Summons a ghostly spirit to channel a ball of positive energy, letting it build up 100 damage per second. When released, it damages all enemies in a line. The distance also improves with channeling time.
Illuminate gives increasing vision of the target area as it is channeled.
Can damage Meat Wagons and Glaive Throwers.
Can hit units up to 1600 range away.
Ezalor no longer needs to channel Illuminate; it will be channeled by a secondary, ghostly spirit.
Once ultimate is learned, blinds all enemies it hits for up to 3 seconds based on level of illuminate and channeling time. (See ultimate for additional information)
Blinds for one-third the total blind percentage given by the ultimate.
Mana Leak
Type: Active
Targeting: Unit
Hotkey: E
Weakens the bond between the physical and magical essences of an enemy. The magical and physical essences will be divided if the target moves, causing the enemy to lose some of their mana. If the enemy loses all of its mana, it will be paralyzed while the bond is repaired.
Lvl
Mana
Cooldown
Range
AoE
Duration
Effects
1
75
18
550
N/A
4 seconds
Drains 3.5% of max mana per 100 units the target moves. If the mana pool of the target is depleted, stuns for 1.25 seconds
2
75
18
550
N/A
5 seconds
Drains 4% of max mana per 100 units the target moves. If the mana pool of the target is depleted, stuns for 1.5 seconds
3
75
18
550
N/A
6 seconds
Drains 4.5% of max mana per 100 units the target moves. If the mana pool of the target is depleted, stuns for 1.75 seconds
4
75
18
550
N/A
7 seconds
Drains 5% of max mana per 100 units the target moves. If the mana pool of the target is depleted, stuns for 2 seconds
Notes:
If the target travels over 300 distance in less than 0.1 second (by using blink skills, for example), Mana Leak will not decrease its mana for that distance.
Once ultimate is learned, an affected unit will be blinded for two seconds every second it loses mana from this skill. (See ultimate for additional information)
Blinds for one-half the total blind percentage given by the ultimate.
The 2 second blind every second mana is lost is NOT imba! Think about it, if you're losing mana, you're moving. In other words, you cant attack. so either make the blind duration 2+ seconds or it wont do anything.
Chakra Magic
Type: Active
Targeting: Unit
Hotkey: C
Channels chakras through a friendly unit, creating a surge of mana.
Lvl
Mana
Cooldown
Range
AoE
Duration
Effects
1
40
19
900
200 (blind aoe)
3 seconds (blind duration)
Restores 75 mana
2
55
18
900
200 (blind aoe)
3 seconds (blind)
Restores 150 mana
3
70
17
900
200 (blind aoe)
3 seconds (blind)
Restores 225 mana
4
85
16
900
200 (blind aoe)
3 seconds (blind)
Restores 300 mana
Notes:
Cannot target allies with magic immunity.
Once ultimate is learned, blinds all enemies in a 200 AoE around the receiver for 3 seconds. (See ultimate for additional information)
Blinds for two-thirds the total blind percentage given by the ultimate.
Keeper of the Light
Type: Passive
Targeting: N/A
Hotkey: F
Unlocks the skills, Flash of Light and Recall, which can be used at any time. In addition, his spells now blind opponents, causing them to miss on a large number of their attacks. Each spell blinds opponents in a different fashion.
Lvl
Mana
Cooldown
Range
AoE
Duration
Effects
1
N/A
N/A
N/A
N/A
N/A
Affected units miss up to 60% of the time, all spells cost 10 additional mana
2
N/A
N/A
N/A
N/A
N/A
Affected units miss up to 70% of the time, all spells cost 15 additional mana
3
N/A
N/A
N/A
N/A
N/A
Affected units miss up to 80% of the time, all spells cost 20 additional mana
Notes:
[color=orangeDifferent spells don't always blind for the same amount. They do not stack! The most recent source of blind overrides the previous.[/color]
Recall
Type: Active
Targeting: Unit
Hotkey: R
Target an allied hero. Teleports that hero to your location. If the target takes player based damage during this period, this ability is interrupted.
Lvl
Mana
Cooldown
Range
AoE
Duration
Effects
1
100
20
Global
200 (blind aoe)
Until the teleport is stopped or finishes (blind)
Teleportation with 5 second delay
2
100
20
Global
200 (blind aoe)
Until the teleport is stopped or finishes (blind)
Teleportation with 4 second delay
3
100
20
Global
200 (blind aoe)
Until the teleport is stopped or finishes (blind)
Teleportation with 3 second delay
Notes:
Since the cooldown and mana cost take effect upon casting, the mana will be deducted and the spell will go into cooldown even if the spell is interrupted.
This ability can target any allied hero on the map.
The -disablehelp command can prevent an allied Keeper of the Light from casting this ability on you.
This skill interrupts channeling spells.
Clicking this skill on the minimap will target the nearest allied hero.
Blinds all enemies in a 200 AoE around the hero being teleported until the hero is teleported or the teleport stops. (See ultimate for additional information)
Blinds for three-fourths the total blind percentage given by the ultimate.
Cooldown has been increased because this spell is now available all the time.
Flash of Light
Type: Active
Targeting: AoE
Hotkey: B
Damages nearby units and pushes them back.
Lvl
Mana
Cooldown
Range
AoE
Duration
Effects
1
50
25
900
675
3 seconds (blind)
Deals 50 damage to enemies and knocks them back
2
50
21
900
675
4 seconds (blind)
Deals 60 damage to enemies and knocks them back
3
50
17
900
675
5 seconds (blind)
Deals 70 damage to enemies and knocks them back
Notes:
Causes knockback of 250 range over 0.4 seconds, centered on the middle of the target AoE.
If a unit being knock-backed collides with a tree, the tree is destroyed.
Does not interrupt channeling skills.
Blinds all units hit for 3/4/5 seconds. (See ultimate for additional information)
Blinds for full blind percentage given by the ultimate.
Cooldown has been increased because this spell is now available all the time.
Description: More wall of text
Stats: Minor tweak (Reasons: Increases survivability by increasing strength. Reduces agility because Ezalor isn't a DPSer, while now he already has free Ghost Scepter so he doesn't need much armor by now)
Illuminate: Reworked to be less spamming in early (due to its high manacost) but more spamming from midgame (lower cooldown and channeling time)
Charka magic: Reworked to be a strong laner (mana draining) and more useful in team fight. Synergy (might not too well) with ultimate.
Ghost Form: Now 3rd skill. Lower manacost and duration to be more spamming.
Recall: Minor tweak to be more reliable.
Blinding Light: Remade into Ethereal Light to increase survivability.
Mana Leak: Renamed into Hamaon (Persona reference). Reworked.
(Overall, Ezalor is a badass AoE now)
Icons: Pirated from http://www.playdota.com/forums/showthread.php?t=227251, hiveworkshop and nobody would care after all.
Keeper of the Light Ezalor
Description:The Keeper of the Light is a one man support team. He has a wide variety of support spells for any situation. He is a master of manipulating mana, such as his basic Chakra Magic can restore large amounts of energy to his allies and allow them to steal away enemies' arcane. Illuminate turns the Keeper of the Light into a piece of artillery. After a long charge up time, Illuminate releases a massive shockwave of energy, dealing huge amounts of damage to all enemies in its path. Due to its long channeling period, this spell is generally most effective in large offensive or defensive pushes. Spirit Form further elevates the support skills of the Keeper. While in Spirit Form, he no longer needs to be present to channel Illuminate; a spirit charges it for him and the deadly light can push all enemies along with it, allowing him to move freely and cast other spells. He also gains the valuable Recall and Ethereal Light spells while transformed. Recall can teleport any allied hero to his location from anywhere on the battlefield, and Ethereal Light ignores all physical harms to Ezalor while releases a pulse of light that blinds any enemy who dares looking at him without respects. Ultimately, the last unknown spell Hamaon, which is the only flawless combination between light and mana manipulation, separates the enemy's physical and magical essences and spreads the leaked arcane to Ezalor's allies, leaving his foe in shock and emptiness. For support-minded players, it's tough to find a better hero.
Background Story:Master of light and mana manipulation, Ezalor was once viewed as a scholar, and was regarded as a powerful mentor to many. However, his defection and betrayal of his allies during the War of the Magi caused him to be sentenced to banishment to the spirit realm for all of eternity. However, knowing of his tremendous power, the Sentinel granted him a corporeal form within the physical realm in exchange for his alliance against the Scourge onslaught. As such, Ezalor carries his duties of supporting his comrades valiantly despite the treacherous past that most know little about.
Strength - 17 + [2]
Agility - 14 + [1.4]
Intelligence - 22 + [2.8]
__
____________
Affiliation:
Sentinel
Damage:
38-54
Armor:
1.1
Movespeed:
315
Starting HP/MP:
454/286
Attack Range:
600
Illuminate - (Active)
Type: Active
Targeting: Point
Hotkey: T
Channels a ball of positive energy, letting it build up a huge amount of damage for 3 seconds. When released, it damages all enemies in a line. The distance also improves with channeling time.
Illuminate gives increasing vision of the target area as it is channeled.
Can damage Meat Wagons and Glaive Throwers.
Can hit units up to 1600 range away.If mana runs out during the channeling, Illuminate will automatically be released.
Chakra Magic - (Active)
Type: Active
Targeting: Unit
Hotkey: C
Flows charkas upon the targeted allied unit with light, creating a surge of mana for 4 seconds. During that time, the light will sap away mana of each nearby enemy by 30 per second and giving a third of them to the blessed.
Mana
Cooldown
Range
AoE
Duration
Effects
1
40
19
900
350
4
Restores 15 mana per second.
2
55
18
900
400
4
Restores 30 mana per second.
3
70
17
900
450
4
Restores 45 mana per second.
4
85
16
900
500
4
Restores 60 mana per second.
Cannot target allies with magic immunity.
Spirit Form - (Active)
Type: Active
Targeting: Instant
Hotkey: F
Ezalor turns his body luminescent temporarily. His mastery of light becomes so powerful that he can freely cast Illuminate without channeling with massive power that pushes them over the wakes, teleport allies from anywhere to his side at light speed and fuses himself with ethereal light within brief time, neutralizing all physical contacts from enemies and blinding all enemies who dare looking at him.
Mana
Cooldown
Range
AoE
Duration
Effects
1
80
45
N/A
N/A
20
Morph into Spirit Form, gain automatically charging Illuminate, Recall, and Ethereal Light abilities. Illuminate will push 20 units within 0.15 second for each second charged.
2
70
40
N/A
N/A
20
Morph into Spirit Form, gain automatically charging Illuminate, Recall, and Ethereal Light abilities with 10% magic resistance. Illuminate will push 30 units within 0.15 second for each second charged.
3
60
35
N/A
N/A
20
Morph into Spirit Form, gain automatically charging Illuminate, Recall, and Ethereal Light abilities with 20% magic resistance. Illuminate will push 40 units within 0.15 second for each second charged.
4
50
30
N/A
N/A
20
Morph into Spirit Form, gain automatically charging Illuminate, Recall, and Ethereal Light abilities with 30% magic resistance. Illuminate will push 50 units within 0.15 second for each second charged.
While in spirit form, Ezalor no longer needs to channel Illuminate; it will be channeled by a secondary, ghostly spirit.
If a unit being knock-backed collides with a tree, the tree is destroyed.
Does not interrupt channeling skills.
Ethereal Light - (Autocast)
Type: Active
Targeting: AoE
Hotkey: B
Ezalor fuses himself with ethereal light, avoiding further physical harms as well as gaining some resistance to magic to reduce disadvantages. After returning back from the ethereal, emits blinding light that causing all enemies' attacks to be missed up to 100% for 1.5 seconds.
Mana
Cooldown
Range
AoE
Duration*
Effects
20
6
N/A
800
0.5/1.5
Minimum 20% blind. 5% bonus magic resistance.
30
6
N/A
800
1/1.5
Minimum 30% blind. 10% bonus magic resistance.
40
6
N/A
800
1.5/1.5
Minimum 40% blind. 15% bonus magic resistance.
50
6
N/A
800
2/1.5
Minimum 50% blind. 20% bonus magic resistance.
Maximum blind if enemies look at Ezalor at the end of the ethereal state.(Direct looking is considered to be within 50 degrees from the face)
Units with their back against Ezalor (50 degrees from the back) will not be affected by blind.
*Ethereal form's duration/Blind duration.
Recall - (Active)
Type: Active
Targeting: Unit
Hotkey: R
Target an allied hero. Teleports that hero to your location. Can only used once during Ghost Form's duration.
Mana
Cooldown
Range
AoE
Duration
Effects
110
N/A
Global
N/A
N/A
Teleportation with 5 seconds delay
100
N/A
Global
N/A
N/A
Teleportation with 5 seconds delay
90
N/A
Global
N/A
N/A
Teleportation with 5 seconds delay
80
N/A
Global
N/A
N/A
Teleportation with 5 seconds delay
This ability can target any allied hero on the map.
The -disablehelp command can prevent an allied Keeper of the Light from casting this ability on you.
This skill interrupts channeling spells.
Clicking this skill on the minimap will target the nearest allied hero.
Hamaon - (Active)
Type: Active
Targeting: Unit
Hotkey: E
Ezalor casts the ultimate spell of the light upon the targeted unit, weakening the bond between the physical and magical essences of an enemy. The magical and physical essences will be divided if the target moves, causing its mana to leak and be contributed to all nearby allied heroes in 900 AoE. If the enemy loses all of its mana, it will be paralyzed and nearby allied heroes in 900 AoE will have a surge of mana equals to 30% of targeted unit's manapool while the bond is repaired. Recovered mana is shared evenly amongst heroes.
Mana
Cooldown
Range
AoE
Duration
Effects
1
200
60 (20*)
550
900
5
Drains 5% of max mana per 100 units the target moves. If the mana pool of the target is depleted, stuns for 2 seconds.
2
300
60 (20*)
700
900
6
Drains 7% of max mana per 100 units the target moves. If the mana pool of the target is depleted, stuns for 2.5 seconds
3
400
60 (20*)
850
900
7
Drains 9% of max mana per 100 units the target moves. If the mana pool of the target is depleted, stuns for 3 seconds
If the target travels over 500 distance in less than 0.1 second, Mana Leak will not decrease its mana for that distance
Ignores magic immunity.
Mana to allies is distributed evenly amongst heroes.
Aghanim Upgradable: Dramatically improves cooldown. (*) show upgraded values.
Description:The Keeper of the Light is a one man support team. He has a wide variety of support spells for any situation. He is a master of manipulating mana, with Chakra Magic to restore large amounts of energy to his allies and Mana Leak to drain it from his foes. Illuminate turns the Keeper of the Light into a piece of artillery. After a long charge up time, Illuminate releases a massive shockwave of energy, dealing huge amounts of damage to all enemies in its path. Due to its long channeling period, this spell is generally most effective in large offensive or defensive pushes. Spirit Form further elevates the support skills of the Keeper. While in Spirit Form, he no longer needs to be present to channel Illuminate; a spirit charges it for him, allowing him to move freely and cast other spells. He also gains the valuable Recall and Blinding Light spells while transformed. Recall can teleport any allied hero to his location from anywhere on the battlefield, and Blinding Light releases a massive pulse of light which knocks enemies away and causes them to miss most of their attacks for a few seconds afterwards. For support-minded players, it's tough to find a better hero.
Background Story:Master of light and mana manipulation, Ezalor was once viewed as a scholar, and was regarded as a powerful mentor to many. However, his defection and betrayal of his allies during the War of the Magi caused him to be sentenced to banishment to the spirit realm for all of eternity. However, knowing of his tremendous power, the Sentinel granted him a corporeal form within the physical realm in exchange for his alliance against the Scourge onslaught. As such, Ezalor carries his duties of supporting his comrades valiantly despite the treacherous past that most know little about.
Strength - 16 + [1.8]
Agility - 15 + [1.6]
Intelligence - 22 + [2.8]
__
____________
Affiliation:
Sentinel
Damage:
38-54
Armor:
1.1
Movespeed:
315
Starting HP/MP:
454/286
Attack Range:
600
Illuminate - (Active)
Type: Active
Targeting: Point
Hotkey: T
Channels a ball of positive energy, letting it build up 100 damage per second. When released, it damages all enemies in a line. The distance also improves with channeling time.
Illuminate gives increasing vision of the target area as it is channeled.
Can damage Meat Wagons and Glaive Throwers.
Can hit units up to 1600 range away.
Mana Leak - (Active)
Type: Active
Targeting: Unit
Hotkey: E
Weakens the bond between the physical and magical essences of an enemy. The magical and physical essences will be divided if the target moves, causing the enemy to lose some of their mana. If the enemy loses all of its mana, it will be paralyzed while the bond is repaired.
Mana
Cooldown
Range
AoE
Duration
Effects
1
75
18
550
N/A
4
Drains 3.5% of max mana per 100 units the target moves. If the mana pool of the target is depleted, stuns for 1.25 seconds
2
75
18
700
N/A
5
Drains 4% of max mana per 100 units the target moves. If the mana pool of the target is depleted, stuns for 1.5 seconds
3
75
18
850
N/A
6
Drains 4.5% of max mana per 100 units the target moves. If the mana pool of the target is depleted, stuns for 1.75 seconds
4
75
18
1000
N/A
7
Drains 5% of max mana per 100 units the target moves. If the mana pool of the target is depleted, stuns for 2 seconds
If the target travels over 300 distance in less than 0.1 second (by using blink skills, for example), Mana Leak will not decrease its mana for that distance
Ligh essence - (Active)
Type: Active
Targeting: Unit
Hotkey: E
Conjures a source of divine light, blinding enemies looking at it.
Mana
Cooldown
Range
AoE
Duration
Effects
1
60
21
900
650
3
50% miss
2
70
18
900
700
5
55% miss
3
80
15
900
750
7
60% miss
4
90
12
900
800
9
65% miss
Cannot target allies with magic immunity.
Applied with the same rule as stone gaze for 1,5s
Checking every 0.5s second.
Spirit Form - (Active)
Type: Active
Targeting: Instant
Hotkey: F
Ezalor turns his body luminescent temporarily. His mastery of light becomes so powerful that he can freely cast Illuminate without channeling, cast a brilliant light that blinds foes, and teleport allies from anywhere to his side at light speed.
Mana
Cooldown
Range
AoE
Duration
Effects
1
100
80
N/A
N/A
40
Morph into Spirit Form, gain automatically charging Illuminate, Recall, and Blinding Light abilities
2
100
70
N/A
N/A
40
Morph into Spirit Form, gain automatically charging Illuminate, Recall, and Blinding Light abilities
3
100
60
N/A
N/A
40
Morph into Spirit Form, gain automatically charging Illuminate, Recall, and Blinding Light abilities
While in spirit form, Ezalor no longer needs to channel Illuminate; it will be channeled by a secondary, ghostly spirit.
Blinding Light - (Active)
Type: Active
Targeting: AoE
Hotkey: B
Blind nearby units, causing them to miss 80% of the time.
Mana
Cooldown
Range
AoE
Duration
Effects
50
20
900
675
3
Causes enemies to have a 80% chance to miss in their attacks and knock them back
50
16
900
675
4
Causes enemies to have a 80% chance to miss in their attacks and knock them back
50
12
900
675
5
Causes enemies to have a 80% chance to miss in their attacks and knock them back
Causes knockback of 250 range over 0.4 seconds, centered on the middle of the target AoE.
If a unit being knock-backed collides with a tree, the tree is destroyed.
Does not interrupt channeling skills.
Recall - (Active)
Type: Active
Targeting: Unit
Hotkey: R
Target an allied hero. Teleports that hero to your location. If the target takes player based damage during this period, this ability is interrupted.
Mana
Cooldown
Range
AoE
Duration
Effects
100
15
Global
N/A
N/A
Teleportation with 5 second delay
100
15
Global
N/A
N/A
Teleportation with 4 second delay
100
15
Global
N/A
N/A
Teleportation with 3 second delay
Since the cooldown and mana cost take effect upon casting, the mana will be deducted and the spell will go into cooldown even if the spell is interrupted.
This ability can target any allied hero on the map.
The -disablehelp command can prevent an allied Keeper of the Light from casting this ability on you.
This skill interrupts channeling spells.
Clicking this skill on the minimap will target the nearest allied hero.
Probably. However I sucked at reviewing, and more sucked at putting them into words (harsh, you know). Further more, finishing my remake already troubled me enough, since my schedule is very tight. Tests are pilling up, enough to screw me to death.
Okay, I've finished most of my theorycrafting, made up my mind on my ideas, now I just need to write all of it down
By the way, in the first spoiler you can find first extracts of a yet unfinished guide on hero roles.
Hero
Niche
Earthshaker
Having the longest chain-stun capacity and the longest range instant stun in DotA makes Earthshaker the best stunner in the game.
In the early-game, he shines as both an offensive and defensive ganking support. His long-range stun and path blocking can not only secure the success of a gank, but also prevent allies from dying to enemy ganks.
Later on, his AoE stun combo is a great teamfight initiation move that can help his allies to set up their own skills and attacks properly.
With Fissure’s long range and Echo Slam’s huge burst damage against multiple enemies, Earthshaker is also great at anti-pushing, as he can stop enemies from whacking your structures.
Tidehunter
Tidehunter is a pretty much fail-safe initiation and counter-initiation support.
The huge AoE of his Ravage along with his natural tankiness and Kraken Shell basically allow him to safely disable any enemy participating in a fight next to him whenever he wants to.
Early on, gush allows for successful ganks on opponents, but his true power really shines in teamfights, where Ravage can make your team win fights, Anchor Smash helps you to further reduce the damage output of the enemy team and Gush slows fleeing or chasing enemies and makes them more vulnerable.
Vengeful Spirit
This hero often serves as the sacrificial lamb for her team.
Vengeful Spirit's Nether Swap along with her stun can either swap an important ally out of a dangerous situation so that she dies instead or swap an important enemy into your team and disable him so that she sacrifices herself for a kill on a more important enemy. This proves to be a powerful ganking and counter-ganking tool as well as a great method in teamfights to overcome bad positioning of an ally or good positioning of an enemy.
Her ganking capabilities are great throughout the game with a single-targeted stun that deals decent damage, a skill that provides vision of fleeing enemies and reduces their armor and a damage aura for her team.
Venomancer
Venomancer is the master of damage over time in DotA.
Usually, he only needs to drop Poison Nova, perhaps also some Plague Wards and a Venomous Gale to do serious work in teamfights, even if he dies right afterwards.
He is also a fairly powerful ganker. With Venomous Gale, he has a strong slow that lasts for a pretty long time and lead ganks to success.
His other power is pushing and anti-pushing. With his unique Plague Wards, he can basically play Tower Defence on a lane and push enemy towers or stop enemy pushes very effectively.
Crystal Maiden
Crystal Maiden excels at supporting spellcasts and disabling the movement and attack capacities of her enemies.
She is a pretty strong ganker that slows down the movement and attack speed of her enemy to nothing along with nuking him decently and can thus help her allies to get kills. This can be done repetitively due to the mana-regeneration granted by Brilliance Aura, which even supports allies in other lanes that she doesn’t gank and therefore helps her team to win the other lanes as well.
In teamfights, the disables of Crystal Nova, Frostbite and Freezing Field are powerful throughout the game and also deal decent damage during the early stages of the game.
Enchantress
She is one of two jungling supports and the support with the most powerful mid-game normal-attack damage output.
With the ability to pick up neutral creeps for herself, Enchantress is mostly used as an early-game ganker that can turn won skirmishes into a quick tower push. Her creeps’ abilities are used to secure kills along with Enchant, while Nature’s Attendant heals her and her allies up to push the tower directly afterwards with ease. As soon as she picks up Impetus, her capability to gank single enemies successfully even by herself increases a lot.
In teamfights, she might be prone to being bursted down, but if that doesn’t happen, Untouchable and Nature’s Attendant make her very survivable against damage over time, while she makes use of her sustained single-target damage output with Impetus.
Holy Knight
Holy Knight is the other jungling support that is known for creating an army of creeps and using and supporting it to kill enemy heroes and structures and keeping it and other allied heroes alive. Besides, he is the most powerful hero during the early-mid-game, hardly stoppable in his ganks and pushes, but falls off drastically in the later stages of the game.
Similarly to Enchantress, he’s a powerful early-game ganker with his creeps, Penitence’s slow and damage increase and Test of Faith’s burst damage and he can turn won fights into quick tower pushes.
Later on, he’s mainly renowned for his power to save allies from desperate situations by healing them all over the map with Hand of God or sending them back to safety with Holy Persuasion.
Lich
Lich is the most powerful laning support, allowing his allies to lane at a safe spot close to their tower while also denying enemies gold and experience.
During laning, Lich keeps the creepwave back at his tower via Dark Ritual, allowing his ally to have an easier time farming and his enemy (preferrably carry) to be denied EXP and gold on top of that. Furthermore, he can keep harrassing enemies with Frost Novas and keep his allies safe from harrassment with Frost Armor.
In teamfights, Lich has the power to single-handedly win teamfights if Chain Frost bounces between few enemy heroes in succession. He uses Chain Frost and Frost Nova for superb AoE damage output, while helping his team with armor buffs.
Witch Doctor
This hero is the best damage amplifier in the game. Although all his skills require some time for their full effects to set in, they can play havoc with the enemy team and keep your team alive.
His early-game is variable. In ganks, Paralyzing Cask and Maledict can do work even early-on, but they are not really reliable ganking skills and require a lot of help from your team. In the lane, Witch Doctor is a great defensive support early on, because Paralyzing Cask can effectively stun enemies attempting to kill your lane and Voodoo Restoration can heal you and your laning partners back to full health. Pushing is also quite effective after a successful gank on your lane, because Voodoo Restoration allows the creeps to tank the tower much longer.
Later on, Witch Doctor absolutely shines in teamfights if left alone. Paralyzing Cask can bounce pretty often if many heroes are around, Maledict works wonders with your allies dealing damage to your enemies, your Death Ward does massive (amplified) damage if you aren’t disabled and Voodoo Restoration becomes decent if the fight gets drawn out.
Niche: KotL is often called a one-man support team. While he has spells for many situations, this doesn't mean that he can fulfil every supportive aspect equally well. In fact, he masters very few and is way below average at others.
Ganking: This is where KotL sucks at. His Mana Leak might drain quite some of the enemy's mana while ganking, but for a disable it's too unreliable and you usually want a dead hero when ganking, not a mana-less her. Other than that, he has no ganking skill.
Farming: Farming for a support means letting someone else farm safely. While Chakra Magic lets carries with farming/harassing skills and a poor mana pool use their skills more often, this only helps in few scenarios. It's a good skill, undeniably, but other than that he cannot protect his laning partner. Ganks against a KotL will usually end in success, because he cannot counter them effectively. His harrass via Illuminate is not really good if the enemy knows to position properly, because you need to aim away from the creeps to prevent stealing lasthits and pushing the lane. Overall, KotL is not really a good laning support either.
Pushing: The one thing he excels at. He can easily push lanes with Illuminate and easily stop enemy pushes with Illuminate. This makes him one of the best turtlers in the game and an excellent pick if you want to prevent pushes, because you have a better carry.
Teamfighting: Something KotL is decent at as well, mainly because of his ultimate. This skill allows one teammate to keep on farming and still be summoned to your teamfight. Blinding Light can theoretically interrupt your enemies positioning and stop enemy carries from wreaking havoc for a short time. Aside from that, he's not that useful either, though. Mana regeneration and leak as well as Illuminate are only situationally useful, and even then only very limited in their power.
Tweaked Illuminate:
- Nerfed the damage to 80 per second
- Added a blind effect
Completely remade Mana Leak:
- Effects added to Chakra Magic
- New skill: Light Absorption
Infuses the target with light, granting them a shield and increased normal attack damage for a short duration.
Tweaked Chakra Magic:
- Can now be cast on enemies as well: removes two third the amount of Mana and stuns if the enemy's MP should deplete completely
Tweaked Spirit Form:
- Nerfed Recall CD to 20 at all levels
- Reduced teleportation delay to 4/3/2
- Tweaked/Remade Blinding Light
Knocks all enemies to the edge of targeted area. Channeling.
- Added an aghanim upgrade: Makes the ultimate a passive, granting you the mentionned effects at their respective level
Keeper of the Light Ezalor
Description:The Keeper of the Light is a one man support team. He has a wide variety of support spells for any situation. He is a master of manipulating mana, with Chakra Magic to restore large amounts of energy to his allies and Mana Leak to drain it from his foes. Illuminate turns the Keeper of the Light into a piece of artillery. After a long charge up time, Illuminate releases a massive shockwave of energy, dealing huge amounts of damage to all enemies in its path. Due to its long channeling period, this spell is generally most effective in large offensive or defensive pushes. Spirit Form further elevates the support skills of the Keeper. While in Spirit Form, he no longer needs to be present to channel Illuminate; a spirit charges it for him, allowing him to move freely and cast other spells. He also gains the valuable Recall and Blinding Light spells while transformed. Recall can teleport any allied hero to his location from anywhere on the battlefield, and Blinding Light releases a massive pulse of light which knocks enemies away and causes them to miss most of their attacks for a few seconds afterwards. For support-minded players, it's tough to find a better hero.
Background Story:Master of light and mana manipulation, Ezalor was once viewed as a scholar, and was regarded as a powerful mentor to many. However, his defection and betrayal of his allies during the War of the Magi caused him to be sentenced to banishment to the spirit realm for all of eternity. However, knowing of his tremendous power, the Sentinel granted him a corporeal form within the physical realm in exchange for his alliance against the Scourge onslaught. As such, Ezalor carries his duties of supporting his comrades valiantly despite the treacherous past that most know little about.
Strength - 16 + [1.8]
Agility - 15 + [1.6]
Intelligence - 22 + [2.8]
__
____________
Affiliation:
Sentinel
Damage:
38-54
Armor:
1.1
Movespeed:
315
Starting HP/MP:
454/286
Attack Range:
600
Illuminate - (Active)
Type: Active
Targeting: Point
Hotkey: T
Channels a ball of positive energy, letting it build up 80 damage per second. When released, it damages all enemies in a line and blinds them. The distance also improves with channeling time.
Illuminate gives increasing vision of the target area as it is channeled.
Can damage Meat Wagons and Glaive Throwers.
Can hit units up to 1600 range away.
Miss chance is independent from the channelled time.
Light Absorption - (Active)
Type: Active
Targeting: Unit
Hotkey: E
Infuses the target with light, granting them a shield and increased normal attack damage for a short duration.
Mana
Cooldown
Range
AoE
Duration
Effects
1
75
18
700
N/A
3
Shields 150 damage, +8 attack damage
2
75
17
700
N/A
4
Shields 200 damage, +12 attack damage
3
75
16
700
N/A
5
Shields 250 damage, +16 attack damage
4
75
15
700
N/A
6
Shields 300 damage, +20 attack damage
Attack damage remains even if shield gets destroyed
Chakra Magic - (Active)
Type: Active
Targeting: Unit
Hotkey: C
Channels chakras through an allied or enemy unit, creating a surge or leak of mana. Should the Mana of an enemy deplete, he gets stunned for a short duration.
Mana
Cooldown
Range
AoE
Duration
Effects
1
40
19
900
N/A
N/A
Restores 75 mana or reduces two third the amount, stuns for 1.3 seconds
2
55
18
900
N/A
N/A
Restores 150 mana or reduces two third the amount, stuns for 1.6 seconds
3
70
17
900
N/A
N/A
Restores 225 mana or reduces two third the amount, stuns for 1.9 seconds
4
85
16
900
N/A
N/A
Restores 300 or reduces two third the amount mana, stuns for 2.2 seconds
Cannot target allies with magic immunity.
Spirit Form - (Active)
Type: Active
Targeting: Instant
Hotkey: F
Ezalor turns his body luminescent temporarily. His mastery of light becomes so powerful that he can freely cast Illuminate without channeling, cast a brilliant light that blinds foes, and teleport allies from anywhere to his side at light speed. With Aghanim's Scepter, this skill's effects are given passively.
Mana
Cooldown
Range
AoE
Duration
Effects
1
100
80
N/A
N/A
40
Morph into Spirit Form, gain automatically charging Illuminate, Recall, and Blinding Light abilities
2
100
70
N/A
N/A
40
Morph into Spirit Form, gain automatically charging Illuminate, Recall, and Blinding Light abilities
3
100
60
N/A
N/A
40
Morph into Spirit Form, gain automatically charging Illuminate, Recall, and Blinding Light abilities
While in spirit form, Ezalor no longer needs to channel Illuminate; it will be channeled by a secondary, ghostly spirit.
Blinding Light - (Active)
Type: Active
Targeting: AoE
Hotkey: B
Constantly knocks all enemies out of targeted area. Channeling.
Mana
Cooldown
Range
AoE
Duration
Effects
50
20
750
400
3
Knocks all enemies out of area
50
16
750
400
4
Knocks all enemies out of area
50
12
750
400
5
Knocks all enemies out of area
Knocks all enemies inside the AoE to the edge of the AoE on a line from the center outwards at 1000 MS.
If a unit being knock-backed collides with a tree, the tree is destroyed.
If a unit reenters the AoE while Ezalor is still channeling, it will be instantly knocked back to the edge of the AoE again.
Doesn't affect enemies under the effect of Black Hole or Chronosphere or magic immune targets.
Recall - (Active)
Type: Active
Targeting: Unit
Hotkey: R
Target an allied hero. Teleports that hero to your location. If the target takes player based damage during this period, this ability is interrupted.
Mana
Cooldown
Range
AoE
Duration
Effects
100
20
Global
N/A
N/A
Teleportation with 4 second delay
100
20
Global
N/A
N/A
Teleportation with 3 second delay
100
20
Global
N/A
N/A
Teleportation with 2 second delay
Since the cooldown and mana cost take effect upon casting, the mana will be deducted and the spell will go into cooldown even if the spell is interrupted.
This ability can target any allied hero on the map.
The -disablehelp command can prevent an allied Keeper of the Light from casting this ability on you.
This skill interrupts channeling spells.
Clicking this skill on the minimap will target the nearest allied hero.
Explanations:
Illuminate: This change made the skill usable in two ways: You can either let the nuke build up, or you can use it for the blind that is already strong from the beginning on. The skill gets more useful in fighting scenarios, while not losing much of its laning and pushing potential.
Chakra Magic: Now the Mana Drain is actually effective in laning. You have to choose whether you want to preserve the mana of allies and yourself or drain the mana of your laning enemies. This skill is plenty powerful in laning and can prepare ganks against enemies in your lane or allow a continuous harassment of your laning allies, but much like Dark Ritual, it loses a lot of its power after the laning phase, especially with items like Arcane Boots in the game. Therefore I beleive that the laning power is justified.
Light Absorption is an excellent new supporting skill. KotL is already an excellent turtling hero, this skill is good for early-game laning harassment, early-mid-game teamfights and effectively allows carry or semi-carry heroes to participate kind of effectively in fights even with little farm. It helps them lasthit during the laning phase as well. Therefore, this skill will make KotL a more effective babysitting hero.
Blinding Light: This skill has been made a lot more effective in teamfights. It basically prevents enemies from entering an area, which can counter melee enemies without BKB and create unpassable terrain in a unique way. To balance it out, however, it is counterable and has a smaller AoE.
Recall: The CD was a bit too low. It is meant to be cast two times in an ult times, but three times was just a bit too much. Therefore, the delay was reduced, which is Imo a better way to make it good. The ally not being allowed to take damage already forces him to get somewhere safe, so that an even longer delay drastically reduces the teamfight power of this skill. I beleive like this, it is more useful and balanced.
New KotL's analysis:
Niche: KotL becomes more of a unique babysitter. Unlike Lich, who pushes the lane back to his tower and harrasses, or Dazzle, who heals and keeps his carry alive, or even Witch Doctor with his defensive and offensive stun and heals, this new Keeper of the Light babysits a lane by giving his partners superior last-hitting and harassing and enough Mana to spam skills. He is a better carry support, but still the epitome of the turtling support, two things that synergize pretty well with each other.
Ganking: While KotL is still a bad roaming ganker, he can now react better to incoming ganks on his lane. With a continuous mana drainage on enemies, he can prepare stuns and instantly proc them if the enemy risks to stay in the lane. His shield buffs the damage of gankers and can even allow for tower-diving.
Farming: With his damage increase and Mana replenishment, he can allow carries to farm very effectively. This synergizes especially well with some carries that can make use of both very effectively, like Morphling or Shadow Fiend, who could flashfarm all day (along with creeppulling) on a sidelane. He can also protect them with instant blinds and a shield.
Pushing: Although the damage of Illuminate decreases, KotL can still kill ranged creeps with it and thus his pushing and turtling powers are hardly diminished.
Teamfighting: With a shield and damage buff, he can now allow slightly underfarmed carries to still perform quite well in teamfights. If they should get into danger, the new Blinding Light can safe them more effectively and create more positional advantages. This allows for another level of tactic in its usage.