Dota 2/Nessaj the Chaos Knight
Chaos Knight is a melee strength hero who is usually played as a semi-carry, a ganker and sometimes an initiator. He has the second highest base move speed out of all heroes. The main feature of Chaos Knight is his dependence on luck, with three of his abilities affected by chance. Despite this, Chaos Knight remains as a solid hero with the ability to become a deadly killer. His Chaos Bolt can either be nearly useless or gurantee a kill, depending on how lucky he is. His Reality Rift is a very good tool for chasing and repositioning enemies, but getting optimal result, again, involves luck. His Chaos Strike continues this chance-based pattern, being a standard critical-hit ability. His Phantasm is the only spell that doesn't involve luck, and it is one of the strongest illusion spells. With it he can invoke chaos among his enemies, and grouped up together, it's almost impossible to target the original. Chaos Knight is unpredictable, for his enemies and the player itself, but what might seem like a weakness at first can become his greatest strength.
Abilities[edit]
Chaos Bolt[edit]
- Ability: Target Unit
- Affects: Enemy Heroes
- Damage Type: Magical
- Minimum Stun: 1 / 1 / 1 / 2
- Maximum Stun: 2 / 3 / 4 / 4
- Minimum Damage: 1 / 50 / 75 / 100
- Maximum Damage: 200 / 225 / 250 / 275
- Mana Cost: 140
- Cooldown: 10
Chaos Bolt throw a fireball at the target, stunning for a random duration and dealing random damage, with the stun and damage being inversely related, so the longer the stun duration, the lesser the damage. The stun duration and damage dealt will be visible to both enemies and allies above the target's head upon impact. The usefulness of this ability depends entirely on your luck. Its max damage is amazing during the early-mid game, and a 4 second max stun is rare foe a non-ultimate ability. Regardless of how lucky you are, it remains as a decent disable to catch up to enemies or slow them down.
Reality Rift[edit]
- Ability: Target Unit
- Affects: Enemy Heroes
- Range: 550 / 600 / 650 / 700
- Bonus Damage: 25 / 50 / 75 / 100
- Bonus Duration: 1.2
- Mana Cost: 70
- Cooldown: 24 / 18 / 12 / 6
Reality Rift teleports you, the target and any illusions you control to a random point between you and the target. You get to do bonus damage for one attack after the rift. It can be used to force a duel or pull an escaping enemy back towards you, and the increased damage will usually ensure you have a good advantage from the start. Since it also pulls in your illusions, it can make it difficult for the enemy to target you, and lets you overwhelm your target with attacks.
Chaos Strike[edit]
- Ability: Passive
- Critical Damage: 150% / 200% / 250% / 300%
- Critical Chance: 10%
Chaos Strike gives you a chance to do extra damage with each attack. Compared to other critical strike-like abilities, it does more damage but has a lower chance of succeeding. When you get lucky, you can do up to 3 times your normal damage, which gets deadlier the higher your damage is.
Phantasm[edit]
- Ability: No Target
- Duration: 24
- Illusions: 1 / 2 / 3
- Mana Cost: 125 / 200 / 275
- Cooldown: 140
Phantasm creates a bunch of illusions that do as much damage as you, but take twice the damage dealt to them. It can greatly increase your damage output, especially since they do the same amount of damage as you. Pulling an enemy into a Reality Rift along with your illusions can end its life within a few seconds. The illusions can also be used for pushing, though it is a bit too expensive in terms of mana to be used specifically for that purpose, unless the enemy is playing very defensively.