Soul Ring
Soul Ring
Power Treads
Armlet of Mordiggian
Echo Sabre
Tango
Iron Branch
Gauntlets of Strength
Stout Shield
Enchanted Mango
Soul Ring
Power Treads
Armlet of Mordiggian
Echo Sabre
Boots of Travel
Blink Dagger
Heart of Tarrasque
Black King Bar
Linken's Sphere
Monkey King Bar
Hurricane Pike
Silver Edge
Nullifier
Assault Cuirass
Eye of Skadi
Aeon Disk
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1 | 4 | 9 | 11 | ![]() |
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2 | 3 | 5 | 7 | ![]() |
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6 | 13 | 14 | 16 | ![]() |
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8 | 12 | 18 | ![]() |
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10 | 15 |
Chaos Knight is a strength hero. A pure death incarnate if he gets farm, and arguably a hero that deals highest burst physical damage excluding a hit with
Divine Rapier while a critical hit procs from
Daedalus or
Coup de Grace.
Some patches ago,
Chaos Knight can be considered an Illusion based hero because of his skills that depends on Illusion to deal maximum damage.
This hasn't changed, but in my opinion, because of his skill sets, now CK is less dependent on his ultimate. While
Phantasm is still very powerful and useful, however instead of it being a "Must Use" like
Sven with his
God's Strength, it becomes more of a clean up tool or an Extra firepower tool, with extra being the emphasis. The "Must Use" for CK is instead
Reality Rift, where his damages will be coming from, thus this build will revolves around said skill.
With this mindset change, the main weakness of
Chaos Knight also changed. Instead of Area of Effect spells, Silence will be CK's most threatening status.
Phantasm will be deployed after AoE spells are casted, not before. With CK's natural tankiness, AoE is a breeze to deal with, and
Phantasm gives a strong dispel for CK so most bad status effect will go away when Phantasm is casted, but Silence will prevent you from casting
Phantasm in the first place, and in sequence
Reality Rift, which makes it the most threatening status to deal with.
READ THE INTRODUCTION. YOU CAN GUESS WHAT THE GUIDE WILL BE JUST FROM READING THAT.
This is not an in-depth guide, this is more of a why you should buy this item for CK or why level skill like this, etc.
Don't follow this guide very closely. Look at what your team needs and deal according to the situation. Don't worry, this guide will also give signs on when an item is good to have early or delay, or to even pick or not to pick in the first place
Let's delve to abilities first before anything else, because it's the thing you get naturally.
First ability,
Chaos Bolt
Chaos Bolt is a normal stun ability with the quirk to inverse damage with stun duration. If the stun is a short time, like only one second, then the ability will deal maximum damage, but if the stun is four seconds, then the ability will deal the minimum damage. You may think this ability can be a weak one, but when you look at other abilities of CK, it doesn't matter. Long stun, minimum damage, means more damage to
Reality Rifted opponents, but low stun, maximum damage, means less damage from Reality Rift, but more from
Chaos Bolt. Either way, you have win-win solution.
At level one, it can deal a whopping maximum damage of 200 magical damage. It's great for first bloods and harassing.
At later stage of the game, the damage of Chaos Bolt is less useful and having longer stun duration is actually far better, considering the growth of
Chaos Knight you want to maximize this second.
Quoting on gamepedia, "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)." It means, don't trust on whatever the visual shows, but instead trust the stun bar.
The biggest weakness of this skill is the mana cost, especially in early game. A freaking 140 mana cost for a strength hero. To deal with this, we will build a
Soul Ring early game.
The second biggest weakness is the range. The range is poor enough that you will need gap closer for it to be effective.
Personal Note:
The skill, in my opinion, has a bad scaling, especially for this skill's second point and third point.
Considering what the ability gives to you, you can ignore giving this a second point at level 4, and instead goes for early
Chaos Strike. I generally do this if I face quite a bit of harassment in laning stage and want to pick early
Phantasm.
This ability should not be used to pop
Linken's Sphere, but if you don't have any items to pop the item, use this instead of
Reality Rift. RR is used for killing, hence should be a priority number one to make sure the skill lands.
Chaos Knight is stat based hero. All other needs are mostly covered by his abilities, like Gap close, stun, and damage are covered naturally. Other than to cover weaknesses or to be more effective, all the items are stat based.
Level 10: +5 Stats instead of +20 Movement Speed.
I personally prefer +5 stats, because it makes CK tanky and hit harder and faster attack, also more mana, more spells. If we breakdown that stat talents, in total it gives 15 stats for CK (+5 Strength, +5 Int, +5 Agi).
Movement Speed is not that huge because Chaos Knight has a gap closer and stun skills. CK is also one of the heroes with highest base movement speed as well. Also items that used in this guide is to cover such weaknesses.
Level 15: +15 Strength instead of 12% Cooldown Reduction.
Don't underestimate that +15 Strength. It makes CK and his illusions very, very tanky, and hit harder.
If you follow this guide closely, by level 15 you will have HP that is almost 3k. Very insane amount considering only very few heroes can get this amount of health without
Heart of Tarrasque. And you will get more health the up level you go.
Level 20: Choose which one you need.
If you need or forced to buy any situational items, chances are you will be better off with +150 Gold/minute. Faster gold = more items, more items = more options, more options = more win chance.
RR Pierces immunity usefulness will dwine as
Black King Bar charges are used. Unless you are the only one that can deal with the BKB carrier (meaning your allies cannot even kite that carrier until spell immunity is done), better not pick this talent.
Pick this talent when facing natural BKB carriers that need to be stopped when they activate the BKB, like for an example [{Sven]],
Phantom Assassin,
Troll Warlord,
Shadow Fiend. or heroes with innate BKB like
Lifestealer or
Brewmaster. If you have
Phantasm active, they do not have enough power to manfight you.
Level 25: -7 Armor reduction, always.
Who needs long stun when you can delete enemies under one second from full health?
Early game, on laning stage, use
Reality Rift and
Chaos Bolt combo when there is a gap in the creep wave. The enemy will be pulled to your creep, and with reduced armor and stunned, the creeps (and you) will attack him. Do not underestimate the damage that comes from your attack and from the creep.
Winning the lane does not mean you have to kill the enemy. Preventing them from ever getting farm by making them continuously low on health is also a win.
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