crit sources stack.
- If two sources of critical strike proc at the same time, the higher multiplier has priority.
- Stacks additively with other sources of lifesteal.
- The sound and particles play upon start of the attack, not when the attack lands.
- Disjoints projectiles upon cast.
- Applies a basic dispel on Chaos Knight upon cast.
- Resets current attack and spell targeting priorities on Chaos Knight.
- After the split time, Chaos Knight reappears with his illusions.
- The reappear locations are based on Chaos Knight's position upon cast, with one appearing at the cast location, and the others north, east, south or west from that point.
- This means when spawning 3 illusions, the formation is T-shaped.
- The distance in between each is 135 range.
- 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.
- Orders the caster to stop after the split time, canceling all queued orders, and orders given during the split time.
- Recasting Phantasm replaces the illusions from the previous cast, no matter under whose control they are.
- Phantasm illusions are strong illusions, meaning they cannot be instantly killed by abilities which normally kill illusions instantly.
- When upgraded, Phantasm creates an illusion of every allied hero as well, which are under Chaos Knight's control.
- Applies the basic dispel on the allies as well, but it does not disjoint projectiles for them.
- The ally is not turned invulnerable or hidden either, and do not have their orders interrupted.
- The allies and the illusions use the same formation as Chaos Knight does, and get their positions shuffled with their illusions as well.
- Affects all allied heroes, including clones. Does not affect invulnerable or hidden allies.
|Pierces Spell Immune||20||+8sDuration|
|14% Cooldown Reduction||15||+12 Strength|
|+20 Movement Speed||10||+5 All Stats|
- The all stats talent effectively grants Chaos Knight 100 health, 0.5 health regen, 0.83 armor, 5 attack speed, 60 mana, 0.25 mana regen, and 5 attack damage.
- now has a 30% chance to proc on attack, instead of having a 4 second cooldown.
- No longer grants the illusions 25% extra magic resistance.
- Reduced number of illusions from 3 on each level to 1/2/3.
- Increased illusion outgoing damage from 40%/70%/100% to 100% on each level.
- Reduced mana cost from 125/200/275 to 75/125/175.
- Reduced cooldown from 125 to 75.
- Level 15 left talent: 12% cooldown reduction reduced to 14%.
- Level 25 left talent changed: +1.5s max stun duration -> +1s min/max stun duration.
- Level 25 right talent changed: -1.5s cooldown -> +10% proc chance.
- helps to stay in the lane.
- restores a lot of health quickly to stay in the lane.
- provides passive health regeneration and can be used to restore mana.
- boosts bonus attack damage against creeps, helpful when farming.
- fills the much needed require of health at laning and pushing stages, grants strength to bear damage and dole out.
- provides chip attributes and provides burst health and mana regen that can often be enough to survive.
- give a nice movement speed boost.
- gives attributes and mana regeneration; its active ability provides attack speed and movement speed to help with ganks.
- provide tankiness with strength, which transfer to his illusions, and allow him to tread switch for mana.
- 's double attacks will bring down enemies quicker; giving Chaos Knight strength and mana regeneration to stay in battles longer. Also reduces his wide attack damage randomization by double attacks.
- most cost effective item for Chaos Knight. It provides a 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.
- provides a bit of tankiness and a bit of damage on top of much prized spell immunity. As spell immunity does not transfer to illusions, this is best when picked up against teams that can easily isolate the real Chaos Knight and either lock him down for a long period of time or burst him down with single target magical damage.
- 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.
- is a very strong pickup, giving Chaos Knight and the illusions armor and the much needed attack speed.
- is a strong pickup for Chaos Knight late game, if there are strong right-click heroes on the enemy team, or when was brought instead of Armlet.
- is a strong pickup on Chaos Knight if the enemy team does not have a way to clear out your illusions. They're weaker than Phantasm illusions, however, combined with a level 3 Phantasm, Reality Rift will completely surround and trap any enemy that does lack mobility, cleave or area damage; 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.
- will grant mana break to your illusions increasing their damage, active ability will allow you to catch up easily. Can replace your main damage source in mid game with ease as an alternative.
- as a mid-late game choice can give you secondary disabler also a way to engage without worrying about distance. Effectively giving you a secondary and more reliable Reality Rift to zip between targets
- gives you some form of initiation and improves your ability to chase retreating targets. Farming Chaos Knight does not usually get this as their first item, but it is a good choice after Armlet and perhaps another attribute item.
- is an alternative mobility item specifically geared towards mid game aggression. It gives both Reality Rift and Chaos Bolt extra range to catch enemy heroes and initiate fights. It also provides some much needed mana to allow Chaos Knight to spam spells more effectively.
- 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.
- break. is a good alternative to the Blink Dagger. It provides a similar tool for initiation, and also gives a nice boost to attack speed for you and your army. It also upgrades in the that gives attributes and
- is the most efficient stat item in the game, second only to ; 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.
|Roles:||Carry Disabler Durable Pusher Initiator|
|Playstyle:||Upon the black steed Armageddon, the Chaos Knight rode into countless battles with a single purpose in mind: To extinguish that which he knows as "The Light". Like a roll of unseen dice, the oldest Fundamental stuns his targets with a Chaos Bolt, then deals unpredictable damage in the form of Chaos Strikes. Those who escape the initial onslaught find themselves in a Reality Rift, reappearing inexplicably at Armageddon's side, exposed for its rider's wrath. Flanked by several images of himself, the Chaos Knight and his Phantasms hack their opponents apart with the strength of multiple heroes.|
- '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.
- 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.
- fundamental forces of the universe with Chaos Knight representing the weak nuclear force, the force behind radioactive decay, fitting his theme of bringing death and destruction wherever he treads. It also is the only one of the four fundamental forces that has different properties on matter and antimatter, and thus can be seen as the most "chaotic" of the four, also fitting Chaos Knight's theme.
, , , and together represent the four
- Io's lore mentions "the great twin riders Dark and Light," referring to Chaos Knight (weak interaction) and Keeper of the Light (electromagnetism) uniting under the electroweak interaction.
- Chaos Knight's mount's name is Armageddon.
- Chaos Knight's one of the death responses, ▶️ "Armageddon…out of here." may be a reference drawn from the film "Bruce Almighty" where, towards the end of the film the doomsayer (homeless man with handwritten signboard, often with typos) holds a sign "ARMAGEDON OUTA HERE". It works as a cheeky wordplay on "I'mma gettin' out of here"; reflecting on something that doesn't quite cease to be amazing, even while calling for a closure.
- Chaos Knight's response upon killing Dragon Knight, ▶️ "You did need a steed, didn't you?", answers to one of his lines when he moves: ▶️ "I need no steed".