Keeper of the Light (Ezalor) is categorized as a Ranged - Pusher. In my experience, he is one of the most potent utility supports for controlling map tempo and enabling high-mana-cost cores.
Keeper of Light Overview
Intelligence: 22 + 2.80
Agility: 15 + 1.60
Strength: 16 + 1.80
Damage: 18 - 32
Movespeed: 315
Armor: 1.1
Keeper of Light Abilities
Illuminate - 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.
Mana Leak - 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.
Chakra Magic - Restores mana to the target unit.
Spirit Form - 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.
Recall - 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.
Blinding Light - A blinding light flashes over the targeted area, knocking back and blinding the units in the area, causing them to miss attacks.
Release Illuminate - Release the channel early.
Keeper of Light Abilities Detailed
IlluminateThis is your primary wave-clear tool. Pro tip: Use this from the fog of war to safely push lanes without revealing your position.
MANA COST: 150 / 150 / 150 / 150
COOLDOWN: 10.0
ABILITY: CHANNELED, TARGET POINT
DAMAGE: MAGICAL
DAMAGE PER SECOND: 100 / 100 / 100 / 100
RADIUS: 400 / 400 / 400 / 400
RANGE: 1600
MAX CHANNEL TIME: 2 / 3 / 4 / 5
Mana LeakHighly effective against heroes with low mana pools or high mobility. If you force them to move, the stun is almost guaranteed.
MANA COST: 75 / 75 / 75 / 75
COOLDOWN: 18.0
ABILITY: TARGET UNIT
AFFECTS: ENEMY HEROES
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
Chakra MagicEssential for sustaining your carry in lane. Always prioritize keeping your allies' mana topped off so they can trade effectively.
MANA COST: 40 / 55 / 70 / 85
COOLDOWN: 19.0 / 18.0 / 17.0 / 16.0
ABILITY: TARGET UNIT
AFFECTS: ALLIED HEROES
MANA RESTORE: 75 / 150 / 225 / 300
Spirit FormThis transforms your playstyle. By separating the Illuminate channel from your hero, you gain the freedom to position for Blinding Light or Recall while still dealing damage.
MANA COST: 100 / 100 / 100
COOLDOWN: 80.0 / 70.0 / 60.0
ABILITY: NO TARGET
DURATION: 40 / 40 / 40
RecallUse this to bring split-pushing allies into a team fight instantly. Note: Any player-based damage will cancel the teleport, so ensure your target is in a safe location before initiating.
MANA COST: 100 / 100 / 100
COOLDOWN: 15.0
ABILITY: NO TARGET, CHANNELED, TARGET UNIT, TARGET POINT
AFFECTS: ALLIES
TELEPORT DELAY: 5 / 4 / 3
Blinding LightPerfect for disrupting enemy carries during team fights. The miss chance is significant, often turning the tide of a skirmish.
MANA COST: 50 / 50 / 50
COOLDOWN: 20.0 / 16.0 / 12.0
ABILITY: TARGET POINT
RADIUS: 675 / 675 / 675
DURATION: 3 / 4 / 5
KNOCKBACK DISTANCE: 250 / 250 / 250
Release IlluminateUse this to snap-cast your wave clear if you are being pressured or need to secure a last hit quickly.
ABILITY: NO TARGET
Illuminate (Spirit Form)When in Spirit Form, your Illuminate is cast by your spirit. This allows you to move freely while the wave of light travels, making you much harder to catch.
MANA COST: 150 / 150 / 150 / 150
COOLDOWN: 10.0
ABILITY: TARGET POINT
DAMAGE: MAGICAL
DAMAGE PER SECOND: 100 / 100 / 100 / 100
RADIUS: 400 / 400 / 400 / 400
RANGE: 1600
MAX CHANNEL TIME: 2 / 3 / 4 / 5
