Keeper of the Light/Guide

Generic Lane Support
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, trade hits with you like with , can stay without mana like , or have dispels like.

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 s, s, or s can go a long way to secure your lane and possibly net a kill.

Keeper of the Light usually wears, as he does not really need the mana provided by Arcane Boots, so you can start the game with to complete the boots at the Side Lane Shop. If you are planning on building, then you can keep until you already finished the Mekansm. You can play Keeper of the Light as a selfless position 6, buying every support items for team.

General

 * 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.


 * 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 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 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, , , and can use their stuns liberally to set up kills, while those with powerful harass abilities like , , and  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, , and 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 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 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:
 * provides health regeneration while laning, which mitigates harass damage by lane opponents. Keeper of the Light can share it with allies if needed.
 * also restores health early on to you and teammates.
 * gives some attributes, and can be used to build Magic Wand or Mekansm.
 * should always be purchased by a support at the start of the game.
 * gives vision around the map, and helps Keeper of the Light get into a good position to use Illuminate.

Early game:
 * increase Keeper of the Light's mobility, which can be crucial for getting into position to cast his spells.
 * increases Keeper of the Light's attributes for cheap, and provides burst health and mana restoration, increasing overall survivability.

Mid game:
 * 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.
 * 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.
 * can be used for mobility, saving teammates, or forcibly dispositioning enemies, particularly effective when combined with and Blinding Light.

Late game:
 * grants immunity against physical damage so Keeper of the Light can survive against enemy carries.
 * 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:
 * 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.
 * 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.
 * 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.
 * 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.
 * 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.
 * resists and shields Keeper of the Light and teammates against magical damage so they can survive and contribute to teamfights.
 * 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.
 * 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.
 * 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.

Keeper of the Light/Руководство