BIO
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.
INTRODUCTION
Keeper of the Light is a nuker that his job is to push and also counterpush the enemy. He should do that by using his Illuminate that deal tons of AoE damage.
He also can drain mana of the enemies. Not just that, he also can restore mana to allies.
He have additional skill in Spirit mode, that is make enemy to miss on each attack.
He also can call a friend who his position is far away from teamfight area.
Very good to choose this hero if your teams focus is on pushing tower.
PROS | CONS |
Very good pusher and counter-pusher | Need a lot of time to cast his Illuminate |
Can make enemy to miss their attack | Squishy |
Can drain mana | Low HP |
Can restore mana to allies | Low attack speed |
Can call a friend who is far away. |
STATS
LEVEL | 1 | 15 | 25 | ||
---|---|---|---|---|---|
HIT POINTS | 454 | 933 | 1,655 | SIGHT RANGE | 1800 / 800 |
MANA | 286 | 796 | 1,420 | ATTACK RANGE | 600 |
DAMAGE | 40-54 | 79-93 | 127-141 | MISSILE SPEED | 900 |
ARMOR | 1 | 4 | 9 |
ABILITIES
MANA COST: 150/150/150/150 | COOLDOWN: 10 |
ABILITY: CHANNELED, POINT TARGET | DAMAGE: MAGICAL |
DAMAGE PER SECOND: 100 / 100 / 100 / 100 | RADIUS: 400 / 400 / 400 / 400 |
RANGE: 1600 | MAX CHANNEL TIME: 2 / 3 / 4 / 5 |
The damage is so damn high and the radius is so damn long and wide. It is possible to destroy 1 wave of creeps including it's siege units with just 1 Illuminate.
If you use this in teamfights, it will deal tons of damage, but you need the best placement for you to hide from the enemy.
Before the teamfight start, you must predict where the center of the teamfight is,and cast illuminate to that area.
In spirit mode, your spirit is casting this skill, so you can do something else while the spirit is casting this skill. Maybe you can attacking or use another skill.
This skill is very good for pushing and counter pushing because it will deal tons of AoE damages for the enemy's army. This skill is also good for harassment in early game. You can cast this skill from the fog and hiding in the jungle and makes your opponent surprised with the instant high damage he received.
ABILITY: NO TARGET |
MANA COST: 75/75/75/75 | COOLDOWN: 16 |
ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
LEAK DURATION: 4 / 5 / 6 / 7 | MANA LEAK PERCENT: 3.5% / 4% / 4.5% / 5% |
STUN DURATION: 1.3 / 1.6 / 1.9 / 2.2 |
MANA COST: 25/45/65/85 | COOLDOWN: 19/18/17/16 |
ABILITY: UNIT TARGET | AFFECTS: ALLIED UNITS |
MANA RESTORE: 75 / 150 / 225 / 300 |
MANA COST: 100/100/100 | COOLDOWN: 80/70/60 |
ABILITY: NO TARGET | DURATION: 40 / 40 / 40 |
MANA COST: 100/100/100 | COOLDOWN: 15 |
AFFECTS: TARGETTING ALLIES | TELEPORT DELAY: 5 / 4 / 3 |
ABILITY: NO TARGET, CHANNELED, UNIT TARGET |
MANA COST: 50/50/50 | COOLDOWN: 20/16/12 |
ABILITY: POINT TARGET | RADIUS: 675 / 675 / 675 |
DURATION: 3 / 4 / 5 | MISS CHANCE: 80% / 80% / 80% |
KNOCKBACK DISTANCE: 250 / 250 / 250 |
SKILLBUILD
Level 1: Illuminate
Level 2: Chakra Magic
Level 3: Illuminate
Level 4: Mana Leak
Level 5: Illuminate
Level 6: Spirit Form
Level 7: Illuminate
Level 8: Chakra Magic
Level 9 : Chakra Magic
Level 10: Chakra Magic
Level 11: Spirit Form
Level 12: Mana Leak
Level 13: Mana Leak
Level 14: Mana Leak
Level 15: Stats
Level 16: Spirit Form
Level 17-25: Stats
Why maxed illuminate first? Illuminate is your main nuks. This is what you need for harrassing and destroying creep waves.
Why maxed Chakra Magic before Mana Leak? Chakra magic is very important to spam illuminate and to restore mana for allies. This is important for early game when Ally's mana is still low and need a fast restoration.
Mana leak is skill to harass enemies, and stun him. This is the kind of skill to chase enemy that needed for mid game.
You can use this from the early game to makes enemy always lack of mana.
STRATEGY
Early Game
You have 2 options in early game.
1. The pusher type
You can harass enemies and push quickly using Illuminate all the time. (You can hide in the fog to cast Illuminate secretly) or
2. Lane support type
You can support you partner by denying, creep pulling, or even restore his mana, you can also drain enemy's mana
I believe the stronger one will be the pusher type. With this you can earn gold fast, but this strategy is not recommended for competition where you should give your farms to your carry and you must support him by not killing the creeps. Except if your competitive team's needs to push as quick as possible with your illuminate, then it's ok for the competitive.
On early game always beware of enemy's gank attempt. Your team always needs ward to spot the runed area where ganks may come from.
Mid Game
Your part is to always cast illuminate in every teamfight. Illuminate will deals lots of damage to enemies. This will helps your carry to kill enemies in an already low HP. You should also cast binding light in the middle of teamfight to make opponent to miss their attacks.
And if one of your friends is still far away from the teamfight area, you should call him to the teamfight area using Recall in your Spirit Form.
Remember to always use Illuminate if your team needs fast pushing. Illuminate is the best skill for destroying creeps waves at pushing.
Late Game
In late game you should already bought some supportive items like mekansm or Schyte of Vyse, or something else to helps the team. Remember your part in teamfight.
You have the same job in every teamfight.
1. If one of your friends is still far away from the teamfight area, you should call him to the teamfight area using the Recall
2. You shouuld also cast binding light before the clash, to make opponent to miss their attacks
3. Cast illuminate into the middle of teamfight that helps your carry to kill enemies in low HP
4. Use your supportive items, like mekans, Schyte of Vyse, Pipe.
Late game teamfight is the dependant of how the game will ends. If your team can win the teamfight. That means your team will win the game. And don't give enemy's any chance to fight you back.
ITEM BUILDS
1. You need to buy courier and wards for the team. If someone already done it, you don't need to.
Courier: 150
Wards: 150
Courier: Transfer items from shop to heroes Wards: Scouting some important area to protect teams against some ganks. |
2. In early Game, I recommend you to buy Boots of Speed, and upgrade it into Boots of Travel later
Boots of Speed | Boots of Travel |
Flat movement speed bonuses from multiple pairs of boots do not stack. + 50 Movement Speed | Active: Teleport - Teleports you to an allied non-hero unit or structure. Flat movement speed bonuses from multiple pairs of boots do not stack. + 100 Movement Speed Manacost: 75 Cooldown60 |
3. Mekansm
Total cost: 2306
Recipe: Headress + Buckler + Recipe
Active: Restore - Heals 250 HP and gives +2 armor in an area. Passive: Mekansm Aura - Bonus HP Regen in an area. Multiple instances of Mekansm Aura do not stack + 5 All Attributes + 5 Armor BONUS HP REGEN: 4 Mana:150 Cooldown:45 |
4. Schyte of Vyse
Total cost: 5675
Recipe: Mystic Staff + Ultimate Orb + Void Stone
Active: Hex - Turns a target unit into a harmless critter for 3.5 seconds. Destroys illusions. + 10 Strength + 10 Agility + 35 Intelligence + 150% Mana Regeneration Manacost: 100 Cooldown: 35 |
5. Pipe of Insight
Total cost: 3628
Recipe: Hood of Defiance + Headress + Recipe
Active: Barrier - Gives nearby friendly units a shield that blocks 400 spell damage. Multiple instances of spell resistance from items do not stack. + 11 HP Regeneration + 30% Spell Resistance Manacost: 100 Cooldown: 60 |
6. Necromicon
Active: Demonic Summoning - Summons a Necronomicon Warrior and a Necronomicon Archer to fight for you. Their strength and abilities increase as Necronomicon increases in level. Lasts 35 seconds. + 15/21/24 Intelligence + 8/12/16 Strength Manacost: 50 Cooldown: 80 |
GOOD ALLIES
1. Magina
He will gain benefit for your skill mana leak that drains opponent's mana, so he can deal more damage with his ultimate.
2. Bloodseeker
He have skill that similar to your skill mana leak, he have rupture that drains enemy's hp if he moves. So if the enemy receive rupture and mana leak together, he then will lose both his HP and mana at the same time and he will be stunned when his mana empty.
3. Carries
(Example: Magine, Void, Luna)