Keeper of the Light

kotl dota 2

Ezalor, the Keeper of the Light, is a ranged intelligence hero famous for his reputation as a one-man support team. Supporting his allies in need, and pushing unguarded lanes with ease, Ezalor is a very valuable ally for any team. Having a variety of useful abilities, he can channel a powerful globe of intense light that can heavily damage an army of enemy creeps in the lane, allowing for an easy push. He can also restore mana and reduce cooldown for himself and his allies as well as blind his enemies with an intense light that also damages and displaces them. His Ultimate hypnotizes enemies in an AoE periodically, allowing his allies to follow over with their attacks around this immensely powerful crowd control. Keeper of the Light requires patience, confidence, and selfless behavior to play him well, as he is played as a support instead of a killer caster like most Intelligence gankers. His set of abilities also requires good timing, reflexes, and knowledge to use well.


Ezalor, the Keeper of the Light


▶️ “They say twas I who carried the first light into the universe. They might be right, I can’t quite recall.”

Upon a pale horse he rides, this spark of endless suns, this Keeper of the Light. Ezalor long ago escaped the Fundamental plane, separating from the other ancient forces to which he was bound within the great Primordial harmony. He is a power grown sentient in the dawn of the universe, and now rides forth in all planes at once, one step ahead of pursuing chaos, bearing his gift with him at the end of a radiant staff. His majestic truth lies hidden beneath the outward appearance of a slightly doddering old man who barely stays in the saddle. However, when faced with the challenge of chaos, or the forces of darkness, his primordial light bursts forth, and his full power is revealed, transforming him once again into a force to be reckoned with.


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.

Cast Animation: 0.3+0

Cast Range: 1800

Travel Distance: 1550

Wave Radius: 375

Max Channel Time: 3

Max Damage: 200/300/400/500 ( 380/480/580/680)



Damage on enemies is blocked.


modifier_keeper_of_the_light_illuminate: Dispellable with death only.

Ezalor’s hidden light reveals itself in marvelous fashion.


  • The wave travels at a speed of 900, taking 1.48 seconds to travel the full distance.
  • With the travel distance and radius, it can hit units up to 1925 range away.
  • The damage increases by 2.02/3.03/4.04/5.05 ( 3.84/4.85/5.86/6.87) for every 0.03 seconds, starting as the 0.3-second cast time begins.
  • During the channeling, vision fields get created 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 5 fields.
    • When the channeling is 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 1125 range away with their vision.
  • The visual effect of Illuminate’s shockwave gets stronger the longer it was channeled.

Release Illuminate


Release the channel early.

Cast Animation: 0+0



  • Replaces Illuminate until the channeling ends.
  • Interrupts Keeper of the Light’s channeling abilities upon cast.

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.

Cast Animation: 0.3+5.53

Cast Range: 1800

Travel Distance: 1550

Wave Radius: 375

Max Charge Time: 3

Max Damage: 200/300/400/500 ( 380/480/580/680)



Damage on enemies is blocked. Heal on allies is not.


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modifier_keeper_of_the_light_spirit_form_illuminate: Dispellable with death only.

Ezalor’s hidden light reveals itself in marvelous fashion.

Release Illuminate (Spirit Form)


Release the channel early.

Cast Animation: 0+0.53


Weakens an enemy’s magical resistance, and applies a slow that increases in strength the more the target moves.

Cast Animation: 0.2+1.24

Cast Range: 700/750/800/850

Magic Resistance Reduction: 15%/20%/25%/30%

Moved Distance as Move Speed Slow: 4%/5.5%/7%/8.5%

Duration: 7

 Number of Charges: 2

 Charge Replenish Time: 23/20/17/14

23/20/17/14 0)



modifier_keeper_of_the_light_radiant_bind: Dispellable with any dispel.


  • Checks the target’s current position once upon cast and then in 0.1-second intervals, resulting in 71 checks.
  • For each 10 distance moved, the slow value increases by 1.5%/2%/2.5%/3%.
  • On each check, it compares the target’s current position with its position on the last check and updates the slow value if the accumulated distance exceeds 10.
  • If the target moved a distance greater than 1300 between a check, the slow value is not increased.
  • This is how strong the movement speed slow is when the affected unit travels certain distances:
    • 100 Distance: 4%/5.5%/7%/8.5% movement speed.
    • 300 Distance: 12%/16.5%/21%/25.5% movement speed.
    • 600 Distance: 24%/33%/42%/51% movement speed.
    • 900 Distance: 36%/49.5%/63%/76.5% movement speed.
    • 1200 Distance: 48%/66%/84%/102% movement speed.
    • 1500 Distance: 60%/82.5%/105%/127.5% movement speed.
  • There is no cap to the slow value, it can continue to grow indefinitely. The status debuff’s description shows how strong the slow currently is.
  • The particle effects get stronger the higher the slow gets, capped at 100% slow. The volume of the sound effect on the target increases while moving.
  • Reduces most enemy heroes’ total magic resistance to 14%/10%/6%/2%.
  • During Spirit Form, Solar Bind has a cast range of:
    • Level 1: 825/875/925/975 cast range.
    • Level 2: 950/1000/1050/1100 cast range.
    • Level 3: 1075/1125/1175/1225 cast range.

Restores mana to the target unit and reduces cooldowns of all abilities currently on cooldown by a fixed amount.

Cast Animation: 0.3+1

Cast Range: 900

Mana Restored: 100/180/260/340

Current Cooldowns Reduction: 3/4/5/6

18/16/14/12 14/12/10/8)

In the same vein, Ezalor bestows his harmony among others.


  • ↓↓ Double-tapping automatically targets self.
  • Only reduces cooldowns of every non-ultimate ability, including passive abilities.
    • Also reduces the recharge time of currently recharging charge-based abilities.
  • During Spirit Form, Chakra Magic has a cast range of 1025/1150/1275.
  • With the level 20 talent, Chakra Magic applies a basic dispel on the target upon cast.

A blinding light flashes over the targeted area, knocking back and blinding the units in the area, causing them to miss some attacks. Knockback is 400 range over 0.4 seconds,

Cast Animation: 0.3+1.07

Cast Range: 600

Radius: 600

Knockback Distance: 400

Damage: 100

Miss Chance: 40% ( 70%)

Knockback Duration: 0.4

Miss Duration: 4

 Stun Duration: 1.2



Knockback and blind persist if debuffs were placed before spell immunity and when not dispelled.


modifier_blinding_light_knockback: Dispellable with any dispel.

modifier_keeper_of_the_light_blinding_light: Dispellable with any dispel.

modifier_bashed: Dispellable with strong dispels.

The Primordial light turns the tides of battle in favor of Ezalor and his allies.


  • Only available during Spirit Form.
  • Knocks units back at a speed of 1000. Knockback distance is always 400, no matter how far the unit is from the center.
  • Units are not disabled during the knockback. They can still turn, attack, cast abilities and use items. Channeling abilities are not interrupted.
  • Can push units over impassable terrain. Destroys trees enemies come in contact with during the knockback.
  • Blinding Light first applies the debuff, then the stun, and then the damage.
  • Blinding Light’s blind uses pseudo-random distribution.
  • During Spirit Form, Blinding Light has a cast range of 725/850/975.

Summons Ignis Fatuus at the targeted area. Alternates on and off, drawing enemies closer with its mesmerising flicker.

Cast Animation: 0.1+1.27

Cast Range: 800

Radius: 725

Attacks to Destroy: 6

Enemy Pull Speed: 60

Number of Flickers: 5

Initial Delay: 1

Off Duration: 1.85

On Duration: 1.3

Wisp Duration: 14.9

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modifier_keeper_of_the_light_will_o_wisp_aura: Undispellable. Persists death.

modifier_keeper_of_the_light_will_o_wisp: Dispellable with strong dispels.

Ability Draft Notes:

Though he would not claim to ‘know’ them, Ezalor holds an uncanny influence over many powerful creatures always willing to come to his aid.


  • Requires Aghanim’s Scepter to be unlocked.
  • The wisp starts flickering 1 second after cast, and then every 3.15 seconds, up to 5 times.
  • While flickering, moves enemies towards the wisp, and locks their facing angle on it. Does not disable enemies in any other way.
  • Only attacks from heroes (including clones, excluding illusions and creep-heroes) can damage the wisp.
  • Destroys trees within the radius upon cast, and within 150 radius around affected enemies at the end of the pull.
  • Multiple instances of Will-O-Wisp work independently from each other.
  • During Spirit Form, Will-O-Wisp has a cast range of 925/1050/1175.

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.

Cast Animation: 0.3+1.17

Cast Range: Global

Teleport Delay: 3




modifier_keeper_of_the_light_recall: Dispellable with any dispel.

Ability Draft Notes:

Ezalor temporarily turns his body luminescent, gaining bonus movement speed, cast range, grants the Blinding Light ability, and allows Illuminate to be channeled by a separate spirit and heal allies.

Cast Animation: 0+1.46

Move Speed Bonus: 15%/20%/25%

Cast Range Bonus: 125/250/375

Illuminate Damage as Heal: 30%/45%/60%

Duration: 40 ( 55)



Grants a new ability during Spirit Form: Recall.


modifier_keeper_of_the_light_spirit_form: Dispellable with death only.

In a flash of light, Ezalor reveals his true nature.


  • Spirit Form interrupts Ezalor’s channeling abilities upon cast.
  • When Spirit Form expires while a spirit is channeling Illuminate (Spirit Form), it is released instantly.


Recent Changes[]

Recommended Items[]

Starting items:

Early game:

  • Tranquil Boots gives Keeper of the Light more movement speed for little expense. The passive regeneration keeps his health at full, allowing him to be self-sustaining as he can replenish his mana with Chakra Magic.

Mid game:

Late game:

Situational items:






  • 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 Gandalf 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 ▶️You shall not cast!” is a reference to one of Gandalf’s most famous quotes: “You shall not pass![1]
    • The unused Mana Leak cast line ▶️Run! Run, I say!” is a reference to another one of Gandalf’s famous quotes: “Fly, you fools![2]
    • The respawn lines ▶️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 ▶️Kundalini!” and ▶️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, Chaos Knight, Keeper of the Light, and Io together represent the four fundamental forces of the universe with Keeper of the Light representing the weak nuclear force, the force responsible for the light of stars and suns, including the sentient sun Phoenix.
    • His Solar Bind and Mana Leak abilities reflect his theme of radioactive decay. As the name implies, it is the decay of an unstable atomic nucleus by radiation, the transmission of energy. Hence, the spell’s ability to drain move speed or mana (energy) when an opponent moves (transmission).
    • Enigma’s lines upon killing him further reinforces this when he says ▶️Ezalor, your decay is now complete.” and ▶️Ezalor, the weak and infirm.” which references radioactive decay and the weak force itself, respectively.
  • The rivalry line ▶️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 ▶️I’ll tell thee everything I can, there’s little to relate.” and ▶️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.[3]
  • His rare line ▶️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.


  • Splash artwork

  • Concept art

  • Meepo, Keeper of the Light and Templar Assassin cartoon art

  • Ability icon progress

  • Hero icon progress



Scores: 4.9 (15 votes)