Chaos Knight/Counters

Bad against...

 * Dragon Knight has huge amounts of armour thanks to, which will greatly reduce the damage he takes from you and your army right clicks. If he's farmed enough, he will also make quick work of your clumped up army thanks to the splash attack of his.


 * If you choose to Rift any other enemy than Jakiro, you just set yourself up for a perfect and.
 * will deal colossal amount of damage to your army, as will before you considerably tank up.
 * The AOE damage reduction debuff of Anchor Smash, combined with allows Tidehunter to shrug off your army in the early to mid game.
 * Consider removing Kraken shell through purchase of a
 * will deal colossal amount of damage to your army, as will before you considerably tank up.
 * The AOE stuns enabled by will always slow down your illusions, since they can't have magic immunity.
 * Consider removing Aftershock through purchase of a


 * Using with your army up sets you up for a . Though its damage is very moderate, he will follow with a  and a.
 * Combined with any melee carry, the cleave provided by will crush your illusions for the entire game, provided he can get a good RP off.


 * Although Ember Spirit will die in an instant, especially versus a CK, if you manage to catch him out, his can potentially kill all your army at once, while dealing extra damage to your team if he has a  or two.


 * Sven's cast time is way better than CK, so if you both run at each other, odds are he will get his off first, also stunning your phantasm army if you clumped up.
 * Sven also provides huge amount of armour to the enemy team with.
 * And Sven can obviously cleave through your army with, which is especially effective since Ck has only average armour himself


 * Equipped with an, Pugna can all your illusions pretty quickly. If he's really good, he can also protect whoever you choose to  with.


 * Like Pugna, Lion can get rid of your army pretty quickly (though not as fast) with and, perhaps even an upgraded.
 * If he's not stunned when you Rift him, there's a chance he will accidentally stun you and your army with.


 * Like Pugna, Auroth can protect whomever you choose to Rift with the undispellable.
 * A good can spell doom for you or an ally as you hit it with your own army.

Others

 * Any hero with built-in evasion is at least half decent since CK does not like to build . Be careful not to focus too much on evasion as you may force him to get it eventually, countering your own strategy.
 * Although you need AOE to deal with CK, CK has no AOE of his own, making any kind of summons and illusions rather good versus him. A may cause him to waste a  on an illusion.
 * If CK has become too strong to fight through, consider split-pushing as he has little mobility besides his high movement speed. In these scenarios however, be careful not to lose your base solely against his army as he can leave it behind while teleporting back to protect his own.

Items

 * will considerably reduce the DPS of your illusions, both through attack speed loss and extra armour, while causing 400 damage to them. Don't rely too much on armour however as a farmed CK will always have enough physical DPS to go through any layer.
 * Any item that requires a is at least half decent since CK does not like to build.
 * will provide a good tool versus his army. Bad CK players will often choose to wait it our since you could be surrounded by the army, instead of switching targets.

Good against...
With a potential 4 second stun (on a low 10 second cooldown) and the highest physical DPS in the game, CK can be good against everything. Your problem will be to actually get the stun off and not be immediately focused by all the enemy team.


 * Undying needs time to build up strength with, but he cannot steal strength from your illusions, and no amount of HP will keep him safe for long versus a well-farmed CK.


 * CK naturally builds a to purge off, and he can always use Phantasm before the fight begins.


 * You can always use to get behind the  and attack the hero. Also the spirit bear will die quickly to your right clicks in the late game, possibly making the opponent afraid to split push with his bear.


 * Phantasm is useful to make Techies press Remote Bomb accidentally from benefit of extra phantasm, Techies may understand that all Phantasm is include true identity. When Techies has no bomb. It's your turn to take towers and barracks without worry.

Others

 * Any hero that wishes to man-fight the enemy carry 1v1, for example, or . At equal farm levels, you cannot man fight through.
 * A slight exception goes to as the AOE miss chance from  may allow him to man fight your entire army before you get a.
 * Any hero that has little AOE to deal with your, and that don't want to waste a precious spell on an illusion. , , to name a few.
 * ,, to name a couple more that fill different roles.
 * Entry

Works well with...

 * Although they are opposites lore-wise, KotL is arguably CK's best lane partner. Initiate with . Either the opponent will run away and be out of mana, in which case you can just harass them with right clicks with little fear of retaliation, or CK can follow up with, removing at least a bit of his mana anyway.
 * solves all of CK's mana problems, enabling him to spam, which can serve as a good set-up for a charged up.
 * Equipped with an, the heal from during day time will help keep the  army alive while it sieges a tower.


 * Similar to KotL, CM's helps CK survive sustain in the early game, and the cost and low cds of his spells ensures the aura stays relevant late game.
 * and provide a decent set-up for CK's spells in lane.
 * A 4 second stun goes a long way to get a half decent  going.


 * The enemy team will have to be very well coordinated to deal with CK's army and an angry Huskar, as they have opposite weaknesses. CK is dealt with mostly with AOE magical damage, while you need strong single-target physical or pure damage to go through Huskar's


 * His will create two extra illusions, almost as strong as your own Phantasm, to help you take down enemies and towers alike. It's also a good set-up to get up close and personal with slippery targets like  who could otherwise easily dodge your stun.


 * Reason

Others

 * Any armor reduction considerably boosts CK's DPS, especially AOE abilities since a single target can die almost instantly anyway versus CK. or  to name a couple.
 * Any hero that can make good use of 's stun. and  to name a couple more.
 * Entry

List of heroes that counter Chaos Knight, and list of heroes that work well with Chaos Knight.