GUIDE RATING

5 Votes

Horses are magic

July 26, 2012 by Xajora
Comments: 11    |    Views: 6995    |   

Build 1

Build 1: HOW TO DO THIS

DotA2 Hero: Keeper of the Light

Offense

Damage 38-54

Defense

Armor 1.1

Other

Movement Speed 315

Attributes

Strength 61
Agility 55
Intelligence 92

Basic Stats

Health 1651
Mana 1417

Purchase Order

Starting

Rush

Core

Situational

When rolling in $$$



Hero Skills

Illuminate End

1 3 5 7

Illuminate

1 3 5 7

Mana Leak

9 12 13 14

Chakra Magic

2 4 8 10

Spirit Form

6 11 16

Stats

15 17 18 19 20 21 22 23 24 25


Horses are magic

Xajora
July 26, 2012


Introduction

Keeper of the Light (KoTL) is a fabulous Pusher/Support/Nuker who can set up easy ganks,long pushes and has safe harass and farm. His very unique skills all have a place and can be used to keep your team alive and strong while keeping the enemy out of mana, out of exp range, and out of ways to defend.

Hardly item dependent at all thanks to his E, KoTL should be working with his team to push for an early victory. As all non-carries go, he will drop off late game so be sure to work with your teammates for ganks/pushes to get that early lead.

As a support with his farming ability, be sure to know your lane. DO NOT take farm from the carry and BUY WARDS, act as a team player and everything will be A-OK.

Items

KoTL starts with the courier and basic items to be built into a wand. Rush Arcane boots and complete your wand. All the while, you should be purchasing wards and possibly upgrading the courier.

KoTL's Q allows him to farm waves very easily by level 7. As such you should be able to purchase very nice items supports typically don't get. Mekansm allows you to support a push with your team, and can be bought very early due to his farming abilities.

Scepter of Divinity -
Allows you to combo into his Q, gives a fantastic active as well as movement speed and mana for reliable Q spam. This also gives KoTL an escape mechanism, something he really needs.This is in his core for a reason.

Pipe of Insight -
Generally a fantastic survival item and support item, this is situational though as it is biased off of the enemy team composition.

Scythe of Vyse -
You should be able to complete this eventually, but you should make another item if you are having survival issues. I think this one is self explanitory

Skills

Q - Illuminate

At max rank, this is a 500 damage AOE on a short cooldown. This is your main damaging/pushing tool and can be used with incredible results in team fights, especially early ones. The very nature of its channel makes you vulnerable while casting it, but this is later ramnified with KoTL's ultimate which removes the need to channel. If you plan to use this to get kills in lane, make sure your laning partner is ready and willing to assist you by stunning/slowing your target.

There is little use in spamming this skill senselessly due to it pushing up the lane to early, you should only REALLY begin to use it when the skill is lvl 3. Also be aware that if you lane with a carry, you should hardly use this at all despite the temptation.

COMMUNICATE with your partner. Is it okay if we push up a bit for this? Can we set up a kill here Sand King? Do you need mana? KoTL is NOT the star of the show, regardless of what his score is.

W - Mana Leak
1U, counter target spell unless your opponent pays (3) mana. Wait, wrong game.
This is a fantastic harass, chase spell that will result in a stun surprisingly often. In lane you will most likely see more mana leaks than Illuminates just for its annoyance/safety net.

The reason you keep this at 1 is because it is a % biased skill. In other words, early game its just not worth it.

E - Chakra Magic

Did somebody say FREE MANA? Keep your partner and yourself full at all times, late game keep those illuminates flowing. This is just a fantastic skill and one of the reasons KoTL isn't that item dependent.

R - Spirit Form

A very unique ultimate, go into super mode and gain access to 2 new spells for 40 seconds. Also allows you to move freely after activating Illuminate.

D - Recall

Global Chen-like spell. Pull people to help you push, pull people out of ganks, pull people into a fight from base. NEVER UNDERESTIMATE THIS SPELL, in high level play it is one of his most astounding abilities. Treat it as such.

F - Blinding Light

A large AOE mini-stun and knockback that adds a miss chance. Use this in a teamfight to disrupt and make carries sad. You can ALSO use it to knock people into your channeling Illuminate, but remember its not all about you.

Pros / Cons

PROS:

+ Amazing harass
+ Amazing Farm
+ Fun to play
+ No mana problems late game
+ Heavy pushing ability
+ Not Item dependent (Buy some damn wards)
+ HEAVY early game gank potential



CONS:

- Squishy
- Difficult to Q against smart opponents
- High learning curve for advanced play due to Ultimate
- No late game
- No escape tech
- Requires teamwork

Buddies and Meanies

BUDDIES:

Anything with a disable which will allow you to land a fully channeled Illuminate. (Bane,Pugna,Shadow Shaman, Skelleton king)

Anything that pushes, allowing you to take towers very very early.
(Venomancer, Leshrac, Death Prophet, Shadow Shaman)

MEANIES

Anything with easy magic immune, illuminate is channeled meaning they have all the time in the world to react. (Omniknight, Juggernaut, Lifestealer)

Anything with a high movement speed or escape mechanism.
(Dark Seer, Weaver and the like)

Anything that can capitalize off of you channeling
PUDGE, CLOCKWERK, BOUNTY HUNTER , RIKI, NYX

Guide Discussion
1 2 >>
Quote | PM | +Rep by Xajora » July 26, 2012 11:19pm | Report
Please comment on how I may make this a better guide, currently a work in progress.
Also Working on a video to explain proper skill use.

Xajora


Unremarkable (3)
Posts: 27
Steam: xajora
Quote | PM | +Rep by knightsljx » July 27, 2012 5:30am | Report
Why Clarity potions? He is better than a Clarity potion. Get a Gauntlet instead to increase survivability.

As you mentioned, Illuminate is wasted on early levels as you don't want to push out the creep wave. You should get one point of Mana Leak early to harass.

Level 3 Chakra Magic at level 5 is essentially a cheat code for unlimited mana.

knightsljx


Posts: 14
Quote | PM | +Rep by Xajora » July 27, 2012 2:04pm | Report
Yes, but I get mana leak at lvl 4. As a result he cant do what you envision for him without them, his mana restore only restores 35 to himself or costs 45 for use on others.

You never buy any more clarity, but two to start makes up for the general badness of lvl 1 Chakra Magic until level 7.

Xajora


Unremarkable (3)
Posts: 27
Steam: xajora
Quote | PM | +Rep by nakedoldguy » July 27, 2012 8:59pm | Report
I downvoted this guide because Chakra Magic needs to be skilled to level 3 ASAP. Level 4 Chakra can wait for later, since it is only another 75 mana. But the absolute biggest impact that KOTL can have on a game is allowing a teammate to spam like crazy, and 75 mana at a time is insufficient even in early game.

I suggest: EQEQERWQQWREWWSRSSSSSSSSS

nakedoldguy


Posts: 3
Quote | PM | +Rep by knightsljx » July 28, 2012 4:27am | Report
^ Thank you for getting the point of a KotL

Arcane boots are a waste as well. Get a Tranquil or just don't upgrade at all.

Rod of Atos is a better item than Eul's and even that is pretty situational. Eul's gives you mana regen, which you don't need and doesn't help you survive.

Atos also has disable and gives you extra 250 HP and 25 Int(more than Eul's)

knightsljx


Posts: 14
Quote | PM | +Rep by SnakeBitez » July 28, 2012 5:02am | Report
^ I'm pretty sure you said that early mana leak was a MUST, yet you agree with the skill build that has been said?

The arcane boots aren't needed, as you have a instant mana supply off your Chakra. Like the above post said, Euls is situational due to the mana regen and offers little survivability.

Working around this will give you a better build, but the basic fundamentals are down at least.

SnakeBitez


Unremarkable (2)
Posts: 21
Steam: iPopCherry
Quote | PM | +Rep by Xajora » July 29, 2012 3:40am | Report
Guys situation is everything, some characters with "mandatory" shadow blade get a blink dagger or a force staff depending on situation. Same sorta thing happens with KoTL. Laning with leshrac? Max Q and E and rush down the tower, forget about mana leak entirely!

Mana dependent carry? All W and E with sparing use of Q. You should know very well by this point this is the bones, the RECOMENDATIONS. To downvote for one thing disagreed is just folly.

Xajora


Unremarkable (3)
Posts: 27
Steam: xajora
Quote | PM | +Rep by SnakeBitez » July 29, 2012 6:07am | Report
I didn't downvote you dude, I think this is a decent guide, I just disagree with the late Chakra max and some items :)

Everything is situational, and it all depends on your lane, whether your carry can farm efficiently or whether you can harass efficiently. I just think the Arcane boots are a bit over the top, as you don't really need anything that gives you mana due to the boost you already have

SnakeBitez


Unremarkable (2)
Posts: 21
Steam: iPopCherry
Quote | PM | +Rep by Xajora » July 29, 2012 8:18pm | Report
Its possible to get a first tower within 5 minutes if you lane with Leshrac, generally all the others follow by 10. KoTL really needs a team comp that agrees with him which is something I see missing in other guides for him.

Xajora


Unremarkable (3)
Posts: 27
Steam: xajora
Quote | PM | +Rep by SnakeBitez » July 30, 2012 1:05pm | Report
Pushing a first tower within 5 minutes isn't exactly a good thing though. You want to be supporting your carry and giving him farm, not trying to push the lane out as far as you can and get ganked.


KotL works well in a tri-lane. He can harass from the jungle, and stack/pull with a nice standard.

SnakeBitez


Unremarkable (2)
Posts: 21
Steam: iPopCherry
1 2 >>

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