- Tittle: Tremble Before Me
- Author: Lapis Lazuli
Pros
- Excellent movespeed, 2nd highest in the game
- Decent armor
- Good animation (overall)
- Good stats
Cons
- Damage is too random (though still high)
- Melee
- Very mana intensive
- Though the pros somewhat outweights the cons, the randomness of this hero only amplifies as the analysis goes on. Continue to the next section to get more detailed explanation
When to pick
- Need a ganker that can be tanky
- Your team need an anti-carry hero that is not useless at everything else
- A good amount of squishies for you to stomp on
When not to pick
- Facing good mana burners
- You're not going to be able to exploit your ganking capabilities
- You're too much of a douche to ride a horse
Now Nessaj's role, if you haven't already figured it out, is
- Ganker
- Semi Tanker
- Semi Carrier
- Anti Carrier
- Chaser
And not
- Suppoter
- Nuker
- Initatior (debatable)
- Disabler
Skills
A mysterious energy bolt is thrown at an enemy. It stuns for a random amount of time. Deals random damage.
- 1. Mana 140 / Cooldown 10 / Duration 1-2 seconds / Deals 1-200 damage and stuns
- 2. Mana 140 / Cooldown 10 / Duration 1-3 seconds / Deals 50-225 damage and stuns
- 3. Mana 140 / Cooldown 10 / Duration 1-4 seconds / Deals 75-250 damage and stuns
- 4. Mana 140 / Cooldown 10 / Duration 2-4 seconds / Deals 100-275 damage and stuns
- Damage type: magic
- Stun duration and damage appears above targeted unit's head (visible to allies and enemies).
- Projectile speed: 1000 ms
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.
- 1. Mana 70 / Cooldown 24 / Range 550 / Teleportation and 25 bonus attack damage
- 2. Mana 70 / Cooldown 18 / Range 600 / Teleportation and 50 bonus attack damage
- 3. Mana 70 / Cooldown 12 / Range 650 / Teleportation and 75 bonus attack damage
- 4. Mana 70 / Cooldown 67 / Range 700 / Teleportation and 100 bonus attack damage
- 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 1400 AoE 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.
- Bonus damage lasts for 1.2 seconds.
Nessaj's mojo gives him a chance to deal bonus damage.
- 1. 10% chance to deal 1.5 times normal damage
- 2. 10% chance to deal 2 times normal damage
- 3. 10% chance to deal 2.5 times normal damage
- 4. 10% chance to deal 3 times normal damage
Summons several copies of the Chaos Knight from alternate dimensions. The illusions deal full damage, but take extra damage.
- 1. Mana 125 / Cooldown 140 / Duration 24 seconds / Summons 1 Image, takes 200% normal damage
- 2. Mana 200 / Cooldown 140 / Duration 24 seconds / Summons 2 Images, takes 200% normal damage
- 3. Mana 275 / Cooldown 140 / Duration 24 seconds / Summons 3 Images, takes 200% normal damage
- This ability removes most buffs from Nessaj.
Skill Build
- 1. Chaos Bolt
- 2. Reality Rift
- 3. Chaos Bolt
- 4. Reality Rift
- 5. Chaos Bolt
- 6. Reality Rift
- 7. Chaos Bolt
- 8. Reality Rift
- 9. Critical Strike/Stats/Phantasm
- 10. Phantasm/Critical Strike
- 11. Phantasm
- 12. Critical Strike
- 13. Critical Strike
- 14. Critical Strike
- 15. Stats/Critical Strike
- 16. Phantasm
Sadly CK's skill build doesn't open up much rooms for improvements, I shall list the points
- Chaos Bolt as his best and only disable, scales the best and most effective early game, is taken first and maxed first
- Reality Rift, crucial for ganking, positioning in general, low cd and manacost, is taken next and maxed right after
- Critical Strike, too random and requires items to be effective, is taken last and maxed last
- Phantasm is great, but you can only support its manacost later on, so take when need be
- Stats is sometimes prioritized over Critical Strike, depending on the situation whether you need more burst DPS or not
Items Build
Starting Items
Early Game Items
Boots of Choice
Extensions
Late game extensions
Questionable Items
Rejected Items
In game justification
Laning
This section is divided into 2 parts, depends greatly on the course of the game
1.Passive:
If you're playing passively, meaning sit back and farm, you should grab a RoB for early pushing power and minor damage increase. Should always try and get most of the farm. You're melee with good movement speed, so sometimes you're forced to go defensive against a superior lanecontroller, but you can counter-gank quite well
2.Agressive:
Abusing your fast movespeed and powerful stats, CK, with an ally or two, is a great tower diver and tri-lane carry pusher. CK can also be used as a tanking roamer, but albeit a bit too risky and most of the time not considered.
Ganking
Once you have sufficient items, you should go ganking, since that's CK's greatest traits.
Unlike solo-gankers, CK hasn't a reliable disable or good burst damage, nor a spammable mana pool, so going with a support ganker such as CM/VS is always a much better idea than going alone. You have stats, so most of the time you should be the one eating the nukes. You simple ganking combo goes like this.
Rift->(Ally disable)->Hit->Stun->Hit->Rift->(Ally Disable)
Positioning and influence are the key to a successful gank. Always come in from near the target, but from fog and/or higher ground. Though particularly fast, CK is still melee, so it would still be a bit hard for him to catch up, especially if the enemy has a disable/escape mech in store. So, it's best to get as many free hits as possible, and give them the least reaction time you can afford.
Teamfights
CK isn't particularly a good hero in teamfights. His Reality Rift becomes very mediocre as an initiating spell. However, his ability to pin down and stomp over a single hero within mere seconds is his greatest asset. Be sure to balance ganking and farming so that when teamfights start to come about, you would already have enough DPS to wreck havoc with your illusions. Don't waste them though.
Late game
As his potential peaks at mid game, it is usually better to end it there, but most of the time it wouldn't be that easy, and the game goes on to a later phase. Later in the game, ganking becomes much, much harder, and semi carriers like CK should focus a bit more on farm. This is the phase that his anti-carry abilities shine the most though. He could still literally walk over an enemy carrier with even more farm within seconds, provided the team having enough supports and disables to go around. However, the precious first few seconds are the most vital, as CK's not a considerably powerful DPS-er without his illusions
Edited by basicdotaguide.blogspot.com