ezalor the keeper of the light

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    Ezalor, the Keeper of the Light

    by Dark Rogue

    as of v6.59

    http://planetdota.blogspot.com

    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 tothe 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

    __________________________________________________

    HERO INFORMATION

    Affiliation: SentinelRole: Push, Gank, Lane Control, Support

    Tavern: Sunrise Tavern (Teal)

    http://forums.dota-allstars.com/index.php?showuser=905707http://forums.dota-allstars.com/index.php?showuser=905707http://forums.dota-allstars.com/index.php?showuser=905707http://forums.dota-allstars.com/index.php?showuser=905707
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    Ezalor, the Keeper of the Light

    Starting Hitpoints: 454

    Starting Mana: 286

    Starting Damage: 38 - 54

    Starting Armor: 1.1

    __________________________________________________

    HERO ABILITIES

    Illuminate

    Channels a ball of positive energy, letting it build up 100 damage per second. Whenreleased, 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 forgetto 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,

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    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

    __________________________________________________

    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 stunLevel 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, soit'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

    __________________________________________________

    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

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    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

    Ezalor in Spirit Form

    __________________________________________________

    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 youhaven'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

    __________________________________________________

    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 - IlluminateLevel 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

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    Level 11 - Spirit Form

    Level 12 - Illuminate

    Level 13 - Mana Leak

    Level 14 - Mana Leak

    Level 15 - Stats

    Level 16 - Spirit FormLevel 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 FormLevel 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 FormLevel 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

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    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 neithersupporting 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.

    __________________________________________________

    ITEM BUILD

    To make things clearer and save some space, I made an image in MS Paint, that

    should give you the basic idea of the Core Build, and Luxury Items. But, you don't

    have to hold strictly to the build. But, you should try to keep with similar items. As

    always, items like Gems and Wards can be used, so feel free to get them, but only

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    when needed.

    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

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    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 toget '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 ofstationary 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

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    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.

    __________________________________________________

    STRATEGY - ILLUMINATE

    Now we finally come to the fun part - using the actual skills. First off, Illuminate (for

    more spell info, check above). To me, it's a really fun spell to use. Much harder to

    aim than a hook or arrow, considering that it only goes off for a short duration, and

    that it can be evaded easily, but deals enormous damage if it hits successfully. First

    off, let's get to the actual range of Illuminate.

    Actual Range

    This is very often forgotten, even though it is great information to know. The actual

    range that Illuminate travels further than the projectile does. This screenshot should

    give you a basic idea of how long Illuminate travels. I may have miscalculated by a

    millimeter or two, so don't hold me on it.

    Good Placements

    This is just a small section, showing areas are potential Illuminate placements.

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    map by Mikaru-chan, editing by me

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    Over-Cliff Illumination

    This is among the most basic and used forms of Illuminate. Basically, it's shootingthe wave through a cliff, which makes it very good at chasing. However, this can

    also be used to farm without attracting too much attention, and/or get gold very

    quickly. Please, take a look at the screenshot below.

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    Notice how the Illumination Wave goes through both Cliffs and Trees, and finally hits

    its targets. The main purpose of this actual screenshot is for quick farm some gold.

    This form of Illumination can be done in several areas in the map. Sadly, I do not

    have the image of the 6.55 map, therefore I cannot specifically mark the areas of

    the new layout.

    Illumination through trees

    Another highly-common form of Illuminating. This is basically like a regular

    Illuminate, however it is shot through trees. This is harder to aim than Over-Cliff

    Illumination, since trees block vision. However, if you channel the globe near the

    actual trees, then you will be given vision, since Illuminate reveals a nearby area.

    This can be also used to spot nearby enemies hiding in trees. The reason this is

    favored over Over-Cliff Illumination, is that enemies will not be able to see you

    channeling, while they can see it when you are channeling an Over-Cliff Illumination.

    Once again, please look at the screenshot:

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    Observe how it is channeled behind the trees, yet it travels a long distance, so that

    it hits the target. This can be done in almost every single one of the neutral creep

    camps in the jungles. Once again, I do not have the 6.55 layout, so I cannot mark

    the areas where this can be used. Very often, this can result in hitting multiple creep

    camps, as shown below:

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    Notice how the Wave travels through two creep camps. This is the only spot I have

    found, but there are two others, of which I will post screenshots later on. If you are

    having trouble hitting the two creep camps, I recommend using Blinding Light (see

    above).

    Cliff Targeting

    This is a very complicated form of Illumination. It can only be done when standing

    near cliffs, or more specifically, when you are hugging them. This has the Energy

    Globe appear on the cliff above (or below), so it makes the vision increase (if it is on

    a higher cliff), and slightly changes the path of the wave. Take a mental note of the

    picture below, to get a basic idea of what this would look like:

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    I have nothing to add about the screenshot. This form is slightly difficult to pull-off,

    and requires some practice to be mastered. If this is done unsuccessfully, it will

    result in an Over-Cliff Illumination.

    Advanced Displacement

    By far the most complicated form of Illumination. This has the Energy Globe be

    channeled much further than the designated location. I have only found two places

    where this can be used, and the main purpose is to smite enemies that are jungling

    in a certain area of the map. They are marked in these next screenshots, plus they

    shows how it should looks like. Be warned though, that this scares away enemies

    90% of the time, but it travels much further than other forms, therefore, I find it

    very useful.

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    Though it is not technically very hard to target, it is very hard to use properly. I find

    myself having to Discharge the Globe 95% of the time, due to target movement.

    The second image shows the second position, though it very rarely hits a creep

    camp, and depends on the angle.

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    These two places are also near rune spots, which is very, very handy, since youcould send an illusion to fight the enemy while you charge you beam. Also, it can be

    handy to use Invisibility to run away or stalk the enemy, Double Damage in case he

    runs near you, Regeneration if you want to fill up your mana for more Illuminations,

    and Haste for chasing or running away. So, this is a really versatile Illumination spot.

    Hiding the Globe

    I consider this to be very useful, in fact, this might be the most useful, and one of

    the most commonly used form of Illumination. It is impossible to pull of without

    Over-Cliff Illumination, or Illumination through trees, however, it can be done by

    using Fog of War. Sadly, it is impossible to know the target's actual vision, unless

    you are some kind of machine, but you can have a basic idea. I do not recommend

    using Fog of War, unless you are highly skilled in hiding the energy globe. Please,

    take a look at this screenshot, which shows a globe hidden in a tree.

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    You must also inform your allies of the position of the globe, so they can set up for a

    gank or a team fight.

    Rune Watching

    This technique is rarely used, but really affective. Very often, you can find people

    being rune whores, or simply look for useful runes. This can be done in both rune

    spots, and both go through creep camps. However, the top rune spot has one

    Illuminating Point starting near the shop, where you will most likely encounter slowshoppers, or even some scouts. Here is a good example of rune watching:

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    Notice that the Illumination Wave goes through a creep camp, and, if you can knock

    some enemies with Binding Light, you can hit the ancient creep camp as well.

    However, the dual-camp hitting can only be done at the bottom rune spot.

    Hitting two camps

    As I have stated before, it is possible to hit several (generally two) creep camps

    instead of one, but only in certain areas. Here is one area, which I have chosen to

    show. Please note, that Binding Light has been used to set up the hit.

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    This should give you a basic idea of what this tactic should look like. Make no

    mistake - few (one I think) spot can hit 2 creep camps without displacing them, and

    I think the one captures in the screenshot is the one. Now, notice how I let the Spirit

    of the Light channel Illuminate, while I head for the second creep camp, to clear the

    furbolg camp.

    Abusing Fog of War

    It is very important to abuse the Fog of War. For those of you who didn't know, Fog

    of War is the black part of the map that you can't see through. Naturally, you can't

    know your enemies' line of sight, but you can imagine what the regions they can't

    see, and channel Illuminate there, so your enemies can't expect a blast. This image

    shows a wonderful Illumination hitting Meepo.

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    It is very important to watch your enemies, because they can counter-ambush you.

    This image was taken from the "Pushing and Usage of Terrain" replay (see below).

    __________________________________________________

    STRATEGY - MANA LEAK

    After that long read on Illuminate, I think we've covered just about everything there

    is to know about it. Now, let's move on to Mana Leak. Mana Leak, (as you all should

    know) drains the target's mana per distance moved - in other words, the more thetarget moves, there more mana it loses. An important part about Mana Leak is its

    stun - if the target loses all of its mana (doesn't have to be from Mana Leak, but it

    must be under its effect) it will get stunned for a fairly long time. Though that might

    be enough for some people, I'm not letting you go that easy. I'm going to guide you

    step-by-step throughout the 3 basic uses of Mana Leak.

    Preventing Escapes

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    This is a very useful technique, since it can potentially get you a kill. The stun

    duration increases per level, so the higher the level, the longer the stun. Generally,

    it's not very useful to do when you're chasing the target alone, since Ezalor can't do

    a lot of damage. Please take a look at this image, which will give you an idea of how

    it should be done. Screenshot taken from the Farm4Fame contest.

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    Please notice that Puck didn't pay attention, and ran away (though not much choice

    was given). Raigor then uses Fissure, and Ezalor uses Illuminate, after which Raigor

    takes the kill.

    Forcing spell-casting

    This tactic will show you how to force your opponent to cast spells, no matter what.

    Typical enemies to force spellcasting on are: Anti-Mage, Queen of Pain, Faerie

    Dragon, Faceless Void, Morphling, Priestess of the Moon, and Vengeful Spirit,

    because of their escaping abilities. NOTE: This will not work on Meepo's Poof, since

    it drains mana after teleporting. Once again, take a look at the picture:

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    Puck was being attacked by Ezalor and Raigor, and Ezalor cast Mana Leak. Foolishly,

    Puck tried to escape with Illusory Orb and Ethereal Jaunt, but Mana Leak's stun got

    the best of him. After a brief chase, Raigor used Fissure to draw another kill.

    Screenshot taken from the Farm4Fame contest.

    Delaying opponents

    Mana Leak can also be used to delay your opponents. Some think it would be better

    to just stand still and not risk losing mana. Others, try to run away at full, believing

    that Mana Leak won't drain it all. Oh the irony. Either way, Mana Leak will delay

    them long enough for your allies to come and help you with the kill. Here's a good

    example of how Puck was delayed with Mana Leak:

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    After Ezalor and Raigor chase Puck away, Mercurial uses Haunt, and her illusion

    deals a lot of damage to the Faerie Dragon. Finally, Raigor uses Fissure, and gets yet

    another kill. Usually the main purpose of delaying is to have your allies come near

    you (or the target in general) or to have your cooldowns ready by the time the

    target regains consciousness. Also, please note this next screenshot:

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    Ezalor uses Mana Leak to delay Visage enough so Raigor can get behind him. If

    Visage had moved, he would have gotten stunned, and there would have been no

    hope either way.

    Teamwork

    Mana Leak can often be used to set up team ganks. Usually, it starts with Ezalor

    chasing a hero with the Mana Leak debuff, and he eventually gets stunned. That's

    when the allies start entering the fight, and eventually getting a kill. Note this next

    screenshot:

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    In the screenshot above, Raigor and Ezalor drop Visage's HP down to 5 or 10. Raigor

    is also nearly killed by the Spirit Tower, and is left on 100 HP. Visage cues Zeus to

    use his ultimate, but just as he is about to cast it, gets killed by Admiral

    Proudmoore's Torrent. Just when you think Visage got away, Spectre uses Haunt,

    and the illusion kills Visage at his very fountain.

    Saving Allies

    Another usage of Mana Leak is to stop enemy movement to save low HP allies. I'm

    going to keep this short, so just take a look at this screenshot:

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    In this screenshot, Zeus is chasing Kunkka who is on low hit points. In order to save

    him, Ezalor uses Mana Leak, and Zeus knows that if he continues moving, his mana

    will completely Leak away, and he will get stunned. I must apologize for the low

    quality of the image, but it's the .gif format it was saved in.

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    In the screenshot above, Raigor and Ezalor drop Visage's HP down to 5 or 10. Raigor

    is also nearly killed by the Spirit Tower, and is left on 100 HP. Visage cues Zeus to

    use his ultimate, but just as he is about to cast it, gets killed by Admiral

    Proudmoore's Torrent. Just when you think Visage got away, Spectre uses Haunt,

    and the illusion kills Visage at his very fountain.

    Saving Allies

    Another usage of Mana Leak is to stop enemy movement to save low HP allies. I'm

    going to keep this short, so just take a look at this screenshot:

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    In this screenshot, Zeus is chasing Kunkka who is on low hit points. In order to save

    him, Ezalor uses Mana Leak, and Zeus knows that if he continues moving, his mana

    will completely Leak away, and he will get stunned. I must apologize for the low

    quality of the image, but it's the .gif format it was saved in.

    STRATEGY - BLINDING LIGHT

    Now that we have cleared Mana Leak and Illuminate, time to move onto Spirit Form.

    Since there's nothing special about Spirit Form except the extra spells, I'm going to

    move on directly to Blinding Light. Well, Blinding Light has two amazing effects, and

    both have a great Area of Effect. First of all, let's take a good look at the Blinding

    Effect.

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    Blinding Effect

    The Blinding Effect is used when you are on below 60% Hit Points to cause enemies

    to miss on their attacks, and thus giving you a larger chance to get a kill instead of

    your opponent (despite the fact that Ezalor generally is bad at 1 on 1). You know thedrill - screenshot:

    In this screenshot, he causes 9 units to get Blinded (OK, it's not a perfect score,

    but...), so it increases his pushing since less allied creeps will get killed. In the

    screenshot, if you take a look at Visage, you could notice that Mana Leak has been

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    cast on him, and Blinding Light causes his Mana to leak away, reducing his

    spellcasting capabilities (temporarily).

    Knockback Effect

    The knockback effect is generally used for saving allies, since the knockback is tooweak to set up a gank. Nonetheless, you will be able to escape from 1, 2 or even 3

    heroes with this, but considering they are behind you. Otherwise, you would only

    delay your death. Anyway, here's the screenshot:

    Ezalor is able to avoid getting killed by Bristleback, however he manages to cast

    Quill Spray which is enough to finish Ezalor off. A good combination of Mana Leak

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    and Blinding Light could have saved his life however. Nonetheless, we all make

    mistakes. I'm showing this for the purpose if giving you a basic idea of how to use

    Blinding Light. That's it for Blinding Light, on to Recall.

    __________________________________________________

    STRATEGY - RECALL

    The final part of the skills strategy is Recall. Recall generally has three uses -

    teleporting allies for team clashes, second, saving allies (which requires a lot of

    skill) and summoning to push lanes. I'm going to show the Saving Allies technique

    first, so get ready:

    Saving Allies

    Saving Allies is used for... well... saving allies. Anyway, a lot of practicing is required

    for properly using it. Generally, some forethought is required to use this properly.

    This is because it costs a fair amount of mana, and it's disabled upon attack by anenemy player (so attacks by Sentinel, Scourge and Neutrals won't disable it). Now,

    take a look at this screenshot, and let's discuss it:

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    It's very complicated, which is why I've tried to organize it as much as possible. First

    of all, notice image 1: Earthshaker, Dazzle and Admiral Proudmoore are getting

    beaten by Bristleback and Lifestealer. Now, Lifestealer is completely off-screen, and

    Proudmoore is slightly off-screen (bottom right, image 1), so it's clear that

    Proudmoore would escape. Dazzle on the other hand, is clearly going to get beaten.

    Bristleback is about 300 units behind him, so it's quite obvious that he would get

    killed. Raigor is slightly further, so it's nearly impossible for him to get killed. Now, I

    bet you're wondering why Dazzle wasn't recalled. It's because he would have gottenhit anyway, and Recall would have been disabled. Raigor was impossible to hit

    (maybe Quill Spray or Nasal Goo would have gotten him, but they didn't) so it

    makes sense that he would be recalled.

    Team Battles

    It is very important for Ezalor to summon the most powerful (missing) player into a

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    Team Clash. That can potentially get your team to win the battle. Now, take a look

    at this screenshot (as always):

    Proudmoore is jungling in the Sentinel forest, when a Team Clash occurs. Bristlebackand Lion are quite far away, but they can still make it. Kunkka on the other hand will

    be far too late by the time he arrives. So, Ezalor summons him. Because of this, the

    odds from 4v3 become 5v3 for the Sentinel. They would then kill Visage, defeat

    N'aix (resurrected with Aegis of the Immortal), and I believe Zeus as well (but don't

    hold me to it).

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    Teleport-Push

    When mass-pushing a lane, it's fairly important that all team-members are present.

    So, of course, you'll want to recall all allies there. However, you have to make sure

    that they are in a reasonable position (out of enemy players' sight) when you recall:

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    Nothing much to explain. Ezalor recalls Mortred to help push in a lane. Image taken

    from a replay sent to me by ElementUser.

    __________________________________________________

    STRATEGY - NECRONOMICON

    Believe it or not, Necronomicon is so powerful on Ezalor, that it deserves its own

    section. Well, it's not going to be something really big, but it should have an

    honorable mention.

    Summon Stats

    I don't have anything to add. Please take a look at this wonderful image by -Might-:

    And I also highly recommend taking a look at his incredible Necronomicon Guide.

    Abuse True Sight

    Always, and I mean always abuse the True Sight. How? Well, you must know all

    heroes that can turn invisible (by nature): Invoker (Ghost Walk), Nerubian Assassin

    (Vendetta), Nerubian Weaver (Shukuchi), Broodmother (Spin Web), Bounty Hunter

    (Wind Walk), Stealth Assassin (Permanent Invisibility) and Mirana Nightshade

    (Moonlight Shadow; you have to be extra careful with her, since the whole enemy

    team is granted invisibility, assuming she is your enemy). Second, as soon as you

    get sight of that hero (and you need to summon Necronomicon minions), summon

    the minions, and send the melee one to attack the enemy that has invisibility.

    Before they turn invisible, cast Mana Leak, and generally they'll try not to walk.

    However, since you have True Sight, you can still attack them! Oh the joy!

    Abuse Mana Burn

    As you should know, the ranged Necronomicon minion (aka the Necronomicon

    Archer) has the Mana Burn spell. I'm sure you know what that is, but for you

    beginners, it basically burns away the target's mana. And, if you take a look at Mana

    Leak - if the enemy's mana drops to 0, they will get stunned. Getting the picture?Well, first you cast Mana Leak, then Mana Burn, and then just keep attacking the

    target! Easy as that.

    __________________________________________________

    STRATEGY - TEAMWORK

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    As with all heroes, Teamwork is the key to success. As is with Ezalor. Therefore, I

    suppose I should give you a little (OK, maybe not so little) guide to working with

    your team. I've decided to guide you through basic teamwork, hero synergies, and

    team clashes.

    Basics

    There are quite a few things to remember when playing Ezalor. First and most

    important - you need good allies. Ezalor is nothing without good allies, since his

    three strengths are pushing, supporting and massive disabling. He doesn't deal a lot

    of damage, nor is he strong enough to survive a gank, which is why you need good

    tactics to get kills. So, first of all, you should know that Ezalor must never, ever fight

    solo. Hear me again - ever. So, there are things you should know other than timing

    your Illuminate discharge, or timing Mana Leak. You should expect a lot of demands

    from your allies - Recall, Mana Restoration, Disables, and Illuminating. I'm assuming

    you've read how to use all of Ezalor's skills properly, so I'm not going to bother you

    with it again. In short: listen to your allies' demands, never solo, stay in a duel lane,

    keep your mana balanced for spellcasting, and keep your spells ready for casting;

    Also, if I haven't told you so, Ezalor is a hybrid hero. He can be one of three things:

    Disabler, Pusher and Supporter (as can be the builds). You can also mix-and-match,

    but it is very hard to keep your mana balanced with casting 3 spells, as well as

    keeping the efficiency balanced. Those are the basics. Onto Team Clashes.

    Team Clashes

    Team Clashes (often called Team Battles or Team Fights) are parts of the gamewhere more than half players of each team 'meet' more than half of the other team

    at a spot, and start battling. But you probably knew that. Anyway, Ezalor fulfills a

    gap in team fights, which few heroes could. Since Team Clashes generally happen

    past level 10, you should have at least 2 of your skills maxed out (and at least 1

    level of Spirit Form). Now, here are the steps you must follow in a Team Fight to

    ensure that your team wins it:

    Step 1. Enter Spirit Form

    It's quite important to enter Spirit Form, since it gives 2 new abilities in your

    arsenal, as well as improving Illuminate. For more information on using Spirit Form,see Strategy - Blinding Light and Strategy - Recall.

    Step 2. Recall the Strongest Missing Player

    Put simply, it is crucial to summon the strongest missing allied player into a team

    battle. The heroes have the following priority (for you to summon): Caster-Carry >

    Nuker > Tank > AoE Disabler > DPS > Summoner. If no player is missing (which

    rarely happens) skip onto Step 3.

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    Step 3. Illuminate

    After most/all allied heroes are present, cast Illuminate (while in Spirit Form - yes,

    it's very important). Make sure it's aimed at most of the enemy team, as shown

    here:

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    3 of the enemy team's players were damaged (Lord of Olympia, Lifestealer and

    Demon Witch). As I said before, it's very important that you do this while in Spirit

    Form, so you can take care of you other duties in the team fight. After casting

    Illuminate, quickly move onto Step 4.

    Step 4. Chakra Magic and Mana Leak

    After Illuminate has been cast (no, not launched, but cast) refill your best caster's

    mana (which means not your own, unless you desperately need it), and cast Mana

    Leak on the enemy team's primary caster. You may also want to cast Mana Leak on

    melee caster/DPS heroes like N'aix as shown here:

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    Move on to Step 5.

    Step 5. Blinding Light

    As soon as you've cast Mana Leak on your enemies' primary caster, use Blinding

    Light. Not only will it cause the DPS heroes to miss on their attacks, but it will leakaway the caster's mana. If an enemy hero is low on HP and high on mana, and this

    would only push him away from the team, then don't cast it. Take a look at this

    screenshot please:

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    Step 6. Necronomicon and Mekansm

    Next, summon your Necronomicon minions (assuming you've already gotten

    Necronomicon), and burn the Mana Leaked unit's mana. If this does not stun it, it

    will heavily cripple its spellcasting. When they get on low HP, move your warrior

    further away from you, and the archer closer, and heal only the archer (because you

    want Last Will to activate).

    Step 7. Finish off any nearly-dead heroes

    Naturally, you'll want to kill any remaining heroes (below 30% HP), to get the extra

    XP and gold.

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    That's basically what you should do in a team fight. Like I said, it's important to

    know what to do, and make sure it's done in the correct order.

    __________________________________________________

    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

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    it goes.

    Good Allies

    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.

    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.

    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.

    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

    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.

    Pit Lord

    Azgalor's heavily overpowered AoE disable synergizes with Illuminate, as does Mana

    Leak with Firestorm. Plus you both have Teleports!

    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.

    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

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    knows...

    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.

    Witch Doctor

    Cast Mana Leak, and Vol'Jin casts Maledict and then Death Ward. They die anyway,

    so there's no real choice.

    Shadow Shaman

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

    slaughter!

    Potential Enemies

    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'tmake any combos, so there's no point in playing against him.

    Demon Witch

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

    Invoker

    See Demon Witch - completely empties your mana pool, while still ripping your

    limbs off.

    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.

    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.

    __________________________________________________

    REPLAYS

    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

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    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 Isaid, 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 getMekansm 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

    Bans and Picks:

    Bans (Sentinel First): | | | | | | |

    Picks (Sentinel First): | | | | |

    Line-up:

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    Sentinel

    Color (Top)

    i.r.Eric (Top)

    sj248 (Middle)

    Star.God_ (Bottom/Jungle)

    Full.House_ (Bottom)

    Scourge

    How_About_No (Top)**

    BERRY_ (Jungle)

    UTDC.Justin (Middle)*

    ruSSian_ruSheR (Bottom)

    xbasherx (Bottom; Dropped at Level 5)

    *played by Muteki Tensai

    **played by supa_fly .

    Credits to Muteki Tensai for supplying me with the replay, and giving me

    permission to use it.

    Usage of Spirit Form and Mana Leak

    Discussion Link

    Ezalor did a wonderful job here. Tried to keep his deaths to a minimum, and the

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    gameplay overall was amazing. He used Mana Leak, Chakra Magic a lot, and most

    importantly, Spirit Form. Pulled of some incredible combos, kept a balanced

    assist/death ratio, and was a worthy supporter to his team. Great item choices, and

    in this case, it was better that he chose Necronomicon over Guinsoo, since Scourge

    had some great casters, and Mana Burn worked really well. Some very good uses of

    Blinding Light and Recall, though the only flaw I can find is the fact that he didn'ttake Illuminate at all, whilst he could have learned at least one level early on.

    Utilizing spells: Superb

    Illuminate: This is the one skill he didn't use very much, but when he did use it, it

    was very well placed. Especially with the ones in Spirit Form. 8/10

    Mana Leak: Superb uses of Mana Leak. Great uses when chasing, being chased,

    and in team battles. 9/10

    Chakra Magic: Refilled his allies almost all the time, wasn't selfish at all, and used

    it in perfect times. 10/10

    Spirit Form: This is the best usage of Spirit Form I've seen. Great uses of Recall

    and Blinding Light, and really helped me make around 15 screenshots. 9/10

    Terrain Abuse: Below Average

    Fog of War: Didn't really abuse Fog of War. A few times perhaps, but nothing really

    spectacular. 2/10

    Cliffs: Some good Mana Leak uses over several cliffs, that potentially saved his life.

    5/10

    Trees: I saw some nice usages of trees, hiding in them, using them as boundaries,

    and such. Nothing much though. 4/10

    Teamwork: SuperbEarthshaker: Amazing Teamwork. Some great stuns, and great kills. 10/10

    Admiral Proudmoore: Great combos. Torrent, Mana Leak, Ghost Ship and even

    Blinding Light. I loved the teamwork between these two, but Earthshaker was still

    better. 9/10

    Shadow Priest: There wasn't much teamwork between these two. But, the combos

    they pulled off were fairly impressive. Dazzle made great usage of Shadow Wave,

    and Ezalor kept refilling Dazzle's mana with Chakra Magic. 8/10

    Spectre: The synergy between Spectre and Ezalor was kinda' like the one Ezalor

    had with Admiral Proudmoore. Nothing else to comment - 9/10

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