Joke Collection Website - Joke collection - How to play Chaos in DOTA?

How to play Chaos in DOTA?

As a disciple of the God of Chaos, the Chaos Knight strives to use the power he has been given to spread chaos and evil. He fought tooth and nail against order and goodness. He can damage and randomly stun opponents by summoning chaotic energy, and combined with his ability to tear apart space, he can instantly knock down any opponent who dares to stand in his way. The pinnacle of his terrifying power is that he can create three illusions of himself, each possessing all the attack power of his own body, creating widespread chaos on the battlefield and giving justice a head-on blow.

Basic attributes: Strength

Initial range: 100

Initial attack interval: 1.7

Initial movement speed: 325

Initial defense: 4.0

Initial attack power: 46 - 76

Initial strength value: 21 Strength growth coefficient: 2.9

Initial agility value: 14 Agility growth coefficient: 2.1

Initial intelligence value: 16 Intelligence growth coefficient: 1.2

Lines

NESSAJ, Chaos Knight:

Chaos Knight

"Ready for battle"

Ready to fight

"Command me"

Give me an order

"What is your will"

What is your will?

"Do you want to hear a joke"

Do you want to hear a joke?

p>

"Sorry, I got nothing"

Sorry, I got nothing.

MOVEMENT:

Mobile Voice

"Yes"

Yes

"Good one"

Okay

"Perfect"

Perfect

ATTACK:

Attack voice

"For the horde"

For the Horde!

"The ground shall run red with blood"

The ground shall run red with blood!

"Lets ride"

Get on your horse and set off!

RESPAWN:

Birth voice

"Death to all who oppose the horde"

Death is about to come to everyone who dares to oppose the horde

CK’s hero status is undoubtedly the DPS output of ganking in the early, mid and late stages. CK in PUB should not play money alone and ignore the gank ability in the early stage. Looking back at the various gankers in Dota, their abilities are nothing more than two points: restriction and instantaneous output. Early Gank skills generally appear as Stun, Slow, and Nuker. Heroes with multiple of the above skills can often kill alone (such as POM, Pudge). Gankers like VS and CK rely more on the cooperation of teammates after casting Nuker, otherwise they cannot instantly solve opponents with a certain amount of health. Having said so much, in short, the main function of CK in Gank is to restrict and chase. The three skills are his output points, so CK is definitely a qualified Ganker.

Add 12 pairs in the early stage. According to personal preference, you can add level 3 as additional output

Chaos Bolt [C]

Towards the target Project a mysterious magic arrow, randomly causing stun and damage for a certain period of time.

Casting distance: 500

Cooling time: 10 seconds

Magic consumption: 140 points

First level - randomly causes 1- 2 seconds of stun and 1-200 points of damage.

Level 2 - Randomly causes 1-3 seconds of stun and 1-200 points of damage.

Level 3 - Randomly causes 1-4 seconds of stun and 1-200 points of damage.

Level 4 - Randomly causes 2-4 seconds of stun and 1-200 points of damage.

Blink Strike [B]

Teleport to the enemy unit and attack him, causing additional damage.

Can also be used on friendly units

Casting distance: 700

Cooling time: 30/20/10/5 seconds

Mana cost: 50 points

Level 1 - Causes 30 additional points of damage.

Level 2 - Causes 60 additional points of damage.

Level 3 - Causes 90 additional damage.

Level 4 - Causes 120 additional points of damage.

Think about what kind of heroes have this skill at the same time? SA, PA. Needless to say this skill, just two words, chase and kill. Although FV's jump is not as good as AM, QOP and FV's in evading various pointed skills, in terms of pursuit, its additional damage is still very useful in the early stage.

Critical Strike Hotkey: 0

The Chaos Knight's amulet gives him the ability to deal extra damage.

Levels 1 - 11 have a chance to cause a critical hit with 1.5 times the damage.

Level 2 - 11 chance of causing a critical hit with 2x damage.

Level 3 - 11 chance of causing a critical hit with 2.5 times damage.

Levels 4 - 11 have a chance to cause a critical hit with 3 times the damage.

I want to say that this skill is really great. 3 times is not a small number. Coupled with the clone inheriting 100 attack power, the CK team battle output after the clone is not generally high.

Phantasm [T]

Create several illusions of Chaos Knights. The illusion has all the attack power of the main body, but takes 200 damage.

Duration: 20 seconds

Cooling time: 180 seconds

Magic consumption: 175/225/275 points

First level - Chaos Knight creates an illusion of himself.

Level 2 - Chaos Knight creates 2 illusions of himself.

Level 3 - Chaos Knight creates 3 illusions of himself.

No more explanation. . .

Positioning, ideas

CK's hero status is undoubtedly the DPS output of gank in the early, mid and late stages. CK in PUB should not play money alone and ignore the gank ability in the early stage. Looking back at the various gankers in Dota, their abilities are nothing more than two points: restriction and instantaneous output. Early Gank skills generally appear as Stun, Slow, and Nuker. Heroes with multiple of the above skills can often kill alone (such as POM, Pudge). Gankers like VS and CK rely more on the cooperation of teammates after casting Nuker, otherwise they cannot instantly solve opponents with a certain amount of health. Having said so much, in short, the main function of CK in Gank is to restrict and chase. The three skills are his output points, so CK is definitely a qualified Ganker.

Add points: 12 mutual points in the early stage, the first to reach 2 points, the points at level 10 will be larger, and the points at level 11 will be larger at level 2. Then follow up with skill 3.

Generally, there is not much controversy about adding CK points. The actual effect of reaching 12 points first is immediate. Some students like to add 3 points first, but the early effect is really not big. I like to point the first level at the third level, which is convenient for last-hitting, and also has more personal skills, which is better than nothing. Others only need to be filled up after level 11.

The two skills of 12 allow CK to complete various gank tasks. The 3 skills and the ultimate clone make CK strong in the later stage.

If it is a solo kill, the order of skills should be to first dodge to the target and then stun. The flight speed of CK's C is as poor as that of DP's projectile. By the time it lands on the target, some fast heroes have already jumped away or run hundreds of yards, so be sure to do B first and then C to avoid being noticed. After pulling too far, the Gank will fail.

Equipment Analysis

Of course, you should go out with attribute equipment. There is no problem with this. Now I would like to talk about my opinions on each piece of equipment. If there are any shortcomings, please point them out.

Temple Ring

Increases the wearer's attack power by 6 points

Brilliant Halo: Increases the mana regeneration rate of allies within 900 by 0.65 points/second

Aura of focus: Increases the armor of friendly forces by 3 points within a range of 900 (you can choose to be effective only for heroes or for all units)

As the second most cost-effective piece of equipment among all DOTA props, we must not Don't think about it. Now in the PUB, I see that many Zeus, TS, POM, ES, etc. like to go out to the temple. This is not unreasonable. In the early stage, these crispy Gankers and mages are provided with armor and mana regeneration. Dismantle the temple and keep the artist's mask if there are enough grids. When appropriate, you can use the focus aura to disgust opponents and control the lane. Some data once stated that when the intelligence value reaches 33, the mana regeneration rate of a mask is greater than the mana regeneration rate provided by the temple. Therefore, I still recommend that highly intelligent mages such as TS and Bone Mage use masks to add attributes, while other GANKers should use masks to add attributes. Remove it when appropriate.

Let’s look back at CK. We can compare it with Godox. The sacred cow with attributes plus recovery and secret magic will usually become the center of hatred online. If the teammates are not strong, the gully will be used for self-defense every few minutes. The cows coming out of the temple are on guard, and they lose less health when hit. They have a relatively fast mana regeneration speed and can cooperate with teammates to kill the opposing heroes. CK's temple definitely needs to be analyzed in detail. If the teammates with you have control skills (ES and Xiao Xiao are the most suitable for mana-consuming controls), your aura will provide mana rebirth for the two of them, constantly giving them The opponent poses a threat to suppress and kill, and the opponent will have a sense of crisis at any time, thus affecting the initial development.

Frenzy Battle Ax (1200 1400 875*2=4350)

Increase attack power by 65 points

Increase mana regeneration rate by 150 points, life recovery by 6 points/second Speed

Splash attack: Splash 35 damage within 200 range

This equipment is a good output equipment. Its biggest highlight is that it has a tough ball as a synthesis Components provide follow-up capabilities in the early and mid-term. The health recovery rate of 5 points per second of the medical ring can completely replace tree eating in the early laning. The tough ball synthesized in about 10 minutes solves the consumption problem in GANK. But I personally think that Mad War is not suitable as the first major item of CK. As far as the mad war itself is concerned, the biggest drawback is that there is no ability improvement except for the output ability and recovery ability, especially in terms of attributes. Its item description states that "the person who owns it will become a killing machine." Many people interpret it as having high output and making it easy to kill people. But a hidden meaning of this sentence is that you have become a machine. After killing people, just die. You are a machine anyway. The same is true for the PA mentioned above who went into a frenzy after a fight and happily prepared to torture others, only to be sent back to the tavern with a cruel and inhumane lesson - his resistance to fighting has not improved at all, and he still dies the same way he died before.

Furthermore, Mad War is the only piece of equipment in DOTA that provides split attack. Split attack is a passive skill, and its effect depends on how much you attack yourself. In the same way that Butterfly is not suitable for the first big item, Crazy War is not suitable for releasing too early. If it's a tailwind game, of course you can continue to follow the Farm flow, use the crazy battle line to cover the jungle, and then immediately hit the next big thing.

But if it's a headwind, if you use it as the first item, you will only reduce yourself to a machine that can't kill people

Sanye Duijian

Increases attack power by 14 points

Increase strength by 16 points

Increase agility by 16 points

Increase attack/movement speed by 14 points

Crippling orb: There is a 14 chance of injuring the opponent Disabled, disabled reduces the attack/movement speed by 35, lasting 6 seconds

The double sword is very useful for CK, speed up, output, magic ball, and blood support. In 6.51, the speed of CK with the double-sword prosthetic leg can reach 444 (although it is very unlucky). The magic ball adds to CK's artistic pursuit. It is highly recommended to become CK's core equipment. Some people commented that this piece of equipment is "mediocre in all aspects", but it is different when it is brought to CK. It is an improvement on the basis of all-round excellence, and it is all-round strong. All in all, it perfectly fits the various roles CK plays.

Other equipment

Some equipment will be released at will in the later stage. What is discussed here is only the order issue

Vanguard Shield

Previous The guide also mentioned that this is something that CK should not issue. CK is not a hero like Yalong who relies on magic balls to jump over towers to kill, nor is Monkey using a shield to ensure the quality of clones (this is controversial). You can kill people by forcefully jumping over towers? To shield yourself for a long time clone? Neither is good.

Hui Yao

What can bring out the power of this equipment is the team battle survivability of the carrier. CK is no better than Dashu, SNK, or Centaur in being able to YD after the team battle starts. Go and burn people, and Huiyao has a reputation of being "too difficult to save and buy" as a "public hazard". In any case, it is not suitable for CK to release in the early stage.

Crystal sword, cannon

If you really want to attack me, there is nothing I can do. . . .

Vampire's Sacrifice

If you bought the temple in the early stage, you can transfer it to one later if you have money, but the utilization rate of this equipment is not high for CK.

Armband

Personally, I think this power DPS outfit is not very suitable for CK. First of all, who is the armband most suitable for? Dog and SNK, one has infinite blood-sucking plus the magical skill of infection, and the other has its own halo. In a two-life team battle, "at most, one will die, but I will have two lives" (except for the situation where AM and bugs on the opposite side lead to one death and two lives). In the early stage, you stay away from the battlefield and focus on making money and stacking small items (you should participate in GANK when SNK needs it), and you have a strong follow-up ability in battle. CK needs to participate in GANK at any time, relying on the advantage of skills, mainly relying on teammates and leveling output. To make full use of the armband's ability, it must be done quickly. CK, who can produce a fake leg and double wristband armband in about 25 minutes, can kill people like crazy when he goes out at that time, but CK cannot spend 25 minutes to produce these equipment. Moreover, the armband consumes a lot of energy, and 35 points of life are lost per second. If you go out in 25 minutes, you will have to die without success. Even if you kill someone, you will lose a lot because you have no follow-up power. So I don't recommend this equipment.

Mistake

It can be considered as the third and second piece. It can give you a lot of head money, and can be converted into losses later, but as the first and second piece, it still counts. Alright

As for Strong Wild Fighting, Dragon Heart

Downwind route: Tenacity, Wild Fighting, Dual Blades, Dispersion

Extremely headwind route: Prosthetic legs, wrist guards*4, double swords

Awareness about CK

FB

I once watched a game video. A CK took the acceleration in the lower river and went straight to the middle, and cooperated with the fans to directly win the God King. FB. This scene is unforgettable to me. From then on, every time I used CK, I would wait for F in the river on the advantage lane. If it was acceleration or double attack, then I would find a suitable lane to take down the opponent's FB. You must be careful when choosing your target, and look for mages and DPS more often. They are the most vulnerable in the early stage.

Mid-term

Control the rhythm of GANK and Farm. If you feel that you are relatively weak in front of your opponent, then please farm appropriately first and then proceed after you have a big item. GANK. During this period, there are recovery products such as Tenacity or Temple that can keep you in the state of not going home

Later period

CK with good accumulation in the early stage is invincible in the later stage. Some heroes played alone for more than 40 minutes, only to receive a brutal and inhumane education, and then became disheartened and even doubted their life. There was once an enemy mage, the Vanguard, who was furiously fighting against Eagle Horn. He jumped in front of the highland tower, but before he could take action, he was cloned by me (dual swords, prosthetic legs, tenacity). There are also countless trolls and PAs. In the later period, you may be able to get more than 8,000 yuan by playing single-player money streaming for 40 minutes. If I roam and gank for 40 minutes, I can get more than 7,000 yuan. For that 1,000 yuan, how many towers do you have to lose, and how many times do you make your teammates embarrassed due to numerical disadvantage. My CK ganked and farmed in the early and mid-term, and I also had equipment of the same level as yours. I always maintained a lot of team fights by myself. I took towers and kills to suppress you. The difference is obvious. This is called the whole period.

CK is indeed very strong in the late stage, but he is definitely not suitable to be one of the four guarantees. The money coming from GANK may not be as fast as burying your head in the game, but I can suppress the opponent. The speed of my GANK equipment may be 5-10 minutes slower than the speed of immersing myself in farming, but the speed of the hero suppressed and killed by me may be 15-20 minutes slower. Still have to GANK.

Many people often have this idea: I should get rid of XX first and then go to GANK. CK has super high initial attack power, the fastest initial movement speed of 325, and powerful 12 skills. Why would you sacrifice his 25 minutes in the early stage to farm gold, and wait 25 minutes later to compete for equipment? If DOTA is about comparing who can make money faster in a single player, then everyone should keep making money and wait 50 minutes to come out and play the battle of gods.

Reiterate the last few points again:

1. Be sure to bring TP with you at all times, because you will have to carry out a protracted pursuit at any time

2. Don’t position CK In the later stage when you are focused on making money

3. Before taking action, you must judge whether the target is to be killed by jumping over the tower or being insignificant. Otherwise, if you fail to rape the target, you will suffer a big loss