Keeper of the Light/Guide

General

 * While he has very strong counter-pushing and support spells, Ezalor is also extremely fragile, with a mere 14 base strength, the lowest in the game (tied with ). As such, positioning is very important, as he needs to be close enough to cast his powerful spells yet also far enough away to be able to avoid being jumped on by the enemy.
 * Keeper of the Light is highly adept at pushing, as he can replenish teammates' and his own mana with Chakra Magic, allowing profligate use of spells, and Illuminate can severely damage if not outright kill entire creep waves. Along with his ability to re-position allies globally with Recall, Ezalor can be a force to be reckoned with at all points in the game.
 * Keeper of the Light is a very strong side-laner, able to use his spells to harass the enemy at range and support his team's spell-casting. He is in his element in the safe lane, although he can also be played in a dual off-lane to harass and threaten the enemy's safe-lane carry.


 * is a very strong channeled nuke that allows Keeper of the Light to output a large amount of damage on a very low cooldown.
 * Illuminate's strong creep-killing power makes Keeper of the Light a remarkably good farmer and counter-pusher considering his supportive role, as he can use it to either knock down large creep waves approaching a friendly tower or blast up to two neutral camps at once. As such, it is a very strong skill once maxed out, since its nuking power can allow him to farm up support items as needed.
 * However, remember that Illuminate will only deal more damage if it has been channeled for a longer duration, which is not always possible if the enemy is moving around in an attempt to avoid being an easy target. As such, it is not always wise to max out Illuminate as early as possible, since a level 2 Illuminate channeled for less than two seconds does the same amount of damage as a level 1 Illuminate channeled for the same duration, but costs more mana and requires a skill point.
 * If using Illuminate to harass or nuke an enemy player, try to cast it from the enemy's fog of war, such as behind the treeline, to give them as little warning as possible. As well, leading disables by teammates can immobilize an enemy long enough to channel the full duration of Illuminate during a gank.
 * Although Illuminate is extremely powerful for early-game pushing and harassment, it will disrupt the farm of Ezalor's lane partner if it is targeted on the entire creep wave, as it can potentially kill creeps and will push the wave closer to the enemy's tower where it is more dangerous to last-hit. If used, it should be aimed 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 Ezalor while channeling, making it a useful spell for gaining vision. Remember that charging it to fulmination increases its sight range; releasing it immediately will not be good for gaining sight.


 * is an unorthodox disable that destroys the enemy's mana as they attempt to move.
 * One point in Mana Leak can be powerful in the stage as it has a low mana cost and cooldown, allowing it to be spammed. It is best combined with Illuminate, as Keeper of the Light can cast Mana Leak on an enemy hero, then threaten them with Illuminate damage if they do not move out of the way.
 * Reducing the enemy's mana in-lane can make the lane safer for Keeper of the Light and his partner by preventing the enemy from going aggressive or harassing with their spells, and can set up kills as well by reducing their ability to cast escape spells and potentially stun them once they've lost all their mana. Successfully destroying enough of the enemy's mana pool can force them to leave the lane, as staying will threaten them with a stun every time Mana Leak comes off cooldown.
 * Remember that leveling up Mana Leak also improves its casting range, as well as the leak and stun duration. Taking early points can give Ezalor more teamfight and chasing potential as it can be cast on enemies from farther away, allowing it to be used from safety behind teammates or for catching fleeing enemies.
 * Because Mana Leak destroys mana as an expression of the target's maximum mana, it is disproportionately effective against heroes with large mana pools. As well, it can greatly hinder melee carries that have to move much closer to their targets to attack, resulting in increased distance moved and thus more mana destroyed.
 * While Mana Leak can severely hinder an enemy's attempts to cast spells, it does not proc if the target blinks over short distances and does not affect spell immune or invulnerable enemies. Be sure to choose your targets wisely, as certain heroes can simply ignore its effects.
 * Try to cast Mana Leak as early as possible in teamfights, as the enemy may be forced to move closer in order to engage your teammates, and thus lose a sizable portion of their mana earlier. Under the right circumstances, it may be possible to destroy enough of an enemy's mana that they will run out in the middle of the fight and be unable to cast successive spells.
 * One useful utility for Mana Leak is to halt pursuing enemies. If an enemy is trying to pursue Keeper of the Light or one of his allies, Mana Leak will cause them to lose mana as they continue to pursue, which can be enough to force them to break off. If the enemy chooses to continue, they may find themselves stunned at an inopportune time, unable to cast spells, and threatened with long-duration stuns from successive casts of Mana Leak.


 * allows Keeper of the Light to replenish a significant amount of mana for himself and his allies, ensuring that spells can always be cast.
 * Chakra Magic is extremely useful in lane as it can allow teammates with small mana pools or low cooldown spells to cast their abilities much more frequently. Heroes with strong disables but small mana pools like, , and  can use their stuns much more frequently to set up kills in the knowledge that Ezalor can replenish their mana afterward, while those with powerful harass spells like ,  and  can put continuous pressure on their lane opponents that would otherwise be impossible without a source of mana replenishment.
 * Due to its scaling, it is best to 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 efficiently, allowing him to utilize his other spells more often.
 * Besides replenishing mana, Chakra Magic can reduce the cooldown of the next ability that the target uses in the next 15 seconds. This makes it a powerful ability to cast on teammates with low-cooldown disables and initiation spells, since it can allow them to use two stuns or nukes in quick succession, increasing the amount of crowd control available from a single spell. As well, it affects passive abilities with cooldowns, so abilities like, and  also benefit from the reduced cooldown.
 * Chakra Magic will also increase the maximum size of the target's mana pool for the duration of the buff, which can allow heroes with small mana pools but expensive spell combos to cast all of their spells instantaneously. For instance, a without Arcane Boots will often have trouble casting his full round of spells due to the high cost of his ultimate, but casting Chakra Magic can allow him to cast his ultimate as well as Venomous Gale and any item abilities.


 * gives Keeper of the Light access to several very powerful abilities. Besides Recall and Blinding Light, Illuminate may be cast remotely without standing still to channel it, making it a very powerful ability.
 * One of the most powerful uses for Spirit Form is to unlock remote channeling of Illuminate, allowing Keeper of the Light to set the spell in place and then move on to execute other actions while it builds up. A Spirit Form-boosted Illuminate allows Ezalor to take advantage of a fully-channeled Illuminate without the drawback of having to sit still to charge it up.
 * When being chased, don't be afraid to use Spirit Form to aid in your escape. While Mana Leak can discourage enemies from chasing you, you can also cast Blinding Light to knock back and blind chasing enemies, or cast Illuminate in the direction you are headed, either forcing the enemy to walk in front of the channeling spirit and take damage, or break off and allow you to escape.
 * Purchasing an Aghanim's Scepter greatly increases the power of Spirit Form, as Ezalor will always have access to its abilities, on top of gaining unobstructed vision and being able to heal allies with Illuminate during the daytime. Using Illuminate will allow Keeper of the Light to continuously heal allied creep waves and heroes, significantly boosting his pushing and sustain power, while the unobstructed vision gives his team a strong vision advantage, especially once combined with a Gem of True Sight.


 * allows Keeper of the Light to summon a teammate to his location after a short delay, making it an extremely powerful global mobility spell.
 * Recall will be dispelled if the target hero takes player-based damage, and thus it cannot be used effectively as an escape spell. However, it can be useful for bringing a teammate to a gank or teamfight if they are on another part of the map farming, or helping someone who has just respawned get back to the front lines faster.
 * Used wisely, Recall can allow Keeper of the Light to push, defend or gank far more effectively, as he can immediately summon reinforcements as needed. If the enemy are not defending one of their towers, summoning a pushing hero to Ezalor's side can allow his team to take the tower uncontested. If the enemy attempts to take a tower that is lightly defended, a teammate can be Recalled to push the wave back or even score a kill on the enemy. If Keeper of the Light finds himself near a gank target, he can bring in an ally with strong disables and initiating spells to pick the enemy off ahead of taking a map objective.
 * One useful way to use Recall is right after a Buyback if the player does not have Boots of Travel. If a teammate has died in a teamfight and buys back, casting Recall on them can bring instant reinforcements to a teamfight, putting the enemy at a numerical disadvantage after wasting their time and spells on that teammate.


 * is a very powerful teamfight spell, as it will forcibly displace enemies as well as render a very high miss chance on them.
 * Blinding Light is best used in teamfights where the enemy has not purchased a Monkey King Bar, or has spell immunity or dispel abilities or items. The forced miss chance can greatly reduce the effectiveness of the enemy's physical attacks, giving your team and advantage.
 * Unlike most other forced movement abilities, Blinding Light will not interrupt enemies, thus it is useless for interrupting channeled spells. Try to use the spell only if the miss chance or displacement is needed.
 * However, combined with Mana Leak, Blinding Light can immediately destroy 20% of an affected enemy's maximum mana. If the enemy is channeling and needs to be interrupted, forcibly displacing them with Blinding Light after casting Mana Leak can potentially interrupt them if their mana is low enough. In other cases, the displacement can move them in a direction that forces them to traverse more terrain to reach their destination, augmenting Mana Leak's effects.
 * Keep in mind that Blinding Light's displacement can move enemies over terrain, so aimed properly it can displace a foe up or down a cliff wall. This can all but shut down an enemy carry if they are melee and do not have any re-positioning abilities to reverse the terrain displacement.

Items
Starting items:
 * and provide health regeneration while laning, which mitigates harass damage by lane opponents. As well, they can be shared with Keeper of the Light's lane partner(s) as needed.
 * is expensive but gives Keeper of the Light more HP, which is always handy since has has a very small base health pool. They can also used to make a Bracer or.
 * gives some stats, and can be used to build a Magic Wand or Mekansm components.
 * should always be purchased by a support at the start of the game.

Early game:
 * increase Keeper of the Light's mobility, which can be crucial for getting into position to cast his spells.
 * is always useful on any hero due to the burst regen. While Keeper of the Light is never lacking in mana, the burst HP regen is extremely helpful given his small health pool.
 * gives Keeper of the Light more stats, particularly strength, for a cheap price.

Core items:
 * are the cheapest upgrade options for Boots of Speed, and give Ezalor more armor and movement speed for little expense. The passive regen keeps his HP at full, allowing him to be self-sustaining as he can replenish his mana with, while the increased movement speed gives him more mobility for supporting and roaming.
 * increases Keeper of the Light's stats for cheap, and provides even more burst regen. On a hard support, it can be a critical item to purchase for survivability.
 * synergizes well with Keeper of the Light's support abilities, as he can heal his teammates as well as restore their mana. The overall stats and armor also provide Ezalor with considerably more survivability, while the item's high mana cost can be ignored due to Chakra Magic.
 * s should always be purchased whenever they are in stock: it is the support's job to give their team vision around the map, and the vision they offer is very useful for getting into a good position to cast from.
 * As a support, a is always crucial, as Ezalor's abilities allow him to do a lot in teamfights or counter-ganks. Never go anywhere without at least one.
 * gives Ezalor constant access to, as well as making Illuminate much more powerful. If your team intends to make the most of your pushing abilities, this is a very strong luxury item to purchase.

Situational items:
 * are a very powerful item to have on Keeper of the Light. Besides the increased mobility and freeing up an item slot, the global teleport can be combined with, allowing him to bring two heroes almost anywhere on the map.
 * is a good luxury item that 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.
 * is a good item for a ranged support who needs more survivability and a larger mana pool. Its active ability makes chasing or escaping from single enemies much easier due to its extremely long cast range and low cooldown.
 * 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.
 * is a good utility support item to purchase. It can increase Ezalor's survivability against magic nukes, allowing him to do more in teamfights, but its main purpose is to shield all teammates from magic damage for a short time.
 * gives Keeper of the Light a sustainable mana pool and increased movement speed, allowing him to be much more active on the field. The active ability can be used to dispel debuffs such as silences while making Ezalor temporarily invulnerable, or disable an enemy long enough for Illuminate to charge up for more damage.
 * is a good utility item that is powerful on all supports. It can be used for mobility, saving teammates, or forcibly dispositioning enemies, particularly effective when combined with and
 * is the right choice if you wish to push or contribute even more in fights: the attributes granted increase with every level, and the units it summons give bonus to you and your team (such as more movement and attack speed, as well as True Sight at level 3). The mana burn synergizes well with your Mana Leak.
 * gives Ezalor stats across the board as well as armor, making him more survivable. Its active ability also gives him powerful teamfight contribution, especially Illuminate, and is a good item to buy if your team can capitalize on their magic nukes.
 * As a support, be sure to also upgrade the Animal Courier to a if the opportunity presents itself. As well, constant purchasing of s will allow you to de-ward the enemy, a crucial duty for supports.
 * can be built in place of a Bracer if players intend to roam more often. It provides the same amount of Strength as a Bracer, and the extra mana regen can reduce your reliance on casting Chakra Magic on yourself, giving you more time to cast it on allies instead. The active ability can add more damage to a gank, or be used as a source of healing for teammates throughout the game.
 * is a powerful utility item that gives Keeper of the Light more armor and some mana regen. As a ranged support, you have the ability to reduce an enemy's armor for your team to capitalize on, or give an ally more armor to extend their survivability. As well, it greatly helps when your team wants to kill Roshan.
 * is a good cheap item for giving Keeper of the Light survivability if he is constantly being jumped on by the enemy's carries. Immunity against physical damage will allow Ezalor time to cast more of his spells as needed.
 * is a useful survivability and utility item. It increases the size of Keeper of the Light's health pool and grants him evasion against physical attacks, however its active ability can also be cast from behind teammates to disarm the enemy's carry for a short time, useful if they have a that ignores Blinding Light's miss chance.