Hero
Chaos Knight | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Has strong but random damage output. | |
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 Chaotic Bolt, and then Strikes with life-stealing attacks that deal highly irregular amounts of damage. 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 apocalyptic Phantasms hack their opponents apart with the strength of multiple heroes. | |
Roles: | Carry Disabler Durable Pusher Initiator |
Complexity: | |
Adjectives: | Red, Steed, Nose Legs ( 2 )
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Bio[]
▶️ "The light shall be blackened, and chaos shall reign."
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.
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.
Alias:
CK
Voice:
Abilities[]
Throws a mysterious bolt of energy at the target unit. It stuns for a random duration and deals random damage.
Min Damage: 90/120/150/180
Max Damage: 150/210/270/330
Increases the cast range of Chaos Bolt, and causes it to create a Phantasm illusion to attack the target.
Phantasm must be drafted as well for the illusion to spawn.
Even Chaos Knight cannot predict this manifest of unholy energy.
- Chaos Bolt travels at a speed of 700, in a parabolic curve toward its target.
- 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 up to two decimal places.
- However, the actual stun duration is not by exact seconds — it ranges between the min and max values (e.g. LEVEL 1could stun for 1.72 seconds).
- However, the actual stun duration is not by exact seconds — it ranges between the min and max values (e.g.
- Both the damage and stun values are inversely related, the longer the stun is, the less damage it deals, and vice versa.
- This means the damage decreases by 12/12/12/12 per each additional 0.1 seconds of stun. Has the following values for the damage and stun duration on each level:
- LEVEL 11.25s – 150, 1.375s – 135, 1.5s – 120, 1.625s – 105, 1.75s – 90
- LEVEL 21.5s – 210, 1.6875s – 187.5, 1.875s – 165, 2.0625s – 142.5, 2.25s – 120
- LEVEL 31.75s – 270, 2s – 240, 2.25s – 210, 2.5s – 180, 2.75s – 150
- LEVEL 42s – 330, 2.3125s – 292.5, 2.625s – 255, 2.9375s – 217.5, 3.25s – 180
- TALENTSince both the minimum and maximum value of the stun duration are increased evenly by 0.6, the above damage values remain the same.
- This means the damage decreases by 12/12/12/12 per each additional 0.1 seconds of stun. Has the following values for the damage and stun duration on each level:
- The bolt first applies the debuff, then the damage.
- All illusions owned by Chaos Knight within 675 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 do not have 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.
- Chaos Bolt now creates 1 controllable Phantasm illusion upon projectile impact, based on its current level.
- Does not spawn an illusion, if the projectile gets disjointed, or the target is invulnerable, hidden or spell immune upon impact.
- If it is not leveled, or if the caster does not have Phantasm, the illusion does not spawn. Phantasm notes fully apply.
- The illusion spawned automatically starts attacking the affected enemy.
- Dispelling the stun or dying does not remove already spawned illusions.
- The Phantasm illusion spawns at different distances depending on the caster and affected target's collision size as follows:
- The illusion spawns 58-distance away from the affected target in the following conditions:
- If both the caster and the affected target have the same collision size.
- If the affected target's collision size is 27 while the caster's collision size is 18 or vice versa.
- The illusion spawns 87-distance away from the affected target only when the target's collision size is greater than the caster's collision size.
- The illusion spawns 58-distance away from the affected target in the following conditions:
- The Ability Upgrade creates Phantasm illusions despite not having the ability.
Reality Rift
Ability
Target Unit
Target Unit
Affects
Enemies / Self
Enemies / Self
Teleports you, any images you have and the target unit to a point along the line between the two of you. Reduces armor of the enemy unit for 6 seconds.
Illusion Search Radius: 1375
Armor Reduction: 4/5/6/7
Duration: 6
Debuff Immunity Notes:
Neither pulls nor reduces the armor of debuff immune targets.
Chaos Knight still teleports next to the target.
Armageddon rides between the planes, bringing Chaos Knight to his victim wherever he may hide.
- Neither disjoint projectiles for enemies nor for self.
- Teleports Chaos Knight to a point 300/350/400/450 ( 525/575/625/675) range away from the target's original position, towards Chaos Knight's original cast location, but not beyond it.
- The target is then teleported 62 range in front of that location, so they effectively get pulled by 238/288/338/388 ( 463/513/563/613) range.
- Chaos Knight's illusions are also teleported around the target from random angles, with the 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 the Fog of War.
- Chaos Knight and his illusions are made to face his target and are issued an attack order against the target.
- When cast on Roshan, 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 but refreshes the duration.
- Does not interrupt the target's channeling abilities.
Chaos Strike
Ability
Passive
Passive
Affects
Enemies / Self
Enemies / Self
Chaos Knight and his illusions' attacks have a chance to deal a critical strike of varying strength, in addition to a lifesteal for percentage of the damage. Deals 2x damage to creeps.
Min Critical Damage: 125%
Max Critical Damage: 140%/175%/210%/245%
Creep Damage Multiplier: 2
Creep Lifesteal Multiplier: 0.3
Illusion Notes:
Critical strike values shown are before illusion outgoing damage and armor reduction.
Chaos Knight's unwieldy power bludgeons those who stand before him, crushing the thickest of armors.
- Increases attack damage by an average of 10.83%/16.67%/22.5%/28.33% ( 14.08%/21.67%/29.25%/36.83%) against heroes.
- Increases attack damage by an average of 54.99%/66.66%/78.33%/89.99% ( 71.49%/86.66%/101.83%/116.99%) against creeps.
- Treats clones, illusions, creep-heroes and Roshan as heroes.
- A critical strike proc is determined during Chaos Knight's attack point.
- When a critical strike procs, Chaos Knight uses a specific attack animation, and particle effects appear on his weapon.
- The proc chances of multiple critical strike sources stack.
- If two sources of critical strike proc at the same time, the higher multiplier has priority.
- Stacks additively with other lifesteal sources.
- Chaos Strike uses pseudo-random distribution.
Phantasm
Ability
No Target
No Target
Summons several phantasmal copies of the Chaos Knight from alternate dimensions. The phantasms are strong illusions that deal damage, but take damage.
Split Time: 0.5
Creates an illusion of allied heroes globally. Creates an additional illusion for Chaos Knight as well.
Modifiers [?]
modifier_chaos_knight_phantasm
Death
modifier_chaos_knight_phantasm_illusion
Death
modifier_illusion
Death
modifier_invulnerable
Death
Drawing on his battles fought across many worlds and many times, phantasms of the Chaos Knight rise up to quell all who oppose him.
- Phantasm first disjoints projectiles upon cast, then applies a basic dispel on Chaos Knight after the split time.
- Chaos Knight is invulnerable, hidden and spell immune during the 0.5-second split time.
- Also provides 400 radius flying vision around Chaos Knight upon cast during the split time.
- After the 0.5 seconds 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.
- For Chaos Knight, when the number of illusions spawned is ≥ 3, two random illusions may spawn in the same coordinates, and one of them will be pushed 58-distance away.
- 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.
- All Phantasm-based illusions have a expr
2 × IllusionLVL
bounty. - The illusions spawn at different distances depending on the caster's collision size as follows:
- The illusions spawned are 135-distance or 90-distance away if the caster's collision size is 27 or 18 respectively.
- For ally heroes, the illusions spawned are 81-distance or 54-distance away if the affected ally's collision size is 27 or 18 respectively, following the same collision size notes if the illusions spawned are too close to each other.
- All Phantasm-based illusions have a
- Orders the caster to stop after the split time, canceling all queued orders, and orders given during the split time.
- Also stops all ongoing targeted orders of other units that have been issued before Phantasm was cast.
- Successive casts replace the Phantasm illusions from the previous cast, no matter under whose control they are, except for the following situations:
- When the illusion is Enchanted.
- When the illusion(s) are affected by hidden or invulnerability sources.
- Phantasm illusions are strong illusions, meaning they cannot be instantly killed by abilities that normally kill illusions instantly.
- Phantasm now creates 1 illusion of every ally hero, Globally, under Chaos Knight's control.
- Does not affect invulnerable or hidden allies.
- Treat clones and the Spirit Bear as heroes and creep-heroes as creeps.
- Applies a basic dispel on affected allied heroes, but does not disjoint projectiles.
- Neither turn ally heroes invulnerable nor hidden. Therefore, it neither interrupts their current orders nor disjoints projectiles for them.
- The same illusion formation notes apply to these illusions as well.
Talents[]
Hero Talents | ||
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+10s Phantasm Duration | 25 | +10% Chaos Strike Chance |
Reality Rift Pierces Debuff Immunity | 20 | +0.6 Min/Max Chaos Bolt Duration |
-100% Phantasm Illusion Incoming Damage | 15 | -3s Chaos Bolt Cooldown |
+225 Reality Rift Pull Distance | 10 | +35% Chaos Strike Lifesteal |
Recent Changes[]
<div> <div class="updatetablehead"> <div id="version">Version</div><div id="description">Description</div> </div> <div class="updatetablebody">
- Increased Reality Rift Cast Range from 550/600/650/700 to 600/650/700/750
- Increased Chaos Strike Creep Damage Multiplier from 1.9x to 2x
- Increased Reality Rift Pull Distance from 250/300/350/400 to 300/350/400/450.
- Reduced Chaos Strike lifesteal from 30%/40%/50%/60% to 24%/36%/48%/60%.
</div> </div>
Recommended Items[]
Starting items:
- Tango helps to stay in the lane.
- Healing Salve restores a lot of health quickly to stay in the lane.
- Enchanted Mango provides passive health regeneration and can be used to restore mana.
- Quelling Blade boosts bonus attack damage against creeps, helpful when farming.
Early game:
- Bracer fills the much needed require of health at laning and pushing stages, grants strength to bear damage and dole out.
- Magic Wand provides chip attributes and provides burst health and mana regen that can often be enough to survive.
- Boots of Speed give a nice movement speed boost.
- Armlet of Mordiggian 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. Beware that armlet, however, does not provide any extra mana or mana regen to sustain the high manacost skill and tiny mana pool. Without any active skills available, Chaos Knight is not very useful in a fight.
Mid game:
- Power Treads provide tankiness with strength, which transfer to his illusions, and allow him to tread switch for mana.
- Echo Sabre'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.
- Black King Bar 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.
Late game:
- Blink Dagger gives you some form of initiation and can be upgraded into Overwhelming Blink later.
- 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.
Situational items:
- 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'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.
- Abyssal Blade 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.
- 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.
- Shadow Blade 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 Silver Edge that gives attributes and break.
- 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.
- Bloodthorn is a powerful item to further increase the single target damage output and to counter heroes with evasion. The attack speed bonus is also beneficial to Chaos Knight himself and his illusions, while the extra intelligence and mana regeneration bonus fix his low mana issue, allowing Chaos Knight to cast his spell more often.
Dota Plus Progress[]
Main Article: Hero Challenges
Relics track a hero's actions and statistics, and display in-game notifications when a milestone is reached. They are only available to Dota Plus subscribers.
Relics | Voice Lines | |
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Bronze |
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Silver |
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Gold |
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Platinum |
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Master |
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Grandmaster |
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Equipment[]
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Trivia[]
- 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.
- Chaos Knight's lore and responses draw many references to the Four Horsemen of the Apocalypse, and his ultimate is a literalisation of it.
- ▶️ "Ah, Tidehunter, can I offer you a seabiscuit?" is a reference to Seabiscuit, a famous American racehorse.
- Fitting his theme of randomness, 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, Chaos Knight, Keeper of the Light, and Io together represent the four fundamental forces of the universe with Chaos Knight representing the strong interaction, the force that binds quarks to make protons and neutrons. It is also one of the forces present in the detonation of a nuclear bomb, a weapon commonly seen as a tool of widespread death and destruction.
- Fitting to his theme, the strong force is the most powerful among the four fundamental forces, but its strength is very limited in far distances. Hence his status as a melee strength hero whose role is that of a hard carry. Furthermore, his Reality Rift spell brings an enemy hero into Chaos Knight's effective melee range, just like how the strong force binds quarks together with its strength.
- The uncertainty principle determines the range of the strong nuclear force. This is the reason why Chaos Knight's abilities and damage are so random.
- Chaos Knight's default mount's name is Armageddon.
- One of Chaos Knight's 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.
- 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".