Keeper of the Light

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Keeper of the Light
Keeper of the Light icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
18 + 2.3
15 + 1.6
23 + 3.2
Level 0 1 15 25 30
Health 200 560 1200 1900 2160
Health regen 0 1.8 5.02 8.52 9.87
Mana 75 351 879 1407 1623
Mana regen 0 1.15 3.39 5.59 6.49
Armor -1 1.5 5.23 9.9 11.57
Att/sec 0.59 0.68 0.81 0.97 1.03
Damage 18‒25 41‒48 85‒92 129‒136 147‒154
Magic resistance 25%
▶️ Movement speed 330
▶️ Attack speed 100
Turn rate 0.6
Vision range 1800/800
Attack range 600
Projectile speed 900
Attack animation 0.3+0.85
Base attack time 1.7
Damage block 0
Collision size 24
Legs
Gib type Default

Ezalor, the Keeper of the Light, is a ranged intelligence hero famous for his reputation as a one-man support team. Supporting his allies in need, and pushing unguarded lanes with ease, Ezalor is a very valuable ally for any team. Having a variety of useful abilities, he can channel a powerful globe of intense light that can heavily damage an army of enemy creeps in the lane, allowing for an easy push. He can also restore mana and reduce cooldown for himself and his allies as well as blind his enemies with an intense light that also damages and displaces them. His Ultimate hypnotizes enemies in an AoE periodically, allowing his allies to follow over with their attacks around this immensely powerful crowd control. Keeper of the Light requires patience, confidence, and selfless behavior to play him well, as he is played as a support instead of a killer caster like most Intelligence gankers. His set of abilities also requires good timing, reflexes, and knowledge to use well.

Bio[edit]

Keeper of the Light minimap icon.pngEzalor, the Keeper of the Light
▶️ "They say twas I who carried the first light into the universe. They might be right, I can't quite recall."
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.

Abilities[edit]

Illuminate
Illuminate icon.png
Affects
Enemies
Damage
Magical
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.
Cast Animation: 0.3+0
Cast Range: 1800
Travel Distance: 1550
Wave Radius: 375
Max Channel Time: 2/2.7/3.4/4.1
Damage Increase per Second: 100
Max Damage: 225/325/425/525 (Talent 405/505/605/705)
Cooldown: 11
Mana: 100/125/150/175
Partially pierces spell immunity. Damage on enemies is blocked.
Modifiers
Buff modifier_keeper_of_the_light_illuminate: Dispellable with death only.
Ezalor's hidden light reveals itself in marvelous fashion.

Notes:

  • The wave travels at a speed of 1050, taking 1.48 seconds to travel the full distance.
  • With the travel distance and radius, it can hit units up to 1925 range away.
  • The damage increases by 3.75/4.01/4.17/4.27 for every 0.03 seconds, starting as the 0.3-second cast time begins.
    • The damage increasing per second Talent talent does not alter this, it is added after the scaling damage is calculated.
    • This means it can deal a minimum of 30 (Talent 210) damage.
    • This also means that the maximum damage is reached after 1.7/2.4/3.1/3.8 seconds of channeling.
  • During the channeling, vision fields get created in a line in front of Ezalor.
    • The vision fields provide 375 range flying vision and last for 10.34 seconds each.
    • The first vision field spawns 150 range in front of Ezalor. The following ones spawn 150 range away from the previous vision fields.
    • The vision fields are spawned in 0.5-second intervals, starting 0.5 seconds after channeling start, resulting in up to 3/4.4/5.8/7.2 fields.
    • When the channeling gets 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 825/1035/1245/1455 range away with their vision.
  • The horses only spawn when the ability is channeled for the 2/2.7/3.4/4.1 seconds maximum channel time and only have a visual purpose.
  • During Spirit Form, Illuminate has a cast range of 1925/2050/2175 and a travel distance of 1675/1800/1925.
    • With the travel distance and radius, it can hit units up to 2050/2175/2300 range away during Spirit Form.
  • The damge increasing Talent talent instantly upgrades the current instance.


Release Illuminate
Does not proc any on-cast effects when cast. QT
Release Illuminate icon.png
Ability
No Target
Release the channel early.
Cast Animation: 0+0
Cooldown: 0

Notes:

  • Interrupts Keeper of the Light's channeling abilities upon cast.


Illuminate (Spirit Form)
Illuminate (Spirit Form) icon.png
Affects
Enemies / Allies
Damage
Magical
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.
Cast Animation: 0.3+5.53
Cast Range: 1800
Travel Distance: 1550
Wave Radius: 375
Max Charge Time: 2/2.7/3.4/4.1
Damage Increase per Second: 100
Max Damage: 225/325/425/525 (Talent 405/505/605/705)
Cooldown: 11
Mana: 100/125/150/175
Partially pierces spell immunity. Damage on enemies is blocked. Heal on allies is not.
Modifiers
Buff modifier_keeper_of_the_light_spirit_form_illuminate: Dispellable with death only.
Ezalor's hidden light reveals itself in marvelous fashion.

Notes:

  • Replaces Illuminate while having the spirit form buff on.
  • Upon cast, an image of Ezalor is spawned at his location, which channels the Illuminate for him. Ezalor can act freely during this.
  • During Spirit Form, Illuminate also heals allies for 30%/40%/50% of its damage value.
    • The heal value is based on the calculations of the damage value, so they scale in the same way.
    • This means it can heal a minimum of 9/12/15 (Talent 189/192/195) health.
    • This also means that the maximum heal values are reached after 1.7/2.4/3.1/3.8 seconds of channeling. Illuminate while in Spirit Form can heal up to:
      • Level 1: 67.5/97.5/127.5/157.5 (Talent 121.5/151.5/181.5/211.5) health.
      • Level 2: 90/130/170/210 (Talent 162/202/242/282) health.
      • Level 3: 112.5/162.5/212.5/262.5 (Talent 202.5/252.5/302.5/352.5) health.
  • Illuminate cast range and channeling notes fully apply.


Release Illuminate (Spirit Form)
Does not proc any on-cast effects when cast. QT
Release Illuminate (Spirit Form) icon.png
Ability
No Target
Release the channel early.
Cast Animation: 0+0.53
Cooldown: 0

Notes:


Solar Bind
Solar Bind icon.png
Affects
Enemies
Weakens an enemy's magical resistance, and applies a slow that increases in strength the more the target moves.
Cast Animation: 0.2+1.24
Cast Range: 700/750/800/850
Magic Resistance Reduction: 15%/20%/25%/30%
Moved Distance as Move Speed Slow: 4%/5.5%/7%/8.5%
Duration: 7
Talent Number of Charges: 2
Talent Charge Replenish Time: 23/20/17/14
Cooldown: 23/20/17/14 (Talent 0)
Mana: 60/80/100/120
Modifiers
Debuff modifier_keeper_of_the_light_radiant_bind: Dispellable with any dispel.

Notes:

  • Checks the target's current position once upon cast and then in 0.1-second intervals, resulting in 71 checks.
  • For each 10 distance moved, the slow value increases by 1.5%/2%/2.5%/3%.
  • 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 1300 between a check, the slow value is not increased.
  • This is how strong the movement speed slow is when the affected unit travels certain distances:
    • 100 Distance: 4%/5.5%/7%/8.5% movement speed.
    • 300 Distance: 12%/16.5%/21%/25.5% movement speed.
    • 600 Distance: 24%/33%/42%/51% movement speed.
    • 900 Distance: 36%/49.5%/63%/76.5% movement speed.
    • 1200 Distance: 48%/66%/84%/102% movement speed.
    • 1500 Distance: 60%/82.5%/105%/127.5% movement speed.
  • There is not 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.
  • Reduces most enemy heroes' total magic resistance to 14%/10%/6%/2%, assuming basic 25% magic resistance and no other sources of magic resistance.
  • During Spirit Form, Solar Bind has a cast range of:
    • Level 1: 825/875/925/975 cast range.
    • Level 2: 950/1000/1050/1100 cast range.
    • Level 3: 1075/1125/1175/1225 cast range.


Chakra Magic
Chakra Magic icon.png
Affects
Allies
Restores mana to the target unit and reduces cooldowns of all abilities currently on cooldown by a fixed amount.
Cast Animation: 0.3+1
Cast Range: 900
Mana Restored: 100/180/260/340
Current Cooldowns Reduction: 3/4/5/6
Cooldown: 20/18/16/14 (Talent 16/14/12/10)
In the same vein, Ezalor bestows his harmony among others.

Notes:

  • Only reduces cooldowns of every non-ultimate ability, including passive abilities.
    • Also reduces the recharge time of currently recharging charge-based abilities.
  • During Spirit Form, Chakra Magic has a cast range of 1025/1150/1275.
  • With the level 20 Talent talent, Chakra Magic applies a basic dispel on the targeted ally.


Blinding Light
Blinding Light icon.png
Affects
Enemies
Damage
Magical
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 0.4 seconds,
Cast Animation: 0.3+1.07
Cast Range: 600
Radius: 600
Knockback Distance: 400
Damage: 100
Miss Chance: 40% (Talent 70%)
Knockback Duration: 0.4
Miss Duration: 4
Talent Stun Duration: 1.2
Cooldown: 18
Mana: 150
Does not pierce spell immunity. Knockback and blind persist if debuffs were placed before spell immunity and when not dispelled.
Modifiers
Debuff modifier_blinding_light_knockback: Dispellable with any dispel.
Debuff modifier_keeper_of_the_light_blinding_light: Dispellable with any dispel.
Debuff modifier_bashed: Dispellable with strong dispels.
The Primordial light turns the tides of battle in favor of Ezalor and his allies.

Notes:

  • Only available during Spirit Form, has a total cast range of 725/850/975.
  • Knocks units back at a speed of 1000. 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. Channeling abilities are not interrupted.
  • Can push units over impassable terrain. Any trees the knocked back unit collides with gets destroyed.
  • Blinding Light first applies the debuff, the stun, and then the damage.


Ignis Fatuus
Keeper of the Light Ignis Fatuus model.png
Ward
Level 0
Duration 14.9
Health 6
Health regeneration 0
Armor 0
Magic resistance 0%
Status resistance 0%
Turn rate 0.5
Collision size 24
Vision range 1800800 (G)
Bounty 100/125/150
Experience 0
Model scale 1
Notes Phased

Will-O-Wisp
Will-O-Wisp icon.png
Affects
Enemies
Summons Ignis Fatuus at the targeted area. Alternates on and off, drawing enemies closer with its mesmerising flicker.
Cast Animation: 0.1+1.27
Cast Range: 800
Radius: 725
Attacks to Destroy: 6
Enemy Pull Speed: 60
Number of Flickers: 5
Initial Delay: 1
Off Duration: 1.85
On Duration: 1.3
Wisp Duration: 14.9
Cooldown: 60
Mana: 250
Modifiers
Buff modifier_keeper_of_the_light_will_o_wisp_aura: Undispellable. Persists death.
Debuff modifier_keeper_of_the_light_will_o_wisp: Dispellable with strong dispels.
Though he would not claim to 'know' them, Ezalor holds an uncanny influence over many powerful creatures always willing to come to his aid.

Notes:

  • The wisp starts flickering 1 second after cast, and then every 3.15 seconds, up to 5 times.
  • While flickering, moves enemies towards the wisp, and locks their facing angle on it. Does not disable enemies in any other way.
  • Only attacks from heroes and clones, excluding illusions can damage the wisp.
  • Destroys trees within the radius upon cast, and within 200 radius around affected enemies at the end of the pull.
  • Multiple wisps work independently from each other.
  • During Spirit Form, Will-O-Wisp has a cast range of 925/1050/1175.


Recall
Recall icon.png
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 Animation: 0.3+1.17
Cast Range: Global
Teleport Delay: 3
Cooldown: 15
Mana: 150
Modifiers
Buff modifier_keeper_of_the_light_recall: Dispellable with any dispel.
Walk towards the light.

Notes:

  • Only available during Spirit Form, and replaces Spirit Form for its duration.
  • Targeting the ground chooses the closest allied hero to the targeted point.
  • Gives the target a stop command after teleporting it, effectively canceling channeling abilities.
  • If Ezalor or the target dies, the spell effect is interrupted.
  • Checks received damage before any sort of reductions, meaning it gets interrupted even by 0 damage instances.
  • Self-inflicted damage does not cancel the effect. Only damage coming from a player (including allies) or Roshan icon.png Roshan cancels it.


Spirit Form
Spirit Form icon.png
Ability
No Target
Affects
Self
Ezalor temporarily turns his body luminescent, gaining bonus movement speed, cast range, allows Illuminate to be channeled by a separate spirit, and grants the Recall and Blinding Light abilities.
Cast Animation: 0+1.46
Move Speed Bonus: 20%/25%/30%
Cast Range Bonus: 125/250/375
Illuminate Damage as Heal: 30%/40%/50%
Duration: 40 (Talent 55)
Cooldown: 80/75/70
Mana: 75/125/175
Aghanim's Scepter upgrade: Grants a new ability: Will-O-Wisp.
Aghanim's Shard upgrade: Grants a new ability: Recall.
Modifiers
Buff modifier_keeper_of_the_light_spirit_form: Dispellable with death only.
In a flash of light, Ezalor reveals his true nature.

Notes:

  • Spirit Form interrupts Ezalor's channeling abilities upon cast.
  • The duration increasing Talent talent does not affect the currently active instance.


Talents[edit]

Hero Talents
+180 Illuminate Damage25+1.2s Blinding Light Stun
Chakra Magic Dispels20+15s Spirit Form Duration
2 Solar Bind Charges15-4s Chakra Magic Cooldown
+20 Movement Speed10+30% Blinding Light Miss
Notes:

Recent Changes[edit]

Version
Description
  • Reduced Spirit Form cooldown from 90/80/70 to 80/75/70.
Level 15 left talent changed: +200 cast range ➜ 2 Solar Bind charges.
Level 15 right talent changed: -8s Blinding Light cooldown ➜ -4s Chakra Magic cooldown.
Level 20 left talent changed: -4s Chakra Magic cooldown ➜ Chakra Magic dispels.
Level 25 left talent +160 Illuminate damage/heal increased to +180.
  • Increased Recall teleport delay from 3 on each level to 5/4/3.

Recommended Items[edit]

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.
  • 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:

  • 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.

Mid game:

  • Force Staff icon.png Force Staff can be used for mobility, saving teammates, or forcibly displacing enemies, particularly effective when combined with and Blinding Light.
  • 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.

Late game:

  • Refresher Orb icon.png Refresher Orb enable Keeper of the Light to use Will-O-Wisp twice for longer hypnotizes time or enlarge the targeted area.
  • 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:

  • 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.
  • 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 long cast range and low cooldown.
  • 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.
  • Aghanim's Scepter icon.png Aghanim's Scepter removes the channel on Illuminate, making it easier to charge to full power, and allows Illuminate to heal during the day, keeping allied units healthy during fights and pushes.
  • 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.
  • 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.
  • 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.
  • Aether Lens icon.png Aether Lens increases Keeper of the Light's cast range, letting him support allies from a safer distance away.

Gameplay[edit]

Roles: Support Support Nuker Nuker Disabler Disabler Jungler Jungler
Complexity: ★★☆
Playstyle: 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.


Audio[edit]

History[edit]

Equipment[edit]

Trivia[edit]

  • 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.
  • The lines ▶️ "Kundalini!" and ▶️ "The serpent of illumination stirs!" come, as well as the term "Chakra" are derived from Hinduism. Kundalini is described as a dormant inner strength, or "sleeping serpent waiting to be awakened".
  • Enigma minimap icon.png Enigma, Chaos Knight minimap icon.png Chaos Knight, Keeper of the Light minimap icon.png Keeper of the Light, and Io minimap icon.png 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 minimap icon.png 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.
  • The rivalry line ▶️ "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).
  • His rare line ▶️ "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]
  • His rare line ▶️ "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.

Gallery[edit]

References[edit]