To my Co-DOTA 2 addicts, a pleasant day to everyone.
Im Clark, a fan of DOTA 1, playing it for almost 3 years already I only started playing DOTA 2 in the middle of November 2015, because Im having difficulty adjusting to the game (graphics, control, and its consoles). One day I decided to study and learn the basics gameplay of this game thorough watching guides in youtube and playing a lot of bot matches prior to the real game.
This wil be my first guide for my first favorite hero in DOTA 2 . The CHAOS NIGHT.
Hope you'll enjoy and learn something especially to the newbies like me in the game.
Chaos Knight has one of the highest damage potentials among strength heroes. He is capable of dealing out a lot of punishment with his powerful critical hits and illusions. He offers good mobility and a strong stun. Chaos Bolt, as indicated by its name, is a strong but random ability. It deals a random amount of damage over a set range, and stuns the target for a variable length of time based on the level of the skill. It is very effective when combined with reality lift during ganking. Similarly, his critical strike when max makes farming easy. The Chaos Knight is quite mobile for a strength hero. His Reality Rift instantly teleports you, any images you have and the target unit to a random point along the line between the two of you, while giving Chaos Knight a damage bonus. Finally, the Chaos Knight's can use his Phantasm skill, which summons several illusions of the caster. Each illusion deals the full damage of the Chaos Knight. The amount of pain these images can dish out is among the highest physical damage potentials in the game, especially with Critical Strike. If surrounded by these phantasms, there's no way of escape.
The veteran of countless battles on a thousand worlds, Chaos Knight hails from a far upstream plane where the fundamental laws of the universe have found sentient expression. Of all the ancient Fundamentals, he is the oldest and most tireless—endlessly searching out a being he knows only as “The Light.” Long ago the Light ventured out from the progenitor realm, in defiance of the first covenant. Now Chaos Knight shifts from plane to plane, always on the hunt to extinguish the Light wherever he finds it. A thousand times he has snuffed out the source, and always he slides into another plane to continue his search anew.
Upon his steed Armageddon he rides, wading into battle with maniacal frenzy, drawing strength from the disorder of the universe. A physical manifestation of chaos itself, in times of need he calls upon other versions of himself from other planes, and together these dark horsemen ride into battle, as unstoppable as any force of nature. Only when the last Light of the world is scoured from existence will the search be ended. Where rides the Chaos Knight, death soon follows.
20 + 2.9
14 + 2.1
16 + 1.2
Affiliation: The Dire
Attack Animation: 0.5 / 0.5
Damage: 49 - 79
Casting Animation: 0.4 / 0.2
Base Attack Time: 1.7
Missile Speed: Instant
Attack Range: 128 (melee)
Sight Range: 1800 / 800
- Excellent movespeed, 2nd highest in the game
- Decent armor
- Good stats
- Damage is too random (though still high)
- Very mana intensive (Urn of Shadows)
Throws a mysterious bolt of energy at the target unit. It stuns for a random duration and deals random damage.
Stun Duration: 1-2/1-3/1-4/2-4
mana cost : 140
Stun duration and damage appears above targeted unit's head (visible to allies and enemies).
Bolt is maxed earlier than Reality Rift in order to maximize ganking potential, but I preferred getting first the reality rift for first blood potential especially before the game starts where all of you are gathered in the river for the runes. Each level of Chaos Bolt increases the average stun duration by .5 seconds, starting from 1.5 seonds. The first 3 levels of Chaos Bolt inrease the maximum duration (as well as decrease the probability of getting shorter stuns), while the last level grants you some consistency by guaranteeing a 2 second minimum.
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.
Bonus Damage: 25/50/75/100
Bonus Duration: 1.2
Teleports Chaos Knight to a random point on the line between the units (between 30% and 80% of the distance).
Teleports the target unit to the same location as Chaos Knight, offset by 25 units towards Chaos Knight's original position.
Any illusions of Chaos Knight owned by the same player as Chaos Knight within a 1400 radius are also teleported to Chaos Knight's new position.
Chaos Knight and the target unit are made to face each other, and Chaos Knight and all teleported illusions are issued an attack order against the target unit.
Maxing Reality Rift next improves Nessaj's mobility by reducing the cd on Rift and dealing some extra damage. Due to Nessaj's high ms, only the first Rift is crucial to get within melee distance. Further Rifts help if you are being juked or if you were disabled and left behind. The last level is important because it lets you Rift twice during a normal gank.
Chaos Knight's mojo gives him a chance to deal bonus damage.
Critical Chance: 10%
Critical Damage: 1.5/2/2.5/3
Get critical strike at 10, where you can probably had your crystalis already, the critical of crystalis combined with your critical strike makes you one of the most feared in the battlefield.
Summons several copies of the Chaos Knight from alternate dimensions. The illusions deal full damage, but take double damage.
Number of Illusions: 1/2/3
mana cost: 125/200/275
This ability removes most buffs from Nessaj.
Phantasm is put off until level 9 and 11, where your chaos and reality rift are maxed out. Illusion based heroes thrive on spawning many images at once (Naga Siren, Phantom Lancer and Terror Blade) to create confusion. If you have your crystalis and blademail during this time combined with your skill set, no one in the battle field can take you one on one.
Stating items as you can see above.
Get a tango, 2 gauntlets of strength, stout shield and a quelling blade.
Tango for health regeneration early on since since your a melee hero you will be the recepient of harrassment and a stout shield to block some physical damages being taken. and a queling blade for you to last hit easily.
Before the 10-12 minute mark of the game, you must have already your powerthreads and urn of shadows for your mana problem since you are a mana intensive hero and a dominator for you to be lot tankier.
In the middle game, you must already your blademail with your phantasm anyone will be scared to approach you one on one. Get crystalis, to increase futher your damage potential.
In the late game, this is the time for you amd your team to make a havoc in the battle field with you phantasm max, sange and yasha and a BKB and with your skill set, you can easily kill heroes. Coordinate with your team, since you act as a tank/carry on the team all attacks will be focus also to you. activate your phantasm first, activate blademail and BKB with buriza in your weaponry they can take a lot of damage from you, then thats where your team make their move, if you make out it alive then youre lucky, but for sure you'll win the clash and may turn the tides of the battle. Its funny when im on BKB with a blademail then ES with aghanims and a dagger use his ultimate and died..LOL..
If the game is taking too long, oyou can get your SATANIC.
Nessaj should play aggresively during the laning phase. He should lane together with a range hero with a disable like venge or rylai for early battle dominance with your skill set chaos bolt and reality rift being max first with a support hero you can own the lane and of course dont forget to farm. Coordinate if you want a kill with your partner but of course make sure all heroes are in their designated lane.If you are lane with invible heroes like riki and clinks or bounty hunter spend some of your gold for wards.
Take advantage of opportunities that arise in lane, but play conservatively and do not force it; your mana pool is extremely constraining at this point in the game. You should lane at least until you have a power traige and urn of shadows.
Once you have items somewhere between power triage and urn of shadows and your entire core, it's time to find yourself a target. With your Urn of shadows mana will not be problem anymore. This should inform the ganks you go for; in particular, you should almost always gank with allies and only go for sure kills and dont forget to ward, especially the farm land of the opponent.
Abuse the fog of war and try to approach from behind. When you reach your destination, quickly analyze the situation: Important things to consider include allied slows/stuns/disables/nukes, the target's lane partner, the inventories of all heroes involved, enemies missing from the mini map and HP/mana levels (you can and should analyze these as you are traveling to the destination). Proceed by informing your allies of your intentions with a ping and target.
Try to enter a gank from areas of low visibility (hills, jungle, night). I preferred stunning them first phantasm then if they ran away reality rift and they die. One more thing you have to abuse your phantasm ability it makes your farming easier and also a way of escape. Obviously, you'll have to adapt as necessary to the enemy's disable or escape skills and to your allies' help. If you get unlucky with a short stun duration, use your judgment to decide whether or not to chase (incoming TPs, health levels, distance to tower). After a successful gank, stay and farm a few creeps while you look for your next victim.
When there are two targets, the gank is a little more tricky; again, analyze the situation. The only significant difference is that sometimes it is better to stun one opponent (to prevent interference - usually heroes with long/many disables or nukes) while attacking the other.
At some point, the game will move away from ganking. You will then have to transition into the role of a DPSer with a nice stun. Once you have a couple of levels of your ultimate, you can push down buildings with ease (preferably after one or more enemies have been killed). There are two ways to leverage this ability:
The first is to push with your team and threaten a building. In this case, you are trying to force a team clash. Once the team clash occurs, you should bolt someone and rift in. If possible, spawn your images just before this for maximum chaos, but ulting right after rifting is good too. If your team has sufficient initialization, save bolt for later. At this point, you don't do much beyond auto-attacking. The images do not last very long, but it is more than enough for a team fight and razing the building afterward.
The other option is to have your team push one lane while you push another. Your ultimate will allow you to easily destroy any undefended building you come across. If enemies do come, your images can be left attacking the building for heavy damage while you yourself escape. If it's a lone enemy, you can even stun them while you continue taking the building down. This strategy's most successful scenarios are: 1) all 5 enemy heroes go to meet your 4 allies (your team retreats while you raze a building); 2) more than one hero comes to deal with you (your team gains an advantage in the clash).
Finish the game as early as possible, coordinate with your team, dont gank alone if the other hereos are missing.
Dont forget to like.
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