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Chaos Knight
Nessaj
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Strength
20+2.9
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Agility
14+2.1
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Intelligence
16+1.2
Advanced Statistics
Damage: | 49-79 | Armor: | 4 |
Movespeed: | 325 | Attack range: | 128 |
Attack speed: | 1.7 | Health: | 530 |
Health per level: | 57 | Mana: | 208 |
Mana per level: | 13 |
Bio
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.
Abilities
Chaos Bolt
Unusual energy charge throws at the enemy. Stuns for a random amount of time. Deals random damage. The damage and stun time is inversely proportional to the (short stun, but more damage).
Cast range: 500
Stun: 1-2 / 1-3 / 1-4 / 2-4
Damage: 75-200 / 100-225 / 125-250 / 150-275
Requires mana: 140
Cooldown: 10
Notes:
— Damage type: magical.
— Locked invulnerability spell.
— From a flying projectile you can Dodge.
— Stun duration and damage values are shown above the target when hit (visible to allies and enemies).
Reality Rift
Chaos Knight is cut temporal and spatial matter, leaving himself and all his illusions to the specified unit. The passage through space also increases the damage of Chaos Knight for the next blow. Teleports Chaos Knight to a random point between him and the selected target. The goal of the hero will be moved to the same point with a difference of 25 units. All illusions within a 1400 radius are transferred along with him, and will make an impact, at the same time.
Additional damage: 60 / 80 / 100 / 120
Requires mana: 50
Recharge: 24 / 18 / 12 / 6
Notes:
You can't use or bring on enemies immune to spells.
— Illusions don't get bonus damage.
— Blocked by Linken's Sphere.
— Does not interrupt casthouse spells target when using abilities.
Critical Strike
Gains a chance to deal additional damage. During a critical attack armor of the victim decreases.
Armor reduction: 5
Duration debate: 8
Chance: 10%
Critical hit: 125% / 175% / 225% / 275%
Notes:
— Not blocked by invulnerability spell.
— You can disable it using break.
— May partially be used by illusions, only a critical hit.
Not a unique attack modifier.
— Does not work against buildings and wards.
— Reduces armor to crit.
Phantasm
Causes multiple copies of the hero in another dimension. Illusions do full damage but get additional damage. Call copies removes most of the effects with Chaos Knight. Copies receive 200% of base damage. There is a 50% chance of yet another illusion.
Number of copies: 1 / 2 / 3
Duration: 42
Requires mana: 125 / 200 / 275
Cooldown: 140
Notes:
— Chaos Knight is invulnerable, hidden and protected from spells during the split.
— Resets the current priorities of attacks and spells in Chaos Knight. Applies basic dispersion after use.