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|Hero||Strategy||Counters||Equipment||Gear||Responses||Sounds||Lore||Old Abilities||Changelogs||Known Bugs|
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 randomly chosen point along the line between the two and reduces the foe's armor. 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 Phantasm, up to four at max level, retain his full attack damage, 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 five 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.
|Play "The light shall be blackened, and chaos shall reign."|
|Role:||Carry / Disabler / Durable / Pusher / Initiator|
|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)|
- Chaos Bolt travels at a speed of 1000 and can be disjointed.
- The stun duration is not strictly exact 1/2/3/4 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 12.5/6.25/4.17/6.25 per each additional 0.1 seconds of stun.
- Level 1: 1s – 200, 1.25s – 168.75, 1.5s – 137.5, 1.75s – 106.25, 2s – 75 (stun duration – damage)
- Level 2: 1s – 225, 1.5s – 193.75, 2s – 162.5, 2.5s – 131.25, 3s – 100 (stun duration – damage)
- Level 3: 1s – 250, 1.75s – 218.75, 2.5s – 187.5, 3.25s – 156.25, 4s – 125 (stun duration – damage)
- Level 4: 2s – 275, 2.5s – 243.75, 3s – 212.5, 3.5s – 181.25, 4s – 150 (stun duration – damage)
- Stun duration and damage values are shown above the target's head upon hit (visible to allies and enemies).
- The stun duration is shown as a rounded integer.
( Can target and apply its debuff to spell immune units.)
- Reality Rift does not disjoint projectiles.
- Teleports Chaos Knight, his illusions within the search radius and the target to a random point on the line between him and the target.
- This random point is always situated between 30% and 80% of the distance from Chaos Knight to his target upon cast.
- Chaos Knight lands at the opposite side of the hero from where he cast. 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 are about to land.
- Chaos Knight and his illusions are made to face his target and are issued an attack order against the target.
- When cast on Roshan, teleports only Chaos Knight (and his illusions) in front of Roshan from where he cast, not both to a random point.
- The armor reduction is applied to the target upon cast. Chaos Knight does not need to attack it in order to place the debuff.
- The armor reduction from successive casts does not stack, only the duration gets refreshed.
- Does not interrupt the target's channeling spells.
- Targeted neutral creeps do not draw aggro from lane creeps and towers and are ignored by auto-attacks and attack-move orders for 6 seconds.
- Increases attack damage by an average of 3%/9%/15%/21%.
- The proc chances of multiple crit sources stack.
- If two sources of critical strike proc at the same time, the higher multiplier has priority.
- The lifesteal stacks additively with other sources of lifesteal.
- Chaos Strike uses pseudo-random distribution.
- 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 and when spawning 4 illusions, it is shaped like a plus.
- When spawning 3 illusions, the distance in between each is 135 range. When spawning 4 illusions, the distance is 162.
- 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 extra phantasm spawns, an additional sound effect is played.
- Recasting Phantasm replaces the illusions from the previous cast, no matter under whose control they are.
- When upgraded, Phantasm can target allies, creating illusions of them, which then are under Chaos Knight's control.
|Reality Rift Pierces Spell Immune||25||20% Cooldown Reduction|
|+12 All Stats||20||+120 Gold/Min|
|+10 Strength||15||+20 Movement Speed|
|+8 Intelligence||10||+15 Attack Speed|
- Tango heals so it helps Chaos Knight stay in lane.
- Healing Salve restores health to Chaos Knight.
- Enchanted Mango restores mana to Chaos Knight when used and also provides passive health regeneration.
- Stout Shield blocks some damage from enemy heroes and creeps.
- Boots of Speed give a nice movement speed boost.
- Magic Stick provides instant mana and health during battles.
- Helm of Iron Will gives some armor and health regeneration. It builds into Armlet of Mordiggian.
- 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.
- Magic Wand provides burst health and mana, more than Magic Stick, as well as some attributes.
- 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.
- Drum of Endurance gives attributes and mana regeneration; its active ability provides attack speed and movement speed to help with ganks.
- 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 Chaos Knight and either lock him down for a long period of time or burst him down with single target magical damage.
- 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.
- 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.
- Quelling Blade boosts bonus attack damage against creeps, helpful when farming.
- Echo Sabre's double attacks will bring down enemies quicker; it also gives Chaos Knight strength and mana regeneration to stay in battles longer.
- Assault Cuirass is a very strong pickup, giving Chaos Knight and the illusions armor and the much needed attack speed.
- 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
- 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.
- 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.
- 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.
- 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 Chaos Knight's illusion usually will kill the target instantly after a Reality Rift. Only get it to counter heroes like Windranger.
- Moon Shard major boost on attack speed improve illusions survivability as it increase the chance to proc lifesteal from Chaos Strike.
- 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.
- 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. An additional point in most of his death responses, Chaos Knight will voice concern for his horse over himself; this suggests that Chaos Knight is very attached to his faithful companion.
- Chaos Knight's one of the death responses, Play "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 his when he moves "I need no steed".