Alrighty. Let's bring back the chaos peeps!!
First off I wanna say that I am not the best with chaos but I've improved tremendously after noticing several key things after several ranked matches and as a result have crept up the leaderboard with chaos instead of ele. (Honorable mention to my bud myst for being only two below my high score mark. His rating a whopping 2670!! I hope he or myself break the 2.7 barrier but anyhow I'm rambling)
Chaos start that basically is a must and is the most effective:
2 c\2m as this allows for you to have a consistent pace going early game by following this up with 3 c and a miner before you begin to receive a delayed return or 75 for your first bomber followed by another miner and so forth.
Vs order:
The initial fight for tower benefits chaos in a few ways. If won, gives chaos the ability to skyrocket in army and eco and be allowed to manipulate the order eco if played correctly. HOWEVER, in applying pressure one must be wary of how much army the opponent has. Do not waste your entire army in an all or nothing gamble to clap miners. If the order player should return the favor with a decent army it will be difficult to push back if the opponent has a decent amount of archers as a simple sword/archer tank rush effectively suppresses without an army.
After the tower, assuming you won the tower by single targeting swords and throwing a single bomb at a time only spending them to ensure kills (not saying 3 bombs isn't worth the risk but its still a hearty risk at that) begin to shape your eco grabbing poison guts if winning the sword and c/b trade offs. Your opponent should be making archers. Placing your miners on mana @1:40ish to begin to go for your deads (if the opponent has a bigger army in terms of what you may be capable of handling with merely c/b do not risk the army you have, reserve your bombs as a countermeasure for swords to protect your reads. Only using them when a group of enough swords are pressuring your deads. The opponent may split swords so be aware of the possibility and If you see it micro the bombs into both groups one at a time as you see fit. Losing 1 or two deads for 10 swords is a fair trade as you have your c's to semi absorb arrows until they die followed by more deads and a jug. (Research charge as it comes in handy. Using it when a spear presses forward. Hopefully, you can catch it before a possible shield wall command but if not its fine as you get the knock back. Target with single deads at the top and bottom most archers to tag them with poison. Effective at picking off units before merics arrive. If merics, focus on the spear(s). After a sizeable amount of deads secure map positioning either press into enemy base range and harass or solidify your army if need be prior to and be sure to grab Medusa and pool research. Tower prior to Medusa with passive if enemy attempts to turtle. When researchin pool grab another passive.)
When using passives, keep in mind that chaos lacks a heavy reliance in spells unless you plan or require use of the additional support casters or like to spam charge refrain from using these and use the gold and mana in a more useful manner.
Now for wings... Wings are a bit more risky unless you can suppress the archer production early on. The more archers the opponent gets the worse off chaos will be as opposed to j/d meta.
Start is the same, except one may prefer to be more reliant on crawlers as the tankier the better to support the initial wings. If rushed again micro the bombs into them. If not keep em handy and rush them behind your jugs at clumps of archers. If a turtle begins it is advised by my personal preference to mix in deads to maintain positioning using wings as snipe suppression only if need be.
Chaos vs chaos:
2c/2m
Med maps: follow up with 2 or 3 c dependent on micro ability. Only use bombs to guarantee hits!!! I cannot express how important that is. 1616161616 etc.
Short: 2\2 followed with 6616161616
For mana time I cannot say for certain but wings tend to be a better option over deads due to the speed and DPS difference. Unless the map is short where the eco doesn't get to stretch out to second row unless already winning.
Hustle and turrets are effective in CVC.
If j/d vs /j/d whomever can effectively exchange their bombs and bring out more Medusa tends to win.
J/d vs j/w is relient on how effectively one pressures the enemy economy.
J/w vs j/w depends heavily on bomb exchange and poison pool positioning if it goes to that extent.
Chaos vs ele:
2c/2m
Crawler and miner spam, tech to wings, Medusa with p pool, and charge is oddly effective.
Short map however,
2c/2m turret meta works if pressured by going castle dead. Stall with crawlers and turrets until able to tech to wings.
In both situations deads when teched properly position nicely and deliver the poison when its needed on short maps and vs cycloids. Forcing waters to be used in a way other than for trees freezing or cycloids benefits the chaos user as he uses wings as a support tactic. Not as an army.
I may have missed things so feel free to point things out. GLS CHAOS PEEPS!!