1 | 3 | 8 | 9 |
2 | 4 | 5 | 7 |
10 | 12 | 13 | 14 |
6 | 11 | 16 |
15 | 17 | 18 |
Brief:
dotafire.com requires a complete guide to have at least 5000 characters.
Mine has almost a googol of characters, that's why I made this quick PRC guide for intermediate skilled players.
Pros:
He can carry like no other! ^^
Cons:
Almost none: susceptible to AOE Damage ( Radiance and auras included) and/or cleave a bit more than an average hero (as these two can single-out him from his illusions), but rather less than any other illusion-based hero (like Phantom Lancer, for instance).
When to Pick:
You need a hard carry/semi-carry/roamer/ganker/pusher.
When not to pick:
Against AOE casters/cleavers.
Bonus part: get Black King Bar against casters and Heaven's Halberd against cleavers.
Skill Build - The PRC Skill Build:
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The top 2 questions (and their top 2 answers ;)): Q1: Why should one build Chaos Knight's skills PRC-wise? A1: Because the PRC build is one of the best builds for Chaos Knight. Here's why: one defends against an enemy carry by disarming/disabling him. Similarly, one defends against an enemy caster by silencing him, buying Black King Bar and/or items providing magic resistance. You CAN'T quite defend against a PRC-(item-)built Chaos Knight by neither one of these, as his mirror images complicate the disarm/disable part and he does not necessarily requires using magic to kill enemies once he already cast Phantasm and/or activated Manta Style. Q2: Why should one take Phantasm at level 6? A2: Because a 2-3-0-1 skill build bursts around 36% more damage than a 3-3-0-0 skill build: the damage done in a small time interval by having an additional mirror image bests the one coming from an extra second of potential stun. |
Level 6 7 |
STAT INT 22 23.2 |
PRC req. INT 25.8 25.8 |
INT boost needed 4 3 |
PRCR req. INT 31.2 31.2 |
INT boost needed 10 8 |
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Pros:
Type: Targets: |
Active Enemy Units |
Throws a mysterious bolt of energy at the target unit, stunning and dealing damage. Chaos Bolt damage and stun values are inversely related. |
Level 1 2 3 4 |
Mana 140 140 140 140 |
Cooldown 10 10 10 10 |
Range 500 500 500 500 |
Duration 1-2 1-3 1-4 2-4 |
Effect
1-2 seconds random stun, 1-200 random damage 1-3 seconds random stun, 50-225 random damage 1-4 seconds random stun, 75-250 random damage 2-4 seconds random stun, 100-275 random damage |
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 70 70 70 70 |
Cooldown 24 18 12 6 |
Range 550 600 650 700 |
Bonus Damage 25 50 75 100 |
Bonus Duration 1.2 1.2 1.2 1.2 |
Random Location 30-80% of Chaos Knight's current location |
Type: Targets: |
Passive Self |
Chaos Knight's mojo gives him a chance to deal bonus damage. |
Level 1 2 3 4 |
Critical Chance 10% 10% 10% 10% |
Critical Damage 150% 200% 250% 300% |
Effect |
Type: |
Active |
Summons several copies of the Chaos Knight from alternate dimensions. The illusions deal full damage, but take double damage. |
Level 1 2 3 |
Mana 125 200 275 |
Cooldown 140 140 140 |
Duration 24 24 24 |
Illusions 1 2 3 |
Effect After a 0.5 sec delay, creates 1/2/3 illusions. During the delay time, Chaos Knight is invulnerable and mingles with his illusions. |
1. Chaos Bolt
Chaos Bolt is the most random spell of Chaos Knight.
Chaos Bolt is a single target disable that is not reliable for its stun-damage combination. The stun time and damage are inversely related, meaning the longer the stun, the less damage it deals. The stun palette ranges from 1 to 4 seconds depending on the ability level and the overall damage range is 1-275.
You'll want to use this mainly offensive, to buy time to reach your target. Its defensive use kicks-in when you want to avoid taking additional damage (fleeing). Additional usage may occur in interrupting a channeling ability or item like Freezing Field or Town Portal Scroll's Teleport.
Being a disable though, it deserves the first point investment.
2. Reality Rift
This is a signature ability to Chaos Knight. Reality Rift brings the target closer to both Chaos Knight and possible team mates of the horseman. Although it has a random content, that content is by far less that of its predecessor, Chaos Bolt and refers only to the distance from your location to the location where you'll meet your enemy.
You will receive a bonus damage as a present for your enemy, damage that is fixed (not random anymore) and increases with leveling, together with a casting range increase. Another good part of it is that its cooldown decreases from 24 seconds at level 1 to 6 seconds at level 4, bringing it very close to a nuke spell cooldown.
Any illusions within a 1400 range spawned before its casting will be teleported to the meeting too, and will be automatically issued an attack command against your target.
3. Chaos Strike
This is Chaos Knight's only passive ability that grants a fixed 10% chance of inflicting a critical strike, regardless of its ability level. The increase in levels will take the damage multiplier from a level 1 (1.5x) to a level 4 (3x), therefore adding an overall DPS increase from 5% to 20%.
Being a critical strike passive, it works on any illusions.
4. Phantasm
This is Chaos Knight's ultimate, allowing him to summon 1-3 illusions of himself 'from alternate dimensions' to deliver full damage while taking half damage, making these illusions (almost) the most durable illusions in Dota 2 and (almost) the most powerful ones with respect to their damage output.
The ultimate will be taken asap (levels 6, 11, 16) as it synergizes both with his Reality Rift and Chaos Strike.
Ability Importance:
>>> | >>> | >>> |
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Although we said we'll prioritize Phantasm over Reality Rift over Chaos Bolt over Chaos Strike, we'll start with Chaos Bolt at hero levels 1 and 3 due to his 'stunning' power and fill the rest to level 5 (levels 2, 4 and 5) with Reality Rift. Now it's back to Phantasm over Reality Rift over Chaos Bolt over Chaos Strike. ^^ Choosing this order will allow you to increase your effective DPS by 82% and your effective 'HP' by 50% starting level 6, for the (maximum 24 seconds) period your Phantasm (1) illusion is up, allowing you to quickly crack some enemy support skull you find 'wandering' on your lane. Basically, you won't need your support's help right now, but maybe when both of you will finish of the lane carry that was brave enough to hold his ground. He!! yeah, you can even start your PRC's on him if both of you focus him, although is recommended you kill the support first, as he is the one carrying disables around. You can even take on more hefty STR heroes right after your first kill due to its (PRCR's) minimum reliable damage of 520 (going to a maximum of 1200+), but after a mana refill. |
Level 6 7 |
STAT INT 22 23.2 |
PRC req. INT 25.8 25.8 |
INT boost needed 4 3 |
PRCR req. INT 31.2 31.2 |
INT boost needed 10 8 |
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Cost: 584 gold This gives a 5-5-5 STAT increase with included health regeneration. The Circlet will become a Null Talisman asap while the Iron Branches will build into a Magic Wand after you assemble your boots. |
Cost: 1400 gold The build order is chosen to increase your MS to 375 at (about) the same time your opponents buy their Boots of Speed. Then, invest in a Robe of the Magi to increase your INT. Finish your treads with Gloves of Haste. |
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Cost: 1400/1600 gold If you think you can get your Power Treads by level 6 due to some sort of free farm your opponents allow you to have or because you can't rely on a courier until level 6, skip the Null Talisman and assemble your treads as they will give you both the STAT switching ability (+8 INT) and a 30 AS increase. You can add a 200 gold Magic Stick for on-the-spot HP and mana regen which can be quite useful during a PRC... or right after it. If you think it's better to have an early Magic Stick as you lane against heavy casters, sell an Iron Branch at the side shop for the extra slot. You'll buy it again with the Magic Wand recipe. |
Cost: 285 gold This is the 'I can't farm sh!t on my lane' alternative that will even allow you to PRCR at level 6 by completing your Null Talisman. You'd better have your support helping you big time, because there's a chance the reason you couldn't farm might be just you. Be careful as the enemy will for sure have his MS greater than yours, because you, my friend, have no boots. Some boots / a Stout Shield or a Magic Stick are cheap add-ons that increase both your survivability and the damage done considering you stay alive longer (to deal more damage, that is). |
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Cost: 4370 gold Add that gold to your previous 1400 gold EARLY STRING in order to be both a presence feared on the battlefield and a good farmer. After your fist 5-10 minutes, add 10-15 minutes for these CORE items, too. You should have a 300-450 GPM from kills and pushfarming starting right now, so it won't be a problem for you. So right after your EARLY STRING, finish your Null Talisman and Magic Wand if they're not ready and with the help of a kill or two, go for the cheapest pusfarming items which are Morbid Mask and Town Portal Scroll. Why? because these two will allow you to recover the HP you lost in a previous fight while pushfarming to the extent of roughly 450 HP/min, which is very, very good. Town Portal Scroll is there for easy lane-switching (or) in case things get ugly, so it acts like a cheap escape mechanism, too. Of course Armlet of Mordiggian is the first true CORE item on you so you'll rush it immediately after. |
Cost: 2485 gold It's very good. The reason you get a Helm of the Dominator is that the last item you bought, the Helm of Iron Will merged with your previous Morbid Mask. It's good as it gives +5 ARMOR and +20 DMG in addition to your lifesteal and it doesn't take another slot to do that. It can be dismantled later on to build into an Armlet of Mordiggian, when you have all its components. Another good part comes from its active ability, which you can use to stack (ancient) creeps. Tip: use a ranged creep and pull the camp at xx:53. Don't stack more than 2-3 creep 'waves' for at most 2 times, as by that time you should get your Armlet of Mordiggian anyway with gold coming from successful ganks. |
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Cost: 1100-2200 gold each It's a fact that the best thing to get after your Armlet of Mordiggian is a Manta Style (or is it a Diffusal Blade?). I sometimes delay my Manta Style a bit to spend 1150 gold on a Vladmir's Offering upgrade, then continuing to Yasha and Vitality Booster that will get me at 1996 HP at level 17 without activating my armlet. I do this to counter more beefy (and AoE/Armlet) players like Pudge or Skeleton King, but it's not such a great idea as rushing your Manta Style. If you are a skilled player and consider delaying a bit more your Manta Style, you can follow your core with Yasha, Diffusal Blade, upgrading Yasha to Manta Style then upgrading your Diffusal Blade (don't forget to sell your Morbid Mask or upgrade it to a Vladmir's Offering in the process). A more aggressive pushfarming option would be to get the Boots of Travel asap or even before the core (although skipping Armlet of Mordiggian is a bad, bad idea), then go for Vladmir's Offering and finally filling that AS lack with either a Hyperstone (55) or a Yasha (31). Blade Mail shines in the (unfortunate?) case the whole enemy team already starts to hate you and makes a priority of kicking your a** first, as you kind of cracked their skulls early game. Plus, it gives you some armor, bonus damage and +10 INT boost for a mere 2200 gold! |
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Overall Cost: 10555 gold This is the basic LATEGAME CORE that every Chaos Knight b |
1-5 levels:
Try to have a good farm, as having your Power Treads at your first level 6 PRC combo is good for increased AS (only for the real CK, though). Not to mention increased INT.
Don't go nuts if you bought the Animal Courier and even Observer Wards, you can PRC just with the STARTING STRING, so be sure to complete it ASAP.
Try not using your spells because you'll need pretty much most of your mana to pull off your PRC signature combo. Of course, use your Chaos Bolt stun to disable enemies that can kill you. At level 3 you MUST have 2 points in this as it provides you a 66% chance that it will stun for 2 seconds or more, which is pretty good at this stage of the game.
Now before you reach your ultimate, mid will come ganking as he is already at level 6.
Avoid getting ganked is very-very-very simple to do, so simple that almost nobody thinks about that:
Just simply ward your rune spot AND the jungle.
Buying an Observer Ward is thus a great 150 gold spent but keep in mind that:
(1) It's not your job
(2) Mid can say 'Missing Mid!' (ss)
(3) Mid can come ganking before their mid does/initiates the gank
(4) You and your lane mate can initiate a 'gank' with your Phantasm, although
(5) It's not that efficient to Phantasm to evade an enemy gank, as your health may be already 'half-ganked'
But if you do buy an Observer Ward pack, be sure to:
(1) Place one of the two in the jungle, because mid can come ganking while avoiding some of the rune warding spots.
(2) Complete your STARTING STRING ASAP if it's still not ready with the help of your courier.
Level 6:
Put one point in Phantasm. It's a good time right now to start using your PRC... combos, but it is an even better time for those at level 7, so it's your choice of trying to kill someone right now with rather high chances of succeeding or wait for level 7 that will give you even more successful rates by its Reality Rift 6 second cooldown.
Starting right now, you are a ganking animal. Now how to do that?
In teamfight, your role is simple:
(1) Intiate (preferably) second
(2) Focus their supports
(3) Kill their supports (the easiest part)
(4) Watch out for disabled enemy carries: your second killing priority
(4) Finish off what's left of the enemy team
3 kills out of a 5 vs. 5 teamfight is achievable, as supports die quite 'instantly'. You should set the bar to at least 3 kills in such a teamfight, as killing 1-2 supports AND dying does nothing bad to their team (as supports don't require gold) and furthermore disadvantages yours (getting killed several times being the ganker in midgame can end both your following midgame ganking carreer and your lategame carrying one)
Now how to do that?
Check what I extracted from the (7. Gameplay) previous chapter:
First:
(1) You should have mana (at least 335+n*70, for n additional Reality Rifts)
(2) You should start looking for ganks
Now getting back to ganking:
You have the mana, thanks to this early mana-focusing build. On lane, kill the lane support, try to finish of the lane carry with the help of your support and continue pushfarming towards the enemy tower.
Buy a Morbid Mask + Town Portal Scroll from the Side Shop. Buy 2-4 Clarityes from the main shop and have them delivered to you. You can check for a (regeneration) rune too, but be careful to avoid getting killed as you are low on health right now.
You can prepare for next kills with an Urn of Shadows instead of lifesteal. It will heal 400 HP of you or an ally of yours in 8 seconds, about 7 times faster than pushfarming with lifesteal.
Not to mention it gives you +6 additional STR and +50% mana regeneration, which is some sort of having built-in Clarityes and you can even 'nuke' fleeing enemies for 150 damage.
I usually choose lifesteal, as it synergizes with my next core item, Armlet of Mordiggian.
With the lifesteal and Clarityes you should have your HP and mana up again in 1-2 minutes, while getting some pushfarming gold in the process. Maybe you're around level 8 or 9. If your lane opponents didn't come back by now, they're probably waiting to gank somebody. If the rune and the jungle is warded, you're safe, so you should warn the others and get there asap via your Town Portal Scroll. If they come to gank you, well, here's the best part:
If you still have your support around and you initiate (having your Phantasm up now), you might even have a chance!
If you consider you'll loose the battle and you won't initiate, you better back out, OR TP TO A FREE FARMING LANE and PUSHFARM! ^^
Remember to focus the supports first in any fight, because:
(1) They can seriously disable you or your team mates (if they know who's the real CK there or have a lucky guess)
(2) They are easy to kill, being squishy: A PRC combo should do the trick both early and later on, due to the fact that in the late stages of the game you'll deal more damage and their support won't last for more than six seconds for sure!
Having additional 140-210 mana except that required for a standard PRC can be very helpful in disabling another carry that might seriously damage you.
(3) In order to focus their supports, one of the best ways to do that is TO AVOID BEING SEEN. Translating: you can either rift your illusions in while being covered by some trees or even get at the back of the enemy team, where their supports are left 'unguarded', and kill them one by one.
(4) If you don't have time to surround their supports, come galloping in the front door, focus a support, bang! he's dead. Go for another: bang! another kill (6 seconds cooldown ^^). Now finish off any of the remaining enemy team and that's it!
(5) VERY-VERY IMPORTANT: After Phantasm, you'll have more Chaos Knights around to micro, which can be difficult. Reality Rift puts the Chaos to order back again in issuing all your illusions an attack order against your target. See how simple that was? Nevertheless, holding CTRL while issuing somewhat basic actions would issue those actions to ALL your Chaos Knights around, so you'll have them packed to arrive at a Reality Rift meeting in 100% of the cases.
USE THE CTRL KEY! I can't stress this enough!
Now you can dish out the Morbid Mask + Clarityes regen combo as you are around your team mates. Some of them should have Arcane Boots, some healing spells, some Mekansm and you're all set!
If you (or your team) doesn't want to continue pushing, go pushfarming until the (most of the) enemy team respawns. You can even go for jungling to be safe. Having a Helm of the Dominator can help you farm previously stacked (ancient) creeps with no problem, paired to your Armlet of Mordiggian, so go do that.
Remember your midgame career is coming to a halt and to get a lategame carry career you should be farming round-the-clock, unless your hard carry does it.
If your team does not have a hard carry, you're the closest match for one, so GO FARMING RIGHT NOW!
In lategame you should focus on lategame items such as Heart of Tarrasque, Assault Cuirass and something having evasion (Heaven's Haberd).
Apply the same 'treatment' to the enemy team until their ancient is destroyed. You shouldn't have any problems now if you played good early on. If the enemy team is focusing you big time, having a Black King Bar around will come in handy. You can even pair that with a Satanic for additional in-battle survivability and it's gg.
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ANCIENT APPARITION By far one of the greatest support heroes, Ancient Apparition is a good asset to any team. Having a 3110 level 5 build and paired with Chaos Knight on lane they can obliterate the two enemy heroes. The Ice Vortex + Cold Feet combination initiation while 'adding' a bit of Chilling Touch to you or your illusion will make your PRC combo grant a kill, if not even both. Ice Vortex cast on an area will cause those units within to move slower (starting 18% at level 1, meaning 18%*365 MS=65 MS less!) AND take additional magic damage from spells cast in its range FOR 12 SECONDS! Cold Feet on the other hand is a targetable spell that stuns the enemy in place for 1.25/2/2.75/3.5 seconds after 4 second delay (during which he will get damage!) if he remains in a 740 area, while Chilling Touch will grant a friendly unit bonus magical damage for at least 3 hits, while decreasing his AS by 15%. Keep in mind that Ancient Apparition has to have at least 210 mana for the first two spells and an additional 110 mana for Chilling Touch, not to mention your mana. They won't know what hit them! Pull the following (minimum) combo: Ice Vortex the area Cold Feet the enemy carry PRC the enemy support while both of you focus him/her then finish off the carry that might even be stunned by now! If the carry tries to run away... Ice Vortex is spammable for its 4 second cooldown! Guess what? Your 12/6 seconds Reality Rift, too! ^^ Just have the mana for those. ;) |
CRYSTAL MAIDEN Another great team and lane support is Crystal Maiden. Any 3110, 1310 or 1130 spell build on her is good, by: - having a slow spell - having a disable spell - having a global mana regeneration aura! Now for that mana alone, Crystal Maiden's importance both early and late game is tremendous! In importance term, Frostbite is better for its lower cooldown and its 'disable', which by the way, isn't that good: it just keeps in place, allowing them to cast their spells. Ranged heroes can even attack while frostbitten. Her Crystal Nova is good for slowing the enemy MS by a whooping 30% starting even level 1! That 30% from 365 means -109 MS! Too bad it's so mana intensive, though. The basic thing to do with her on lane is to use her Crystal Nova for initiating or slowing down fleeing heroes, one of the two, because its cooldown is of 15 seconds, so there's a high chance she won't use it twice in a 'gank'. After (if any of) her initiation, bind a (preferably MELLE DPS-er, not ranged caster/nuker) hero in place, attack the other one, then return to the frostbitten one. To avoid them from fleeing, both spells are good. Both spells at level 3 have a 140 mana requirement. Usually, you should initiate with Crystal Nova (in order to avoid Crystal Maiden stealing the kill if she casts it later on, too) regardless of its level and both of you focus their support. The combo is pretty much similar to the previous one from Ancient Apparition. Here's the combo: Crystal Nova the area Frostbite the enemy carry, if melee DPS-er PRC the enemy support while both of you focus him/her then finish off the carry! Alternative (1): Crystal Nova the area Chaos Bolt the carry Frostbite the support for keeping him in one place PR the enemy support while both of you focus him/her then finish off the carry! Alternative (2): Crystal Nova the area PR the enemy support Frostbite the support for keeping him in one place Focus the support Reality Rift + Reality Rift (or Chaos Bolt) the carry (if you choose to reverse the spell order, Reality Rift will work on Frostbiten enemies by pulling the enemy closer while still keeping them in their icy cocoon) If the carry tries to run away and you still have some mana and unused spells after you killed their support, make use of any spell you two have left, as all four of them are useful in slowing/disabling/killing fleeing enemies. |
IO Io is a hero that requires proper skill, so it's still a bit tricky to pull off some combinations with this guy, but even without a skilled partner, the healing, 'stunning' (100% slowing, actually) and damage output from a 'non-skilled' partner should do the trick in most of the cases. The combo looks like this: Phantasm Tether to a mirror image Reality Rift the support (he should be 0.75/1.25/1.75 second Tether-slowed automatically) Focus the support Use Chaos Bolt / Spirits / Overcharge / Io's skill to get the carry damaged/stunned Try to finish off the carry Use another Reality Rift for the carry This is not a 100% proof combo (like the one with Ancient Apparition <3) nor an idiot-proof combo, as there are too many variables, but nevertheless I mentioned it as it is very used and abused. The better part of having Chaos Knight and Io in the same team is after Io gets his ultimate, Relocate. This teleports him and a tethered ally anywhere on the map for 12 seconds. This might not sound that good, as Io is no carry and teleporting a carry involves having Io around to basically do not so much damage at all. But it synergizes so well with Chaos Knight's ultimate, Phantasm, in teleporting one that transforms into 2, 3 or 4 carry-like heroes to backdoor an enemy building, finish off a fleeing hero or ambush global gankers like Nature's Prophet, Spirit Breaker, Spectre or Tinker. Later on it can even be used for a quick Roshan snatch, when/if you can finish him off in 12 seconds or less. |
SHADOW SHAMAN Shadow Shaman is a hero that has a great supporting potential coming from his long-lasting disables, especially when laning with DPS-ers (think the 100% kill rate of a Ursa and Shadow Shaman combo). Chaos Knight is no DPS-er, but by doubling his damage through Phantasm, it can be considered one. Basically, Shadow Shaman will go 1130 or 0230. So the combo is: PR the enemy support Shackles the enemy support while Chaos Knight will focus him Support dies Chaos Bolt and Hex will be used on the carry after killing the support or during the process You can even Shackles the enemy support (or the enemy carry) while Chaos Knight will attempt a PR(C) combo directly on the carry, leaving Chaos Bolt and Hex for the enemy support. |
SILENCER Silencer is one of the best global supports (if not the best EVER), together with Ancient Apparition. Silencer is even more easy to play because his ultimate acts instantly. Another great part of playing Silencer is that he can even act as a carry! Not to mention that he permanently steals 2 INT from every hero killed by him or that dies around him. Silencer is a bada** just like Chaos Knight and when paired, their damage output is quite overwhelming. The basic combo is: Last Word the carry When the silence/disarm will kick in Curse of the Silent the area PRC the support Support dies The carry should have about half of his life by now from Silencer's spells alone, so Finish off the carry Alternative (nuker support): Last Word the support When the silence/disarm will kick in, Curse of the Silent the area PR the support Support should be dead in 2-3 seconds Now finish off the carry with the help of your Chaos Bolt / Reality Rift spells |
VENOMANCER Venomancer, although is not a stunner, has great damage output both early and lategame (mainly through his ulti in lategame). Combine that with his first 3 spells that ALL slow enemies and you have a perfect support right there. Not to mention he can Plague Ward from 850 units away, making him a great slower even if he is not in attack range. And a perfect support for Chaos Knight. Usually, Venomancer will be 1130. 3110 would be better, but hey, Veno is still Veno. The combo is: Add a pinch of Plague Ward Venomous Gale the carry (its radius is 125 so you normally can't get them both, unless they're packed) Poison Sting the support PRC the support Focus the support Poison Sting the carry Add Plague Wards accordingly (mainly to slow a fleeing enemy carry) Alternative (melee carry): Add a pinch of Plague Ward PRC the support Poison Sting the support (now if the carry focuses Chaos Knight or his illusion) Venomous Gale the clustered enemies (now you get them both) Plague Ward to further slow them down and Finish them |
WARLOCK Warlock, believe it or not, is both a friend and a foe for Chaos Knight. Exploiting the friendship, we'll get a damaging spell that can inflict 20% of its damage to a nearby bonded (through his other spell) enemy unit and an 1200 casting range and 700 radius AOE channeled slow against fleeing enemies. Usually, Warlock should be 1310. The combo is: Fatal Bonds the carry Shadow Word the carry PRC the support Focus the support Upheaval the area around the enemy carry Finish off the carry |
1. Tips on Quelling Blade
Cost: 225 gold Quelling Blade is mainly picked to passively increase your last hitting abilities, as it provides you (any melee hero) a +32% DMG increase. But this in not the only thing it provides: it also provides the active ability of destroying a tree (like a Tango does, but without the regen) each 5 seconds. While this might not seem much, it actually negates Nature's Prophet Sprout, as you can instantly cut your way out. You can 'cut' your way out using a Tango, too, and you'll even get the regen, but if you don't have a Tango, Quelling Blade should do the trick pretty good. And you can cut a shortcut trough the (1) tree(s) in the same way, to avoid dying to an enemy gank, for example. Quelling Blade is usually picked by melee junglers together with a Stout Shield and a set of Tangoes to increase their DPS when jungling. Stout Shield will decrease the DMG you take while Tango will provide the regen that will allow you to stay even more in the woods. If you go on lane, you usually shouldn't buy this before leaving your base as you can buy it from the Side Shop, too. You should buy regen items instead ( Healing Salve, Tango, Clarityes) that you won't find at the Side Shop and take a lot of time and a courier to have. Quelling Blade shines in jungling, as it will 'theoretically' allow you to clean camps 32% faster while adding the bonus of its active that will allow you to create shortcuts (you otherwise couldn't, except for a Tango) through the woods from one camp to another. Another great use of Quelling Blade is for CPJ (Choke Point Jungling), which basically makes a jungler out of any hero. This is achieved by jungling through a pathway in the forest such that although there are more creeps in the camp, only one can attack you through the 'choke'. Some camps have a built-in choke point, others don't. That's where Quelling Blade comes in handy. Some other (but also advanced) uses are for pulling creeps through a shorter and therefore quicker path and for hiding, just to name a few. So unless you really go jungling, leave this for the Side Shop. |
Cost: 250 gold Stout Shield has a 60% chance of absorbing 20 DMG for melee wielders and 'only' 10 DMG for ranged ones. It's very good against enemy harassers early on. Let's consider every hero's DMG to be a starting 60, that increases with 20 DMG each 5 minutes (or 4 DMG/min), like it roughly happens. And that you get hit 5 times a minute. With the above reasoning, you get 300 starting damage without a Stout Shield and only 240 DMG with one, that's a 20% reduction in the damage you take, allowing you to stay 25% more under fire. After 10 minutes, though, the damage you receive should be around 100 each hit and the enemy will hit faster. Let's say 50% faster. That leads to 100 DMG each hit for 7.5 hits per minute to a total of 750 DMG without Stout Shield and 0.6*7.5*20=90 DMG less for 660 DMG with a Stout Shield, that means 12% less DMG, therefore 14% increased effective HP. It may not seem much, but consider escaping a gank with 10-20 HP: Stout Shield just saved your life. Again, Stout Shield is mainly used by junglers to reduce the amount of received DMG, but can be picked on lane, too, as it will decrease the received damage, therefore allowing you to delay the use of HP regen items. It can be bought both at the Main Shop and the Side Shop, so it would be better to start off with regen items and if your enemies harass you a lot (or if you're a rookie ^^), grab one at the Side Shop. |
Cost: 200 gold Magic Stick is similar to a Stout Shield, but only against magic that can damage you or not. Unfortunately it doesn't block magic, but will give you an active 'charge' each time an enemy casts a(lmost any) spell around you in a 1200 area and you have sight of him (i.e. he's not casting from a tree hideout). Although receiving (magic) DMG is never a good thing, having a Magic Stick will get you a charge every time enemy magic is cast, that you can dodge or not. Now what should one do with those charges? Those charges are used for INSTANTANEOUSLY IN-COMBAT HP AND MP REGEN. The 'basic' regen items give HP/s regen of 7.1875 ( Tango) and 40 ( Healing Salve) but they are consumed. You can use and reuse a Magic Stick over and over. Each charge gives 15 HP and 15 MP that you can use anytime without the worry of loosing the full regen if taking damage. The maximum charges stored are 10, for a total of 150 HP and 150 MP, usable each 13 seconds. Although Magic Sticks stack, only one of them will get the charge and they'll share the cooldown, meaning although you have more Magic Sticks full you only can use one of them each 13 seconds. Magic Sticks also don't override each other, meaning an enemy spell can be caught by 5 friendly Magic Sticks, each one on a different hero, which is a thing that does not apply to other items, like Urn of Shadows and Bloodstone, to whom the nearest bearer gets the charge. Unfortunately this item is not shareable like any of the basic regen items ( Healing Salve, Tango, Clarity). It is upgradeable to a Magic Wand for maximum 15 charges of 15 HP and 15 MP (225 HP and 225 MP). Although 15 HP may not seem much, it's free and many early (level 1-2) nukes are topped at 150-200 DMG, meaning you'll get an equivalent 7.5-10% DMG reduction, which is great (8-11% effective HP increase). Its HP 'regen' doesn't scale up that good later, as for a 450 nuke it will heal you for only 15 HP (3%), but the extra 15 MP charges are always good in allowing you to cast another spell or even more, depending on your spells mana requirement (and cooldown!). Keep in mind this DOES NOT act like an item providing magic resistance, meaning if you have no charges, 449 HP and get hit by a 450 DMG nuke, you'll die. But you'll get the Magic Stick charge after the magic is cast. This can lead to a funny situation you could eventually avoid death in the previous example by using the exact charge an enemy spell gave you before it actually hits you, but you'll have to time that perfectly. Bottom line, it's always good having one around, especially when: 1. Laning against casters 2. Laning against heavy casters 3. Laning against casters having a delayed spell or a high cast point animation 4. You have a hero with a low mana pool If their spells are delayed (i.e. Lina's Light Strike Array and Leshrac's Split Earth) and you have good skills and intuition, you can even avoid getting hit by them while refilling your Magic Stick in the process. |
I'd really like to thank the steam team for creating such a good game that is DotA 2 and furthermore delivering it as freeware.
Special 'thanks' to my friend The Engineer who infested me with the DotA 2 virus.
Special thanks to commandojimbob for his maim findings that had a 16% influence on Item Builds (Check Item Build #6).
Special thanks to jhoijhoi for her guide on how to craft a guide and Janitsu for sharing his +SPOILER knowledge, that really helped me cram large amount of advanced information relevant to a specific topic.
Special thanks to borodin, Grusin and heartlessphantom for their great materials on Chaos Knight here, here and here.
Thanks to the dotafire and steam DotA 2 communities for the material posted on their respective sites.
Also thanks to gamepedia, reddit and youtube mainly for these two golden posts here and here.
Thanks to all of you who commented (regardless of the shade of grey in your post) as you made me think through your point and (hopefully!) improved the guide accordingly.
They (currently) are: Yasutsuna, samukobo, TheAmazingComicBookGuy and Peppo_oPaccio.
Thank you for reading my guide. I really hope you enjoyed it, as I definitely put a lot of effort into it.
Below you'll find some (funny) videos that helped me in crafting my DotA 2 guide:
1. Chaos Knight Hero Preview by DotaCinema
Update Version - 1 2 3 4 5 6 |
Date
2013-10-13 2013-10 2013-11-15 2013-11-20 2013-12-03 2014-01-16 2014-04-12 |
Features
Created Improved the skill build from a starting 2211-2311 to a 2301-2401 one. Banished Drum of Endurance from the guide. Major work in formatting it from a wall of text to 95% of what you currently see. Added Diffusal-based Item Builds coming from the findings here. Added Evasion-based Item Builds. Added 'Foes', 'Credits and Videos', 'Glossary' and 'Changelog' chapters. Re-answered previous comments as a result of the guide 'rebranding'. Added a Maim Item Build (#6) credited to commandojimbob maim findings. Added 4 BKB Item Builds (#7-10) to honor Peppo_oPaccio's lobby. ^^ Considering changing the guide to a modular one having three main chapters: 1. Simple 2. Advanced 3. BKB Added a quick (under 5000 characters) guide to lead this in-depth guide. |
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