Hero
Keeper of the Light | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Provides instant mana to allies. | |
What appears to be a frail old man on his steed is, in truth, a Fundamental, the Keeper of the Light. Ezalor's staff Illuminates the darkest corners, banishing evil from the realm. He replenishes his companions with Chakra Magic, while casting a Blinding Light over the land, causing attacks to miss. Heads turn to stare at a mysterious shimmering orb, unable to look away as the Keeper's allies encircle foes hypnotized by the flickering lights of the Will-O-Wisp. Effortlessly weakening his foes, Binding them to the primordial light. Revealing his full power, he enters Spirit Form, riding forth in all planes at once, Recalling his allies to further press the assault. | |
Roles: | Support Nuker Disabler |
Complexity: | |
Adjectives: | Bearded, Parent, Steed, Nose Legs ( 2 )
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Bio[]
▶️ "They say twas I who carried the first light into the universe. They might be right, I can't quite recall."
Lore:
Upon a pale horse he rides, this spark of endless suns, this Keeper of the Light. Ezalor long ago escaped the Fundamental Plane, separating from the other ancient forces to which he was bound within the great Primordial harmony. He is a power grown sentient in the dawn of the universe, and now rides forth in all planes at once, one step ahead of pursuing chaos, bearing his gift with him at the end of a radiant staff. His majestic truth lies hidden beneath the outward appearance of a slightly doddering old man who barely stays in the saddle. However, when faced with the challenge of chaos, or the forces of darkness, his primordial light bursts forth, and his full power is revealed, transforming him once again into a force to be reckoned with.
Aliases:
Keeper, Ezalor, KOTL
Voice:
Abilities[]
Channels light energy, building power the longer it's channeled. Once released, a wave is sent forth that deals damage and gives vision in its path. The longer it is channeled, the more damage is dealt.
Vision Spawn Distance: 150/180/210/240
Max Channel Time: 3
Ezalor's hidden light reveals itself in marvelous fashion.
- The wave travels at a speed of 900, taking 1.72 seconds to travel the full distance.
- With the travel distance and radius, it can hit units up to 1950 range away.
- The damage increases by 3.08/4.83/6.58/8.33 ( 6.42/8.17/9.92/11.67) for every server tick spent channeling.
- While channeling, Illuminate creates vision fields in front of Keeper of the Light.
- The vision fields provide 400 range flying vision and last for 10.34 seconds each.
- The first vision field spawns 150/180/210/240 range in front of Ezalor. The following field spawn the same distance away from the previous vision field.
- The vision fields spawn in 0.5-second intervals, starting 0.5 seconds after channeling start, resulting in up to 5 fields.
- When the channeling is canceled, it stops spawning vision fields. This does not affect the travel distance of the wave.
- When fully channeled, all vision fields together reach up to 1150/1300/1450/1600 range away with their vision.
- The visual effect of Illuminate's shockwave gets stronger the longer it was channeled.
- Illuminate and Illuminate (Spirit Form) are two separate abilities.
- Both of these abilities share the same cooldown, casting illuminate put its Spirit Form counterpart ability on cooldown as well.
- TALENTThe damage increasing talent instantly updates the current active channel, as well as already released waves.
- Replaces Illuminate until the channeling ends.
- Ezalor is unable to level Illuminate up while this sub-ability is active.
- Interrupts Ezalor's channeling abilities upon cast.
Channels light energy, building power the longer it's channeled. Once released, a wave is sent forth that deals damage and gives vision in its path. The longer it is channeled, the more damage is dealt.
Vision Spawn Distance: 150/180/210/240
Max Charge Time: 3
Ezalor's hidden light reveals itself in marvelous fashion.
- Replaces Illuminate while having the spirit form buff on.
- For Ezalor, the total cast range and travel distance for this ability are 1925/2050/2175 and 1675/1800/1925 respectively.
- With the travel distance and radius, it can hit units up to 2075/2200/2325 range away.
- Upon cast, an image of Ezalor is spawned at his location, which channels the Illuminate for him. Ezalor can act freely during this.
- Illuminate notes fully apply.
- During Spirit Form, Illuminate also heals allies for 50%/60%/70% of its damage values.
- Cannot heal invulnerable allies or Couriers.
- The heal value is based on the damage dealt, amplifying or reducing the damage affects the healing value.
- Therefore, it can heal for the following values:
- LEVEL 11.54/2.42/3.29/4.17 ( 1.54/2.42/3.29/4.17) increase per interval, 93/145/198/250 ( 193/245/298/350) total heal.
- LEVEL 21.85/2.9/3.95/5 ( 1.85/2.9/3.95/5) increase per interval, 111/174/237/300 ( 231/294/357/420) total heal.
- LEVEL 32.16/3.38/4.61/5.83 ( 2.16/3.38/4.61/5.83) increase per interval, 130/203/277/350 ( 270/343/417/490) total heal.
- The heal value itself can still be subjected to heal manipulation.
Ability
No Target
No Target
Release the channel early.
- Replaces Illuminate (Spirit Form) while it is being channeled by the spirit.
- Keeper of the Light is unable to level Illuminate up while this sub-ability is active.
- Release Illuminate notes fully apply.
Blinding Light
A blinding light flashes over the targeted area, knocking back and blinding the units in the area, causing them to miss some attacks. Knockback is 400 range over 0.6 seconds.
Damage: 85/130/175/220
Knockback Duration: 0.6
Miss Duration: 4
Modifiers [?]
The Primordial light turns the tides of battle in favor of Ezalor and his allies.
- Knocks units back at a speed of 666.67. Knockback distance is always 400, no matter how far the unit is from the center.
- Units are not disabled during the knockback. They can still turn, attack, cast abilities, and use items.
- The knockback does not interrupt channeling abilities.
- Can push units over impassable terrain.
- Destroys trees within 150 radius that enemies come in contact with during the knockback.
- Blinding Light first applies the knockback, the blind, the bash, then the damage.
- Blind uses pseudo-random distribution.
- Stacks additively with other blind sources and multiplicatively with evasion sources.
- During Spirit Form, Blinding Light has a cast range of:
- LEVEL 1525/625/725/825 cast range.
- LEVEL 2650/750/850/950 cast range.
- LEVEL 3775/875/975/1075 cast range.
- TALENTStacks with other bash sources, with its duration following the regular rule of stuns — the longer one overrides the shorter one.
- The blind has a total duration of 4, but it is applied at the same time as the bash, therefore effectively lasting Expression error: Missing operand for -. seconds.
Chakra
Ability
Target Unit
Target Unit
Affects
Allies
Allies
Restores mana to the target unit and reduces cooldowns of all basic abilities currently on cooldown by a fixed amount. Is 25% more effective when used on himself.
Mana Restored: 75/150/225/300
Current Cooldowns Reduction: 3/4/5/6
Self Chakra Multiplier: 1.25
In the same vein, Ezalor bestows his harmony among others.
- ↓↓ Double-tapping automatically targets self.
- The following abilities' current cooldown are reduced:
- Basic abilities, including passive abilities.
- The replenish time of currently replenishing charge-based abilities.
- Abilities acquired via Devour.
- Previously Invoked abilities.
- Abilities acquired from the Lua error in Module:Ability_ID at line 61: Could not find Cargo data for "Morph". targeted.
- Abilities acquired via Spell Steal.
- The following abilities' current cooldown are not affected:
- Ultimate abilities.
- Acquired abilities that are not currently on the hero's ability slots.
- Lua error in Module:Ability_ID at line 61: Could not find Cargo data for "Morph". basic abilities on-cooldown while reverting back to Morphling's original form.
- Previous on-cooldown acquired abilities via Spell Steal.
- It also does not affect abilities that are unaffected by cooldown manipulation.
- Grants the following bonuses when self-cast:
- 93.75/187.5/281.25/375 mana restored.
- 3.75/5/6.25/7.5 current cooldowns of basic abilities reduced.
- During Spirit Form, Chakra has a cast range of 1025/1150/1275.
- Fully affects Couriers.
- TALENTChakra now also applies a basic dispel on the target upon cast.
Solar Bind
Ability
Target Unit
Target Unit
Affects
Enemies
Enemies
Weakens an enemy's magical resistance, and applies a slow that increases in strength the more the target moves.
Magic Resistance Reduction: 35%
Moved Distance Threshold: 100
Moved Distance as Move Speed Slow: 10%
Duration: 6
- Only available during Spirit Form.
- Stacks multiplicatively with other magic resistance sources.
- Applies 3.5% magic resistance reduction on the affected target per 100 distance moved.
- Can reduce most heroes' magic resistance up to -1.25%.
- With the magic resistance reduction from this source, every 10 points of intelligence further increases the total magic resistance by 1.35%. [?]
- Checks the target's current position once upon cast and then in 0.1-second intervals, resulting in 61 checks.
- On each check, it compares the target's current position with its position on the last check and updates the slow value if the accumulated distance exceeds 10.
- If the target moved a distance greater than 1200 between a check, the movement speed slow value is not increased.
- There is no cap to the slow value, it can continue to grow indefinitely. The status debuff's description shows how strong the slow currently is.
- The particle effects get stronger the higher the slow gets, capped at 100% slow. The volume of the sound effect on the target increases while moving.
- During Spirit Form, Solar Bind has a cast range of 975/1100/1225.
Ability
Target Area
Target Area
Affects
Enemies
Enemies
Summons Ignis Fatuus at the targeted area. Alternates on and off, drawing enemies closer with its mesmerising flicker.
Hero Attacks to Destroy: 7
Enemy Pull Speed: 60
Number of Flickers: 5
Initial Delay: 1
Off Duration: 1.85
On Duration: 1
Wisp Duration: 13.4
Modifiers [?]
modifier_keeper_of_the_light_will_o_wisp_aura
Undispellable
modifier_keeper_of_the_light_will_o_wisp
Requires drafting Spirit Form to be unlocked.
Though he would not claim to 'know' them, Ezalor holds an uncanny influence over many powerful creatures always willing to come to his aid.
Ignis Fatuus | |||||||||||||||||||||||||||||||||||||||||||||
Summoned Ward | |||||||||||||||||||||||||||||||||||||||||||||
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- Requires Aghanim's Scepter to be unlocked.
- The Ignis Fatuus starts flickering 1 second after cast, and then every 2.85 seconds, up to 5 times.
- While flickering, it moves enemies 60 units towards the wisp, and locks their facing angle on it.
- Does not disable enemies in any other way.
- Periodically checks enemies within the radius that are not affected by the debuff when the Ignis Fatuus flickers on, and immediately applies the debuff to them.
- This means that although the debuff is dispellable, it is instantly reapplied to the unit as long as it stays within the radius.
- Only attacks from heroes and clones can damage the Ignis Fatuus.
- Although creeps can attack the Ignis Fatuus, their attacks do not damage the Ignis Fatuus. Treats attacks from illusions and creep-heroes as creeps.
- Towers ignore the Ignis Fatuus.
- Destroys trees within the radius upon cast, and within 150 radius around affected enemies at the end of the pull.
- Multiple casts work independently of each other.
- During Spirit Form, Will-O-Wisp has a cast range of 925/1050/1175.
Spirit Form
Ability
No Target
No Target
Affects
Self
Self
Ezalor temporarily turns his body luminescent, gaining bonus movement speed, cast range, grants the Blinding Light ability, and allows Illuminate to be channeled by a separate spirit and heal allies.
Move Speed Bonus: 15%/20%/25%
Cast Range Bonus: 125/250/375
Illuminate Damage as Heal: 50%/60%/70%
In a flash of light, Ezalor reveals his true nature.
- Spirit Form interrupts Ezalor's channeling abilities upon cast.
- When Spirit Form expires while a spirit is channeling Illuminate (Spirit Form), it is released instantly.
- Grants Blinding Light upon cast.
- Recall replaces Spirit Form for its duration.
- Recall is a standalone ability, and is not granted while Spirit Form is active.
Affects
Allied Heroes
Allied Heroes
After a short delay, teleports the targeted friendly hero to your location. If the targeted friendly hero takes player based damage during this time, the ability is interrupted.
Cast Range: Global
Teleport Delay: 4
Requires drafting Spirit Form to be unlocked.
Walk towards the light.
- Requires Aghanim's Shard to be unlocked.
- This ability is not an ultimate ability.
- Only available during Spirit Form.
- Replaces Spirit Form for its duration. Ezalor is unable to level Spirit Form up while this ability replaces it.
- Targeting the ground chooses the closest ally hero to the targeted point.
- Cannot be cast on allies who have ☐ Disabled Help from Ezalor.
- Gives the target a stop command after teleporting it, effectively canceling channeling abilities.
- Can be cast on and teleport illusions and invulnerable allies.
- Cannot be cast on, but can teleport hidden allies.
- Cannot teleport creep-heroes.
- Disjoints projectiles upon teleporting.
- Recall is interrupted in the following conditions:
- Upon Ezalor's or the affected target's death.
- Any player-based and Roshan-based damage instance (before reductions), including damage instance that deals 0 damage.
- Self-damage does not cancel the effect.
Talents[]
Hero Talents | ||
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+200 Illuminate Damage | 25 | Chakra Magic Strong Dispels |
+1.5s Solar Bind Stun when target is fully slowed | 20 | +15s Spirit Form Duration |
2 Solar Bind Charges | 15 | -3s Chakra Magic Cooldown |
-2s Illuminate Cooldown | 10 | +40% Blinding Light Miss |
Recent Changes[]
<div> <div class="updatetablehead"> <div id="version">Version</div><div id="description">Description</div> </div> <div class="updatetablebody">
- Aghanim's Scepter upgrade:
- Will-O-Wisp now deals 75 magical damage per flicker.
- Aghanim's Shard upgrade:
- Recall now automatically casts Chakra Magic based on its current level on both Keeper of the Light and the targeted ally upon teleporting.
- UIncreased Illuminate (Spirit Form) travel speed from 900 to 950.
- Talents:
- LVL 10+30% Blinding Light miss chance increased to +40%.LVL 20LVL 25+180 Illuminate damage increased to +200.LVL 25
- Chakra Magic
- Now has a self-cast multiplier of 1.25.
- Reduced mana restored from 80/160/240/320 to 75/150/225/300.
- Aghanim's Shard upgrade:
- Increased Recall teleport delay from 3 to 4.
</div> </div>
Recommended Items[]
Starting items:
- 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 also restores health early on to you and teammates.
- Iron Branch gives some attributes, and can be used to build Magic Wand or Mekansm.
- 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 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 can be used for mobility, saving teammates, or forcibly displacing enemies, particularly effective when combined with and Blinding Light.
- 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:
- Ghost Scepter grants immunity against physical damage so Keeper of the Light can survive against enemy carries.
- 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 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 relatively high mana cost.
- 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 gives Keeper of the Light 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.
- 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 resists and shields Keeper of the Light and teammates against magical damage so they can survive and contribute to teamfights.
- 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 increases Keeper of the Light's cast range, letting him support allies from a safer distance away. Also builds into Octarine Core, an extremely useful item on Keeper of the Light.
Dota Plus Progress[]
Main Article: Hero Challenges
Relics track a hero's actions and statistics, and display in-game notifications when a milestone is reached. They are only available to Dota Plus subscribers.
Relics | Voice Lines | |
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Bronze |
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Silver |
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Gold |
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Platinum |
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Master |
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Grandmaster |
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Equipment[]
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Trivia[]
- Ezalor's design in Dota 2 makes several references to Gandalf, an iconic character from "The Lord of the Rings" book series.
- His clothing is almost purely white, similar to Gandalf's attire.
- Illuminate's wave animation are a group of stampeding white horses. This is similar to the spell Gandalf cast on the torrent of water, at the ford of Bruinen, in the first book, "The Fellowship of the Ring". Additionally, it has similarities to his reinforcements at Helm's Deep during the second book, "The Two Towers". This is also depicted in the splash art, with Ezalor taking Gandalf's place at the head of the charge.
- The Mana Leak cast line ▶️ "You shall not cast!" is a reference to one of Gandalf's most famous quotes: "You shall not pass!"[1]
- The unused Mana Leak cast line ▶️ "Run! Run, I say!" is a reference to another one of Gandalf's famous quotes: "Fly, you fools!"[2]
- The respawn lines ▶️ "Ezalor... I think that's my name" is likely a reference to Gandalf "respawning" as The White: "Gandalf? ... Yes ... That was my name ... Gandalf the Grey."
- One of Ezalor's cosmetic items, the Wise Cap of the First Light makes him look even more like Gandalf.
- ▶️ "Kundalini!" and ▶️ "The serpent of illumination stirs!" come, as well as the term "Chakra" is derived from Hinduism. Kundalini is described as a dormant inner strength, or "sleeping serpent waiting to be awakened".
- Enigma, Chaos Knight, Keeper of the Light, and Io together represent the four fundamental forces of the universe with Keeper of the Light representing the weak nuclear force, the force responsible for the light of stars and suns, including the sentient sun Phoenix.
- His Solar Bind and Mana Leak abilities reflect his theme of radioactive decay. As the name implies, it is the decay of an unstable atomic nucleus by radiation, the transmission of energy. Hence, the spell's ability to drain move speed or mana (energy) when an opponent moves (transmission).
- Enigma's lines upon killing him further reinforces this when he says ▶️"Ezalor, your decay is now complete." and ▶️"Ezalor, the weak and infirm." which references radioactive decay and the weak force itself, respectively.
- ▶️ "And chaos fled!" may be a reference to an official bug that can occur when fighting the final boss of Final Fantasy, Chaos, as you can win the fight without damaging him (he simply just fled).
- ▶️ "I'll tell thee everything I can, there's little to relate." and ▶️ "Very gladly will I drink your honor's noble health." are quotes of the poem by "Haddock's Eyes" by "Lewis Carroll", a poem about a very odd old man.[3]
- ▶️ "I'll forego green girdles and questing beasts, for all such knightly trifles pale before the light." is a reference to the book "The Sword in the Stone".
- Visage's rival line towards Keeper of the Light ▶️ "You shall not pass!" is a direct quote from "Gandalf", a character from "The Lord of the Rings". This reference is due to the similarities between Keeper of the Light and Gandalf.[4]
Gallery[]
Axe on Ringmaster's teaser trailer.