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0 Votes

Tis hardly a challenge

December 23, 2012 by NemoStein
Comments: 0    |    Views: 4042    |   

Speed Oriented

DotA2 Hero: Keeper of the Light

Hero Skills


1 4 6 8

Blinding Light

2 3 5 7

Chakra Magic

10 11 12 13

Spirit Form

9 14 16


15 17 18

Tis hardly a challenge

December 23, 2012


So, here's a guide to a hero that I really like, the Keeper of the Light.

There is some guides about him already, but I'd like to show an alternative build and tactics to this old guy. I don't want this guide/build to be "The Guide To Keeper", but rather is my own play-style with him.

The idea behind this build is to be fast... REALLY fast!

I won't tell you when to or when not to pick him.
He can be played like a nuker and even a pusher, but he is a GREAT support for your team.
Even though I had some really killing time with him, he is generally a assister. If you feel comfortable with this (low kills and high assists), just keep the light!

If you think that I can upgrade this guide in any way, please, feel free to leave a comment.

Skills and Team Work

This whole thing is based on a fast paced support for the team, so you'll run allot trough the map (after buying the boots of travel).

My style is based on dual lane, so you can keep your carry fully loaded all the time.
Don't leave your lane in the early game, your carry will be able to gank well if you babysit him.

You have the Chakra Magic skill that will be used as there is no tomorrow.
If you see a friendly hero missing some mana, cast the Chakra Magic on him immediately.
The only exception to this rule is when the mana left in your mana pool after the cast is less than the mana cost of Chakra Magic. In this case you cast it on yourself first.

Another skill that changes the battle (for good or bad, if you don't know how to use it, so be careful) is the Recall (only available if you enter in the Spirit Form, your ultimate skill).
All you have to do is cast it in a friendly hero (globally, even trough minimap) and he'll be teleported to your location after a short delay.

The Blinding Light skill (only available in Spirit Form) can be the enemy's doom.
It pushes everyone (including friends) away from the casting center and blinds the enemies, making them miss attacks (80% of miss chance).
This skill can be used to save friends, hold enemies, and gives your team some seconds of advantage.


You start the game buying a courier and the first two items of the Headdress.
If some teammate is kind enough and buys the courier you can buy the headdress with one click, but don't expect this.

After buying each Mekansm part ( Headdress, Buckler and recipe) call the courier.
If it is in use, wait a minute to call him, but don't go home, this don't worth the xp lost...
With Mekansm ready you have a Mana and Health regeneration to support your lane partner.

Now, let's run like the wind.
Buy your Boots of Speed and just keep farming your Boots of Travel.
After that you have 2 choices: 1st) Force Staff and 2nd) Eul's Scepter of Divinity.
I recommend the Force Staff first, as it is cheaper and gives you a quick way to save you or an ally or to put an enemy in trouble.
The Eul's Scepter of Divinity can buy you some time, holding an enemy, putting you or an ally in safety for a while, but be careful, although you can help with it, it's more likely that you will ruin a carry kill with it.

Now that you have a lot of mana and health you can focus in a little more speed with Yasha. It'll give you move speed, attack speed and some armor.

This build makes really hard to catch him, but there are some other items that makes this duty even harder.

Scythe of Vyse and Shadow Blade gives you another layer of protection.
Scythe of Vyse is more a support item, and gives you a lot of bonuses.
Shadow Blade is more focused in movespeed and survivability.

And if you are pouring gold now you can upgrade your Yasha to Sange and Yasha or Manta Style.
Sange and Yasha will give you more hp and a little more move speed. Manta Style, in othe hand, will focus in more intelligence and agility (armor), along with illusions, which is a great way to diverge attention.

Creeping / Jungling

As you may expect from a support hero, you'll receive little gold in the early game, but your Illuminate skill (level 4) is capable of destroying all ranged creeps and severely hurt the melee ones.
Late game you'll be able to kill the whole creep wave with one Illuminate and 4 or 5 auto attacks.

But for now, in the early game, you'll have to save the last hit to your carry partner, and some items listed above are a bit expensive.
The solutions resides in the following tactics:

In the lane, every time your carry leaves to gank or else, kill every creep you can, just be careful and don't get ganked.

While you are walking around you can destroy two creep camps at once with one Illuminate.
You need to get inside of one camp (and tank the creeps) while casting Illuminate to another camp direction. This will kill the weaker creeps and severely hurt the harder ones, which you can kill with auto attack (the same as lane creeps)

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