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Keeper of the Light Strategies

Ranged, Disabler, Nuker, Support

110th

Popularity

45.30%

Win rate

Gameplay

He rides a pale horse, this everlasting sun's flame, this Keeper of the Light. Ezalor departed the Fundamental plane a long time ago, freeing himself from the other ancient forces to whom he was tethered inside the great Primordial harmony. He is a sentient power who was born at the birth of the universe and now rides across all realms at the same time, one step ahead of chasing chaos, his gift at the end of a dazzling staff. Under the apparent look of a somewhat doddering elderly guy who barely stays in the saddle, his glorious reality is hidden. When confronted with disorder or the powers of evil, however, his primal light breaks forth, revealing his entire strength and transforming him.

In the game, Keeper of the Light, Ezalor, is a ranged intelligence hero known for being a one-man support squad. Ezalor is a useful ally for any team, supporting his teammates in need and pushing unprotected lanes with ease. He has a number of helpful abilities, including the ability to channel a massive globe of bright light that may severely destroy an army of opponent creeps in the lane, enabling for a quick push. He can also replenish mana and decrease cooldown for himself and his allies, as well as blind and displace his foes with an intense light.

His Ultimate occasionally hypnotizes foes in an AoE, enabling his teammates to strike around this very strong crowd control. To play Keeper of the Light successfully, you'll need patience, confidence, and selflessness, as he's a support rather than a killing caster like most Intelligence gankers. To employ his powers effectively, he needs superb timing, reflexes, and understanding.

keeper of the light masterdota dota 2

This is his in-game description: 

“Any squad would benefit from having a Keeper of the Light on it. He eliminates weaker adversaries with waves of light, then becomes his spirit form to assemble his squad to press the assault, manipulating the mana of both his friends and enemies.”

Ability Builds

  • Health: 200 / 560/ 1200/ 1900/ 2160;

  • Health regen: 0.25/ 2.05/ 5.27/  8.77/ 10.12;

  • Mana: 75/ 351/ 879/ 1407/ 1623;

  • Mana regen: 0/ 1.15/ 3.39/ 5.59/ 6.49;

  • Armor:  0/ 2.5/ 6.23/ 10.9/ 12.57;

  • 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: 2;

  • Gib type: Default.

Talents

keeper of the light talents dota 2

Tips & Tactics

General

skill building guide keeper of the light dota 2

The skill build order with Keeper of the Light can vary, but generally speaking this might just be the best build. In this build you max Chakra Magic first because it’s very important to spamming Illuminate effectively. It’s especially important in the early game when allies’ mana pools are low and need fast restoration. 

Illuminate is a good nuke which might be helpful in the mid game, while Solar Bind is very helpful to tie an enemy carry down to eliminate them in the late game. But all and all, what your skill build will become might depend a lot on your game situation.

Abilities

Illuminate

Illuminate (Point Target, Magical) 

Effect: Light energy is funneled, and the longer it is channeled, the more powerful it becomes. When the button is pressed, a wave of harm and vision is blasted forth in its direction. The more harm is inflicted the longer it is channeled.

Cast Animation: 0.3+0

Cast Range: 1800

Travel Distance: 1550

Wave Radius: 375

Max Channel Time: 3

Max Damage: 200/300/400/500 (Talent 380/480/580/680)

Cooldown: 13

Mana: 100/125/150/175

Partially pierces spell immunity. Damage on enemies is blocked.

Notes:

The wave travels at a speed of 900, 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 2.02/3.03/4.04/5.05 ( 3.84/4.85/5.86/6.87) for every 0.03 seconds, starting as the 0.3-second cast time begins. This means it can deal a minimum of 20/30/40/51 ( 38/48/59/69) damage. This also means that the maximum damage is reached after 2.7 seconds of channeling. The damage increasing  talent instantly upgrades the current instance, as well as already released waves. 

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 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 1125 range away with their vision. 

The visual effect of Illuminate shockwave gets stronger the longer it was channeled.

Release Illuminate

Release Illuminate (No Target) 

Effect: Release the channel early.

Cast Animation: 0+0

Cooldown: 0

Notes:

Replaces  Illuminate until the channeling ends.

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

Release Illuminate

Illuminate (Spirit Form) (Point Target/Magical)

Effect: Light energy is funneled, and the more time it is channeled, the more powerful it becomes. A wave is thrown forward when it is discharged, doing harm and providing eyesight to those who are in its path. It deals more damage the longer it is channeled.

Cast Animation: 0.3+5.53

Cast Range: 1800

Travel Distance: 1550

Wave Radius: 375

Max Charge Time: 3

Max Damage: 200/300/400/500 (Talent 380/480/580/680)

Cooldown: 13Mana: 100/125/150/175

Partially pierces spell immunity. Damage on enemies is blocked. Heal on allies is not.

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.

Illuminate notes fully apply.

During  Spirit Form, Illuminate also heals allies. Despite Spirit Form's tooltip, the heal is applied regardless of the time of day. Cannot heal invulnerable allies or Couriers. The heal value is based on the calculations of the damage value, resulting in the following values

  • Level 1: 0.61/0.91/1.21/1.52 (Talent 1.15/1.45/1.76/2.06) increase per interval, 6/9/12/15 (Talent 11/14/18/21) min heal, 60/90/120/150 (Talent 114/144/174/204) max heal.
  • Level 2: 0.91/1.36/1.82/2.27 (Talent 1.73/2.18/2.64/3.09) increase per interval, 9/14/18/23 (Talent 17/22/27/31) min heal, 90/135/180/225 (Talent 171/216/261/306) max heal.
  • Level 3: 1.21/1.82/2.42/3.03 (Talent 2.3/2.91/3.52/4.12) increase per interval, 12/18/24/31 (Talent 23/29/35/41) min heal, 120/180/240/300 (Talent 228/288/348/408) max heal.

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.

Comes with a Release ability similar to normal form

Solar Bind

Solar Bind (Point Target)

Effect: Weakens an enemy's magical resistance while also inflicting a slow that grows stronger as the victim progresses.

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


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 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.

Reduces most enemy heroes' total magic resistance to 14%/10%/6%/2%.

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 (Unit Target/ Affects Allies)

Effect: Reduces the cooldowns of all abilities currently on cooldown by a set amount and restores mana to the target unit.

Cast Animation: 0.3+1

Cast Range: 900

Mana Restored: 100/180/260/340

Current Cooldowns Reduction: 3/4/5/6

Cooldown: 18/16/14/12 (Talent 14/12/10/8)

Notes:

↓↓ Double-tapping automatically targets self.

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 target upon cast.

Blinding Light

Blinding Light (Unit Target/ Affects Allies)

Effect: A blinding light bursts over the targeted region, pushing units back and blinding them, causing certain attacks to be missed. Over 0.4 seconds, knockback is in the 400 range.

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.


Notes:

Only available during  Spirit Form.

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. Destroys trees enemies come in contact with during the knockback.

Blinding Light first applies the debuff, then the stun, and then the damage.

Blinding Light's blind uses pseudo-random distribution.

During  Spirit Form, Blinding Light has a cast range of 725/850/975.

Will-O-Wisp

Will-O-Wisp (Unit Target/ Affects Allies)

Effect: Ignis Fatuus is summoned to the specified location. With its mesmerizing flicker, it alternates on and off, enticing foes closer.

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

Notes:

Requires Aghanim's Scepter to be unlocked.

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 (including clones, excluding illusions and creep-heroes) can damage the wisp.

Destroys trees within the radius upon cast, and within 150 radius around affected enemies at the end of the pull.

Multiple instances of Will-O-Wisp work independently from each other.

During  Spirit Form, Will-O-Wisp has a cast range of 925/1050/1175.

Recall

Recall (Unit Target/ Point Target/ Allies)

Effect: Teleports the specified friendly hero to your position after a brief wait. The ability is stopped if the selected friendly hero receives player-based damage during this period.

Cast Animation: 0.3+1.17

Cast Range: Global

Teleport Delay: 3

Cooldown: 15Mana: 150

Notes:

Requires Aghanim's Shard to be unlocked.

Only available during  Spirit Form, and replaces Spirit Form for its duration.

Targeting the ground chooses the closest allied 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.

Disjoints projectiles upon teleporting.

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 cancels it.

Spirit Form

Spirit Form (Unit Target/ Affects Allies)

Effect: Ezalor's body glows for a short time, giving him increased movement speed, casting range, the Blinding Light ability, and the ability to channel Illuminate through a separate spirit to heal friends.

Cast Animation: 0+1.46

Move Speed Bonus: 15%/20%/25%

Cast Range Bonus: 125/250/375

Illuminate Damage as Heal: 30%/45%/60%

Duration: 40 (Talent 55)

Cooldown: 70Mana: 75/125/175

Aghanim's Scepter upgrade: Grants a new ability: Will-O-Wisp.

Aghanim's Shard upgrade: Grants a new ability during Spirit Form: Recall.

Notes:

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.

With Aghanim's Shard,  Recall replaces Spirit Form for its duration, due to lack of ability slots.



Items