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Ezalor - The Keeper of the Light
Range: 600 | Move Speed: 315
Primary: INT
Str: 16 + 1.8 | Agi:
15 + 1.6 | Int: 22
+ 2.8
Damage: 38 – 54 | HP: 454
| Mana: 285
HP Regen: 0.73 | Mana Regen:
0.89
Attack Speed: 1.48 | Armor:
1 |
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Illuminate (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.
Level 1 - Channels up to 200 damage and 800 range.
Level 2 - Channels up to 300 damage and 800 range.
Level 3 - Channels up to 400 damage and 800 range. Level 4 - Channels up to 500 damage and 800 range.
Mana Cost: 150
Cooldown: 10 seconds
Comment: One good thing about Ezalor is the flexibility of his skills. Since illuminate's damage is dependent pf how much you charge it, you can adjust the damage depending on use. Needless to say, at max level you are one of the most efficient farmers, harassers and pushers in the game. Explained in detail a bit later.
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Mana Leak (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.
Level 1 - Lasts 5 seconds, 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
Level 2 - Lasts 6 seconds, 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
Level 3 - Lasts 7 seconds, 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 Level 4 - Lasts 8 seconds, 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 Mana Leak cast range (550/700/850/1000)
Mana Cost: 75
Cooldown: 20 seconds
Comment: This skill makes you a problem that will need to be dealt with in many aspects of the game especially in clashes, chases and team battles. This puts out of commission quite a lot of heroes such as Sandking, heroes with blink dagger such as Treant, Raigor, Panda and the like and even the int - feared Magina given that you time this well. Explained in detail later. |
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Chakra Magic (C)
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
Mana Cost: 40/55/70/85
Cooldown: 19/18/17/16 seconds
Comment: This pretty much assures you of unlimited illuminates early to mid game. The reason why I get this 3rd level first before illuminate's is that the 300 daamge at level two is usually enough to harass. This also makes it easier to last hit creeps due to the damage bonus. This restores mana to your allies as well as give them bonus damage - good for supporting high attack speed characters dependent on some mana such as Viper and Clinkz. |
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Spirit Form (F)
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.
Morphs into a new unit for 40 seconds.
Level 1 - n/a
Level 2 - n/a
Level 3 - n/a
Extra Spells:
Blinding Light (B)

Description: Blinds nearby units, causing them to miss 80% of the time for 3/4/5 seconds.
Cooldown: 20
Mana Cost: 50
Recall (R)

Description: Target an Allied Hero. Teleports the hero to your location after 5/4/3 seconds. If the target takes player based damage during this period, the ability is interrupted.
Cooldown: 40
Mana Cost: 100
Mana Cost: 100
Cooldown: 80/70/60 seconds
Comment: With Aghanim's Scepter this becomes a very decent pushing skill. The balls are hard to kill, they make creeps tougher due to the healing priests and MOST OF ALL they can teleport to a different location -avoiding hero damage and continue their pushing elsewhere. Ouch! |