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Chaos Knight by FangzofFuzzy

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Chaos Knight

By: FangzofFuzzy
Last Updated: Aug 25, 2019
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Chaos Knight

Rework

Chaos is Fun... damental.

Design

DotA as a competitive game has the problem of RNG being more prominent than it should be. Bashes, bounces and missing to name a few. While there is pseudo-random distribution, the fact that so much prize money can still hinge on pure chance feels wrong to me. And what worse culprit embodies this than Chaos Knight. Losing 2 seconds of a stun for 150 extra damage on Chaos Bolt late game is simply not worth it. Another one is how Chaos Strike can double down on an unlucky roll in terms of damage and survivability. The primary issue I have is that all of this is out of the hands of the player, punishing them for no fault of their own.

However, Chaos Knight being the manifestation of RNG is part of the experience and stripping it all away diminishes his theme. So this rework seeks to preserve how he revolves around luck but this time, I want to make those mechanics much more meaningful in what they offer. More explanation will be discussed further. As a disclaimer, this rework is more focused on the concept rather than the balance so try not to focus on the numbers too much. Here is the current Chaos Knight for reference, and any unmentioned details are assumed to remain the same.

Stats

Strength: 24 + 3.6
Intelligence: 18 + 1.8
Base Armor: 3

Primary Abilities

Entropy
Damage and mark 2 random enemies around him for 2 seconds.

One is marked with Life while the other is marked with Death.

Life – He and his illusions heal when they damage it
Death – He and his illusions deal more damage to it

If there is only 1 enemy, damage is dealt once and the mark is random.

Ability: No Target
Mana Cost: 100
Cooldown: 15, 12, 9, 6
Radius: 400
Damage: Magical
Damage: 60, 120, 180, 240
Healing: 40%
Damage Amplification: 20%

Even Chaos Knight cannot predict this manifestation of unholy energies.

Notes
Reality Rift
Teleport him and an enemy to the halfway point between them.

His own illusions follow him and the target will be stunned.

Ability: Target Unit
Mana Cost: 50
Cooldown: 15, 12, 9, 6
Range: 500, 600, 700, 800
Stun: 0.4, 0.6, 0.8, 1

Armageddon travels between the planes to bring its horseman to his victims wherever they may hide.
Chaos Strike
Every 4 seconds, his next attack critically strikes and slows for 2 seconds.

The damage and slow values are random and inversely related.

Ability: Passive
Min Critical Damage: 125%
Max Critical Damage: 175, 210, 245, 280%
Min Move Slow: 10%
Max Move Slow: 20, 30, 40, 50%
Min Attack Slow: 10
Max Move Slow: 20, 30, 40, 50

Unwieldly power bludgeons and batters all who stand before him.

Notes

Ultimate Abilities

Phantasm
Banish himself to another dimension and restore health.

He then returns with 3 powerful illusions for 30 seconds.

Ability: No Target
Mana Cost: 150, 225, 300
Cooldown: 150
Heal: 150, 225, 300
Illusion Damage Dealt: 50, 75, 100%
Illusion Damage Taken: 275%

Drawing on his battles fought across many worlds and many times, an army of Chaos Knights ride forth into battle.

Notes

Hero Talents

+120% Chaos Strike Max Critical Damage
25
Entropy 2s Stun

150 Gold/Min
20
Reality Rift Pierces Spell Immunity

15 Strength
15
15% Cooldown Reduction

5 All Stats
10
20 Move Speed

Talent Notes

  • The Reality Rift talent also lets the stun pierce spell immunity.

  • The Chaos Strike talent increases the max damage to 400%. The inverse values for the slow adapt accordingly.

  • The Entropy talent causes it to stun both enemies hit. If there is 1 target, it is still stunned for the same duration.

Discussion

  • Let's start with Chaos Strike. I like its current iteration very much but am not a fan of how it works. If you get high critical damage, you also get high lifesteal and vice versa. This 'double down' effect as previously mentioned is too drastic given it is based on luck. Thus, I want to change this system to one that is less extreme and works more smoothly: Inverse relation. The principle as seen in Chaos Bolt is perfect: If one value is high, the other will be low or they can meet in the middle to even things out. I want to incorporate that mechanic here but due to the bonuses being critical strike and lifesteal, the implementation to make them separate would be too clunky. Thus, I have decided to replace the lifesteal with a slow to account for this and move this source of sustain elsewhere in his kit. Even if you get a low critical strike, the move speed slow helps you get another hit in while the attack speed slow protects him from backlash. This version works beautifully with all his illusions because each apply their own random slow values. Since an enemy can have multiple slows but only the strongest will take effect, this interaction boosts his luck by increasing the likelihood of his target being greatly slowed.

  • In the last paragraph, I praised Chaos Bolt quite highly so why would I change it so much? Its current form is good conceptually but poor in practice due to the nuke becoming obsolete by the late game. An easy improvement would be to make it deal % Max Health damage like Feast to let it scale better and actually compete with the disable. However, I want to take this opportunity to create a more unique spell based on his theme instead of just fixing a randomized Magic Missile. Entropy still provides damage but trades its stun for either the missing lifesteal from his passive or even more damage. Keep in mind that these extra effects affect the nuke damage itself. So even if they hit non-important targets, you at least heal a decent amount while better nuking another one, making each cast somewhat impactful. Even though he is not in the business of fooling enemies, the fact that the ability hits nearby enemies means that casting it near his illusions makes the original harder to detect compared to the obvious bolt throwing. It works like Searing Chains so who it hits is up to chance and even the effect on them is similar. Due to the buffs provided, this randomness becomes more meaningful. Just like how one would play around and make the most of Powerup Runes despite their spawn being random, one would have to play around and capitalize on the marks.

  • Upon applying Life and Death, who do you focus on based on your current scenario? The split between deciding whether the healing for survival or the amplification to kill enemies is important to take into account. Is it worth healing off a creep or a near dead enemy instead of dealing extra damage to one with full health? Is the extra damage going to be useful against a tank or would you rather just continue focusing the less durable enemies regardless? If your or an illusion is low while the rest are fine, do you want to split attention and strike different enemies? Although the effects are random, players can at least take this spell into their own hands with good positioning. Find areas in fights where the more important enemies are to maximize your chance of hitting them. Now let's talk about the isolation interaction. There is an upside and a downside if there is only 1 enemy nearby: They are guaranteed to be hit but the mark will be random. The ideal then is to move to a place where there are only 2 heroes within range to be the most efficient. All this interacts in a nuanced way with Reality Rift. Launch Entropy in at his current but more controlled space then blink in to immediately start hammering at the chosen marked one. Alternatively, rift in first to potentially isolate the target but risk pulling yourself near other enemies.

  • On Reality Rift itself, it is more or less the same but since the slowing component has been shifted to Chaos Strike, it has been compensated by the missing stun from Chaos Bolt. It has been reduced to a mini-stun so it is not too fearsome, but adding a hard disable to cancel channeling to setup their demise on top of a mobility and displacement spell is not something to be ignored. On the topic of the displacement, it is now always a static and smooth 50% distance from each other instead of whatever weird arbitrary numbers it currently has. Phantasm remains mostly similar with some self healing which I have 3 reasons for. The first is to make up for the fact that he has less constant lifesteal. The second reason for introducing an extra effect is because it just being a stronger version of Mirror Image feels underwhelming conceptually. They are certainly incredibly strong illusions, I simply want it to stand out more as an ultimate. The final one is to better incentivize using it in the middle of a fight instead of summoning them right before the fight. Resetting himself with a dispel and heal should make enemies really fearful of this spell.

  • For this reworked Chaos Knight, his early talents are the same. The CDR one can afford to be higher if only because W and R have their cooldowns raised slightly to account for their newfound power. This is also to better compete with the Strength talent which is just really too good all for himself and his illusions. The Reality Rift talent becomes even stronger since it lets the stun pierce spell immunity. Of course the duration is quite short but just being able to disrupt someone with Black King Bar active is really good. The Entropy talent brings back the good stun from Chaos Bolt, giving him the ability to actually lockdown targets. The reliance on luck is still there so positioning and praying to god is emphasized even more. The old Chaos Strike talent is not bad by any means but being able to permaslow an enemy with the potential for big crits along the way might be too good. So, the next best thing is too increase the ceiling for the critical damage but since the value is based on luck, it won't always reach that level so is not too broken. The more exciting thing about this is that the slow values will be inversed at a higher rate, so the chance for a better slow for the same critical damage is higher. Overall, he remains the same single target devastator since his damage is untouched, higher even with Death involved. He still wields chaotic mechanics but in ways that provide meaningful choices and less harsh punishments. He does lose constant survivability in favour of active gated ones so is compensated with higher base Strength and armor. Thank you for reading this to the very end!

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