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.
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.
- Damage type: magical
- 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
Level
Mana Cost
Cooldown
Casting range
Area of Effect
Duration
Allowed Targets
Effects
1
75
20 seconds
550
N/A
5 seconds
Enemy Unit
Drains 3.5% of max mana per 100 units the target moves. If the mana pool of the target is depleted, slows by 60% for 2 seconds
2
75
20 seconds
700
N/A
6 seconds
Enemy Unit
Drains 4% of max mana per 100 units the target moves. If the mana pool of the target is depleted, slows by 60% for 2 seconds
3
75
20 seconds
850
N/A
7 seconds
Enemy Unit
Drains 4.5% of max mana per 100 units the target moves. If the mana pool of the target is depleted, slows by 60% for 2 seconds
4
75
20 seconds
1000
N/A
8 seconds
Enemy Unit
Drains 5% of max mana per 100 units the target moves. If the mana pool of the target is depleted, slows by 60% 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.
Chakra Magic
Level
Mana Cost
Cooldown
Casting range
Area of Effect
Duration
Allowed Targets
Effects
1
40
19 seconds
900
N/A
N/A
Allied units / Self
Restores 75 mana
2
55
18 seconds
900
N/A
N/A
Allied units / Self
Restores 150 mana
3
70
17 seconds
900
N/A
N/A
Allied units / Self
Restores 225 mana
4
85
16 seconds
900
N/A
N/A
Allied units / Self
Restores 300 mana
- Cannot target allies with magic immunity.
Spirit Form
Level
Mana Cost
Cooldown
Casting range
Area of Effect
Duration
Allowed Targets
Effects
1
100
80 seconds
N/A
N/A
40 seconds
N/A
Morph into Spirit Form, gain automatically charging Illuminate, Recall, and Blinding Light abilities
2
100
70 seconds
N/A
N/A
40 seconds
N/A
Morph into Spirit Form, gain automatically charging Illuminate, Recall, and Blinding Light abilities
3
100
60 seconds
N/A
N/A
40 seconds
N/A
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.