Keeper of the Light

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Keeper of the Light
Keeper of the Light icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
16 + 2.3
15 + 1.6
23 + 2.8
Level Base 1 15 25
Health 200 488 1064 1478
Health regen 0 1.6 4.82 7.12
Magic res. 25% 26.38% 28.73% 30.41%
Mana 75 420 1005 1425
Mana regen 0 1.44 3.89 5.64
Spell dmg 0% 2.01% 5.44% 7.89%
Armor -1 1.4 4.98 7.54
Att/sec 0.59 0.68 0.81 0.9
Move sp amp. 0% 0.75% 1.87% 2.67%
Damage 20‒27 43‒50 82‒89 110‒117
Movement speed 335
Turn rate 0.5
Vision range 1800/800
Attack range 600
Projectile speed 900
Attack animation 0.3+0.85
Base attack time 1.7
Collision size 24
Legs
Gib type Default

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 draining the mana of his enemy. His Ultimate allows him to gain his full power, giving Ezalor access to 2 sub-abilities 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 abilities also requires good timing, reflexes, and knowledge to use well.

Bio[edit]

Keeper of the Light minimap icon.png Ezalor, the Keeper of the Light
Play "They say twas I who carried the first light into the universe. They might be right, I can't quite recall."
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.

Abilities[edit]

Illuminate
Partially pierces spell immunity. Play
Q
T
Illuminate icon.png
Affects
Enemies
(Upgradable by Aghanim's Scepter. Allies)
Damage
Magical
Channels light energy, building power the longer it's channeled. Once released, a wave is sent forth that deals damage and gives vision in its path. The longer it is channeled, the more damage is dealt.
Cast Animation: 0.3+0
Cast Range: 1800 (Talent 2150)
Travel Distance: 1550 (Talent 1900)
Wave Radius: 375
Max Channel Time: 2/3/4/5
Damage/Heal Increase per Second: 100
Max Damage: 200/300/400/500 (Talent 400/500/600/700)
Max Heal: 0 (Upgradable by Aghanim's Scepter. 200/300/400/500, Talent 400/500/600/700)
Cooldown: 10
Mana: 150/160/170/180
Aghanim's upgrade: Allows Illuminate to heal allies for 100% of its damage values during daytime.
Partially pierces spell immunity. Damage on enemies is blocked. Heal on allies is not.
Modifiers
Buff Illuminate: Undispellable.
Buff Spirit Form: Undispellable.
Ezalor's hidden light reveals itself in marvelous fashion.

Notes:

  • The wave travels at a speed of 1050, taking 1.48 (Talent 1.81) seconds to travel the full distance.
  • Can hit units up to 1925 (Talent 2275) range away (travel distance + radius).
  • The Damage and heal increase by 1 for every 0.01 seconds, starting as the 0.3 second cast time begins.
    • The damage/heal increasing talent does not alter this. The talent's bonus is added after the scaling damage is calculated.
    • This means it can deal a minimum of 30 (Talent 230) damage and heal for a minimum of 30 (Talent 230) health.
    • This also means that the maximum damage and heal are reached after 1.7/2.7/3.7/4.7 seconds of channeling.
  • Checks the current daytime upon releasing the wave. Cannot heal during the nights caused by Dark Ascension and Eclipse.
  • During the channeling, the spell spawns vision fields in a line in front of Ezalor.
    • The vision fields provide 375 range flying vision and last for 10.34 seconds each.
    • The first vision field spawns 150 range in front of Ezalor. The following ones spawn 150 range away from the previous vision fields.
    • The vision fields are spawned in 0.5 second intervals, starting 0.5 seconds after channeling start, resulting in up to 3/5/7/9 fields.
    • When the channeling gets canceled, it stops spawning vision fields. This does not affect the travel distance of the wave.
    • When fully channeled, all vision fields together reach up to 825/1125/1425/1725 range away with their vision.
  • The horses only spawn when the spell is channeled for the full 2/3/4/5 seconds and only have a visual purpose.
  • The Spirit Form buff is granted by Aghanim's Scepter icon.png Aghanim's Scepter. It has only visual purposes and does nothing.


Release Illuminate
Does not proc any on-cast effects when cast. Play
Q
T
Release Illuminate icon.png
Ability
No Target
Release the channel early.
Cast Animation: 0+0
Cooldown: 0

Notes:

  • Interrupts Keeper of the Light's channeling spells upon cast.


Blinding Light
Does not pierce spell immunity. Play
W
B
Blinding Light icon.png
Affects
Enemies
A blinding light flashes over the targeted area, knocking back and blinding the units in the area, causing them to miss attacks.
Cast Animation: 0.3+1.07
Cast Range: 550/600/650/700 (Talent 900/950/1000/1050)
Radius: 600
Knockback Distance: 350
Damage: 50/100/150/200
Miss Chance: 70%
Knockback Duration: 0.4
Miss Duration: 3/4/5/6
Cooldown: 30/25/20/15
Mana: 100/125/150/175
Does not pierce spell immunity. Knockback and blind persist if debuffs were placed before spell immunity and when not dispelled.
Modifiers
Debuff Blinding Light Knockback: Dispellable with any dispel.
Debuff Blinding Light: Dispellable with any dispel.
The Primordial light turns the tides of battle in favor of Ezalor and his allies.

Notes:

  • Knocks units back at a speed of 875. Knockback distance is always 350, no matter how far the unit is from the center.
  • Units are not disabled during the knockback. They can still turn, attack, cast spells and use items. Channeling spells are not interrupted.
  • Can knock units over impassable terrain. Destroys trees within 150 radius of affected units upon landing.


Chakra Magic
Pierces spell immunity. Play
E
C
Chakra Magic icon.png
Affects
Allies
Restores mana to the target unit and reduces cooldowns of all abilities currently on cooldowns by a fixed amount.
Cast Animation: 0.3+1
Cast Range: 900 (Talent 1250)
Mana Restored: 80/160/240/320 (Talent 380/460/540/620)
Current Cooldowns Reduction: 3/4/5/6
Cooldown: 20/18/16/14
In the same vein, Ezalor bestows his harmony among others.

Notes:

  • Only reduces cooldowns of every non-ultimate ability, including passive abilities.

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Will-O-Wisp
Will-O-Wisp icon.png
Affects
Enemies
Summons Ignis Fatuus at the targeted area. Alternates on and off every second. When active, it causes all enemies near it to stare hypnotized at it. Can be attacked by units outside of the radius, dies after a certain number of attacks.
Cast Animation: 0.1+1.27
Cast Range: 900
Radius: 675
Attacks to Destroy: 4/5/6
Hypnotize Movement Speed: 25
Number of Flickers: 3/4/5 (Talent 5/6/7)
Initial Delay: 1
Off Duration: 1.85
On Duration: 1.3
Wisp Duration: 9.35/12.5/15.65 (Talent 15.65/18.8/21.95)
Cooldown: 120
Mana: 250/350/450
Modifiers
Debuff Will O Wisp: Dispellable with any dispel.

Notes:

  • The wisp starts flickering 1 second after cast, and then every 3.15 seconds, up to 3/4/5 (Talent 5/6/7) times.
  • Only attacks from heroes (including clones, excluding illusions) can damage the wisp.
  • Destroys trees within the radius upon cast.


Talents[edit]

Hero Talents
+200 Illuminate Damage/Heal25+2 Will-O-Wisp Flicker
+300 Chakra Magic Mana20+40% Magic Resistance
+350 Cast Range15+40% XP Gain
+25 Movement Speed108% Spell Lifesteal
Notes:
  • The spell lifesteal talent stacks additively with other sources of spell lifesteal.
  • The spell lifesteal talent heals for 1.6% from non-hero units. Treats creep-heroes as creeps and does not heal off of illusions.
  • The magic resistance talent stacks multiplicatively with other sources of magic resistance.
  • The magic resistance talent increases Keeper of the Light's magic resistance to 55%.

Recommended items[edit]

Starting items:

  • Tango icon.png Tango provides health regeneration while laning, which mitigates harass damage by lane opponents. Keeper of the Light can share it with allies if needed.
  • Healing Salve icon.png Healing Salve also restores health early on to you and teammates.
  • Iron Branch icon.png Iron Branch gives some attributes, and can be used to build Magic Wand or Mekansm.
  • Animal Courier (Radiant) icon.png Animal Courier should always be purchased by a support at the start of the game.
  • Observer Ward icon.png Observer Ward gives vision around the map, and helps Keeper of the Light get into a good position to use Illuminate.

Early game:

  • Boots of Speed icon.png Boots of Speed increase Keeper of the Light's mobility, which can be crucial for getting into position to cast his spells.
  • Magic Wand icon.png Magic Wand increases Keeper of the Light's attributes for cheap, and provides burst health and mana restoration, increasing overall survivability.

Mid game:

  • Tranquil Boots (Active) icon.png Tranquil Boots gives Keeper of the Light more movement speed for little expense. The passive regeneration keeps his health at full, allowing him to be self-sustaining as he can replenish his mana with Chakra Magic.
  • Glimmer Cape icon.png Glimmer Cape may save Keeper of the Light and allies with invisibility and magic resistance. Also, he can activate it before or during channeling of Illuminate and Town Portal Scroll.
  • Force Staff icon.png Force Staff can be used for mobility, saving teammates, or forcibly dispositioning enemies, particularly effective when combined with and Blinding Light.

Late game:

  • Ghost Scepter icon.png Ghost Scepter grants immunity against physical damage so Keeper of the Light can survive against enemy carries.
  • Scythe of Vyse icon.png Scythe of Vyse provides a large boost to attributes and excellent mana regeneration, allowing Keeper of the Light to use Chakra Magic on teammates more frequently instead of on himself. The Hex it offers is very powerful on Keeper of the Light, as he otherwise lacks an instant hard disable.

Situational items:

  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity gives Keeper of the Light a sustainable mana pool and increased movement speed, allowing him to be much more active on the battlefield. The active ability dispels debuffs such as silences while making Keeper of the Light temporarily invulnerable, or disables an enemy long enough for Illuminate to charge up damage.
  • Veil of Discord icon.png Veil of Discord gives Keeper of the Light attributes and armor, making him more survivable. Its active ability also gives him powerful teamfight contribution, especially when coupling with Illuminate, and is a good item to buy if your team can capitalize on their magic nukes.
  • Solar Crest icon.png Solar Crest gives Keeper of the Light armor, evasion, and mana regeneration. As a ranged support, you have the ability to reduce an enemy's or Roshan's armor for your team to capitalize on, or give an ally more armor to extend their survivability.
  • Rod of Atos icon.png Rod of Atos grants more survivability and a larger mana pool. Its root makes chasing or escaping from single enemies much easier due to its extremely long cast range and low cooldown.
  • Mekansm icon.png Mekansm synergizes well with Keeper of the Light's support abilities, as he can heal his teammates as well as restore their mana. The overall attributes and armor also provide Keeper of the Light with considerably more survivability, while Chakra Magic covers the item's high mana cost.
  • Pipe of Insight icon.png Pipe of Insight resists and shields Keeper of the Light and teammates against magical damage so they can survive and contribute to teamfights.
  • Shiva's Guard icon.png Shiva's Guard gives Keeper of the Light more physical survivability, a larger mana pool, and better teamfight contribution. The intelligence and armor allow Keeper of the Light to participate more in fights, while the attack speed aura and active freeze aura slows enemies' attempts to deal damage with their physical attacks and slows their movement speed with an additional damage nuke.
  • Octarine Core icon.png Octarine Core helps Keeper of the Light use abilities more often, especially with Chakra Magic. Illuminate will also heal him for a good amount after hitting many enemy heroes.
  • Lotus Orb icon.png Lotus Orb improves Keeper of the Light's armor and regeneration. The basic dispel and active ability increase survivability of him and his allies by removing debuffs and may dissuade the enemies from using targeted abilities.

Gameplay[edit]

Roles: Support Support Nuker Nuker Disabler Disabler Jungler Jungler
Complexity: ★★☆
Playstyle: What appears to be a frail old man on his steed is, in truth, a Fundamental, the Keeper of the Light. Ezalor's staff Illuminates the darkest corners, banishing evil from the realm. He replenishes his companions with Chakra Magic, while casting a Blinding Light over the land, causing attacks to miss. Heads turn to stare at a mysterious shimmering orb, unable to look away as the Keeper's allies encircle foes hypnotized by the flickering lights of the Will-O-Wisp.


Audio[edit]

History[edit]

Equipment[edit]

Trivia[edit]

  • 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.
    • The Mana Leak cast line Play "You shall not cast!" is a reference to one of Gandalf's most famous quotes: "You shall not pass!"[1]
    • The unused Mana Leak cast line Play "Run! Run, I say!" is a reference to another one of Gandalf's famous quotes: "Fly, you fools!"[2]
    • The respawn lines Play "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."
    • One of Ezalor's cosmetic items, the Wise Cap of the First Light makes him look even more like Gandalf.
  • The lines Play "Kundalini!" and Play "The serpent of illumination stirs!" come, as well as the term "Chakra" are derived from Hinduism. Kundalini is described as a dormant inner strength, or "sleeping serpent waiting to be awakened".
  • Enigma minimap icon.png Enigma, Chaos Knight minimap icon.png Chaos Knight, Keeper of the Light minimap icon.png Keeper of the Light, and Io minimap icon.png Io together represent the four fundamental forces of the universe with Keeper of the Light representing the electromagnetic force, the force responsible for light.
    • Io's lore mentions "the great twin riders Dark and Light," referring to Chaos Knight (weak interaction) and Keeper of the Light (electromagnetism) uniting under the electroweak interaction.
  • The rivalry line Play "And chaos fled!" may be a reference to an official bug that can occur when fighting the final boss of Final Fantasy, Chaos, as you can win the fight without damaging him (he simply just fled).
  • His rare line Play "I'll tell thee everything I can, there's little to relate." and Play "Very gladly will I drink your honor's noble health." are quotes of the poem by "Haddock's Eyes" by Lewis Carroll, a poem about a very odd old man.[3]
  • His rare line Play "I'll forego green girdles and questing beasts, for all such knightly trifles pale before the light." is a reference to the book The Sword in the Stone.

Gallery[edit]

References[edit]