Keeper of the Light

Ezalor

  • Strength

    14+1.8

  • Agility

    15+1.6

  • Intelligence

    22+2.8

Advanced Statistics

Damage: 38-54 Armor: 1
Movespeed: 315 Attack range: 600
Attack speed: 1.7 Health: 416
Health per level: 19 Mana: 286
Mana per level: 26

Bio

The Lord of light and master operating mana, Ezalor was once a scholar, and was rated as a great mentor. However, his defection and betrayal of the allies during the war of the Magi sentenced him to exile in the Kingdom of the spirit forever. Knowing the great power, the Sentinel granted him a corporeal form within the physical world in exchange for an Alliance against the Scourge. Ezalor bravely bears the burden of support for the allies despite the treacherous past that we know quite a few.

Abilities

Illuminate

Illuminate



Creates a ball of light energy, gaining strength with time. The ball deals damage and gives vision. When the mage releases the ball, he deals damage in a straight line, temporarily revealing the fog of war. The longer the ball is created, the more damage it will cause. The ability to improve an artifact Aghanim's Scepter: heals allies for 100% of its damage values during daytime.

Cast range: 2000
Duration: 2 / 3 / 4 / 5
Maximum damage: 200 / 300 / 400 / 500
Maximum health regeneration Aghanim's Scepter 200 / 300 / 400 / 500
Requires mana 150 / 160 / 170 / 180
Cooldown: 10

Notes:
— Damage type: magical.
— Damage is blocked by spell immunity, the treatment will not.
— The ability to interrupt, but if you are in Spirit Form, the ability is not interrupted. This means that Ezalor can act independently. But at the same time, it can release the wave prematurely.
— Checks the current day after releasing the wave. Cannot heal during the night, Darkness and Eclipse.

Mana Leak

Mana Leak

Weakens an enemy's magical essence, causing them to lose 5% of mana while moving for every 100 units If the enemy loses all its mana, it gets stunned.

Duration: 5 / 6 / 7 / 8
Stun: 1.5 / 2 / 2.5 / 3
Requires mana: 75
Recharge: 16 / 14 / 12 / 10

Notes:
— Locked invulnerability spell.
— Blocked by Linken's Sphere.
— If you apply for a unit without manapul, the ability will immediately stun him.

Chakra Magic

Chakra Magic

Opens the chakras of the friendly unit, causing a burst of mana.

Cooldown reduction following spells: 2 / 3 / 4 / 5
Duration: 12
Mana recovery: 75 / 150 / 225 / 300
Requires mana 40 / 80 / 100 / 120
Recharge: 19 / 18 / 17 / 16

Notes:
— Buff cannot be placed on allies immune to spells.
— May be superimposed on units without a mana pool, but doesn't give them any mana. Cooldown reduction works.
— When using a buff the first ability that is on cooldown, it reduces your recoil. Subsequent cooldown abilities do not decrease.

Spirit Form

Spirit Form



Temporarily makes your body glow, which gives him different abilities. The spell Illuminate in this form creates a separate spirit. Ezalor also gets the ability Blinding Light and Recall. The ability can be improved artifact Aghanim's Scepter: provides permanent Spirit Form. In the daytime, provides unobstructed vision, and allows the Illuminate to heal allies.

Duration: 40
Duration with Aghanim's Scepter: constantly
Requires mana: 100
Recharge: 80 / 70 / 60

Notes:
— Not blocked by invulnerability spell.
— When passive ability and cannot be disabled using the break.
— Illusions do get Spirit Form only if you have Aghanim's Scepter, but don't get the unobstructed vision.
— Spirit Form spell to interrupt spells when you use Ezalor.
— Keeper of the Light loses its Spirit Form after death. In the presence of Aghanim's Scepter form is not lost.
— After buying Aghanim's Scepter Keeper of the Light can't throw it away or sell it.

Recall

Recall



After a short delay, teleports the targeted friendly hero to your location. If the specified ally takes damage from an enemy hero while casting the ability is interrupted. The ability appears when you activate ultimate.

Cast range: global
Delay until deportazii: 5 / 4 / 3
Requires mana: 100
Recharge: 15

Notes:
— Not blocked by invulnerability spell.
This ability rasplachivaetsya when using Spirit Form.
— The damage itself does not negate the effect, only damage from enemies (except damage is marked as a reduction of health).

Blinding Light

Blinding Light



A blinding light flashes in the target area, knocking back and blinding nearby enemy units, causing them to miss attacks with 80% chance.

Duration of penalties: 4 / 5 / 6
Requires mana: 50
Recharge: 20 / 16 / 12

Notes:
— Locked invulnerability spell.
This ability rasplachivaetsya when using Spirit Form.
— The ability does not interrupt the reading of the spells of enemies.
— Can be used on impassable terrain.
For 0.4 seconds repels units of capacity. Target downed trees depending on the landing site.