Keeper of the Light/Guide

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Gameplay[edit]

Playstyle
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 wave clear.
  • Good pusher.
  • Fragile.
  • Relies mostly on Illuminate to deal damage.

Generic 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 to complete the boots at the Side Lane Shop. 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 Lane Support Keeper of the Light
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Illuminate icon.pngChakra Magic icon.pngBlinding Light icon.pngChakra Magic icon.pngChakra Magic icon.pngWill-O-Wisp icon.pngIlluminate icon.pngChakra Magic 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

Talents[edit]

Hero Talents
+200 Illuminate Damage/Heal25+2 Will-O-Wisp Flicker
+300 Chakra Magic Mana20+40% Magic Resistance
+350 Cast Range15+1 Will-O-Wisp Health Count
+25 Movement Speed10+30% XP Gain
Notes:
  • 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%.

Tips & Tactics[edit]

General[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 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.

Abilities[edit]

Illuminate[edit]

  • 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 a skill point 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 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 around Keeper of the Light while channeling, allowing him to gain 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.
  • Unlike most other forced movement abilities, Blinding Light will not interrupt enemy channeling.
    • In other cases, the displacement forces them 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 repositioning abilities or items to reverse the terrain displacement.

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 frequently. Heroes with strong disables but small mana pools like 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 cooldown of the next ability uses in the next 15 seconds. So, use Chakra Magic on teammates with low-cooldown disables and initiation spells, since it allow 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, so abilities like Jinada, Geminate Attack, and Greater Bash will benefit.
  • Chakra Magic also increases the maximum size of the target's mana pool for the duration of the buff, allowing heroes with small mana pools but expensive combos to use all of their abilities.
    • For example, a Venomancer minimap icon.png Venomancer without Arcane Boots will often have trouble using his full round of abilities due to the high cost of his ultimate, but Chakra Magic may allow him to use his ultimate as well as Venomous Gale and any items.

Will-O-Wisp[edit]

  • Will-O-Wisp is a powerful AoE control that afflicts a sleep (similar to a stun) effect to affected enemies. This can be used to temporarily disable enemies and since they turn around to face the wisp, it can be used in conjunction with various other abilities that force onlookers to take damage if they don't run away. Examples include and Medusa's Stone Gaze.
  • 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.
  • 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, 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.
  • 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.