Keeper of the Light


Bio

Ezalor, the Keeper of the Light
Play "They say twas I who carried the first light into the universe. They might be right, I can`t quite recall."
Role: Support / Nuker / Disabler / Jungler
Lore   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Ezalor, the Keeper of the Light Upon a pale horse he rides, : 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. Be that as it may, 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.
Voice: Nolan North ( Responses   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     v • d • e  Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Bane dota2 )

Abilities

Illuminate
Partially pierces spell immunity. Play
Q
T
Ability
Target Point / Channeled
Affects
Enemies
(Upgradable by Aghanim`s Scepter.Allies)
Damage Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of dota2
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 (Talent 2200)
Travel Distance: 1550 (Talent 1950)
Wave Radius: 375
Max Channel Time: 2/3/4/5
Damage/Heal Increase per Second: 100
Max Damage: 200/300/400/500 (Talent 400/500/600/700)
Max Heal: 0 (Upgradable by Aghanim`s Scepter. 200/300/400/500, Talent 400/500/600/700)
Cooldown symbol.png 10
Mana symbol.png 150/160/170/180
Upgradable by Aghanim`s Scepter. Allows Illuminate to heal allies for 100% of its damage values during daytime.
Partially pierces spell immunity. Damage on enemies is blocked. Heal on allies is not.
Modifiers
Buff Illuminate: Undispellable.
Ezalor`s hidden light reveals itself in marvelous fashion.

Notes:

  • The wave travels at a speed of 1050.
  • Can hit units up to 1925 (Talent 2325) range away (travel distance + radius).
  • Damage and heal increase by 1 for every 0.01 seconds, starting as the cast time begins.
    • The damage/heal increasing talent does not alter this. The talent`s bonus is added after the scaling damage is calculated.
    • This means it can deal a minimum of 30 (Talent 230) damage and heal for a minimum of 30 (Talent 230) health.
    • This also means that the maximum damage and heal are reached after 1.7/2.7/3.7/4.7 seconds of channeling.
  • Checks the current daytime upon releaseAnnounce the wave. Cannot heal during the nights caused by Darkness and Eclipse.
  • During the channeling, the spell spawns vision fields in a line in front of Ezalor.
  • The first vision field spawns 150 range in front of Ezalor. The following ones spawn 150 range away from the previous vision 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 700/1050/1400/1750 range away with their vision.
  • The horses only spawn when the spell is channeled for 5 seconds and have only a visual purpose.


Release Illuminate
Play
Q
T
Ability
No Target
Release the channel early.
Cast Animation: 0+0
Cooldown symbol.png 0

Notes:

  • Replaces Illuminate until the channeling ends.
  • The cast of Release Illuminate is not registered as a spell cast and thus does not proc any on-cast effects.


Mana Leak
Blocked by Linken`s Sphere. Does not pierce spell immunity. Play
W
E
Ability
Target Unit
Affects
Enemies
Weakens an enemy`s magical essence, causing them to lose mana as they move. If the enemy loses all of its mana, it will be stunned.
Cast Animation: 0.3+1.03
Cast Range: 550/700/850/1000 (Talent 950/1100/1250/1400)
Max Mana Lost per 100 Moved Distance: 5%
Leak Duration: 4/5/6/7
Stun Duration: 1.5/2/2.5/3
Cooldown symbol.png 16/14/12/10
Mana symbol.png 160
Does not pierce spell immunity. Does not leak mana and does not attempt to stun if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff Mana Leak: Dispellable with any dispel.
Debuff Stunned: Dispellable with strong dispels.
Ezalor disrupts Primordial harmony, draining magical energy from those with poor constitution.

Notes:

  • Checks the target`s current position once upon cast and then in 0.1 second intervals, resulting in 41/51/61/71 checks.
  • On each check, it compares the target`s current position with its position on the last check and reduces its mana based on the distance between the positions.
  • Does not reduce its mana when the distance between 2 positions is bigger than 300. So a unit needs to move at 3000 speed, or blink a distance of at least 300 to not lose mana.
  • The target has to move a distance of 2000 to lose 100% of its mana.
  • Casting Mana Leak on a unit with no mana pool stuns it instantly.
  • The sound effect upon losing mana is only audible to the target.


Chakra Magic
Pierces spell immunity. Play
E
C
Ability
Target Unit
Affects
Allies
Restores mana to the target unit, increases its mana capacity, and reduces the cooldown of the next spell they cast.
Cast Animation: 0.3+1
Cast Range: 900 (Talent 1300)
Mana Restored & Increased: 75/150/225/300 (Talent 375/450/525/600)
Cooldown Reduction: 3/4/5/6
Buff Duration: 15
Cooldown symbol.png 17/16/15/14
Mana symbol.png 25/35/45/55
Modifiers
Buff Chakra Magic: Dispellable with any dispel.
In the same vein, Ezalor bestows his harmony among others.

Notes:

  • When cast on self, it effectively restores 50/115/180/245 (Talent 350/415/480/545) mana because of its mana cost.
  • Increases the target`s maximum mana pool, without affecting its current mana.
  • The mana restoring is applied after the maximum mana has been increased.
  • Upon losing the buff, the unit`s max mana pool is reverted to its default, without affecting its current mana.
  • Can be cast on units with no mana pool, but it does not grant them any mana, nor does it give them a mana pool. The cooldown reduction works.
  • While having the buff, the first ability which goes on cooldown gets its cooldown reduced. Following cooldowns are not reduced.
  • Can reduce the cooldown for any ability which can go on cooldown. This includes passive abilities.
  • Each cast places a new buff on the unit. This means the maximum mana pool increment stacks. Be that as it may, the cooldown reduction does not stack.


Spirit Form
Cannot be used by illusions. Not disabled by Break. Pierces spell immunity. Play
R
F
Ability
No Target
(Upgradable by Aghanim`s Scepter.⃂Passive)
Affects
Self
Ezalor temporarily turns his body luminescent, gaining various abilities. Illuminate is now channeled by a separate spirit, and gains the Blinding Light and Recall abilities.
Cast Animation: 0+0.53
Duration: 40 (Upgradable by Aghanim`s Scepter. Permanent)
Cooldown symbol.png 80/70/60
Mana symbol.png 100
Upgradable by Aghanim`s Scepter. Permanent Spirit Form. During daytime, grants unobstructed vision, and allows Illuminate to heal allies for the same amount as its damage values.
Not disabled by Break. Aghanim`s upgraded passive Spirit Form and unobstructed day vision are not disabled.
Cannot be used by illusions. Illusions do get the Spirit Form buff only when having an Aghanim`s Scepter, but do not gain unobstructed vision.
Modifiers
Buff Spirit Form: Undispellable.
In a flash of light, Ezalor reveals his true nature.

Notes:

  • When acquiring Aghanim`s Scepter while channeling Illuminate, the permanent spirit form is applied after the channeling finishes or is stopped.
    • Be that as it may, the healing effect is instantly applied to the current channeling Illuminate and Ezalor instantly gains unobstructed vision.
  • Keeper of the Light loses his spirit form upon death. When having Aghanim`s Scepter, it gets re-applied upon spawn.


Recall
Pierces spell immunity. Play
D
R
Ability
Target Point / Target Unit

Videos

Info

Hero Strategy   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Contents 1 Gameplay 1.1 STYLE1 1.2 STYLE2 2 Ability Builds 3 Talents dota2 Counters Play “Many hands make light work.” This article is badly written or needs more information. Please help the community by updating it. Read this formatting guide first.   Hero   Strategy   Counters   Equipment   Equipment   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     v • d • e Keeper of the Light Equipment (collapse sets)Sets Attributes of the Foretold dota2 Gear   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     This is a list of cosmetic items that reflects Keeper of the dota2 Responses   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     v • d • e  Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Bane dota2 Sounds   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     v • d • e  Dota 2 Sounds Hero Sounds Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Lore   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Ezalor, the Keeper of the Light Upon a pale horse he rides, Old Abilities   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Mana Leak (Pre 6.00, 6.04-6.54b) WE AbilityTarget Unit AffectsEnemies Casts a powerful dota2 Changelogs   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Contents 1 Version history 2 Patch history Version history edit] Version Description dota2
Keeper of the Light
Strength attribute symbol.png
14 + 2.1
Agility attribute symbol.png
15 + 1.6
Intelligence primary attribute symbol.png
25 + 2.8
Level Base 1 15 25
Health “ Play Life becomes death becomes new life. As it should be.  Click to listen— Treant Protector ” Health (also known as HP, which can be short for: health pool or health points) represents the life dota2 200 480 1060 1480
H. Regen “ Play Life becomes death becomes new life. As it should be.  Click to listen— Treant Protector ” Health (also known as HP, which can be short for: health pool or health points) represents the life dota2 0 0.84 2.6 3.86
Mana Play Out of mana! “ Play It s a new age of magic! Click to listen— Keeper of the Light ” Mana (also known as MP, which is short for mana points) represents the magic power of a dota2 75 350 779 1087
M. Regen Play Out of mana! “ Play It s a new age of magic! Click to listen— Keeper of the Light ” Mana (also known as MP, which is short for mana points) represents the magic power of a dota2 0.01 1.01 2.58 3.7
Damage Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of dota2 18‒25 43‒50 82‒89 110‒117
Armor Armor is an attribute shared by all units. Armor is used to determine the amount of damage reduction (or amplification if an armor value is negative) a unit takes from physical damage sources. Higher armor dota2 -1 1.14 4.34 6.63
Spell Dmg   Spell damage   Spell damage sources     Spell damage is all damage which is not dealt by physical attacks. This includes all spells which deal magical, physical or pure damage. Even the damage dota2 0% 1.79% 4.59% 6.59%
Att / Sec The frequency with which units attack is measured in attack speed. A unit s attack speed can be modified by items, agility, abilities, and auras. Contents 1 Base attack time 2 Attack speed representation 3 Attack dota2 0.58 0.67 0.8 0.9
Movement Speed DPS multiplier when chasing Minimum (pursuer MS / target MS) Ratio for Maximum Chase DPS Movement speed (sometimes abbreviated as move speed or MS) is the speed at which a unit can move. Movement speed dota2 335
Turn Rate Turn rate is the speed at which a unit can turn. When moving to a location, a unit first turns to face that location, then begins walking. Similarly, when targeting another unit with an attack 0.5
Vision Range Vision changes around while the hero moves. Vision describes what a unit can and cannot see from its current location and state. Places a unit cannot see are filled with the Fog of War, a dota2 1800/800
Attack Range Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by 600
Projectile Speed 900
Attack Animation Every unit in Dota 2 has an attack animation. In mechanical terms, this is a delay between when an attack command is issued, and damage is dealt (in the case of melee units) or a 0.3+0.85
Base Attack Time 1.7
Magic resistance Magic resistance is an attribute of heroes, similar to armor. Instead of reducing physical damage, it reduces magical damage. All heroes, except for Meepo and Visage, possess 25% magic resistance from their armor type. This dota2 25%
Collision Size 24
Legs 2

Ezalor the Keeper of the Light is a ranged Intelligence Intelligence is the attribute that grants mana, mana regeneration and spell damage amplification. For each point of intelligence a hero gets: 11 Mana 0.04 Mana regeneration 0.07% Spell damage Additionally, intelligence heroes also get 1 dota2 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; and manipulate the mana around him, restoring mana for himself and his allies or draining the mana of his enemy. His Ultimate allows him to gain his full power, giving Ezalor access to 2 sub-abilities and an improved existing ability, giving him six different abilities in total. 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 wide set of abilities also requires good timing, reflexes, and knowledge to use well.

Ezalor, the Keeper of the Light

Recommended Roles
Support Nuker Disabler Jungler

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

Illuminate
Ability: Point Target
Channeled
Affects: Enemy Units
Damage: Magical
Channels a ball of light energy, building power the longer it`s channeled. Once released, the ball deals damage and gives vision in a line. The longer it is channeled, the more damage dealt.
QT
150 / 160 / 170 / 180
10
Damage Per Second:
Max Channel Time:
Radius:
Distance:
Cast Range:
Scepter Ability:


Talent Effect:

₠100
₠2 / 3 / 4 / 5
₠375
₠2000
₠1600
Heals allies for 100% of the damage value during the day
Increases damage/heal by 200
Affected By:₠
Ezalor`s hidden light reveals itself in marvelous fashion.
Notes
  • Channeled by a separate spirit while in Spirit Form, allowing the real Ezalor to move and cast freely.
  • Provides vision fields with 375 flying vision along the path for every 0.5 seconds of channeling, up to a 1750 ⃗ 375 path of vision at max level. Each vision field lasts 10.34 seconds.
  • Blocked by Spell Immunity.
  • Talent Effect gives Illuminate 200 base damage/heal. EG. Illuminate will do 200 damage if released immediately and 700 when channeled for 5 seconds.
Release Illuminate
Ability: No Target
Release the channel early.
QT


Mana Leak
Ability: Unit Target
Affects: Enemy Units
Weakens an enemy`s magical essence, causing them to lose a percentage of mana when they move. If the enemy loses all of its mana, it will be stunned.
WE
160
16 / 14 / 12 / 10
Leak Duration:
Mana Leaked:

Stun Duration:

Cast Range:
₠4 / 5 / 6 / 7
₠5% per 100 distance traveled
₠1.5 / 2 / 2.5 / 3
₠550 / 700 / 850 / 1000
Affected By:₠
Ezalor disrupts Primordial harmony, draining magical energy from those with poor constitution.
Notes
  • If target has no mana it is instantly stunned.
  • Blocked by Spell Immunity and Linken`s Sphere.
  • Can be dispelled.
Chakra Magic
Ability: Unit Target
Affects: Allied Units
Restores mana to the targeted ally, increases its max mana and reduces the cooldown of the next spell they cast.
EC
25 / 35 / 45 / 55
17 / 16 / 15 / 14
Mana Restored:
Max Mana Increase:
Cooldown Reduction:
Buff Duration:
Cast Range:
₠75 / 150 / 225 / 300
₠75 / 150 / 225 / 300
₠3 / 4 / 5 / 6
₠15
₠900
In the same vein, Ezalor bestows his harmony among others.
Notes
  • The cooldown reduction applies to the next spell cast by the target.
  • Can be cast on spell immune allies.
Spirit Form
Ability: No Target
Affects: Self
Ezalor turns his body luminescent temporarily, and gains the Blinding Light and Recall abilities. Illuminate is now channeled by a separate spirit.
Upgradeable by Aghanim`s Scepter to make Spirit Form permanent, grant unobstructed vision during the day, and make Illuminate heal for the damage it deals during the day.
RF
100
80 / 70 / 60
Duration:
Scepter Ability:
₠40
Permanent Spirit Form and flying vision during the day
In a flash of light, Ezalor reveals his true nature.
Notes
  • Aghanim`s Scepter still grants flying vision and upgraded Illuminate even if Spirit Form is not leveled. Recall and Blinding Light will be unavailable until Spirit Form is leveled.
Illuminate
Ability: Point Target
Channeled
Affects: Enemy Units
Damage: Magical
Channels a ball of light energy, building power the longer it`s channeled. Once released, the ball deals damage and gives vision in a line. The longer it is channeled, the more damage dealt.
QT
150 / 160 / 170 / 180
10
Damage Per Second:
Max Channel Time:
Radius:
Distance:
Cast Range:
Scepter Ability:


Talent Effect:

₠100
₠2 / 3 / 4 / 5
₠375
₠2000
₠1600
Heals allies for 100% of the damage value during the day
Increases damage/heal by 200
Affected By:₠
Ezalor`s hidden light reveals itself in marvelous fashion.
Notes
  • This version of the ability replaces Ezalor`s default Illuminate and has the same vision behavior.
  • Channeled by a separate spirit, allowing the real Ezalor to move and cast freely.
  • Blocked by Spell Immunity.
  • Talent Effect gives Illuminate 200 base damage/heal. EG. Illuminate will do 200 damage if released immediately and 700 when channeled for 5 seconds.
Release Illuminate
Ability: No Target
Release the channel early.
QT


Recall
Ability: Unit Target
Affects: 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.