Keeper of the Light

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Keeper of the Light
Keeper of the Light.png
Radiant icon.png The Radiant
Strength
14 + 1.8
Agility
15 + 1.6
Intelligence
22 + 2.8
Level 1 16 25
Hit Points 416 967 1613
Mana 286 858 1417
Damage 38-54 82-98 125-141
Armor 1.1 4.74 9.22
Attacks / Second 0.67 0.82 1.01
Movement Speed 315
Turn Rate 0.5
Sight Range 1800/800
Attack Range 600
Missile Speed 900
Attack Duration 0.3+0.85
Cast Duration 0.3+2.4
Base Attack Time 1.7

Ezalor the Keeper of the Light is a ranged Intelligence Hero famous for his reputation as a one-man support team. Supporting his allies in need, and pushing unguarded lanes with ease, Ezalor is a very valuable ally for any team. Having a variety of useful abilities, he can channel a powerful globe of intense light that can heavily damage an army of enemy creeps in the lane, allowing for an easy push; and manipulate the mana around him, restoring mana for himself and his allies or drain the mana out of his enemy. His Ultimate allows him to gain his full power, giving Ezalor access to 2 sub-skills and an improved existing ability, giving him six different abilities in total. Keeper of the Light requires patience, confidence and selfless behavior to play him well, as he is played as a support instead of a killer caster like most Intelligence gankers. His wide set of skills also require good timing, reflexes, and knowledge to use well.

Contents

[edit] Bio

Keeper of the Light Ezalor, the Keeper of the Light
Play "The light shines upon me and within me."
Role: Pip pusher.png Pusher
Lore: Upon a pale horse he rides, this spark of endless suns, this Keeper of the Light. Ezalor long ago escaped the Fundamental plane, separating from the other ancient forces to which he was bound within the great Primordial harmony. He is a power grown sentient in the dawn of the universe, and now rides forth in all planes at once, one step ahead of pursuing chaos, bearing his gift with him at the end of a radiant staff. His majestic truth lies hidden beneath the outward appearance of a slightly doddering old man who barely stays in the saddle. However, when faced with the challenge of chaos, or the forces of darkness, his primordial light bursts forth, and his full power is revealed, transforming him once again into a force to be reckoned with.
Voice: Nolan North (Responses)

[edit] Abilities

Illuminate
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
Q
T
Illuminate icon.png
Ability Affects Damage
Channeled Enemies Magical
Channels a ball of light energy, building power the longer it's channeled. Once released, the ball deals damage and gives vision in a line. The longer it is channeled, the more damage dealt.
Range: 2000
Radius: 350 (starting radius), 2000 (distance), 350 (final radius)
Maximum channel damage: 200/300/400/500
Cooldown 10 Mana 150/160/170/180
Ezalor's hidden light reveals itself in marvelous fashion.

Notes:

  • Illuminate gives increasing vision of the target area as it is channeled.
  • Can be channeled for 2/3/4/5 seconds, gaining 100 damage every second.
  • Can hit units up to 2000 range away.

Release Illuminate
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
Q
T
Illuminate (End) icon.png
Ability Affects Damage
Channeled Enemies Magical
Ends the channeling on Illuminate and releases the spell with damage currently built-up.

Mana Leak
Blocked by Magic Immunity. Blocked by Linken's Sphere. Cannot be purged.
W
E
Mana Leak icon.png
Ability Affects
Target Unit Enemies
Weakens an enemy's magical essence, causing them to lose mana as they move. If the enemy loses all of its mana, it will be stunned.
Range: 550/700/850/1000
Duration: 4/5/6/7
Percentage of maximum mana drained per 100 units the target moves: 3.5%/4%/4.5%/5%
Stun duration: 1.3/1.6/1.9/2.2
Cooldown 16 Mana 75
Ezalor disrupts Primordial harmony, draining magical energy from those with poor constitution.

Notes:

  • If the target travels over 300 distance in less than 0.1 second (by using Blink, for example), Mana Leak will not drain mana for that distance.
  • The target needs to travel 2857/2500/2222/2000 units in order to drain 100% of their max mana.
  • Becoming magic immune will not remove the debuff, but will nullify the mana loss.
  • You can use Force Staff to instantly drain 21/24/27/30% of the enemy's max mana.

Chakra Magic
Not blocked by Magic Immunity.
E
C
Chakra Magic icon.png
Ability Affects
Target Unit Allies
Restores mana to the target unit.
Range: 900
Mana restored: 75/150/225/300
Cooldown 19/18/17/16 Mana 25/45/65/85
In the same vein, Ezalor bestows his harmony among others.

Notes:

  • Casting it on yourself will effectively only restore 50/105/160/215 mana.

Spirit Form
Cannot be purged.
R
F
Spirit Form icon.png
Ability Affects
No Target Self
Ezalor turns his body luminescent temporarily, gaining various abilities. Illuminate is now channeled by a separate spirit, and gains the Blinding Light and Recall abilities.
Duration: 40
Cooldown 80/70/60 Mana 100
In a flash of light, Ezalor reveals his true nature.

Recall
Not blocked by Magic Immunity. Cannot be purged.
D
R
Recall icon.png
Ability Affects
Target Unit Allied Heroes
After a short delay, teleports the targeted friendly hero to your location. If the targeted friendly hero takes player based damage during this time, the ability is interrupted.
Range: Global
Teleportation delay: 5/4/3
Cooldown 15 Mana 100
Walk towards the light.

Notes:

  • Since the cooldown and mana cost take effect upon casting, the mana will be deducted and the ability will go into cooldown even if the ability is interrupted.
  • This ability interrupts channeling abilities.
  • Clicking this ability on the minimap will target the nearest allied hero.

Blinding Light
Blocked by Magic Immunity. Not blocked by Linken's Sphere. Can be purged.
F
B
Blinding Light icon.png
Ability Affects
Target Point Enemies
A blinding light flashes over the targeted area, knocking back and blinding the units in the area, causing them to miss attacks.
Range: 900
Radius: 675
Miss chance: 80%
Duration: 3/4/5
Cooldown 20/16/12 Mana 50
The Primordial light turns the tides of battle in favor of Ezalor and his allies.

Notes:

  • Causes knockback of 250 range over 0.4 seconds, centered on the middle of the target area of effect.
  • If a unit being knock-backed collides with trees, the trees are destroyed.
  • Does not interrupt channeling abilities.

Illuminate (Spirit Form)
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
Q
T
Illuminate (Spirit Form) icon.png
Ability Affects Damage
Channeled Enemies Magical
Channels a ball of light energy, building power the longer it's channeled. Once released, the ball deals damage and gives vision in a line. The longer it is channeled, the more damage dealt.
Range: 2000
Radius: 350 (starting radius), 2000 (distance), 350 (final radius)
Maximum channel damage: 200/300/400/500
Cooldown 10 Mana 150/160/170/180
Ezalor's hidden light reveals itself in marvelous fashion.

Notes:

  • Illuminate gives increasing vision of the target area as it is channeled.
  • Illuminate is channeled by a spirit, so Keeper of the Light is not forced to stand still to cast the spell.
  • Can hit units up to 2000 range away.

[edit] Recommended items

Explanation:
Starting items:

  • Tango and Healing Salve help with your health regeneration while laning.
  • Gauntlets of Strength give some health, which is always handy since you're a fragile support. They're also used to make a Bracer.
  • Iron Branch gives nice stats for a good price.
  • Take an Animal Courier if nobody has bought it yet. You're a support, so you should take this item.

Early game:

  • Boots of Speed are bought because of the speed bonus.
  • Magic Stick is a useful item which will be turned into a Magic Wand in the near future.
  • Bracer gives more survivability and nice stats.
  • Observer Wards are always taken: it is your job to place Wards around the map, and the vision they offer is very useful if you want to cast Illuminate in a safer and more effective way.

Core items:

  • Tranquil Boots are cheap and provide more survivability: a perfect item for a support hero like Keeper of the Light.
  • Magic Wand offers more stats and good regeneration.
  • Mekansm makes you tougher and harder to kill, while giving you another ability to support teammates.
  • Observer Wards are bought because of the same reasons written above.

Situational items:

  • Boots of Travel are a good choice if you managed to get a lot of gold without stealing it from teammates: you'll be able to push more easily, and they also give you a sort of escape mechanism.
  • Shiva's Guard makes you harder to kill and gives a lot of mana. Its ability is perfect for teamfights.
  • Rod of Atos is a good item for a ranged support who needs more survivability. Its ability makes chasing or escaping from single enemies easier.
  • Scythe of Vyse provides good stats and good mana regeneration. The disable it offers is handy in almost all situations, making chasing, escaping or even initiating a teamfight much easier. However, it costs a lot, but with your farming capabilities this isn't much of a problem.
  • Pipe of Insight gives HP regeneration and additional magic resistance. Its active ability is mostly used to initiate teamfights, or to counter initiations.
  • Eul's Scepter of Divinity is usually bought because of the good mana regeneration it offers and because of the active ability: a 2.5 seconds disable that can be used in a variety of ways.
  • Force Staff is a good utility item which grants some more Intelligence and HP regeneration. You can use it to escape, chase or even to save teammates. Overall, it gives great mobility.
  • Necronomicon is the right choice if you wish to push or contribute even more in fights: the stats granted increase with every level, and the units it summons give bonus to you and your team (such as more movement and attack speed, as well as True Sight at level 3). The mana burn synergizes well with your Mana Leak.
  • Veil of Discord gives more Intelligence and more survivability. Its active ability is better used in teamfights or before channeling Illuminate.

[edit] Equipment

[edit] Tips

  • Illuminate clears fog of war while channeling and as such should be used liberally when in dangerous territory to prevent a sneak attack by the enemy. Remember that charging it to fulmination increases its sight range; charging it and releasing it immediately will not be good for gaining sight.
  • Illuminate's notorious creep-killing power makes Ezalor a remarkably good farmer considering his supportive role. As such, he will always have money for wards, and should ward extensively; as vision of the enemy allows for powerful Illuminate strikes.
  • Although Illuminate is extremely powerful for early-game pushing and harassment, it will disrupt the farm of your laning partner; so if used it should be positioned only to damage the enemy heroes. Owing to his ability to replenish his mana, Illuminate can be used constantly; but mana replenishment is generally better used on his laning partner.
  • Using Mana Leak and then Illuminate on a foe will force them either to take damage or lose mana; depending on whether or not they choose to move.
  • Remember that you are a support. While maxing Illuminate seems a good choice for the damage and the pushing potential, it will also make you an easy prey to ganks. Unless you wish to push hard really early, consider maxing Chakra Magic first, which is very useful in the early stages of the game. If you are soloing a lane, a viable option for Ezalor; Illuminate can be maxed first and used to scare the enemy heroes into losing their lane.
  • Keeper of the Light is a very effective lane support for Heroes who are very mana dependent; Chaos Knight, Morphling, Juggernaut, Skeleton King, Magnus, Tiny, Zeus, Leshrac, Ancient Apparition and many other Heroes will have their lane sustainability greatly augmented by your presence.
  • Mana Leak will instantly stun Lone Druid's bear, as he has no mana by default. Use this to save yourself or your teammates from being chased down by the bear.

[edit] Trivia

  • Ezalor's design in Dota 2 makes several references to Gandalf, an iconic character from The Lord of the Rings book series.
    • His clothing is almost purely white, similar to Gandalf's attire.
    • Illuminate's wave animation are a group of stampeding white horses. This is similar to the spell Gandalf cast on the torrent of water, at the ford of Bruinen, in the first book, The Fellowship of the Ring. Additionally, it has similarities to his reinforcements at Helm's Deep during the second book, The Two Towers. This is also depicted in the splash art, with Ezalor taking Gandalf's place at the head of the charge.
    • One of Mana Leak's cast responses ("You shall not cast!") is a pun on one of Gandalf's most famous quote "You shall not pass!".
    • One of his spawn lines, "Ezalor... I think that's my name" is likely a reference to Gandalf "respawning" as The White: "Gandalf? ... Yes ... That was my name ... Gandalf the Grey."

[edit] Update history

May 24, 2013 Patch

March 21, 2013 Patch

February 28, 2013 Patch

February 14, 2013 Patch

February 07, 2013 Patch

  • Fixed Recall icon.png Recall going off if Keeper died during the delay.

January 24, 2013 Patch

January 10, 2013 Patch

  • Fixed Recall icon.png Recall interaction with non-hero units.

October 25, 2012 Patch

September 27, 2012 Patch

  • Fixed Illuminate icon.png Illuminate going 400 further than intended.

September 21, 2012 Patch

  • Added a effect that plays the whole time Keeper_of_the_Light Keeper's Mana Leak icon.png Mana Leak is active on a target, not just when the target moves.

September 13, 2012 Patch

  • Made some visual tweaks to Keeper of the Light Keeper of the Light's Illuminate icon.png Illumate's projectile so it behaves better when moving across different altitudes.
  • Slightly enlarged accuracy debuff effect for Keeper of the Light Keeper of the Light's Blinding Light icon.png Blinding Light.

August 02, 2012 Patch

  • Fixed Chakra Magic mana regen not transfering over Tether.
  • Fixed Illuminate dealing maximum damage instantly when killed by Nether Ward on cast attempt.
  • Keeper effects got some polish and bug fixes.

July 27, 2012 Patch

  • Fixed some FOW issues with Spirit Form Illuminate.

July 26, 2012 Patch


[edit] Balance changelog

6.78

  • Base strength decreased by 2.

6.77c

  • Illuminate icon.png Illuminate
    • Manacost from increased 150 to 150/160/170/180.
    • AOE reduced from 400 to 350.

6.75

  • Chakra Magic icon.png Chakra Magic manacost rescaled from 40/55/70/85 to 25/45/65/85.
  • Mana Leak icon.png Mana Leak cooldown decreased from 18 to 16.
  • Illuminate icon.png Illuminate
    • Cast range changed to be the same as its travel range (just a UI change).
    • Max hit distance increased from 1600 to 2000.

6.74

  • Mana Leak icon.png Mana Leak stun duration increased from 1.25/1.5/1.75/2 to 1.3/1.6/1.9/2.2.

6.73

  • Blinding Light icon.png Blinding Light cooldown decreased from 20 to 20/16/12.
  • Recall icon.png Recall cooldown decreased from 40 to 15 seconds.

6.71

  • Mana Leak icon.png Mana Leak
    • Now applies a stun instead of a slow when the target runs out of mana (duration: 1.25/1.5/1.75/2.0 seconds).
    • Duration from 5/6/7/8 to 4/5/6/7.
    • Cooldown from 20 to 18.

6.70

6.69

  • Recall icon.png Recall is now targetable through the minimap.

6.63

  • Illuminate icon.png Illuminate max range is now constant at all levels.

6.60

  • Changed Mana Leak icon.png Mana Leak stun into a slow (2 seconds, 60 %).
  • You no longer lose control of your hero when knocked back with Blinding Light icon.png Blinding Light.

6.58

  • Rescaled Mana Leak icon.png Mana Leak cast range (1200->550/700/850/1000).

6.57

  • Added Disablehelp for Keeper of the Light's Recall icon.png Recall.

6.55

  • Reworked
    • Illuminate icon.png Illuminate now gives vision gradually as it grows in the area it is "illuminating" rather than at the end.
    • Mana Leak icon.png Mana Leak reworked.
    • Chakra Magic icon.png Chakra Magic
      • Increased cast range (500->900).
      • Lowered cooldown a bit (19->19/18/17/16 seconds).
      • Rescaled manacost (40/80/100/120->40/55/70/85).
      • Removed the damage bonus (7%/14%/21%/28%) and minor health regen (0.15/0.3/0.45/0.6), both lasted 30 seconds.
    • Ignis Fatuus replaced by Spirit Form icon.png Spirit Form.

6.54

6.52

[edit] Replaced Abilities

Mana Leak (old)
W
E
Mana Leak icon.png
Ability Affects
Target Unit Enemies
Casts a powerful inhibiting magic on another unit. Should they cast a spell, a portion of their remaining mana leaks away.
Duration: 22
Current mana drained: 20%/40%/60%/80%
Cooldown 15 Mana 50
Ezalor disrupts Primordial harmony, draining magical energy from those with poor constitution.

Ignis Fatuus
R
F
Unknown icon.png
Ability
No Target
Summons the Spirit of Light to assist the Sentinel. Can attack and has Liberate Soul, Will O' and Phase Shift abilities.
Duration: 90
Health: 300/450/600
Mana: 400
Damage: 15-26/25-36/35-46
Armor: 0
Cooldown 60 Mana 200/300/450

Liberate Soul
Unknown icon.png
Ability
No Target
Raises a soul from a corpse, with the Heal ability. It die with the Ignis Fatuus.
Duration: 50
Health: 400/500/700
Mana: 5
Damage: 21-25/28-32/35-39
Armor: 3
Heal Manacost: 5
Heal Cooldown: 1
Heal Amount: ?
Cooldown 2 Mana 50

Will O'
Unknown icon.png
Ability
Target Point
Instantly teleports to anywhere on the map.
Cooldown 0 Mana 75

Phase Shift
Unknown icon.png
Ability
Auto-Cast
Causes this unit to shift out of existence whenever it takes damage, tempoarily avoids taking further damage.
Duration: 1
Cooldown 7 Mana 30

[edit] Gallery

[edit] See also


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