 Boots of Travel
Boots of Travel Boots of Travel
Boots of Travel Heart of Tarrasque
Heart of Tarrasque Manta Style
Manta Style Butterfly
Butterfly Scythe of Vyse
Scythe of Vyse Satanic
Satanic Tango
								Tango
							 Healing Salve
								Healing Salve
							 Stout Shield
								Stout Shield
							 Iron Branch
								Iron Branch
							 Iron Branch
								Iron Branch
							 Boots of Speed
								Boots of Speed
							 Quelling Blade
								Quelling Blade
							 Helm of Iron Will
								Helm of Iron Will
							 Power Treads
								Power Treads
							 Drum of Endurance
								Drum of Endurance
							 Armlet of Mordiggian
								Armlet of Mordiggian
							 Manta Style
								Manta Style
							 Heart of Tarrasque
								Heart of Tarrasque
							 Abyssal Blade
								Abyssal Blade
							 Assault Cuirass
								Assault Cuirass
							 Satanic
								Satanic
							 Diffusal Blade
								Diffusal Blade
							 Butterfly
								Butterfly
							 Eye of Skadi
								Eye of Skadi
							 Monkey King Bar
								Monkey King Bar
							 Octarine Core
								Octarine Core
							 Scythe of Vyse
								Scythe of Vyse
							 Black King Bar
								Black King Bar
							 Hand of Midas
								Hand of Midas
							 Solar Crest
								Solar Crest
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|   | 1 | 3 | 5 | 7 |  | 
|   | 2 | 6 | 8 | 9 |  | 
|   | 4 | 12 | 13 | 14 |  | 
|   | 10 | 11 | 16 |  | 
|   | 15 | 17 | 18 | 
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?
 Chaos Knight, as his name suggests, works with a lot of RNG. He has the largest damage spread in the game - his attacks can hit for 15 (!) lower or higher than the number on the screen shows. Compare this to
 Chaos Knight, as his name suggests, works with a lot of RNG. He has the largest damage spread in the game - his attacks can hit for 15 (!) lower or higher than the number on the screen shows. Compare this to  Spectre's spread of 4, and
 Spectre's spread of 4, and  Shadow Fiend's spread of 6... it's unreliable and can cause issues when last hitting. Lategame, it's pretty meaningless as 15 is a tiny fraction of your damage... but early on, the huge spread can even impact hero killing.
 Shadow Fiend's spread of 6... it's unreliable and can cause issues when last hitting. Lategame, it's pretty meaningless as 15 is a tiny fraction of your damage... but early on, the huge spread can even impact hero killing. Reality Rift on an enemy jumping in and out of fog... but it could be worse.
 Reality Rift on an enemy jumping in and out of fog... but it could be worse.|   | 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 | 
|   | 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 | 
 Reality Rift, hitting once, and following up with
 Reality Rift, hitting once, and following up with  Chaos Bolt - or just casting the stun, if the target has a blink/escape. It's maxed second to provide even more early-game killing power. Lategame, it's your chasing/anti-kiting tool, and it's damn good at it. In fact, these days it's so ridiculous (+180 damage? Wut?) that if you don't need the disable, go for levels in this over
 Chaos Bolt - or just casting the stun, if the target has a blink/escape. It's maxed second to provide even more early-game killing power. Lategame, it's your chasing/anti-kiting tool, and it's damn good at it. In fact, these days it's so ridiculous (+180 damage? Wut?) that if you don't need the disable, go for levels in this over  Chaos Bolt - not only is it cheaper on mana, +180 damage every 6 seconds is a lot at level 7.
 Chaos Bolt - not only is it cheaper on mana, +180 damage every 6 seconds is a lot at level 7.|   | 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 | 
 Daedalus, effectively freeing up an item slot. One value point is gotten in this at level 4 solely for the armour reduction.
 Daedalus, effectively freeing up an item slot. One value point is gotten in this at level 4 solely for the armour reduction.| 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% | 
 Terrorblade... and you without
 Terrorblade... and you without  Phantasm are less scary than
 Phantasm are less scary than  Terrorblade without
 Terrorblade without  Metamorphosis.
 Metamorphosis.| Pros 
 |  | Cons 
 | 
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
Wait, hang on... wrong Chaos Knight. Who even plays Fantasy anyway XD
 Chaos Knight, you've got a choice of two different kinds of booties:
 Chaos Knight, you've got a choice of two different kinds of booties:|   |  | However, in some games, you'll be up against a team you really don't want to be fighting - like some *******  Dark Seer  Magnus  Gyrocopter combo - and then you'll be looking for something else. In a case like that, Travels are a possibility, as they allow you to split push and free an item slot for a TP scroll. Note that I generally recommend sticking with treads - and this is ME saying this, I go BoTs on almost every carry in the game - as 75 mana every ~50 seconds is a large tax on  Chaos Knight's poor mana pool. | 
 
	
|   |  | 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  Chaos Knight. I'd grab this in 90% of my games, because it's basically perfect for a Hero who can come online early and farms relatively slowly. | 
|   |  | 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  Phantasm, deactivate Armlet and sic 'em. The +25 Strength translates to +125 damage all up - scary stuff indeed! | 
|   |  |  Chaos Knight is one of perhaps three Heroes on which Heart is better than  Eye of Skadi. It's +200 damage instead of +40, and the regeneration allows you to keep Armlet on indefinitely which speeds up your farm. The huge chunk of Health it provides also means that your illusions - and you, of course - are even harder to take down. With only 4 or 5 slots filled, CK is pushing 4k HP and 25 armour, making you one of the game's tankiest heroes. | 
|   |  | Wut? Sheepstick as core on CK? Well... yes, actually. It's almost essential against  Anti-Mage and  Storm Spirit, meaning that you can actually deal with them. It gives you another disable whilst  Chaos Bolt is on cooldown... oh, and infinite mana which is most certainly a desirable aspect! Since CK doesn't lack for damage or durability, you can fully afford to build a Sheepstick as a 4th or 5th item. | 
|   |  | For similar reasons to the above scythe,  Octarine Core is also amazing on Chaos Knight. Infinite mana, and it increases your durability as well via the 400 HP. The real selling point, however, is the cooldown reductions, which cuts your downtime by around 30%. Obviously, this is a huge benefit, and as again damage and durability are fine for CK, you can afford to fill an item slot with a utility. | 
|   |  | Despite not affecting illusions in any way,  Abyssal Blade is a legitimate item on  Chaos Knight, because of - you guessed it - the disable. Locking Heroes down for extended periods lategame is a very important factor, especially against  Terrorblade, who will  Sunder you, or against  Morphling, who will ***** out. | 
|   |  | 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  Monkey King Bar, gives you a solid advantage in terms of items. | 
|   |  | 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  Butterfly over AC, except against  Elder Titan and his aura. | 
|   |  | While not ideal on  Chaos Knight due to it scaling poorly lategame and the disable being rather wasted, it's a necessary pickup against  Omniknight or other purgeable effects. Worth noting is the mana burn, which transfers to illusions, so DPS-wise it's probably only a bit below  Butterfly... but doesn't give the durability you'd want. | 
|   |  | It's a very poor item on an illusion hero, and  Chaos Knight is no exception. Still, against some teams that have just that many disables, you'll have to get it if you want to avoid being chainstunned. | 
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 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.
 Chaos Knight and literally any other disabler support can wreak havoc on solo offlaners, and most dual lanes as well.
 Chaos Knight almost certain freefarm, and if the offlaner gets cocky he's probably dead. However, unless he overextends, most offlaners are hard to shut down, either through escapes (
 Chaos Knight almost certain freefarm, and if the offlaner gets cocky he's probably dead. However, unless he overextends, most offlaners are hard to shut down, either through escapes ( Dark Seer,
 Dark Seer,  Magnus), sheer tankiness (
 Magnus), sheer tankiness ( Bristleback,
 Bristleback,  Tidehunter), or a combination thereof (
 Tidehunter), or a combination thereof ( Clockwerk). If a kill can't happen, do what a carry likes to do: hit creeps. Successful zoning by your supports ensures you'll have a good time.
 Clockwerk). If a kill can't happen, do what a carry likes to do: hit creeps. Successful zoning by your supports ensures you'll have a good time. Spectre or
 Spectre or  Faceless Void,
 Faceless Void,  Chaos Knight can thrive in these lanes as long as he has a good partner. Take what farm you can, but it's likely going to be contested, so try and get as many kills as you possibly can. Teamwork will be required to beat the other two, so communicate with your support!
 Chaos Knight can thrive in these lanes as long as he has a good partner. Take what farm you can, but it's likely going to be contested, so try and get as many kills as you possibly can. Teamwork will be required to beat the other two, so communicate with your support! Venomancer). This is a lot like a 2v2 situation, but you've probably got the advantage, because tri v tri is all about scoring kills... which is what
 Venomancer). This is a lot like a 2v2 situation, but you've probably got the advantage, because tri v tri is all about scoring kills... which is what  Chaos Knight is good at.
 Chaos Knight is good at. Phantasm; this isn't necessary but it is of course a nice boost to the team economy.
 Phantasm; this isn't necessary but it is of course a nice boost to the team economy.
				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
 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
 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.
 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.
 Disclaimer
Disclaimer Chaos Knight takes a much more active role. Summarily, your job is to gain a lead, and then finish the game. The reason you generally don't try and go into the lategame is because it's hard to transition as CK - you've bought Armlet and Drums, two very midgame items, and while you'll generally get
 Chaos Knight takes a much more active role. Summarily, your job is to gain a lead, and then finish the game. The reason you generally don't try and go into the lategame is because it's hard to transition as CK - you've bought Armlet and Drums, two very midgame items, and while you'll generally get  Manta Style immediately afterwards, you've still got those items. Hence, if lategame is your goal, replacing Drums with
 Manta Style immediately afterwards, you've still got those items. Hence, if lategame is your goal, replacing Drums with  Hand of Midas makes a lot of sense - or going
 Hand of Midas makes a lot of sense - or going  Battle Fury, as it is the best item for a farming CK. Note that I'm not recommending it, because the item has no synergy with his skillset.
 Battle Fury, as it is the best item for a farming CK. Note that I'm not recommending it, because the item has no synergy with his skillset. Chaos Knight. You have a 400% damage steroid.
 Chaos Knight. You have a 400% damage steroid.
				The good thing about  Chaos Knight is that his lategame is very similar to the midgame, except with more emphasis on split-pushing with
 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.
 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.
 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.
 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
 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.
 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
 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
 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
 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.
 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
 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.
 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
 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.
 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,
 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
 Terrorblade or  Phantom Lancer. Still, there are a few heroes to be aware of in your interactions:
 Phantom Lancer. Still, there are a few heroes to be aware of in your interactions:
|   |  | God, this guy is an *******. Sure, if you can catch him, he's going to melt... but the problem is catching him.  Activate Fire Remnant allows him to escape your clutches every time, and his  Sleight of Fist with battlefury is going to tear you and your team a new one. Don't stack up. | 
|   |  | Sure, you don't really care about the damage from  Echo Slam... but any of your nearby allies will. This guy's a problem mainly because he has 50 years of AoE stun to lock you down. | 
|   |  | AoE disables? Check. Percentage based damage? Check. Honestly not the worst, because you destroy him without  Black Hole, but you can often find yourself dying to his ult and his E. | 
|   |  | High area damage, and he cuts down your primary attribute. A good Timber is seriously nasty to deal with as a CK. | 
|     |  | Whaaaaat? Squishy burstable heroes on this list? Well, yeah. Both  Mana Drain and  Life Drain, as well as  Hex, instantly destroy illusions. Pop. A protracted engagement against these two tends to end in disaster. | 
|   |  | She outcarries you, and  Stone Gaze instantly pops your illusions. It's even worse since  Chaos Knight isn't a great rat, which is Medusa's primary weakness. | 
|   |  | Fun, fun lane... for you. She solves CK's mana problems and adds even more damage and lockdown. An idea lane partner, alongside... | 
|   |  | Also gives you infinite mana, but you can also help set up  Illuminate, just be careful so you don't rift people out of its path. | 
 Doom,
 Doom,  Tiny,
 Tiny,  Alchemist
 Alchemist Troll Warlord,
 Troll Warlord,  Clinkz
 ClinkzThere'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 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.
 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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