Keeper of the Light/Counters

Bad against...

 * Pugna easily copes on the line with the Keeper of the Light push with his, and in addition to , the Keeper of the Light is not able to throw on creeps for a long time, so Pugna earns more gold and a level on the line


 * allows him to be immune to all of Ezalor's abilities.
 * heals his entire team, mitigating Ezalor's weak magical burst damage.


 * can dispel Blinding Light or Solar Bind from a hero.
 * can be used to instantly take Keeper of the Light out of a team-fight.


 * allows him to be immune to all of Ezalor's abilities. Also, the increased movement speed combined with the slow from and the squishy nature of Ezalor allows Lifestealer to take him down very quickly.


 * prevents Keeper of the Light from using his spells to keep his team alive during team-fights.
 * is very strong against Keeper of the Light, as it allows Night Stalker to jump the backline and quickly kill the squishy Ezalor, especially when combined with the slow from.


 * can be used to reflect Illuminate damage and stun Keeper of the Light.
 * allows Nyx Assassin to follow Keeper of the Light around if he tries to split-push.
 * Keeper of the Light is very squishy and will very quickly die to Vendetta and it's followup abilities.


 * makes Ezalor chose between getting off Illuminate or getting silenced for a while, as Illuminate is a channeled ability.
 * Blood Rite's silence can completely take Ezalor out of a teamfight, as he relies on his abilities to be useful.
 * Keeper of the Light's only mobility source, his high movement speed (via his high base movement speed and through spirit form), is entirely countered by.


 * Being a cast-oriented hero, Ezalor will suffer from all of Silencer's abilities.
 * is a guaranteed lengthy silence which will render Ezalor useless in a teamfight.
 * and are good against any caster, since they are extremely potent.
 * However, it should be worth mentioning that a smart Ezalor will buy Eul's Scepter of Divinity to dispel Silencer's abilities. Combined with the level 20 talent (Chakra Magic applies a basic dispel), Ezalor can purge Silencer's abilities off allies and himself alike.


 * Being an intelligence caster hero, Ezalor usually has a high mana pool and low health and armor, making him a prime target for
 * Ezalor's Illuminate damage and Solar Bind's magic resistance reduction are greatly reduced thanks to . Counterspell can also block and reflect Solar Bind if timed properly.
 * Anti-Mage usually is not hampered by Solar Bind or Will-O-Wisp thanks to.
 * However, despite all of this, if Keeper of the Light is played carefully and tops off his team's mana at all times, Anti Mage will not be able to get off a good Mana Void.
 * By the same token once Keeper of the Light gets a, he can spam Charka Magic to keep his own mana ful

Others

 * Heroes with teleports to escape Solar Blind and Will-O-Wisp:, , ,
 * Heroes with dispels:, , ,
 * Heroes that can jump and kill him:, ,
 * Heroes with channeling abilities:, ,.
 * Heroes with silences:, ,.
 * Heroes with hastes: ,

Items

 * can reflect Keeper of the Light's damage back to him.
 * and can dispel Blinding Light and Solar Bind.
 * also reflects Solar Bind.
 * can save an ally from Solar Bind and Will-O-Wisp.
 * blocks all of Keeper of the Light's abilities.

Good against...

 * The Keeper of the Light easily farms on the line against the Viper, due to the fact that it has a long-range, and the Viper, in turn, cannot use its advantage of dominance on the center line, due to the fact that it does not reach the Keeper of the Light


 * Blinding Light can knock Monkey King outside of his ultimate, Wukong's Command and can blind him.
 * Will-O-Wisp will stun Monkey King from Tree Dance by destroying his tree.


 * Illuminate wipes out Broodmother's spiders and prevents her from pushing the lane. It also gives vision to reveal where broodmother is hiding in the trees.

Others

 * Melee carries during the laning phase: ,
 * can stall pushes with . This makes him strong against pushing heroes:   and
 * Heroes which rely exclusively on right clicks will struggle somewhat against Blinding Light:, ,
 * Heroes with extremely slow movement speed will cripple against Solar Bind: ,
 * Heroes with summons/illusions/neutral creep armies:, ,

Works well with...

 * Chakra Magic directly mitigates Mars' low mana pool and allows him to use his abilities liberally.
 * has one of the longest stun durations, allowing Keeper of the Light to channel a stronger Illuminate.
 * Casting Blinding Light in Mars' knocks enemies into the arena walls for more damage.
 * Mars' can also keep enemies within Will-O-Wisp's radius and allows Keeper of the Light to use Blinding Light without fear of knocking enemies out of Ignis Fatuus' radius while causing enemies to miss Ignis Fatuus.
 * Arena of Blood is also a good setup for Illuminate.


 * Chakra Magic directly gives Medusa greater survivability with.
 * During dire situations, Chakra Magic also might give her enough mana to cast and run away.
 * Will-O-Wisp synergizes very well with to ensure enemies face Medusa for longer.


 * Chakra Magic can sustain Lina's mana pool and reduce cooldowns of and.


 * In the laning stage, Chakra Magic can sustain Luna's mana pool and reduces 's cooldown.


 * and are good setups for Illuminate.
 * Solar Blind amplifies the damage from and.


 * All of Invoker's abilities will have their cooldowns reduced. Since Invoker has 11 abilities which can be put on cooldown, this is extremely useful, especially because most of his cooldowns are long.
 * Cataclysm's 100 second cooldown will also be reduced, allowing for more frequent usage of Cataclysm in teamfights.
 * Invoker struggles with mana issues due to his pathethic base intelligence for an intelligence hero and due to the fact that his spells are incredibly costly in terms of mana.
 * Solar Bind amplifies Invoker's magical damage and allows for an easy - combo.
 * The repeated stunning from will set up for an easy Illuminate.
 * Will-O-Wisp sets up for all of Invoker's abilities.
 * Blinding Light, if timed properly and positioned correctly, will push an enemy into the rolling, further lengthening the duration.


 * Since has a 150 second cooldown and is a basic ability, its lengthy cooldown can be reduced significantly. This matters a lot during the later stages of the game where Terrorblade is very weak without Metamorphosis.


 * Solar Bind amplifies 's damage and slows an enemy for a lengthy duration, preventing them from running away from Juggernaut. Extremely potent combo in lane.
 * Both Blade Fury and have extremely high mana costs relative to Juggernaut's mana pool and somewhat high cooldowns. Chakra Magic fixes both of these problems.


 * Solar Bind amplifies Zeus' magical damage.
 * Chakra Magic offsets Zeus' mana demands and reduces his cooldowns.


 * Solar Bind amplifies Pugna's magical damage, and stacks with.
 * Chakra Magic offsets Pugna's mana demands and reduces his cooldowns.

Others

 * Generally, heroes with mana problems or mana as their only limiting factor to reach their maximum potential will benefit extremely from Chakra Magic:, , , ,
 * Heroes with abilities that profit from shorter cooldowns:, , ,
 * Heroes which benefit from the magic resistance reduction and/or the slow of Solar Bind:

List of heroes that counter Keeper of the Light, and list of heroes that work well with Keeper of the Light.

Keeper of the Light/Противостоящие