Hey there, people of DOTAFire. I'm drakon136, and this is my first guide here. I don't really consider myself to be a bad player by any means, but I'm definitely not a really good player, but I hope you find this guide helpful. I'd appreciate it if you took the time to read the guide and try out the build before voting on it. Please don't downvote it just because you have your own guide for this hero, it'd make me sad.
Why exactly would you choose Keeper of the Light in the first place? What makes him stand out from the rest of the heroes in Dota 2? Here's a list of the pros and cons to Ezalor.
- Functions well in every lane
- Incredibly powerful nuke; Illuminate can deal an incredible 200 damage at level 1
- Has little trouble earning gold with Illuminate
- No mana problems whatsoever from level 3 onward
- His ultimate, Spirit Form, has a relatively low cooldown
- Blinding Light and Recall are helpful tools for saving teammates from death and saving yourself from a gank
- Illuminate is channeled, and using it leaves you open to be attacked
- Illuminate steals farm from your teammates, which they need more than you
- Mana Leak isn't very reliable CC
- A badly timed Recall or Blinding Light can **** your team over
In my opinion, the pros greatly outweigh the cons.
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.
Illuminate is a very powerful skill. The enemies in your lane will last hit in fear, knowing that a massive nuke could come out of the shadows at any moment. It works wonders on creep waves too, easily turning the creeps into dust with a cast or two. However, until you get Chakra Magic leveled up a bit, the 150 mana cost is quite high, so use it wisely.
Illuminate is taken at levels 1, 4, 5, and 7 to maximize its damage output as early as possible. Taking Illuminate at level 3 instead of level 4 is an option, but I prefer getting the second point in Chakra Magic as soon as possible to offset Illuminate's mana cost early game.
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.
Mana Leak is KotL's only form of CC, and honestly, it isn't the most reliable. It works like Bloodseeker's Rupture, sapping away the target's mana the more they run. While it doesn't deal a set amount of extra damage like Rupture, Mana Leak has the added benefit of stunning the target if they run out of mana. It also instantly stuns creeps that have no mana whatsoever, including Roshan.
Mana Leak is taken once at level 6, then maximized last. Unless you're laning against heroes like Chaos Knight with low mana pools, Mana Leak is not very reliable.
Restores mana to the target unit.
A simple spell with a simple purpose. Chakra Magic uses mana to restore mana; either yours, or an ally's. It isn't very effective at level 1, but it provides a good amount of mana from level 2 onward.
Chakra Magic is taken at levels 2 and 3 to quickly raise the amount it restores so you can fire off more Illuminates. It is taken again at levels 8 and 9 to maximize mana restored.
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.
Spirit Form is a very unique ultimate. What it lacks in raw power, it makes up for in utility. It brings a couple benefits to the table while activated:
- While active, Ezalor gains two new skills: Recall and Blinding Light
- While active, casting Illuminate summons a spirit to channel the spell for you, allowing you to move around and attack like normal
Spirit Form is taken at levels 10, 11, and 16. It is not taken earlier because, although Spirit Form has plenty of utility, it simply isn't that good until it reaches level two. Of course, your opinion may be different, in which case you can feel free to take Spirit Form earlier.
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.
This skill has a great deal of utility. It can be used to bring an ally back to the fountain when they need health and mana. It can save an ally from pursuing foes. It can even bring an ally to you to save you from a gank. At the right time, Recall is a perfect spell. But at the wrong time, such as when a teammate is attempting a gank, Recall can easily backfire. It's a great skill, but use it wisely.
Note: Recall is interrupted when the hero you are Recalling is hurt by an enemy hero. If a teammate is beyond saving, don't waste your mana.
Blinding LightBlinding Light
A blinding light flashes over the targeted area, knocking back and blinding the units in the area, causing them to miss attacks.
At the right moment, Blinding Light can turn the tide of a teamfight. Say you are in a teamfight, and you're and your team are getting wrecked by the opponent's carries, such as Skeleton King and Ursa. You just throw a Blinding Light on top of them, and it knocks the enemies back, while giving them an 80% chance to miss their attacks, allowing you to turn the tables and win the teamfight. Its effect of knocking enemies back also works quite well when a teammate is being chased.
Note: As with Recall, Blinding Light can easily backfire. Consider this: Blinding Light pushes enemies back from the center of the radius. Bad aim can actually knock your enemies closer to the hero they're chasing, allowing them to get the kill. Be careful when using this.
Well, that's it for the guide. If you liked the guide, then please upvote it. If you didn't like the guide or think I could improve it, please point out what I could change in the comments section.
DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.
Copyright © 2019 DOTAFire | All Rights Reserved