Chaos Knight is a melee strength hero with one of the highest physical damage output ceilings of all heroes. He is mostly played as a carry and ganker. As his name implies, he has a theme based on randomness and uncertainty. His regular attack has an incredibly wide thirty damage spread, making his last hitting ability somewhat unreliable. Chaos Bolt is his most notorious luck-based ability which, at max level, can stun a target anywhere between a mediocre 2 seconds to an effective 4 seconds that will almost certainly assure the target's death; it will also deal a variable amount of damage ranging from minuscule to moderate. Reality Rift pulls Chaos Knight and his target to a predetermined point along the line between the two and reduces the foe's armor. Chaos Strike is a crit-based ability with a proc chance and has random damage values. The four illusions produced by his ultimate Phantasm, that can deal up to his full attack damage at max level, benefit from his Chaos Strike and can teleport alongside him to attack the target whenever he uses Reality Rift. This allows Chaos Knight's physical damage output to be multiplied by up to four during teamfights later in the game, and it is not uncommon to see enemy heroes being killed instantly after being Reality Rifted by the apocalyptic horsemen. Thus, Chaos Knight is played as a carry who excels in both the mid and late game, if the game drags on long enough and he is able to acquire enough strength-based and survivability items to ensure that his illusions can stay alive, he will be able to overpower most hard carries and potentially wipe out an entire team by himself.

Bio [ edit ]

Chaos Knight Link ▶️ "The light shall be blackened, and chaos shall reign." Lore: 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. Voice: Barry Dennen ( † ) (Responses)

Abilities [ edit ]

Link ▶️ Link ▶️ Q C Chaos Bolt Ability

Target Unit Affects

Enemies Damage

Magical Throws a mysterious bolt of energy at the target unit. It stuns for a random duration and deals random damage. Cast Animation: 0.4 + 0.73 Cast Range: 500 Min Damage: 90/110/130/150 Max Damage: 180/220/260/300 Min Stun Duration: 1.25/1.5/1.75/2 ( 2.25/2.5/2.75/3) Max Stun Duration: 2.2/2.8/3.4/4 ( 3.2/3.8/4.4/5) 12/ 11/ 10 11.18/10.32/9.46/8.6) 13/12/11/10 120/ 130/ 140 110/120/130/140 Blocked upon impact. Modifiers modifier_stunned : Dispellable with strong dispels. Even Chaos Knight cannot predict this manifest of unholy energy. Notes:

Chaos Bolt travels at a speed of 700. Stun duration and raw damage values are shown above the target's head upon hit (visible to allies and enemies), with the duration being shown as a rounded integer. However, 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).

Damage and stun values are inversely related, meaning the longer the stun is, the less damage it deals and vice versa. This means the damage decreases by 9.47/8.46/7.88/7.5 per each additional 0.1 seconds of stun. Level 1: 1.25s – 180, 1.4875s – 157.5, 1.725s – 135, 1.9625s – 112.5, 2.2s – 90 (stun duration – damage) Level 2: 1.5s – 220, 1.825s – 192.5, 2.15s – 165, 2.475s – 137.5, 2.8s – 110 (stun duration – damage) Level 3: 1.75s – 260, 2.1625s – 227.5, 2.575s – 195, 2.9875s – 162.5, 3.4s – 130 (stun duration – damage) Level 4: 2s – 300, 2.5s – 262.5, 3s – 225, 3.5s – 187.5, 4s – 150 (stun duration – damage)

The bolt first applies the debuff, then the damage. All illusions owned by Chaos Knight within 600 range of the target also cast a fake Chaos Bolt. They play the whole cast animation and release their fake bolt at the same time the real bolt is released. When illusions currently are not having any order and are standing still, they turn to face the target and cast the fake bolt. When illusions are moving or attacking, they continue to do so and do not turn to face the target. They still play the cast animation, overriding their move or attack animations. When canceling the cast, the illusions still play the full cast animation, but do not release the fake bolt. The fake bolts do not interact with anything and do not damage or stun the target.







Link ▶️ W E Reality Rift Ability

Target Unit Affects

Enemies / Self Teleports you, any images you have and the target unit to a point along the line between the two of you. Reduces armor of the enemy unit for 6 seconds. Cast Animation: 0.3 + 0.5 Cast Range: 550/600/650/750 Illusion Search Radius: 1375 Target Pull Distance: 250/300/350/400 Armor Reduction: 3/4/5/6 Duration: 6 12/ 9/ 6 12.9/10.32/7.74/5.16) 15/12/9/ 50

( Cannot target or apply its debuff to spell immune units. Can target and apply its debuff to spell immune units.) Modifiers modifier_chaos_knight_reality_rift_debuff : Dispellable with any dispel. Armageddon rides between the planes, bringing Chaos Knight to his victim wherever he may hide. Notes:

Reality Rift does not disjoint projectiles. Teleports Chaos Knight to a point 250/300/350/400 range away from the target's original position, towards Chaos Knight's original cast location, but not beyond it. The target is teleported 62 range in front of that location, so they effectively get pulled by 188/238/288/338 range. Chaos Knight's illusions are located around the target from random angles, with same distance to it as Chaos Knight. The location is determined at the beginning of the cast. A visual effect while casting denotes the point at which Chaos Knight and his target will land. Also plays a visual effect at the location of any nearby allied illusions while casting, even illusions not actually owned by Chaos Knight. If the enemy has vision of Chaos Knight or the target, these visual effects can be seen through fog. Chaos Knight and his illusions are made to face his target and are issued an attack order against the target.

When cast on Roshan The armor debuff is applied to the target upon cast. Chaos Knight does not need to attack it in order to place the debuff. The debuff from successive casts does not stack, only the duration gets refreshed. Does not interrupt the target's channeling spells.





Link ▶️ E R Chaos Strike Ability

Passive Affects

Enemies / Self Chaos Knight's attacks have a chance to deal a critical strike of varying strength, in addition to a lifesteal for percentage of the damage. Proc Chance: 30% ( 40%) Minimum Critical Damage: 120% Maximum Critical Damage: 140%/170%/200%/230% Lifesteal: 25%/40%/55%/70% Red critical numbers are before illusion and armor reduction. The lifesteal works for illusions as well. Modifiers modifier_chaos_knight_chaos_strike : Undispellable. Persists death. Chaos Knight's unwieldy power bludgeons those who stand before him, crushing the thickest of armors. Notes:

Increases attack damage by an average of 6% ‒ 12%/21%/30%/39% ( 8% ‒ 16%/28%/40%/52%). The proc chances of multiple crit sources stack. If two sources of critical strike proc at the same time, the higher multiplier has priority.

Stacks additively with other sources of lifesteal. Cannot proc against wards, buildings and allies. The sound and particles play upon start of the attack, not when the attack lands.

The illusions' formations.

Link ▶️ R T Phantasm Ability

No Target Affects

Self

( Allied Heroes ) Self Summons several phantasmal copies of the Chaos Knight from alternate dimensions. The phantasms are strong illusions that deal 100% damage, but take 325% damage. Cast Animation: 0.4 + 0 Split Time: 0.5 Number of Illusions: 2/3/4 ) 1/2/3 ( Number of Illusions From Allies: 1 ) 0 ( Illusion Damage Dealt: 100% Illusion Damage Taken: 325% Duration: 30 ( 38) 64.5) 75 125/ 175 75/125/175 Creates an illusion of allied heroes. Creates an additional illusion for Chaos Knight as well. Modifiers modifier_chaos_knight_phantasm : Dispellable with death only. modifier_chaos_knight_phantasm_illusion : Dispellable with death only. modifier_illusion : Dispellable with death only. modifier_invulnerable : Dispellable with death only. Drawing on his battles fought across many worlds and many times, phantasms of the Chaos Knight rise up to quell all who oppose him. Notes:

Disjoints projectiles upon cast. Chaos Knight is invulnerable, hidden and spell immune during the split time. Applies a basic dispel on Chaos Knight upon cast. Resets current attack and spell targeting priorities on Chaos Knight. After the split time, Chaos Knight reappears with his illusions. The reappear locations are based on Chaos Knight's position upon cast, with one appearing at the cast location, and the others north, east, south or west from that point. This means when spawning 3 illusions, the formation is T-shaped. The distance in between each is 135 range. Though the formation is always the same, Chaos Knight and his illusions take a random position in the formation and have all the same facing angle.

Orders the caster to stop after the split time, canceling all queued orders, and orders given during the split time. Recasting Phantasm replaces the illusions from the previous cast, no matter under whose control they are. Phantasm illusions are strong illusions, meaning they cannot be instantly killed by abilities which normally kill illusions instantly. When upgraded, Phantasm creates an illusion of every allied hero as well, which are under Chaos Knight's control. Applies the basic dispel on the allies as well, but it does not disjoint projectiles for them. The ally is not turned invulnerable or hidden either, and do not have their orders interrupted. The allies and the illusions use the same formation as Chaos Knight does, and get their positions shuffled with their illusions as well. Affects all allied heroes, including clones. Does not affect invulnerable or hidden allies.







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Gameplay [ edit ]

Roles: Carry Disabler Durable Pusher Initiator Complexity: ★☆☆ Playstyle: Upon the black steed Armageddon, the Chaos Knight rode into countless battles with a single purpose in mind: To extinguish that which he knows as "The Light". Like a roll of unseen dice, the oldest Fundamental stuns his targets with a Chaos Bolt , then deals unpredictable damage in the form of Chaos Strikes . Those who escape the initial onslaught find themselves in a Reality Rift , reappearing inexplicably at Armageddon's side, exposed for its rider's wrath. Flanked by several images of himself, the Chaos Knight and his Phantasms hack their opponents apart with the strength of multiple heroes.





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