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ALRIGHT, LISTEN UP MAGGOTS. This here is a guide for the one they call Chaos Knight - hard carry, snowballer, part-time rat and Fundamental of the universe. He's a fast-moving, hard-hitting, death-pushing hero who has a ******ed amount of RNG on his skills that requires a bit of caution or it'll bite you on the arse.
Now, I'm not exactly known for playing a lot of this hero... but he's a ******* illusion carry. One of those things plays a lot like another, and CK is among the easiest of them. Still, in recent weeks I've been grabbing him a fair amount, and have every intention to play him even more.
So now that the compulsory introduction is out of the way let's get on with it or whatever.
Sounds like a prog metal album, doesn't it?
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Type: Targets: |
Active Enemy Units |
Throws a mysterious bolt of energy at the target unit. It stuns for a random duration and deals random damage. |
Level 1 2 3 4 |
Mana 140 140 140 140 |
Cooldown 10 10 10 10 |
Range 500 500 500 500 |
Min Stun 1 1 1 2 |
Max Stun 2 3 4 4 |
Damage 75-200 100-225 125-250 150-275 |
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Type: Targets: |
Active Enemy Units |
Teleports you, any images you have and the target unit to a random point along the line between the two of you. Gives you bonus attack damage for one attack. |
Level 1 2 3 4 |
Mana 50 50 50 50 |
Cooldown 24 18 12 6 |
Range 550 600 650 700 |
Damage Bonus 60 100 140 180 |
Illusion Pull Radius 1375 1375 1375 1375 |
Buff Duration 1.2 1.2 1.2 1.2 |
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Type: Affects: |
Passive Self |
Each of Chaos Knight's attacks has a chance to deal bonus damage and reduce the target's armor by 5 for 8 seconds. |
Level 1 2 3 4 |
Chance 10% 10% 10% 10% |
Critical Damage 125% 175% 225% 275% |
-Armour 5 5 5 5 |
Level 1 2 3 |
Manacost 125 200 275 |
No. of Illusions 1 2 3 |
Illusion damage dealt 100% 100% 100% |
Illusion damage taken 200% 200% 200% |
Pros
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Cons
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Going to try something different from my other guides and address the items immediately after the skills.
Wait, hang on... wrong Chaos Knight. Who even plays Fantasy anyway XD
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However, in some games, you'll be up against a team you really don't want to be fighting - like some ******* ![]() ![]() ![]() ![]() |
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What's not to like about this item? It's cheap, cost-efficient stats, and grants a nice boost to movement and attack speed that's especially noticeable on ![]() |
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Yet again, cheap and cost efficient. Armlet gives everything CK desires - armour, regen, attack speed. In addition, the active is a LOT of Strength... that transfers to your illusions, who don't suffer the Health loss. Activate Armlet, cast ![]() |
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Wut? Sheepstick as core on CK? Well... yes, actually. It's almost essential against ![]() ![]() ![]() |
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For similar reasons to the above scythe, ![]() |
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Despite not affecting illusions in any way, ![]() ![]() ![]() ![]() ![]() |
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A nice option when you're looking for both offence and defence. It gives a sizeable chunk of 4 armour, a huge boost to attack speed, and evasion to force out MKB purchases from the enemy. In the lategame, it's the biggest boost to your physical EHP you can get, and since most hard carries you may be competing against don't particularly like or want to purchase ![]() |
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A dedicated armour item. A lot of people see the Cuirass as a 'core extension' on CK, which I would argue against - he's naturally got plenty of armour, and the attack speed doesn't benefit your illusions. As a result, I would generally advocate a ![]() ![]() |
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While not ideal on ![]() ![]() ![]() |
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It's a very poor item on an illusion hero, and ![]() |
A lane with Chaos Knight in it is a scary lane. He has a ridiculous amount of kill potential from as early as level 2, and it only escalates from there. Your job is twofold: firstly, get as much farm as you can. Secondly, get as many kills as you can.
Chaos Knight and literally any other disabler support can wreak havoc on solo offlaners, and most dual lanes as well.
So, this is when you should make your mark on the game. You've had your early vegetation, now you can go and start killing things.
First thing to be aware of is your ridiculous downtime and you'll really be feeling this. So, don't blow Phantasm on something as minor as a solo kill - with the possible exception of it being the enemy carry. He's not like
Faceless Void where solo kills are all your ult is good for - even with just Armlet and Drums, a
Chaos Knight is quite able to score double, triple and even ultra kills with his ultimate - so save it for teamfights or other important points. Trading it for a t2 tower is also acceptable, but make sure you actually take the tower. If it's denied, or even worse still standing, sad *** story.
Rather than a lot of carries who 'fight with ultimate, farm when it's on cooldown', Chaos Knight should fight with his ultimate, and participate in team ganks when it's down, farming when neither of those is a good option. Unlike most hard carries, he's a snowballer due to his ability to make a target disappear and due to his slow farming speed. This is where Midas on CK makes sense - it basically means you can gank much more freely, as your GPM will be sustained by the Midas and it means you spend less time actually AFK farming and more time roaming around, looking for kills.
The good thing about Chaos Knight is that his lategame is very similar to the midgame, except with more emphasis on split-pushing with
Manta Style. Solo kills aren't as important if they're not on a carry, and one side is usually up to tier 3 towers.
Most carries have their full set of items in the lategame. Not so Chaos Knight - here is where your slow farming speed works with you rather than against, as you're still scaling. If a CK with 4 slots is ****ing terrifying, what'll he be like with 6? The answer probably involves a speculum.
As I said earlier, the issue is in the transition. In pubs, this isn't a huge deal, but in a more organised/high skill game, be it 5k ranked or Captain's Mode, there will be this period where you have midgame items that suddenly are doing nothing, and you're 2k-5k gold away from becoming a full lategame powerhouse. The upside is, you've probably got Heart of Tarrasque at this point, so you are very durable even if your combat effectiveness has slipped up a bit with regards to fighting enemy cores (you still evaporate supports). Since you'll still be a high priority target, you at least take a lot of fire off your team.
This dip in power is also the reason Octarine Core isn't worth getting until you're at your 5th or 6th expensive item. The same can apply to Sheepstick, though that's a different matter I'll discuss in a little bit. What you do during this dip is stall, which is where
Manta Style comes in. Split push with it, while farming whatever you find. Ideally you should have another core on the team (probably your midlaner) who can pick up whatever slack you had while you're waiting it out, so depending on the drafts you mightn't even have a problem at all.
Scythe of Vyse is an excellent lategame item, especially on a hero without slot issues such as
Chaos Knight. The problem is that during your transition time, you're lacking damage, and Sheepstick doesn't give much at all. But on the other hand, it's an extremely good way to deal with the
Glimmer Capes and
Ghost Scepters the enemy supports will have. When to get it requires a judgement of where you are in the game - if you're considerably ahead, it'll almost certainly be the best item, but if you're not getting damage will be better.
Abyssal Blade fulfills a similar role, but it further impacts your pitiful mana pool and the disable is only melee, meaning that you'll be using
Chaos Bolt to try and stop supports defending your target - and that spell, of course, can be disjointed, dodged, or whatever else.
Here is the importance too of Manta Style. Somewhat like
Anti-Mage was doing 20 minutes ago, you're going to be split pushing in an attempt to stall the game. Thankfully, you don't have to buy too much time, and it's even less depending on what other Heroes are on your team.
One of the good things is that Chaos Knight doesn't have a lot of counters unlike most illusion Heroes, mostly because he's Strength and able to eat up nukes unlike, say,
Terrorblade or
Phantom Lancer. Still, there are a few heroes to be aware of in your interactions:
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God, this guy is an *******. Sure, if you can catch him, he's going to melt... but the problem is catching him. ![]() ![]() |
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Sure, you don't really care about the damage from ![]() |
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AoE disables? Check. Percentage based damage? Check. Honestly not the worst, because you destroy him without ![]() |
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High area damage, and he cuts down your primary attribute. A good Timber is seriously nasty to deal with as a CK. |
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Whaaaaat? Squishy burstable heroes on this list? Well, yeah. Both ![]() ![]() ![]() |
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She outcarries you, and ![]() ![]() |
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Fun, fun lane... for you. She solves CK's mana problems and adds even more damage and lockdown. An idea lane partner, alongside... |
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Also gives you infinite mana, but you can also help set up ![]() |
There's not really a lot more to say. If you like tanky, bursty heroes who can eat up anything the enemy team throws at you, Chaos Knight is a hero for you. Hopefully I've conglomerated enough thoughts for you to be able to form diverse strategies - experiment! Want to do a max crit AFK farm build? Try it out! Jungle CK? Why not. That's really the beauty of Dota, anything can work (in pubs. They don't punish stupid ****). What's presented here is but one way of playing
Chaos Knight, one that's open to experimentation.
Murder, pillage, kill. Let your hoofprints beat in the dust and ashes of their hopes, for Chaos itself has come to claim their land.
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