Improving your KotL gameplay
With strong natural defensive push and abilities to constantly frustrate his enemies, Keeper of the Light is a very versatile position 4/5 support that strengthens mana dependant heroes on his own team while also denying the enemy of their own mana pools. A fast hero that can roam with certain builds or support from the back line with others, let’s discuss what makes KotL such a strong hero both defensively and aggressively.
A summary of KotL’s strengths
Wither rather low health pool as one of his major weaknesses, KotL more than makes up for it with his quick natural movement speed and generally long range of his spells. A back liner that provides tremendous healing once Aghanim’s Scepter is purchased, KotL’s early game is still strong with levels in Mana Leak for roaming - denying enemy movement in the form of a mana drain with an eventual stun once their pool is empty. The strength of this skill alone is enough harassment if followed up by auto attacks from other allies, an easy lane winner to those reliant on mana and an annoyance to deal with in teamfights if you find your movement hampered by Mana Leak.
Blinding Light is a surprisingly versatile ability as it does two major things - forcibly changing the position of enemies (in similar ways as Batrider’s Flamebreak or a Force Staff might) and the miss chance applied to those same enemies affected by the knockback. With such a high percentage of miss chance (80% at all levels), the spell is extremely effective against all enemy cores that heavily rely on auto attacks as their main source of damage, not to mention the knockback of the cast is doubly frustrating to short range or melee heroes that require to be within range.
Credit to artist biggreenpepper
Tips and Tricks
- Illuminate timing. When aggressively besieging an enemy base with your teammates, make sure to time your Illuminate (once its max level is reached) at either the 25th or the 55th second. The casting channel will time with the creepwave and deal damage the instant they spawn, making quick work of enemy defensive push.
- Chakra first. Allied heroes that have notoriously low mana pools will benefit from Chakra Magic pre cast on them before they use a spell (as it has a similar interaction to Soul Ring when cast with full mana) and will also make use of the cooldown reduction. Heroes such as Pudge, Slardar, Centaur Warrunner - Strength initiators in general are a good example of this.
- KotL, give mana! Maintaining your teammates’ mana pools, whenever you are in range, is also a great perk up KotL’s sleeve. Constantly give mana when and where you can, even during teamfights as needed to secure your allies from being unable to cast. Mana is the fuel of your teamfight! Have it a high priority and make an effort to constantly remind yourself - your team will appreciate it!
- Blinding Light knockback. Once in Spirit Form, be very aware of the knockback as it can have a negative effect on ally synergy. On an aggressive note, attempting to blast the enemy back towards your own team can be a powerful way to single out a hero to burst down quickly with your teammates, so link up with an ally that stuns and follow up by repositioning them further from their own team.
- Mana Leak + Blinding Light. Once Mana Leak is cast, every unit of movement drains the enemy hero's mana pool - so knowing this and the effect of the Blinding Light knockback, cast both spells to first drain your enemy and then by intentionally pushing them around with forced movement, likely causing the stun to proc once their mana is depleted.
- Chakra before Illuminate. Doing this will give you two casts of Illuminate one right after the other (once Q is maxed out) due to the cooldown reduction of the next spell cast. An efficient way to blast as much heal and damage as possible during the course of a teamfight.
- Positioning. Because of KotL’s low health pool, it’s preferred that you sit behind your teammates, offering a constant supply of mana with Chakra Magic and healing/damage nukes from Aghanim’s Illuminate.
Credit to artist sheron1030
As stated earlier, KotL has rather low health and generally doesn’t build any items to fix this problem other than Aghanim’s Scepter which should be considered his core major item. Build on the hero’s strengths - buffing his already fast movement speed with a casual Wind Lace and Boots of Speed into Tranquil Boots, which makes him incredibly hard to chase down unless a disable or a slow is applied.
Few items are generally required, and although his natural farming ability makes it easy to build into big items, it’s generally not necessary. Positioning is important, so consider a Force Staff along with Eul’s Scepter of Divinity if the situation requires it, as well as a Scythe of Vyse (a late game luxury item if the need arises).
Early game Skill Priorities
As a position 4 or 5 support/roamer, it is always worth it to have an early level in Mana Leak for potential kills in lane, and allowing KotL to play a more aggressive style with his high movement speed. If the potential arises for you to take time farming the jungle, then stacking camps with 2 early levels in Illuminate can be a good way to boost your GPM for your all-important Aghanim’s Scepter, though if needed in lane to contest your enemy or roam with another ally, it’s better to ignore Illuminate altogether in favour for a 0-1-2 build that will better help you and your allies sustain your laning and roaming presence, eventually skilling Illuminate at level 4.
Credit to artist mattlight07
Level 10: +20 Movement Speed or +7 Strength.
The movement speed is highly valued at such an early level because of its amount and how it builds towards the hero’s strength, since KotL is already a naturally fast hero. Also, with an already low health pool, the value of the Strength will unlikely be the answer to any of the problems Kotl might have with tanking damage, since that is the opposite of his role.
- Level 15: -25 Respawn Time or +20% XP Gain
XP gain talents are, obviously, much higher prized when given as early as possible. At level 15 as a support KotL, the game will likely already be in mid/late and less useful than the Respawn time, which will be more beneficial to a low health hero prone to deaths from burst damage.
- Level 20: +7 Armour or +10% Magic Resistance
This type of talent is directly influenced by the type of game you are in and the heroes you’re facing. If the enemy team is high on physical, choose the armour. If there is an abundance of magic spells and nukes, then the resistance should be the higher priority.
- Level 25: +200 Illuminate Damage/Heal or +400 Cast Range
Illuminate is arguably the most important spell of KotL, as it has a dual action of healing plus the nuke damage. Any addition that further strengthens the spell will only serve to make you a stronger hero during teamfighting and defensive/aggressive sieging. Consider the cast range in those rare times when a Scythe of Vyse from very long range is the only way to possibly kill an enemy that is notoriously difficult to kill - Ember Spirit or Slark as examples.
Image credit to Valve (Crucible of Light set)
When to pick KotL and conclusion
As far as team compositions and line ups go, KotL is quite versatile in offering many advantages to your allies and disadvantages to your enemies. Perhaps relatively weaker against natural sources of magic immunity from heroes such as Lifestealer and Juggernaut, KotL can take an aggressive or defensive role based on the spells at his disposal.
Strong against potential pushing teams that contain the common Luna and Shadow Demon combination with a reliance on illusions as Illuminate is somewhat spammable and fantastic for any high ground defence. Also consider the amount of aggression that becomes possible once the vision from a purchased Aghanim's Scepter can give your team - making it a higher possibility to invade the enemy side of the map with one of the best vision carriers in the game second only to Night Stalker.
Low health can also lead to becoming food for enemies, bursting down Ezalor with ease, so keep this in mind during the picking phase, or adjust positioning during teamfights accordingly. A power surge will happen once the Aghs is completed, and that would make most facets of your team function better, with the two abilities permanently unlocked as well as the nuke healing during teamfights, a welcome addition to any team.
LukeSan 27 March 2017, 03:33 17773 0