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Ezalor


Ezalor The Keeper Of The Light

Summon Keeper of the Light

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

Learns Illuminate, Mana Leak, Chakra Magic and Spirit Form

Attack range of 600
Movement speed of 315

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HERO INFORMATION

Affiliation: Sentinel
Role: Push, Gank, Lane Control, Support
Tavern: Sunrise Tavern (Teal)

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Ezalor, the Keeper of the Light

Starting Hitpoints: 454
Starting Mana: 286
Starting Damage: 38 - 54
Starting Armor: 1.1

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HERO ABILITIES

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Illuminate

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.

Level 1 - Can be channeled for 2 seconds, maximum range is 500.
Level 2 - Can be channeled for 3 seconds, maximum range is 600.
Level 3 - Can be channeled for 4 seconds, maximum range is 700.
Level 4 - Can be channeled for 5 seconds, maximum range is 800.

This is by far, the single best farming and pushing skill in the game. At early levels, it might seem like crap, but trust me, it's very strong late game. And, before I forget to mention, it is a multi-purpose skill. Not only does it destroy creep waves in a matter of seconds, but it also illuminates the area around the orb (no, not around Ezalor) and around the wave. The longer you channel, the longer it travels, and the larger area it reveals. Length scales by 500/600/700/800 units. Can be Discharged, releasing the wave instantly. It is great at jungling, since you can hit creeps with it, they will wake up, but will not attack, as long as you are out of their acquisition range. I should also point out, that the Energy Globe is the actual caster of the spell, Ezalor only channels to keep it alive. Therefore, the wave will shoot straight from the globe, and not from Ezalor. As of 6.55, the globe always appears directly in front of Ezalor, and never at the target point (unless you target it directly in front of Ezalor).

Casting Range is 230.
Casting Time is 2-5 seconds.
Duration is 2-5 seconds.


Cooldown: 10 seconds
Mana Cost: 150
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Mana Leak

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 lose all its mana, it gets paralyzed while it repairs the bond.

Level 1 - Lasts 5 seconds, 3.5% of their manapool per 100 units, 1.25 second stun
Level 2 - Lasts 6 seconds, 4% of their manapool per 100 units, 1.5 second stun
Level 3 - Lasts 7 seconds, 4.5% of their manapool per 100 units, 1.75 second stun
Level 4 - Lasts 8 seconds, 5% of their manapool per 100 units, 2 second stun

A great skill, that heavily disrupts an enemy heroes' mana pool, granting Ezalor even more lane control. Basically, it works like a Mana Rupture, but, if an enemy hero loses all his mana, he will get stunned. Great setup for Illuminate. Can be removed by purge, and is blocked by Linken's Sphere.

Duration is 5/6/7/8 seconds (debuff) and 1.25/1.5/1.75/2 seconds (stun).
Casting Range is 550/700/850/1000.


Cooldown: 20 seconds
Mana Cost: 75

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Chakra Magic

Channels chakras through a friendly unit, creating a surge of mana.

Level 1 - Restores 75 mana.
Level 2 - Restores 150 mana.
Level 3 - Restores 225 mana.
Level 4 - Restores 300 mana.

By far my favourite supporting skill. So simply, yet so effective. All it does is instantly replenish a target's mana. The mana scales up from bad to fantastic, so it's 100% worth leveling. What's probably my favourite part about this, is that it replenishes mana for Illuminate, giving you an unlimited supply of Illuminates. However, the Mana cost of 45/55/70/85 has it increase your current mana by only 30/95/155/215. Therefore, it creates a common mistake that "Chakra Magic = 2x Illuminate".

Casting Range is 900.


Cooldown: 19/18/17/16 seconds
Mana Cost: 45/55/70/85

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Spirit Form

Ezalor turns his body luminescent temporarily. His mastery of the light becomes so powerful that he can freely cast Illuminate without channeling, cast a brilliant light that blinds foes, and a teleport allies from anywhere to his side at light speed.

A highly underused skill. People often see it as the crappiest ultimate ever, but I beg to differ. Not only are Blinding Light and Recall phenomenally good skills, but Illuminate works fantastically since you don't have to channel it. Other than not having to channel Illuminate and gain Blinding Light and Recall (see below) there is no difference. Illuminate can still be discharged. The Cooldown is not the only thing that is changed. The two sub-spells are changed as well.

Cooldown: 80/70/60 seconds.
Mana Cost: 100

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Ezalor in Spirit Form

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Recall

Target an allied hero. Teleports that hero to your location. If the target takes player based damage during this period, this ability is interrupted.

Level 1 - 5 second delay.
Level 2 - 4 second delay.
Level 3 - 3 second delay.

Very underused, and very rarely used to its full potential. Not only is Recall a great spell for saving thy ally, but it is also great for setting up ganks. Oh, and if you haven't understood, it teleports an allied hero next to Ezalor. The allied hero must not take damage from an enemy player or the spell will be disabled. Scourge and Sentinel damage do not count as player damage.

Cooldown: 40 seconds.
Mana Cost: 100

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Blinding Light

Blind nearby units, causing them to miss 80% of the time.

Level 1 - Lasts 3 seconds.
Level 2 - Lasts 4 seconds.
Level 3 - Lasts 5 seconds.

So, you just target a massive Area, and all units in it will miss the hell out of themselves. Also slightly knocks the targets back.

Cooldown: 20 seconds.
Mana Cost: 50

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SKILL BUILD

The Supporter Build

The supporter build should be used when you have enough pushers and gankers, and you need more support on your team, rather than Lane Control. If you don't like supporting your team, and would rather have global lane control, than I recommend using the Pusher build (see below). I recommend using this build over the Pusher Build or the Disabler build.

Level 1 - Mana Leak
Level 2 - Chakra Magic
Level 3 - Illuminate
Level 4 - Chakra Magic
Level 5 - Chakra Magic
Level 6 - Illuminate/Spirit Form
Level 7 - Chakra Magic
Level 8 - Mana Leak
Level 9 - Illuminate
Level 10 - Spirit Form/Illuminate
Level 11 - Spirit Form
Level 12 - Illuminate
Level 13 - Mana Leak
Level 14 - Mana Leak
Level 15 - Stats
Level 16 - Spirit Form
Level 17-25 - Stats

One level of Illuminate is taken early for extra lane control. Chakra Magic is a no-brainer later on, and Mana Leak is gotten for more ganking power. Spirit Form is delayed because the only use you have when supporting is Recall, and ganks don't usually happen as much until level 10, but one level is acceptable before.

The Pusher Build

The Pusher build should be used when your team doesn't have too many lane controllers, yet a decent number of supporters. It is based on Illuminate and Chakra Magic, and should be used in solo or duel lanes (but hardly ever in tri-lanes). If you prefer Supporting, then I recommend looking at the Supporter Build (above). I recommend using the Supporter Build over this one.

Level 1 - Illuminate
Level 2 - Mana Leak
Level 3 - Illuminate
Level 4 - Chakra Magic
Level 5 - Chakra Magic
Level 6 - Illuminate/Spirit Form
Level 7 - Illuminate
Level 8 - Mana Leak
Level 9 - Chakra Magic
Level 10 - Spirit Form/Illuminate
Level 11 - Spirit Form
Level 12 - Chakra Magic
Level 13 - Mana Leak
Level 14 - Mana Leak
Level 15 - Stats
Level 16 - Spirit Form
Level 17-25 - Stats

Illuminate is maxed out with Chakra Magic to push lanes, and to keep your own mana pool balanced (kinda' selfish, but not many people will mind). Mana Leak is slightly delayed because by level 8 you get some tough heroes in your lane (in most games) and you'll need to deplete their mana as quickly as you can so that you don't lose your lane. Spirit Form is delayed until 10 because it doesn't help your pushing much, but one level is acceptable if you're constantly on the move between lanes and neutral creep camps.

The Disabler Build

The disabler build should be used when you don't wish to focus on neither supporting your allies, or pushing into enemy bases, but rather setting up (and eventually getting) kills. The main focus of this build is stuns and debuffs, which can be achieved by using Mana Leak efficiently and often, as well as Blinding Light.

Level 1 - Mana Leak
Level 2 - Chakra Magic
Level 3 - Chakra Magic
Level 4 - Mana Leak
Level 5 - Mana Leak
Level 6 - Spirit Form
Level 7 - Mana Leak
Level 8 - Chakra Magic
Level 9 - Illuminate
Level 10 - Chakra Magic
Level 11 - Spirit Form
Level 12 - Illuminate
Level 13 - Illuminate
Level 14 - Stats
Level 15 - Illuminate
Level 16 - Spirit Form
Level 17-25 - Stats

Mana Leak is taken early if you are laning with spellcasters who maintain good lane control, and you just can't take that. The stun will also come in handy, but it's too small to make any ganks. Chakra Magic later is for more mana during ganks. Spirit Form is a must taker, since with this build, you're going to make a lot more ganks, and you'll need Recall and Blinding Light very much. Illuminate is delayed a lot, since, even though it might help your lane control, you won't need it with this build, and late-game you'll be clearing lanes really fast.

Core Build

The Core Build is the Basic build for Ezalor, no matter what skill build you chose. As on most heroes, you must start off with stat items.

Early-Game I like Bracers, since they give you the Strength you need to stay in a lane. Get a Mantle for the mana boost, and a Magic Stick, since you'll want to get as much Mana and Health regenerated as possible, and the Magic Stick enables you to do so.
Mid-Game, you keep the two Bracers. However, you do get your handy Boots of Speed, which you will require, since Ezalor has a pretty low Base Speed, for someone as fragile as he is. Perservance is got for the superb regeneration it gives, and finally, you'll need Mekansm for the Area of Effect Heal, plus the great armor support. And finally, Mystic Staff will be bought for a later-formed Scythe of Vyse. Personally, I recommend keeping Magic Stick, but if that's not working for you, then just sell it and buy a Mystic Staff. You've gotta' learn to adapt to the situation. In case you already have one or two heroes that need on your team, I recommend getting Staff of Wizardry instead of Mystic Staff (for Necronomicon).
Late-Game, you'll need to keep your mana and Hit Points balanced, since no one likes a feeding support hero. That's why I recommend getting Guinsoo's Scythe, so that you can get yourself out of tough situations, and can be a great setup for Illuminate. Naturally, Boots of Travel is a good choice, and your allies won't need to get 'em since you could Recall them. Once again, if you have enough Guinsoo-wielders on your team, I recommend getting Necronomicon but you should take it over Guinsoo in case of invisibility or whatever. I recommend reading the Necronomicon guide linked several sections below. Perseverance should also be disassembled, using the Void Stone for Guinsoo, and you can just keep the Ring of Health.

Luxury Items

Linken's Sphere is great for when your enemies have some good disablers. Plus it has some nice regenerating effects, and serves as a Perseverance upgrade.
Eul's Scepter of Divinity is also nice, since it is a perfect setup for Illuminate. You can also Recall your teammates while your target is in a tornado.
Eye of Skadi is a pretty good choice, since it gives you great stats, plus you can really use the slow as a decent disable when chasing via Illuminate.
Shiva's Guard - once again, I have to mention the great stats, and the Arctic Blast spell. And, once again - very nice setup for Illuminate. And, hell, maybe even Mana Leak.

Items that should be considered

Couriers are quite necessary for Ezalor. I wouldn't put them at top priority, but you can stay in a lane for a long time, and Couriers can get you items without you having to run from base to lane. I recommend upgrading to a Flying Courier, as Ezalor can easily afford it, and it gives massive map vision, which help with Illuminate.
Bottle is great if you want to stay in a lane. Since Ezalor is the main target in a lane due to his great lane control, this will help you when you are on low Hit Points and Mana.
Wards are very useful for ganks, because of Ezalor's Illuminate. Even though it gives you great vision, you can afford the luxury Wards, and they give you vision of stationary enemies, that have little chance to dodge your blast.

Rejected

Hand of Midas... I've seen Ezalor with a Hand of Midas more than once, and I do not approve of this. This is an enormous waste of your gold, since you can farm better with one Illuminate blast, rather than 10 Transmutes (the Hand of Midas spell).
Arcane Ring is another overused item on Ezalor. It's true that you can afford it, but the main purpose of this is the Mana Regeneration, which can easily be replaced by the much more powerful Chakra Magic. I do not approve of this on Ezalor either.

HERO SYNERGY

I'm sure you're all familiar with this part. It's where I tell you which heroes go good with Ezalor, and which heroes kick his butt. Well, you know what to expect, so here it goes.

Good Allies

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Vengeful Spirit
The Vengeful Spirit can really help you set up Illuminate, and she can swap the enemy into danger, while you cast Mana Leak, making death inevitable.

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Crystal Maiden
The Crystal Maiden has very useful spells, and some insane disables. She has slow, stun, and AoE slow. All of those go well with Illuminate, plus her ultimate forces enemies to move away from her, while you leak their mana away. Both of you have mana regenerating spells, so it's very easy to keep mana balanced.

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Naga Siren
Slithice has great disables. Ensnare is completely unavoidable, which gives you enough time to channel Illuminate and enjoy your enemies' HP drop. Her being the incredible pusher she is because of Song of the Siren, it gives you some time with enemy creeps, and enough time to recall your allies.

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Earthshaker
Raigor is by far Ezalor's best ally possible. He has impeccable stuns, and he can deal insane damage if he has the mana, and you can get him that mana with Chakra Magic.

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Treant Protector
Can I just say - Overgrowth + Illuminate = x.x

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Admiral Proudmoore
You completely synergize with Admiral Proudmoore. Mana Leak + Torrent forces them to move, X Marks the Spot + Illuminate owns anyone, Blinding Light + Ghost Ship deals really great damage, great debuffs, and Blinding Light sets up Ghost Ship.

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Pit Lord
Azgalor's heavily overpowered AoE disable synergizes with Illuminate, as does Mana Leak with Firestorm. Plus you both have Teleports!

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Faceless Void
Darkterror's Chronosphere is so strong with Ezalor, that it actually enables him near full chanelling of Illuminate to all helpless enemy heroes (and units) trapped inside.

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Invoker
Kael has so many spells, that it's hard to tell which synergizes with Ezalor the most. Perhaps they'll enjoy getting their HP raped or escaping from it at the risk of their mana. Or perhaps they'll want to lose their Mana either way with EMP? No one knows...

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Anti-Mage
They can either stay and watch their Hit Points drop to 0 in a second, or move, and watch their mana drop to 0, as the highly-annoying Mana Void animation rips them apart.

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Witch Doctor
Cast Mana Leak, and Vol'Jin casts Maledict and then Death Ward. They die anyway, so there's no real choice.

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Shadow Shaman
Well, your skills synergize a lot with Rhasta's. Shackle the target, Hex (both while Ezalor is channeling Illuminate), then Mana Leak and Mass Serpent Ward. Enjoy the slaughter!

Potential Enemies

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Lord of Olympia
Zeus has such a high spellcasting range that he doesn't need to move to kill you. As for the stun, it makes no difference to him.

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Silencer
Nortrom is a real pain in the ass. Last Word is what really destroys you. You can't make any combos, so there's no point in playing against him.

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Demon Witch
Lion completely empties your mana pool, while still ripping your limbs off.

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Invoker
See Demon Witch - completely empties your mana pool, while still ripping your limbs off.

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Admiral Proudmoore
Captain Obvious is as much your enemy as he is your ally. He doesn't need to stay in range - he can just cast Ghost Ship and half of your HP is gone.

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Obsidian Destroyer
He deals so much damage, that you won't last enough to cast Mana Leak.

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Sacred Warrior
Huskar doesn't even need mana, so it makes no difference to him if it's gone.
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REPLAYS

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Pushing and Usage of Terrain

Discussion Link

Personally, I think Ezalor didn't do a very good job. I mean, it was good, but he could have done better. He got some great items (Mekansm, Boots of Travel and Guinsoo), so he could have of great benefit to the team. Sadly, he wasn't, as his teamwork was very poor. I should probably say that it was unnecessary to get Mekansm, since Lich would have been better off with it, and he messed up Lich's build. Early game, he lanes with Death Prophet, so they pull of some great combos against Lion and Meepo. He made some mistakes, such as when chasing Meepo, and eventually getting killed, while Meepo survived on low HP. Later in the game, ruSSian_ruSheR [Ezalor] does some nice combos with his other teammates, after Krobelus leaves the game. Late-game he uses Mana Leak a lot, and the stun help a lot when chasing. He made great use of the environment, and made some escapes that I suggest paying special attention to. Mainly, this is the supporting Ezalor, and he got 14 assists, a few kills, and, sadly, a large amount of deaths. Somehow though, he kept a better score than Dragon Knight. That covers the gameplay part. What I really want you to pay attention to here is the pushing and terrain abuse. Ezalor managed to push the lanes very well, and pulled off some great terrain tactics.

Utilizing spells: Decent
Illuminate: Some nice usages against the opposing team, though he never used to for the vision, but rather for the damage, which benefits pushing. 6/10
Mana Leak: No early-game uses, though it's most likely because he hadn't learned it yet. Late-game, there were some wonderful usages of Mana Leak, and I was quite impressed on how he pulled it all together. 8/10
Chakra Magic: He used this spell very often, though mainly on himself, despite not actually using up that much mana. His allies needed a lot of refills, and more than once, and, I think Lich and Necrolyte needed it a lot more than he did. 4/10
Spirit Form: His usage of Spirit Form was indeed bad. He never used it in the right situations, planted some fairly bad Illuminates, and never even cast Blinding Light or Recall, though there were moments when his allies could have used them. Like I said, I'm not at all satisfied with his usage of Spirit Form. 3/10

Terrain Abuse: Great
Fog of War: Abused Fog of War very nice, and managed to pull of some sneaky Illuminates with it. I must say, I was quite impressed with this. 6/10
Cliffs: No abusage of cliffs, though he never really had a chance to. The one abuse he made was using Illuminate near the enemy protector, though it missed nonetheless. N/A
Trees: There was some decent abusage of the trees. He used them as passages to escape or chase, and that's a nice tactic. I was most impressed mid-late game when he managed to escape from Meepo by abusing trees and teleporting to the fountain. 7/10

Teamwork: Decent
Necrolyte: I don't think they even saw each other in the game, much less Ezalor helping him. Though he did assist a lot with Illuminate and Mana Leak, he did no support to Necrolyte (as I can recall). 5/10
Lycanthrope: As with Necrolyte, they met once or twice, but that was about it. He helped by healing his wolves with Mekansm, and that is much more useful than most people think. Also helped land a few kills with Mana Leak. 6/10
Lich: I was very disappointed at his teamwork with Lich. He was stubborn to get Mekansm instead of him, while Lich could have been better of with it rather than Ezalor. It actually looked to me like they had a rivalry, and they didn't pull of many combos (though Ezalor did manage to gank Dragon Knight a few times with Lich) 2/10
Death Prophet: Wonderful teamwork between these two. They did fantastic combos, and made great lane partners. They set up a lot of kills, though they really didn't kill much, but rather go killed. 8/10

thx to 1st post
Dark Rogue@dota-allstars.com

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