Skills & Skill
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.
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.
Items & Item Justification
- Magic Wand
- Mekansm or Urn of Shadows
- Eul's Scepter of Divinity
- Pipe of Insight
- Boots of Travel or Tranquil Boots
- Observer Ward
- Magic Wand is a good item all the way from early game to the moment before an Ancient falls. That extra 15 health and mana per charge may not seem very significant, but it can give you that little bit of health to survive an incoming attack, or a bit more mana to Illuminate your enemies if Chakra Magic is on cooldown.
- Mekansm is an excellent item on Ezalor. The active healing ability can save the lives of you and your teammates, and the passive HP regen aura is just icing on the cake. However, if you die too much to get enough gold for Mekansm, pick up an Urn of Shadows. Provided you can get near enough enemy heroes when they die (which you should be if you are hitting them with Illuminate), you can use the Urn to provide a much greater heal to your team, albeit to a single ally at a time.
- Eul's Scepter of Divinity is a powerful tool. The additional movement speed, extra intelligence, and mana regen are all very good on KotL, and the active is simply wonderful. One potential use for it (that I haven't really tested yet, so take this with a grain of salt) is to Recall an ally to you and target yourself with the Cyclone if you get ganked. By the time the Cyclone wears off, your ally will be ready to save you and possibly pick up a kill. Of course, you could always just Cyclone the ganker and run away, but that's boring.
- Pipe of Insight is wonderful on KotL. The HP regen and magic resistance greatly offset his frailness, while the active shield ability, which gives a barrier that blocks 400 magic damage for 10 seconds to all allies nearby, is nothing to scoff at.
- Boots of Travel are generally good on every hero. The movement speed is just huge, and the active is a free Teleport Scroll, only better. What's not to like? Build these last, and don't be afraid to disassemble your Tranquil Boots and sell the rings you get from it. But, if you'd like, you can keep your Tranquil Boots and save up for buyback money.