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Keeper of the Light

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Reproduzir "I am a beacon of knowledge blazing out across a black sea of ignorance."
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Herói   Estratégia   Combinações   Equipamento   Arte   Respostas   Sons   História   Habilidades antigas   Atualizações  
Keeper of the Light
Keeper of the Light icon.png
Strength attribute symbol.png
14 + 1.8
Agility attribute symbol.png
15 + 1.6
Intelligence primary attribute symbol.png
25 + 2.8
Nível Base 1 15 25
Vida 200 480 980 1340
Regen. V. 0.25 1.09 2.6 3.68
Mana 75 350 779 1087
Regen. M. 0.01 1.01 2.58 3.7
Dano 18‒25 43‒50 82‒89 110‒117
Armadura -1 1.14 4.34 6.63
Amp. mágica 0% 1.79% 4.59% 6.59%
Atq / Seg 0.59 0.68 0.81 0.9
Velocidade de movimento 335
Taxa de rotação 0.5
Alcance de visão 1800/800
Alcance de ataque 600
Velocidade de projétil 900
Animação de ataque 0.3+0.85
Tempo de ataque base 1.7
Resistência mágica 25%
Tamanho da colisão 24
Pernas 2

Ezalor o Keeper of the Light é um herói de alcance a distância de inteligência famoso por sua reputação como suporte de um homem só. Auxiliando seus aliados no que precisar, e empurrando lanes desprotegidas com facilidade, Ezalor é um aliado muito valioso para qualquer equipe. Possuindo uma variedade de habilidades proveitosa, ele pode canalizar um poderoso globo massivo de luz que é capaz de provocar enormes danos ao exército de creeps inimigo em uma lane, permitindo assim um fácil avanço; manipulando a mana ao seu redor, recuperando mana para si e para outros aliados ou sugando mana para fora dos seus inimigos. Sua ultimate permite a ele ganhar poder total, dando a Ezalor acesso a outras 2 sub-habilidades e aprimorando as habilidades existentes, dando a ele seis diferentes habilidades no total. Keeper of the Light requer paciência, confidencia e comportamento altruísta para jogar bem, ele é jogado como um suporte ao invés de um mago assassino como muitos dos gankers de inteligencia. Seu amplo arsenal de habilidades também necessita de um bom timing, reflexos, e conhecimento para usar-los bem.

Biografia[editar]

Keeper of the Light Ezalor, Keeper of the Light
Reproduzir "The light shines upon me and within me."
Função: Suporte Suporte / Bombardeador Bombardeador / Desativador Desativador / Caçador Caçador
História: Sobre um cavalo cor marfim, a faísca do sol interminável, este é o Protetor da luz. Ezalor a muito tempo atrás escapou do Plano Fundamental, separando-o de outras forças anciãs na qual foi sujeito no interior da grandiosa Harmonia Fundamental. Ele é um poder de sentimento desenvolvido no alvorecer do universo, e agora cavalga adiante em todos os planos simultaneamente, um passo a frente do caos que persegue, transportando seu dom consigo no final do bastão iluminado. Sua imponente verdade permanece escondida abaixo do exterior da aparência de um velho um pouco tremulo, que mal consegue ficar sentado na própria sela. Contudo, quando enfrenta um desafio caótico, ou as forças das trevas, sua luz fundamental explode a frente, e seu total poder é relevado, o transformando mais uma vez na força a ser reconhecida.
Voz: Nolan North (Respostas)

Habilidades[editar]

Iluminar
Illuminate icon.png
Afeta
Inimigos
(Aprimorável pela Cetro de Aghanim. Aliados)
Canaliza uma bola de energia iluminada, aumentando seu poder conforme é canalizada. Uma vez lançada, a bola causa dano e fornece visão em linha. Quanto mais tempo for carregada, mais dano ela ira conceder.
Animação de uso: 0.3+0
Alcance para uso: 1800 (Talento 2100)
Alcance: 1550 (Talento 1850)
Largura: 375
Tempo máximo de canalização: 2/3/4/5
Aumento de dano/cura por segundo: 100
Máximo de dano: 200/300/400/500 (Talento 400/500/600/700)
Cura máxima durante o dia: 0 (Aprimorável pela Cetro de Aghanim. 200/300/400/500, Talento 400/500/600/700
  • The wave travels at a speed of 1050.
  • Can hit units up to 1925 (Talents 2225) range away (travel distance + radius).
  • Damage and heal increase by 1 for every 0.01 seconds, starting as the cast time begins.
    • The damage/heal increasing talent does not alter this. The talent's bonus is added after the scaling damage is calculated.
    • This means it can deal a minimum of 30 (Talents 230) damage and heal for a minimum of 30 (Talents 230) health.
    • This also means that the maximum damage and heal are reached after 1.7/2.7/3.7/4.7 seconds of channeling.
  • Checks the current daytime upon releasing the wave. Cannot heal during the nights caused by Darkness icon.png Darkness​ and Eclipse icon.png Eclipse​.
  • During the channeling, the spell spawns vision fields in a line in front of Ezalor.
  • The vision fields provide 375 range flying vision and last for 10.34 seconds each.
  • The first vision field spawns 150 range in front of Ezalor. The following ones spawn 150 range away from the previous vision fields.
  • The vision fields are spawned in 0.5 second intervals, starting 0.5 seconds after channeling start, resulting in up to 3/5/7/9 fields.
  • When the channeling gets canceled, it stops spawning vision fields. This does not affect the travel distance of the wave.
  • When fully channeled, all vision fields together reach up to 700/1050/1400/1750 range away with their vision.
  • The horses only spawn when the spell is channeled for 5 seconds and have only a visual purpose.
Cooldown symbol.png 10
Mana symbol.png 150/160/170/180
Aprimorável pela Cetro de Aghanim. Allows Illuminate to heal allies for 100% of its damage values during daytime.
Partially pierces spell immunity. Dano no inimigo é bloqueado. Cura nos aliados não.
Modificadores
Buff Illuminate: não é dissipável.
Ezalor's hidden light reveals itself in marvelous fashion.
Propriedade "Value7 aghs tal" (como tipo de página) com valor de entrada "400/500/600/700
  • The wave travels at a speed of 1050.
  • Can hit units up to 1925 (Talents 2225) range away (travel distance + radius).
  • Damage and heal increase by 1 for every 0.01 seconds, starting as the cast time begins.
    • The damage/heal increasing talent does not alter this. The talent's bonus is added after the scaling damage is calculated.
    • This means it can deal a minimum of 30 (Talents 230) damage and heal for a minimum of 30 (Talents 230) health.
    • This also means that the maximum damage and heal are reached after 1.7/2.7/3.7/4.7 seconds of channeling.
  • Checks the current daytime upon releasing the wave. Cannot heal during the nights caused by Darkness icon.png Darkness​ and Eclipse icon.png Eclipse​.
  • During the channeling, the spell spawns vision fields in a line in front of Ezalor.
  • The vision fields provide 375 range flying vision and last for 10.34 seconds each.
  • The first vision field spawns 150 range in front of Ezalor. The following ones spawn 150 range away from the previous vision fields.
  • The vision fields are spawned in 0.5 second intervals, starting 0.5 seconds after channeling start, resulting in up to 3/5/7/9 fields.
  • When the channeling gets canceled, it stops spawning vision fields. This does not affect the travel distance of the wave.
  • When fully channeled, all vision fields together reach up to 700/1050/1400/1750 range away with their vision.
  • The horses only spawn when the spell is channeled for 5 seconds and have only a visual purpose.
  • Cannot heal invulnerable allies." contém caracteres inválidos ou está incompleto e, portanto, pode causar resultados inesperados durante uma consulta ou processo de anotação.


Soltar Iluminar
Release Illuminate icon.png
Habilidade
Sem alvo
Libera a canalização mais cedo.
Animação de uso: 0+0
  • Replaces Illuminate icon.png Illuminate​ until the channeling ends.
  • The cast of Release Illuminate is not registered as a spell cast and thus does not proc any on-cast effects.
  • Interrupts Keeper of the Light's channeling spells upon cast.
Cooldown symbol.png 0


Vazamento de Mana
Mana Leak icon.png
Habilidade
Unidade alvo
Afeta
Inimigos
Enfraquece a essência magica do inimigo, causando perda de mana conforme ele anda. Se o inimigo perder toda sua mana, ele será estunado.
Animação de uso: 0.3+1.03
Cast Range: 550/700/850/1000 (Talento 850/1000/1150/1300)
Max Mana Lost per 100 Moved Distance: 5%
Leak Duration: 4/5/6/7
Stun Duration: 1.5/2/2.5/3
Cooldown symbol.png 16/14/12/10
Mana symbol.png 160
Does not pierce spell immunity. Does not leak mana and does not attempt to stun if debuff was placed before spell immunity and when not dispelled.
Modificadores
Debuff Mana Leak: dissipável com qualquer dissipador.
Debuff Stunned: dissipável com dissipadores fortes.
Ezalor rompe a harmonia Primordial, drenando energia magica daqueles com pouca constituição.

Observações:

  • Se o alvo percorrer acima de 300 de distância em menos de 0.1 segundos (usando Blink, por exemplo), Mana Leak não drenará mana por essa distância.
  • O alvo precisa percorrer 2857/2500/2222/2000 unidades em ordem para drenar 100% de sua mana.
  • Tornando-se imune a magia não removerá o debuff, porém não perderá mana.
  • Você pode usar Force Staff para instantaneamente drenar 21/24/27/30% do total de mana do alvo.


Magia do Chakra
Chakra Magic icon.png
Habilidade
Unidade alvo
Afeta
Aliados
Recupera mana da unidade alvo.
Animação de uso: 0.3+1
Cast Range: 900 (Talento 1200)
Mana Restored & Increased: 75/150/225/300
Cooldown Reduction: 3/4/5/6
Buff Duration: 15
Cooldown symbol.png 17/16/15/14
Mana symbol.png 25/35/45/55
Modificadores
Buff Chakra Magic: dissipável com qualquer dissipador.
Na mesma veia, Ezalor confere sua harmonia para outros.

Observações:

  • Usar em si mesmo irá recuperar efetivamente apenas 50/105/160/215 de mana.


Forma Espiritual
Spirit Form icon.png
Habilidade
Sem alvo
(Aprimorável pela Cetro de Aghanim. Passiva)
Afeta
A si mesmo
Ezalor transforma temporariamente seu corpo luminescente, obtendo variadas habilidades. Illuminate agora é canalizado por um espirito distinto, e ganha as habilidades Blinding Light e Recall.
Animação de uso: 0+0.53
Duration: 40 (Aprimorável pela Cetro de Aghanim. Permanent
  • Spirit Form interrupts Ezalor's channeling spells upon cast.
  • When acquiring Aghanim's Scepter while channeling Illuminate icon.png Illuminate​, the permanent spirit form is applied after the channeling finishes or is stopped.
    • However, the healing effect is instantly applied to the current channeling Illuminate and Ezalor instantly gains unobstructed vision.
  • Keeper of the Light loses his spirit form upon death. When having Aghanim's Scepter, it gets re-applied upon spawn.)
Cooldown symbol.png 80/70/60
Mana symbol.png 100
Aprimorável pela Cetro de Aghanim. Permanent Spirit Form. During daytime, grants unobstructed vision, and allows Illuminate to heal allies for the same amount as its damage values.
Not disabled by Break. Aghanim's upgraded passive Spirit Form and unobstructed day vision are not disabled.
Não pode ser usado pelas ilusões. Illusions do get the Spirit Form buff only when having an Aghanim's Scepter, but do not gain unobstructed vision.
Modificadores
Buff Spirit Form: não é dissipável.
Em um flash de luz, Ezalor revela sua natureza verdadeira.


Revocar
Recall icon.png
Depois de um pequeno atraso, teleporta um herói amigo selecionado para a sua localização. Se o herói amigo selecionado levar um dano básico de um jogador neste tempo, a habilidade será cancelada.
Animação de uso: 0.3+1.07
Cast Range: Global
Teleport Delay: 5/4/3
Cooldown symbol.png 15
Mana symbol.png 100
Modificadores
Buff Recall: dissipável com qualquer dissipador.
Anda em direção a luz.

Observações:

  • Como o cooldown e o custo de mana tem efeito durante o lançamento, a mana será deduzidos e a habilidade irá para o cooldown mesmo se a habilidade for interrompida .
  • Esta habilidade interrompe habilidades de canalização.
  • Usar esta habilidade no minimapa ira tornar como alvo o aliado mais próximo.


Luz Cegante
Blinding Light icon.png
Habilidade
Área alvo
Afeta
Inimigos
Um blinding light ilumina a região alvo, empurrando para trás e cegando as unidades na área, causando a eles errarem ataques.
Animação de uso: 0.3+1.07
Cast Range: 900 (Talento 1200)
Radius: 675
Miss Chance: 80%
Knockback Distance: 525
Knockback Duration: 0.4
Miss Duration: 4/5/6
  • This ability is unlocked while having the Spirit Form icon.png Spirit Form​ buff on.
  • Knocks units back at a speed of 1000. Knockback distance is always 525, no matter how far the unit is from the center.
  • Units are not disabled during the knockback. They can still turn, attack, cast spells and use items. Channeling spells are not interrupted.
  • Can knock units over impassable terrain. Destroys trees within 150 radius of affected units upon landing.
Cooldown symbol.png 20/16/12
Mana symbol.png 50
Does not pierce spell immunity. Knockback and blind persist if debuffs were placed before spell immunity and when not dispelled.
Modificadores
Debuff Blinding Light Knockback: dissipável com qualquer dissipador.
Debuff Blinding Light Light: dissipável com qualquer dissipador.
A luz Primordial muda o curso da batalha a favor de Ezalor e seus aliados.


Illuminate (Spirit Form)
Illuminate (Spirit Form) icon.png
Habilidade
Ponto alvo
Afeta
Inimigos
(Aprimorável pela Cetro de Aghanim. Aliados)
Channels light energy, building power the longer it's channeled. Once released, a wave is sent forth that deals damage and gives vision in its path. The longer it is channeled, the more damage is dealt.
Animação de uso: 0.3+5.53
Cast Range: 1800 (Talento 2100)
Travel Distance: 1550 (Talento 1850)
Wave Radius: 375
Max Charge Time: 2/3/4/5
Damage/Heal Increase per Second: 100
Max Damage: 200/300/400/500 (Talento 400/500/600/700)
Max Heal: 0 (Aprimorável pela Cetro de Aghanim. 200/300/400/500, Talento 400/500/600/700
  • Upon cast, an image of Ezalor is spawned at his location, which channels the Illuminate for him. Ezalor can act freely during this.
  • The wave travels at a speed of 1050.
  • Can hit units up to 1925 (Talents 2225) range away (travel distance + radius).
  • Damage and heal increase by 1 for every 0.01 seconds, starting as the cast time begins.
    • The damage/heal increasing talent does not alter this. The talent's bonus is added after the scaling damage is calculated.
    • This means it can deal a minimum of 30 (Talents 230) damage and heal for a minimum of 30 (Talents 230) health.
    • This also means that the maximum damage and heal are reached after 1.7/2.7/3.7/4.7 seconds of channeling.
  • Checks the current daytime upon releasing the wave. Cannot heal during the nights caused by Darkness icon.png Darkness​ and Eclipse icon.png Eclipse​.
  • During the channeling, the spell spawns vision fields in a line in front of Ezalor.
  • The vision fields provide 375 range flying vision and last for 10.34 seconds each.
  • The first vision field spawns 150 range in front of Ezalor. The following ones spawn 150 range away from the previous vision fields.
  • The vision fields are spawned in 0.5 second intervals, starting 0.5 seconds after channeling start, resulting in up to 3/5/7/9 fields.
  • When the channeling gets canceled, it stops spawning vision fields. This does not affect the travel distance of the wave.
  • When fully channeled, all vision fields together reach up to 700/1050/1400/1750 range away with their vision.
  • The horses only spawn when the spell is channeled for 5 seconds and have only a visual purpose.
Cooldown symbol.png 10
Mana symbol.png 150/160/170/180
Aprimorável pela Cetro de Aghanim. Allows Illuminate to heal allies for 100% of its damage values during daytime.
Partially pierces spell immunity. Damage on enemies is blocked. Heal on allies is not.
Ezalor's hidden light reveals itself in marvelous fashion.
Propriedade "Value7 aghs tal" (como tipo de página) com valor de entrada "400/500/600/700
  • Upon cast, an image of Ezalor is spawned at his location, which channels the Illuminate for him. Ezalor can act freely during this.
  • The wave travels at a speed of 1050.
  • Can hit units up to 1925 (Talents 2225) range away (travel distance + radius).
  • Damage and heal increase by 1 for every 0.01 seconds, starting as the cast time begins.
    • The damage/heal increasing talent does not alter this. The talent's bonus is added after the scaling damage is calculated.
    • This means it can deal a minimum of 30 (Talents 230) damage and heal for a minimum of 30 (Talents 230) health.
    • This also means that the maximum damage and heal are reached after 1.7/2.7/3.7/4.7 seconds of channeling.
  • Checks the current daytime upon releasing the wave. Cannot heal during the nights caused by Darkness icon.png Darkness​ and Eclipse icon.png Eclipse​.
  • During the channeling, the spell spawns vision fields in a line in front of Ezalor.
  • The vision fields provide 375 range flying vision and last for 10.34 seconds each.
  • The first vision field spawns 150 range in front of Ezalor. The following ones spawn 150 range away from the previous vision fields.
  • The vision fields are spawned in 0.5 second intervals, starting 0.5 seconds after channeling start, resulting in up to 3/5/7/9 fields.
  • When the channeling gets canceled, it stops spawning vision fields. This does not affect the travel distance of the wave.
  • When fully channeled, all vision fields together reach up to 700/1050/1400/1750 range away with their vision.
  • The horses only spawn when the spell is channeled for 5 seconds and have only a visual purpose.
  • Cannot heal invulnerable allies." contém caracteres inválidos ou está incompleto e, portanto, pode causar resultados inesperados durante uma consulta ou processo de anotação.


Talentos[editar]

Talentos do herói
+200 de dano/cura para Illuminate icon.png Iluminar 25 +400 de alcance de uso
+7 de armadura 20 +10% de resistência mágica
-25s de tempo para renascer 15 +20% de experiência obtida
+20 de velocidade de movimento 10 +7 de Strength attribute symbol.png Força
Observações:
  • A redução de tempo para renascer não pode ser reduzida abaixo de 1 segundo.
  • A resistência mágica acumula-se multiplicativamente com outras fontes de resistência mágica.
  • A armadura é adicionada como um bônus de armadura, então não beneficia ilusões.
  • The cast range talent also affects the damage/heal range of Illuminate icon.png Iluminar, but not its vision range.
  • The damage/heal bonus talent for Illuminate icon.png Iluminar is directly added on top of the regular damage/heal. It does not alter the damage per second of channeling.

Recommended items[editar]

{{Recommendeditems

Starting items:

  • Tango and Healing Salve provide health regeneration while laning, which mitigates harass damage by lane opponents. As well, they can be shared with Keeper of the Light's lane partner(s) as needed.
  • Gauntlets of Strength is expensive but gives Keeper of the Light more HP, which is always handy since has has a very small base health pool. They can also used to make a Bracer or Urn of Shadows.
  • Iron Branch gives some stats, and can be used to build a Magic Wand or Mekansm components.
  • Animal Courier should always be purchased by a support at the start of the game.

Early game:

  • Boots of Speed increase Keeper of the Light's mobility, which can be crucial for getting into position to cast his spells.
  • Magic Stick is always useful on any hero due to the burst regen. While Keeper of the Light is never lacking in mana, the burst HP regen is extremely helpful given his small health pool.
  • Bracer gives Keeper of the Light more stats, particularly strength, for a cheap price.

Core items:

  • Tranquil Boots are the cheapest upgrade options for Boots of Speed, and give Ezalor more armor and movement speed for little expense. The passive regen keeps his HP at full, allowing him to be self-sustaining as he can replenish his mana with [[|16px|link=Keeper of the Light/Habilidades antigas#Chakra Magic]] [[Keeper of the Light/Habilidades antigas#Chakra Magic|]], while the increased movement speed gives him more mobility for supporting and roaming.
  • Magic Wand increases Keeper of the Light's stats for cheap, and provides even more burst regen. On a hard support, it can be a critical item to purchase for survivability.
  • Mekansm synergizes well with Keeper of the Light's support abilities, as he can heal his teammates as well as restore their mana. The overall stats and armor also provide Ezalor with considerably more survivability, while the item's high mana cost can be ignored due to Chakra Magic.
  • Observer Wards should always be purchased whenever they are in stock: it is the support's job to give their team vision around the map, and the vision they offer is very useful for getting into a good position to cast [[|16px|link=Keeper of the Light/Habilidades antigas#Illuminate]] [[Keeper of the Light/Habilidades antigas#Illuminate|]] from.
  • As a support, a Town Portal Scroll is always crucial, as Ezalor's abilities allow him to do a lot in teamfights or counter-ganks. Never go anywhere without at least one.

Situational items:

  • Aghanim's Scepter gives Ezalor constant access to [[|16px|link=Keeper of the Light/Habilidades antigas#Spirit Form]] [[Keeper of the Light/Habilidades antigas#Spirit Form|]], as well as making Illuminate much more powerful. If your team intends to make the most of your pushing abilities, this is a very strong luxury item to purchase.
  • Boots of Travel are a very powerful item to have on Keeper of the Light. Besides the increased mobility and freeing up an item slot, the global teleport can be combined with [[|16px|link=Keeper of the Light/Habilidades antigas#Recall]] [[Keeper of the Light/Habilidades antigas#Recall|]], allowing him to bring two heroes almost anywhere on the map.
  • Shiva's Guard is a good luxury item that gives Keeper of the Light more physical survivability, a larger mana pool and better teamfight contribution. The intelligence and armor allow Keeper of the Light to participate more in fights, while the attack speed aura and active freeze aura slows enemies' attempts to deal damage with their physical attacks and slows their movement speed with an additional damage nuke.
  • Rod of Atos is a good item for a ranged support who needs more survivability and a larger mana pool. Its active ability makes chasing or escaping from single enemies much easier due to its extremely long cast range and low cooldown.
  • Scythe of Vyse provides a large boost to attributes and excellent mana regeneration, allowing Keeper of the Light to use Chakra Magic on teammates more frequently instead of on himself. The Hex it offers is very powerful on Keeper of the Light, as he otherwise lacks an instant hard disable.
  • Pipe of Insight is a good utility support item to purchase. It can increase Ezalor's survivability against magic nukes, allowing him to do more in teamfights, but its main purpose is to shield all teammates from magic damage for a short time.
  • Eul's Scepter of Divinity gives Keeper of the Light a sustainable mana pool and increased movement speed, allowing him to be much more active on the field. The active ability can be used to dispel debuffs such as silences while making Ezalor temporarily invulnerable, or disable an enemy long enough for Illuminate to charge up for more damage.
  • Force Staff is a good utility item that is powerful on all supports. It can be used for mobility, saving teammates, or forcibly dispositioning enemies, particularly effective when combined with [[|16px|link=Keeper of the Light/Habilidades antigas#Mana Leak]] [[Keeper of the Light/Habilidades antigas#Mana Leak|]] and [[|16px|link=Keeper of the Light/Habilidades antigas#Blinding Light]] [[Keeper of the Light/Habilidades antigas#Blinding Light|]]
  • Necronomicon is the right choice if you wish to push or contribute even more in fights: the attributes granted increase with every level, and the units it summons give bonus to you and your team (such as more movement and attack speed, as well as True Sight at level 3). The mana burn synergizes well with your Mana Leak.
  • Veil of Discord gives Ezalor stats across the board as well as armor, making him more survivable. Its active ability also gives him powerful teamfight contribution, especially Illuminate, and is a good item to buy if your team can capitalize on their magic nukes.

}}

Equipamento[editar]

Dicas[editar]

  • Keeper of the Light is an adept support who is capable of aiding his allies and hindering his enemies with his array of spells. He can be a strong babysitter whose presence greatly augments the power of a lane, and transition into a pusher and counter-pusher past the laning stage.
  • While he has very strong counter-pushing and support spells, Ezalor is also extremely fragile, with a mere 14 base strength, the lowest in the game (tied with Medusa minimap icon.png Medusa). As such, positioning is very important, as he needs to be close enough to cast his powerful spells yet also far enough away to be able to avoid being jumped on by the enemy.
  • Keeper of the Light is highly adept at pushing, as he can replenish teammates' and his own mana with Chakra Magic, allowing profligate use of spells, and Illuminate can severely damage if not outright kill entire creep waves. Along with his ability to re-position allies globally with Recall, Ezalor can be a force to be reckoned with at all points in the game.
  • Keeper of the Light is a very strong side-laner, able to use his spells to harass the enemy at range and support his team's spell-casting. He is in his element in the safe lane, although he can also be played in a dual off-lane to harass and threaten the enemy's safe-lane carry.
  • [[|16px|link=Keeper of the Light/Habilidades antigas#Illuminate]] [[Keeper of the Light/Habilidades antigas#Illuminate|]] is a very strong channeled nuke that allows Keeper of the Light to output a large amount of damage on a very low cooldown.
    • Illuminate's strong creep-killing power makes Keeper of the Light a remarkably good farmer and counter-pusher considering his supportive role, as he can use it to either knock down large creep waves approaching a friendly tower or blast up to two neutral camps at once. As such, it is a very strong skill once maxed out, since its nuking power can allow him to farm up support items as needed.
    • However, remember that Illuminate will only deal more damage if it has been channeled for a longer duration, which is not always possible if the enemy is moving around in an attempt to avoid being an easy target. As such, it is not always wise to max out Illuminate as early as possible, since a level 2 Illuminate channeled for less than two seconds does the same amount of damage as a level 1 Illuminate channeled for the same duration, but costs more mana and requires a skill point.
    • If using Illuminate to harass or nuke an enemy player, try to cast it from the enemy's fog of war, such as behind the treeline, to give them as little warning as possible. As well, leading disables by teammates can immobilize an enemy long enough to channel the full duration of Illuminate during a gank.
    • Although Illuminate is extremely powerful for early-game pushing and harassment, it will disrupt the farm of Ezalor's lane partner if it is targeted on the entire creep wave, as it can potentially kill creeps and will push the wave closer to the enemy's tower where it is more dangerous to last-hit. If used, it should be aimed only to damage enemy heroes by targeting the wave either at an oblique angle or behind the creep wave.
    • Illuminate reveals fog of war around Ezalor while channeling, making it a useful spell for gaining vision. Remember that charging it to fulmination increases its sight range; releasing it immediately will not be good for gaining sight.
  • [[|16px|link=Keeper of the Light/Habilidades antigas#Mana Leak]] [[Keeper of the Light/Habilidades antigas#Mana Leak|]] is an unorthodox disable that destroys the enemy's mana as they attempt to move.
    • One point in Mana Leak can be powerful in the stage as it has a low mana cost and cooldown, allowing it to be spammed. It is best combined with Illuminate, as Keeper of the Light can cast Mana Leak on an enemy hero, then threaten them with Illuminate damage if they do not move out of the way.
    • Reducing the enemy's mana in-lane can make the lane safer for Keeper of the Light and his partner by preventing the enemy from going aggressive or harassing with their spells, and can set up kills as well by reducing their ability to cast escape spells and potentially stun them once they've lost all their mana. Successfully destroying enough of the enemy's mana pool can force them to leave the lane, as staying will threaten them with a stun every time Mana Leak comes off cooldown.
    • Remember that leveling up Mana Leak also improves its casting range, as well as the leak and stun duration. Taking early points can give Ezalor more teamfight and chasing potential as it can be cast on enemies from farther away, allowing it to be used from safety behind teammates or for catching fleeing enemies.
    • Because Mana Leak destroys mana as an expression of the target's maximum mana, it is disproportionately effective against heroes with large mana pools. As well, it can greatly hinder melee carries that have to move much closer to their targets to attack, resulting in increased distance moved and thus more mana destroyed.
    • While Mana Leak can severely hinder an enemy's attempts to cast spells, it does not proc if the target blinks over short distances and does not affect spell immune or invulnerable enemies. Be sure to choose your targets wisely, as certain heroes can simply ignore its effects.
    • Try to cast Mana Leak as early as possible in teamfights, as the enemy may be forced to move closer in order to engage your teammates, and thus lose a sizable portion of their mana earlier. Under the right circumstances, it may be possible to destroy enough of an enemy's mana that they will run out in the middle of the fight and be unable to cast successive spells.
    • One useful utility for Mana Leak is to halt pursuing enemies. If an enemy is trying to pursue Keeper of the Light or one of his allies, Mana Leak will cause them to lose mana as they continue to pursue, which can be enough to force them to break off. If the enemy chooses to continue, they may find themselves stunned at an inopportune time, unable to cast spells, and threatened with long-duration stuns from successive casts of Mana Leak.
  • [[|16px|link=Keeper of the Light/Habilidades antigas#Chakra Magic]] [[Keeper of the Light/Habilidades antigas#Chakra Magic|]] allows Keeper of the Light to replenish a significant amount of mana for himself and his allies, ensuring that spells can always be cast.
    • Chakra Magic is extremely useful in lane as it can allow teammates with small mana pools or low cooldown spells to cast their abilities much more frequently. Heroes with strong disables but small mana pools like Wraith King minimap icon.png Wraith King, Earthshaker minimap icon.png Earthshaker, Sven minimap icon.png Sven and Vengeful Spirit minimap icon.png Vengeful Spirit can use their stuns much more frequently to set up kills in the knowledge that Ezalor can replenish their mana afterward, while those with powerful harass spells like Bristleback minimap icon.png Bristleback, Phantom Lancer minimap icon.png Phantom Lancer and Undying minimap icon.png Undying can put continuous pressure on their lane opponents that would otherwise be impossible without a source of mana replenishment.
    • Due to its scaling, it is best to put at least two points into Chakra Magic in the laning stage, as its efficiency increases more than twofold. On top of providing more mana replenishment for allies, it also greatly increases Keeper of the Light's mana efficiently, allowing him to utilize his other spells more often.
    • Besides replenishing mana, Chakra Magic can reduce the cooldown of the next ability that the target uses in the next 15 seconds. This makes it a powerful ability to cast on teammates with low-cooldown disables and initiation spells, since it can allow them to use two stuns or nukes in quick succession, increasing the amount of crowd control available from a single spell. As well, it affects passive abilities with cooldowns, so abilities like Jinada icon.png Jinada, [[|16px|link=Weaver/Habilidades antigas#Geminate Attack]] [[Weaver/Habilidades antigas#Geminate Attack|]] and [[|16px|link=Spirit Breaker/Habilidades antigas#Greater Bash]] [[Spirit Breaker/Habilidades antigas#Greater Bash|]] also benefit from the reduced cooldown.
    • Chakra Magic will also increase the maximum size of the target's mana pool for the duration of the buff, which can allow heroes with small mana pools but expensive spell combos to cast all of their spells instantaneously. For instance, a Venomancer minimap icon.png Venomancer without Arcane Boots will often have trouble casting his full round of spells due to the high cost of his ultimate, but casting Chakra Magic can allow him to cast his ultimate as well as Venomous Gale and any item abilities.
  • [[|16px|link=Keeper of the Light/Habilidades antigas#Spirit Form]] [[Keeper of the Light/Habilidades antigas#Spirit Form|]] gives Keeper of the Light access to several very powerful abilities. Besides Recall and Blinding Light, Illuminate may be cast remotely without standing still to channel it, making it a very powerful ability.
    • One of the most powerful uses for Spirit Form is to unlock remote channeling of Illuminate, allowing Keeper of the Light to set the spell in place and then move on to execute other actions while it builds up. A Spirit Form-boosted Illuminate allows Ezalor to take advantage of a fully-channeled Illuminate without the drawback of having to sit still to charge it up.
    • When being chased, don't be afraid to use Spirit Form to aid in your escape. While Mana Leak can discourage enemies from chasing you, you can also cast Blinding Light to knock back and blind chasing enemies, or cast Illuminate in the direction you are headed, either forcing the enemy to walk in front of the channeling spirit and take damage, or break off and allow you to escape.
    • Purchasing an Aghanim's Scepter greatly increases the power of Spirit Form, as Ezalor will always have access to its abilities, on top of gaining unobstructed vision and being able to heal allies with Illuminate during the daytime. Using Illuminate will allow Keeper of the Light to continuously heal allied creep waves and heroes, significantly boosting his pushing and sustain power, while the unobstructed vision gives his team a strong vision advantage, especially once combined with a Gem of True Sight.
  • [[|16px|link=Keeper of the Light/Habilidades antigas#Recall]] [[Keeper of the Light/Habilidades antigas#Recall|]] allows Keeper of the Light to summon a teammate to his location after a short delay, making it an extremely powerful global mobility spell.
    • Recall will be dispelled if the target hero takes player-based damage, and thus it cannot be used effectively as an escape spell. However, it can be useful for bringing a teammate to a gank or teamfight if they are on another part of the map farming, or helping someone who has just respawned get back to the front lines faster.
    • Used wisely, Recall can allow Keeper of the Light to push, defend or gank far more effectively, as he can immediately summon reinforcements as needed. If the enemy are not defending one of their towers, summoning a pushing hero to Ezalor's side can allow his team to take the tower uncontested. If the enemy attempts to take a tower that is lightly defended, a teammate can be Recalled to push the wave back or even score a kill on the enemy. If Keeper of the Light finds himself near a gank target, he can bring in an ally with strong disables and initiating spells to pick the enemy off ahead of taking a map objective.
    • One useful way to use Recall is right after a buyback if the player does not have Boots of Travel. If a teammate has died in a teamfight and buys back, casting Recall on them can bring instant reinforcements to a teamfight, putting the enemy at a numerical disadvantage after wasting their time and spells on that teammate.
  • [[|16px|link=Keeper of the Light/Habilidades antigas#Blinding Light]] [[Keeper of the Light/Habilidades antigas#Blinding Light|]] is a very powerful teamfight spell, as it will forcibly displace enemies as well as render a very high miss chance on them.
    • Blinding Light is best used in teamfights where the enemy has not purchased a Monkey King Bar, or has spell immunity or dispel abilities or items. The forced miss chance can greatly reduce the effectiveness of the enemy's physical attacks, giving your team and advantage.
    • Unlike most other forced movement abilities, Blinding Light will not interrupt enemies, thus it is useless for interrupting channeled spells. Try to use the spell only if the miss chance or displacement is needed.
    • However, combined with Mana Leak, Blinding Light can immediately destroy 20% of an affected enemy's maximum mana. If the enemy is channeling and needs to be interrupted, forcibly displacing them with Blinding Light after casting Mana Leak can potentially interrupt them if their mana is low enough. In other cases, the displacement can move them in a direction that forces them to traverse more terrain to reach their destination, augmenting Mana Leak's effects.
    • Keep in mind that Blinding Light's displacement can move enemies over terrain, so aimed properly it can displace a foe up or down a cliff wall. This can all but shut down an enemy carry if they are melee and do not have any re-positioning abilities to reverse the terrain displacement.
  • Due to his utility, Keeper of the Light can build many useful items that will benefit his team:
    • As a support, be sure to also upgrade the Animal Courier to a Flying Courier (Radiant) icon.png Flying Courier if the opportunity presents itself. As well, constant purchasing of Sentry Ward icon.png Sentinela Reveladoras will allow you to de-ward the enemy, a crucial duty for supports.
    • Urn of Shadows icon.png Urn of Shadows can be built in place of a Bracer if players intend to roam more often. It provides the same amount of Strength as a Bracer, and the extra mana regen can reduce your reliance on casting Chakra Magic on yourself, giving you more time to cast it on allies instead. The active ability can add more damage to a gank, or be used as a source of healing for teammates throughout the game.
    • Medallion of Courage icon.png Medallion of Courage is a powerful utility item that gives Keeper of the Light more armor and some mana regen. As a ranged support, you have the ability to reduce an enemy's armor for your team to capitalize on, or give an ally more armor to extend their survivability. As well, it greatly helps when your team wants to kill Roshan.
    • Ghost Scepter icon.png Cetro Fantasma is a good cheap item for giving Keeper of the Light survivability if he is constantly being jumped on by the enemy's carries. Immunity against physical damage will allow Ezalor time to cast more of his spells as needed.
    • Heaven's Halberd icon.png Alabarda Celestial is a useful survivability and utility item. It increases the size of Keeper of the Light's health pool and grants him evasion against physical attacks, however its active ability can also be cast from behind teammates to disarm the enemy's carry for a short time, useful if they have a Monkey King Bar icon.png Monkey King Bar that ignores Blinding Light's miss chance.

Curiosidade[editar]

  • Ezalor's design in Dota 2 makes several references to Gandalf, an iconic character from The Lord of the Rings book series.
    • His clothing is almost purely white, similar to Gandalf's attire.
    • Illuminate's wave animation are a group of stampeding white horses. This is similar to the spell Elrond cast on the torrent of water, at the ford of Bruinen, in the first book, The Fellowship of the Ring. Additionally, it has similarities to his reinforcements at Helm's Deep during the second book, The Two Towers. This is also depicted in the splash art, with Ezalor taking Gandalf's place at the head of the charge.
    • The Mana Leak cast line Reproduzir "You shall not cast!" is a reference to one of Gandalf's most famous quotes: "You shall not pass!"[1]
    • The respawn lines Reproduzir "Ezalor... I think that's my name" is likely a reference to Gandalf "respawning" as The White: "Gandalf? ... Yes ... That was my name ... Gandalf the Grey."
    • One of Ezalor's cosmetic items, the Wise Cap of the First Light makes him look even more like Gandalf.
  • The lines Reproduzir "Kundalini!" and Reproduzir "The serpent of illumination stirs!" come, as well as the term "Chakra" are derived from Hinduism. Kundalini is described as a dormant inner strength, or "sleeping serpent waiting to be awakened".
  • Enigma minimap icon.png Enigma, Io minimap icon.png Io, Keeper of the Light minimap icon.png Keeper of the Light and Chaos Knight minimap icon.png Chaos Knight together represent the four fundamental forces of the universe with Ezalor representing the weak nuclear force. This is reflected in several of Enigma's responses to these heroes.
  • The rivalry line Reproduzir "And chaos fled!" may be a reference to an official bug that can occur when fighting the final boss of Final Fantasy, Chaos, as you can win the fight without damaging him (he simply just fled).
  • His rare line Reproduzir "I'll tell thee everything I can, there's little to relate." and Reproduzir "Very gladly will I drink your honor's noble health." are quotes of the poem by "Haddock's Eyes" by Lewis Carroll, a poem about a very odd old man.[2]
  • His rare line Reproduzir "I'll forego green girdles and questing beasts, for all such knightly trifles pale before the light." is a reference to the book The Sword in the Stone.

Histórico de atualizações[editar]

March 21, 2013 Patch

  • Fixed [[|16px|link=Keeper of the Light/Habilidades antigas#Mana Leak]] [[Keeper of the Light/Habilidades antigas#Mana Leak|]] not getting removed by [[|16px|link=Slark/Habilidades antigas#Dark Pact]] [[Slark/Habilidades antigas#Dark Pact|]] or [[|16px|link=Tidehunter/Habilidades antigas#Kraken Shell]] [[Tidehunter/Habilidades antigas#Kraken Shell|]].
  • Fixed attack acquisition range on Disruptor minimap icon.png Disruptor, Keeper of the Light minimap icon.png Keeper of the Light, [[|20px|link=Wisp]] [[Wisp|]], Visage minimap icon.png Visage and Medusa minimap icon.png Medusa.

February 28, 2013 Patch

  • Fixed [[|16px|link=Keeper of the Light/Habilidades antigas#Mana Leak]] [[Keeper of the Light/Habilidades antigas#Mana Leak|]] accumulating mana loss during magic immunity.

February 14, 2013 Patch

  • Fixed some wave speed issues with [[|16px|link=Death Prophet/Habilidades antigas#Crypt Swarm]] [[Death Prophet/Habilidades antigas#Crypt Swarm|]], [[|16px|link=Jakiro/Habilidades antigas#Dual Breath]] [[Jakiro/Habilidades antigas#Dual Breath|]], [[|16px|link=Dragon Knight/Habilidades antigas#Breathe Fire]] [[Dragon Knight/Habilidades antigas#Breathe Fire|]], [[|16px|link=Lina/Habilidades antigas#Dragon Slave]] [[Lina/Habilidades antigas#Dragon Slave|]], [[|16px|link=Keeper of the Light/Habilidades antigas#Illuminate]] [[Keeper of the Light/Habilidades antigas#Illuminate|]], [[|16px|link=Queen of Pain/Habilidades antigas#Sonic Wave]] [[Queen of Pain/Habilidades antigas#Sonic Wave|]] and [[|16px|link=Magnus/Habilidades antigas#Shockwave]] [[Magnus/Habilidades antigas#Shockwave|]].
  • If Keeper of the Light minimap icon.png Keeper of the Light dies with [[|16px|link=Keeper of the Light/Habilidades antigas#Recall]] [[Keeper of the Light/Habilidades antigas#Recall|]] active, the visual effect is now removed.

February 07, 2013 Patch

  • Fixed [[|16px|link=Keeper of the Light/Habilidades antigas#Recall]] [[Keeper of the Light/Habilidades antigas#Recall|]] going off if Keeper died during the delay.

January 24, 2013 Patch

January 10, 2013 Patch

  • Fixed Recall icon.png Recall interaction with non-hero units.

October 25, 2012 Patch

September 27, 2012 Patch

  • Fixed Illuminate icon.png Illuminate going 400 further than intended.

September 21, 2012 Patch

  • Added a effect that plays the whole time Keeper of the Light Keeper's Mana Leak icon.png Mana Leak is active on a target, not just when the target moves.

September 13, 2012 Patch

August 02, 2012 Patch

  • Fixed Chakra Magic mana regen not transferring over Tether.
  • Fixed Illuminate dealing maximum damage instantly when killed by Nether Ward on cast attempt.
  • Keeper effects got some polish and bug fixes.

July 27, 2012 Patch

  • Fixed some FOW issues with Spirit Form Illuminate.

July 26, 2012 Patch


Balance changelog[editar]

6.77c

  • Illuminate icon.png Illuminate
    • Manacost from increased 150 to 150/160/170/180.
    • AOE reduced from 400 to 350.

6.75

  • Chakra Magic icon.png Chakra Magic manacost rescaled from 40/55/70/85 to 25/45/65/85.
  • Mana Leak icon.png Mana Leak cooldown decreased from 18 to 16.
  • Illuminate icon.png Illuminate
    • Cast range changed to be the same as its travel range (just a UI change).
    • Max hit distance increased from 1600 to 2000.

6.74

  • Mana Leak icon.png Mana Leak stun duration increased from 1.25/1.5/1.75/2 to 1.3/1.6/1.9/2.2.

6.73

  • Blinding Light icon.png Blinding Light cooldown decreased from 20 to 20/16/12.
  • Recall icon.png Recall cooldown decreased from 40 to 15 seconds.

6.71

  • Mana Leak icon.png Mana Leak
    • Now applies a stun instead of a slow when the target runs out of mana (duration: 1.25/1.5/1.75/2.0 seconds).
    • Duration from 5/6/7/8 to 4/5/6/7.
    • Cooldown from 20 to 18.

6.70

6.69

  • Recall icon.png Recall is now targetable through the minimap

6.63

  • Illuminate icon.png Illuminate max range is now constant at all levels

6.60

  • Changed Mana Leak icon.png Mana Leak stun into a slow (2 seconds, 60 %)
  • You no longer lose control of your hero when knocked back with Blinding Light icon.png Blinding Light

6.58

  • Rescaled Mana Leak icon.png Mana Leak cast range (1200->550/700/850/1000)

6.57

  • Added Disablehelp for Keeper of the Light's Recall icon.png Recall

6.55

  • Reworked
    • Illuminate icon.png Illuminate now gives vision gradually as it grows in the area it is "illuminating" rather than at the end.
    • Mana Leak icon.png Mana Leak reworked
    • Chakra Magic icon.png Chakra Magic
      • Increased cast range (500->900)
      • Lowered cooldown a bit (19->19/18/17/16 seconds)
      • Rescaled manacost (40/80/100/120->40/55/70/85)
      • Removed the damage bonus (7%/14%/21%/28%) and minor health regen (0.15/0.3/0.45/0.6), both lasted 30 seconds.
    • Ignis Fatuus replaced by Spirit Form icon.png Spirit Form

6.54

6.52

Replaced Abilities[editar]

No Name
Unknown icon.png
Habilidade
N/A
Não há nenhuma descrição para esta habilidade.


No Name
Unknown icon.png
Habilidade
N/A
Não há nenhuma descrição para esta habilidade.

{{Ability

Galeria[editar]

Referências[editar]