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)
- With the level 20 talent, since both minimum and maximum value of stun duration are increased evenly, the above damage values remain the same.
- 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.
- With illusion upon projectile impact, based on its current level.
, Chaos Bolt creates controllable
- Phantasm notes fully apply. If Phantasm is not learned, the illusion does not spawn.
- The illusion is spawned exactly on the targeted enemy's location, and it automatically starts attacking that enemy.
- Dispelling the stun or dying does not remove the illusion.
- 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 then 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 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 , 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 abilities.
- 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.
- Chaos Strike uses pseudo-random distribution.
- Resets current attack and ability 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.
, Phantasm creates illusion of every allied hero as well, which are under Chaos Knight's control.
- Applies a basic dispel on affected ally heroes as well, but it does not disjoint projectiles for them.
- Does not turn the ally invulnerable or hidden either, and it does not interrupt their current orders.
- 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||+0.5 Min/MaxDuration|
|+35% Cleave||15||+12 Strength|
|+20 Movement Speed||10||+5 All Stats|
- The all / / stats talent effectively grants Chaos Knight 100 health, 0.5 health regeneration, 0.83 armor, 5 attack speed, 60 mana, 0.25 mana regeneration, and 5 attack damage.
- Break. from talents is not disabled by
- Increased turn rate from 0.5. to 0.6.
- Reduced cast backswing from 0.73 to 0.4.
- Changed Phantasm illusion duration from equaling the randomed stun duration to a fixed 6 seconds.
upgrade for :
- Increases cast range from 500 to 800, and causes it to spawn a illusion that attacks the targeted enemy. The illusion lasts as long as the stun does.
- 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. 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.
- is a powerful mid game item that give Chaos Knight a way to spawn a illusion without using his ultimate in a small scale fight or a pick-off. Similar to , the illusion is fully benefits from any stat items and can deal 100% damage; it also gives a nice boost in cast range, make it a decent initiation spell.
- 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.
- 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.
|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 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.
- 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.
, , , and together represent the four
- 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.
- Furthermore, ▶️ "Chaos Knight: so limited by uncertainty." references the uncertainty principle when killing :
- 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.
- 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".