Hero Discussion of this Day: Ezalor, Keeper of the Light (12 May 2014)
Ezalor, the Keeper of the Light
The Keeper of the Light is a one man support team. He has a wide variety of support spells for any situation. He is a master of manipulating mana, with Chakra Magic to restore large amounts of energy to his allies and Mana Leak to drain it from his foes. Illuminate turns the Keeper of the Light into a piece of artillery. After a long charge up time, Illuminate releases a massive shockwave of energy, dealing huge amounts of damage to all enemies in its path. Due to its long channeling period, this spell is generally most effective in large offensive or defensive pushes. Spirit Form further elevates the support skills of the Keeper. While in Spirit Form, he no longer needs to be present to channel Illuminate; a spirit charges it for him, allowing him to move freely and cast other spells. He also gains the valuable Recall and Blinding Light spells while transformed. Recall can teleport any allied hero to his location from anywhere on the battlefield, and Blinding Light releases a massive pulse of light which knocks enemies away and causes them to miss most of their attacks for a few seconds afterwards. For support-minded players, it's tough to find a better hero.
Lore
On a steel 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.
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Roles: Pusher, Support
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Strength: 14 + 1.8
Agility: 15 + 1.6
Intelligence: 22 + 2.8
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Damage: 40-54
Armour: 2.52
Movement Speed: 315
Attack Range: 600
Missile Speed: 900
Base Attack Time: 1.7
Sight Range: 1800 (Day) / 800 (Night)
Turn Rate: 0.5
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Spells
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Illuminate
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 is dealt.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 150 | 10 | 2000 | 350 | 2 | Channels a ball of energy in the direction of the target area for the duration, dealing 100 damage each second the spell was channelled |
| 2 | 160 | 10 | 2000 | 350 | 3 | Channels a ball of energy in the direction of the target area for the duration, dealing 100 damage each second the spell was channelled |
| 3 | 170 | 10 | 2000 | 350 | 4 | Channels a ball of energy in the direction of the target area for the duration, dealing 100 damage each second the spell was channelled |
| 4 | 180 | 10 | 2000 | 350 | 5 | Channels a ball of energy in the direction of the target area for the duration, dealing 100 damage each second the spell was channelled |
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Magical Damage
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This spell can be upgraded via Aghanim's Sceptre; buying a Sceptre causes the illuminate wave to heal allies, during the day, for 75% of the damage it would normally deal
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Illuminate can be cancelled it any time with the same skill, dealing damage for the duration it was channelled
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Gives increasing vision over the channeling time
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Damages mechanical units
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Can be channeled for 2/3/4/5 seconds, gaining 100 damage every second
Ezalor's hidden light reveals itself in marvelous fashion.
==
Mana Leak
Weakens an enemy's magical essence, causing their mana to drain with movement. If the enemy loses all of its mana, it will be stunned.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 75 | 16 | 550 | N/A | 4 | Causes the target enemy hero's mana to leak by 3.5% of their maximum mana each 100 units the target moves. If the target loses all their mana while the effect is still on, they get stunned for 1.5 seconds |
| 2 | 75 | 16 | 700 | N/A | 5 | Causes the target enemy hero's mana to leak by 4% of their maximum mana each 100 units the target moves. If the target loses all their mana while the effect is still on, they get stunned for 2 seconds |
| 3 | 75 | 16 | 850 | N/A | 6 | Causes the target enemy hero's mana to leak by 4.5% of their maximum mana each 100 units the target moves. If the target loses all their mana while the effect is still on, they get stunned for 2.5 seconds |
| 4 | 75 | 16 | 1000 | N/A | 7 | Causes the target enemy hero's mana to leak by 5% of their maximum mana each 100 units the target moves. If the target loses all their mana while the effect is still on, they get stunned for 3 seconds |
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If the target travels over 300 distance in less than 0.1 second (by using blink skills, for example), Mana Leak will not decrease its mana for that distance
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The target needs to travel 2857/2500/2222/2000 units in order to drain 100% of their max mana
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Becoming magic immune will not remove the debuff, but will nullify the mana loss
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You can use Force Staff to instantly drain 21/24/27/30% of the enemy's max mana
Ezalor disrupts Primordial harmony, draining magical energy from those with poor constitution.
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Chakra Magic
Restores mana to the target unit.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 25 | 19 | 900 | N/A | N/A | Restores 75 mana to the target unit |
| 2 | 45 | 18 | 900 | N/A | N/A | Restores 150 mana to the target unit |
| 3 | 65 | 17 | 900 | N/A | N/A | Restores 225 mana to the target unit |
| 4 | 85 | 16 | 900 | N/A | N/A | Restores 300 mana to the target unit |
- Casting it on yourself will effectively only restore 50/105/160/215 mana
In the same vein, Ezalor bestows his harmony among others.
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Spirit Form
Ultimate
Ezalor turns his body luminescent temporarily, gaining various abilities. Illuminate is now channeled by a separate spirit, and gains the Blinding Light and Recall abilities
| Level | Mana Cost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 100 | 80 | N/A | N/A | 40 (Infinite*) | Turns Ezalor into a glowing spirit, giving him two extra spells and allowing illuminate to be channelled by a separate entity for the duration |
| 2 | 100 | 70 | N/A | N/A | 40 (Infinite*) | Turns Ezalor into a glowing spirit, giving him two extra spells and allowing illuminate to be channelled by a separate entity for the duration |
| 3 | 100 | 60 | N/A | N/A | 40 (Infinite*) | Turns Ezalor into a glowing spirit, giving him two extra spells and allowing illuminate to be channelled by a separate entity for the duration |
- This ultimate can be upgraded via Aghanim's Sceptre, (*) shows the upgraded effects. Sceptre also Keeper of the Light to gain unobstructed as well as upgrading Illuminate
In a flash of light, Ezalor reveals his true nature.
~
Recall
Ultimate Sub-Ability
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.
| Level | Mana Cost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 100 | 15 | Global | N/A | N/A | After 5 seconds, teleports the target ally hero to Ezalor; if the ally hero is damaged during the delay the teleport is cancelled |
| 2 | 100 | 15 | Global | N/A | N/A | After 4 seconds, teleports the target ally hero to Ezalor; if the ally hero is damaged during the delay the teleport is cancelled |
| 3 | 100 | 15 | Global | N/A | N/A | After 3 seconds, teleports the target ally hero to Ezalor; if the ally hero is damaged during the delay the teleport is cancelled |
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If Keeper of the Light dies, the spell effect is interrupted
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Recall will interrupt channeling spells
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You can disable help from the share menu in-game to disallow Keeper of the Light casting this ability on you
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Can be cast through the minimap, choosing the nearest friendly hero
Walk towards the light.
~
Blinding Light
Ultimate Sub-Ability
A blinding light flashes over the targeted area, knocking back and blinding the units in the area, causing them to miss attacks.
| Level | Mana Cost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 50 | 20 | 900 | 675 | 3 | Pushes enemies back from the centre target, causing them to be blinded and an 80% chance to miss their attacks for the duration |
| 2 | 50 | 16 | 900 | 675 | 4 | Pushes enemies back from the centre target, causing them to be blinded and an 80% chance to miss their attacks for the duration |
| 3 | 50 | 12 | 900 | 675 | 5 | Pushes enemies back from the centre target, causing them to be blinded and an 80% chance to miss their attacks for the duration |
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Causes knockback of 250 range over 0.4 seconds, centered on the middle of the target area of effect
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If a unit being knock-backed collides with trees, the trees are destroyed in a 150 radius
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Does not interrupt channeling abilities
The Primordial light turns the tides of battle in favor of Ezalor and his allies.
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Recent Changes from 6.81
- Added Aghanim's Scepter upgrade: Provides permanent Spirit Form. Additionally, the following effects are active during the day: Keeper of the Light gains unobstructed vision and Illuminate heals allies for 75% of the damage values
Recent Changes from 6.80
- Mana Leak stun duration increased from 1.3/1.6/1.9/2.2 to 1.5/2/2.5/3
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Tips:
Cast Illuminate from the trees to make sure that the enemy can't see it being channelled and dodge it easily.
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The previous Keeper of the Light discussion.
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If you want a specific hero to be discussed next, feel free to message me. Request list
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Posts are every two or four days.
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Good Broodmother tip from last thread by Syberton:
"Afraid of feeding your babies? Go kill an easy jungle camp while you are sapping lane XP.
Want to put some pressure on the tower? Take a spiderling and go cut the lane and pull it to a camp.
Mid just went missing? take a spiderrite and camp it on the steps."
Posted May 12, 2014, 5:56 PM UTC · edited