Keeper of the Light/Guide

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Keeper of the Light minimap icon.png Keeper of the Light works as an adept support who can aid his allies and hinder his enemies with his array of abilities. He can babysit to greatly augment the power of a lane, and transition into a pusher and counter-pusher past the laning stage.
Pros Cons
  • Not item dependent.
  • Can refill team's mana.
  • High base movement speed.
  • Good pusher with strong wave clear.
  • Strong teamfight presence.
  • Fragile.
  • Unreliable damage output.
  • Dependent on teammates.

Lane Support[edit]

To play a straightforward Keeper of the Light, max out Chakra Magic as soon as possible and focus on keeping your teammates' mana supply up. A value point in Illuminate offers some damage, especially if teammates have lockdowns to help you land it. You can still land Illuminate by yourself if you channel out of vision, like among trees, and toward lane creeps where enemies will most likely go to get farm. However, it does not always work against opponents who can stand their ground like Bristleback minimap icon.png Bristleback, trade hits with you like Windranger minimap icon.png Windranger with Windrun, can stay without mana like Axe minimap icon.png Axe, or have dispels like Fortune's End.

Maxing out Chakra Magic works best if you have a lane partner who can make good use of the mana to launch spells at the enemy. A steady barrage of Storm Hammers, Wraithfire Blasts, or Spirit Lances can go a long way to secure your lane and possibly net a kill.

Keeper of the Light usually wears Tranquil Boots (Active) icon.png Tranquil Boots, as he does not really need the mana provided by Arcane Boots, so you can start the game with Wind Lace icon.png Wind Lace for a minor movement speed boost. If you are planning on building Guardian Greaves icon.png Guardian Greaves, then you can keep Boots of Speed icon.png Boots of Speed until you already finished the Mekansm. You can play Keeper of the Light as a selfless position 6, buying every support items for team.

Ability Builds[edit]

Generic Keeper of the Light
Blinding Light icon.pngChakra Magic icon.pngIlluminate icon.pngChakra Magic icon.pngChakra Magic icon.pngWill-O-Wisp icon.pngChakra Magic icon.pngIlluminate icon.pngIlluminate icon.pngIlluminate icon.pngTalent icon.pngBlinding Light icon.pngBlinding Light icon.pngBlinding Light icon.pngTalent icon.pngWill-O-Wisp icon.pngUnknown icon.pngWill-O-Wisp icon.pngTalent icon.pngTalent icon.png


Hero Talents
+160 Illuminate Damage/Heal25+3 Will-O-Wisp Health Count
-4s Chakra Magic Cooldown20+150 Will-O-Wisp AoE
+200 Cast Range15+2 Will-O-Wisp Flicker
+20 Movement Speed10-2.5s Blinding Light Cooldown

Tips & Tactics[edit]


  • Keeper of the Light has low strength and armor, thus he relies on positioning and powerful abilities to stay alive.
  • Keeper of the Light pushes and defends the base well, as he can replenish teammates' and his own mana with Chakra Magic, allowing profligate use of pushing abilities, and Illuminate can nuke entire creep waves.
  • Play Keeper of the Light in the safelane to harass enemy with his formidable abilities. He can also play in the offlane to disrupt the enemy carry from getting farm.



  • Illuminate allows Keeper of the Light to output a large amount of damage on a low cooldown.
  • Illuminate's strong creep-killing power makes Keeper of the Light a remarkably good farmer and counter-pusher considering his support role, as he can use it to either knock down large creep waves approaching a friendly tower or blast multiple neutral camps at once. Therefore, he should max Illuminate first to farm up items.
  • However, Illuminate will only deal more damage the longer you channel, which makes it tricky to land on slippery enemies.
  • You can keep Illuminate at lower level for lower mana cost, saving skill points for other abilities if you do not plan to farm creeps.
  • When using Illuminate to harass or nuke an enemy player, try to channel in the fog of war, such as behind the treeline, to give away as little warning as possible.
  • Rely on teammates or Will-O-Wisp to immobilize the enemy long enough to channel the full duration of Illuminate during a gank.
  • Using Illuminate on creep waves early on may disrupt the farm of your lane partner by killing the creeps which will push the wave closer to the enemy's tower. So, you should aim Illuminate only to damage enemy heroes by targeting the wave either at an oblique angle or behind the creep wave.
  • Illuminate reveals fog of war in front of Keeper of the Light while channeling, allowing him to gain flying vision. Remember that charging it to fulmination increases its sight range while releasing it immediately will not gain you much vision.

Blinding Light[edit]

  • Blinding Light displaces enemies and applies a miss chance on their regular attacks, making it a great teamfighting ability, and especially against attacking carries.
  • The miss chance may reduce the effectiveness of the enemy's physical attacks, giving your team an advantage.
    • However, enemies with True Strike, spell immunity, or dispels can counter Blinding Light's debuff.
  • In the laning stage, apply miss chance on the enemies so they cannot trade hits with Keeper of the Light.
  • Use Blinding Light to clear leftover creeps after Illuminate.
  • Blinding Light will not interrupt enemy channeling.
  • In some cases, the displacement forces the enemies to traverse more ground to reach their destination.
  • Blinding Light's displacement can move enemies over terrain, up or down a cliff wall, which may shut down an enemy melee carry if they do not have any re-positioning abilities or items to reverse the terrain displacement.
  • Use Blinding Light's forced movement when escaping to push enemies away from Keeper of the Light.

Chakra Magic[edit]

  • Chakra Magic allows Keeper of the Light to replenish a significant amount of mana for himself and his allies, ensuring usage of abilities.
  • In the laning stage, Chakra Magic allows teammates with small mana pools or low cooldown abilities to use them more often. Heroes with strong disables but small mana pools like Mars minimap icon.png Mars, Wraith King minimap icon.png Wraith King, Earthshaker minimap icon.png Earthshaker, Sven minimap icon.png Sven, and Vengeful Spirit minimap icon.png Vengeful Spirit can use their stuns liberally to set up kills, while those with powerful harass abilities like Bristleback minimap icon.png Bristleback, Phantom Lancer minimap icon.png Phantom Lancer, and Undying minimap icon.png Undying can put continuous pressure on the lane opponents.
  • Put at least two points into Chakra Magic in the laning stage, as its efficiency increases more than twofold. On top of providing more mana replenishment for allies, it also greatly increases Keeper of the Light's mana, allowing him to use his other abilities more often.
  • Chakra Magic reduces the cooldowns of basic abilities. So, use Chakra Magic on teammates with low-cooldown disables and initiation spells, since it allows them to use two stuns or nukes in quick succession, increasing the amount of crowd control and damage. Also, it affects passive abilities with cooldowns, benefiting abilities such as Jinada, Geminate Attack, and Greater Bash.


  • Will-O-Wisp's area hypnosis forces enemies to turn and walk toward the light source, comboing well with abilities like Stone Gaze and Force.
  • Will-O-Wisp cancels enemy channeling.
  • Keeper of the Light can channel Illuminate to hit the enemies as they are staring or attacking Ignis Fatuus.
  • Combo with Blinding Light to keep enemies within radius of Will-O-Wisp and make them miss attacking it.
  • Will-O-Wisp clears trees in its area, preventing enemies from juking.
  • If it is refreshed, both will be switched at on mode and off at the same time, preventing permanent sleep during its duration.
  • More tips needed.


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.
  • 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:

  • 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.

Mid game:

  • Force Staff icon.png Force Staff can be used for mobility, saving teammates, or forcibly displacing enemies, particularly effective when combined with and Blinding Light.
  • 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.

Late game:

  • Refresher Orb icon.png Refresher Orb enable Keeper of the Light to use Will-O-Wisp twice for longer hypnotizes time or enlarge the targeted area.
  • 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:

  • 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.
  • 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 long cast range and low cooldown.
  • 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.
  • Aghanim's Scepter icon.png Aghanim's Scepter removes the channel on Illuminate, making it easier to charge to full power, and allows Illuminate to heal during the day, keeping allied units healthy during fights and pushes.
  • Solar Crest icon.png Solar Crest gives Keeper of the Light armor, attributes, 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.
  • 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.
  • 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.
  • Aether Lens icon.png Aether Lens increases Keeper of the Light's cast range, letting him support allies from a safer distance away.