Fear the Light
Ragearo
July 26, 2012
Intro
Welcome to my guide! This is my first guide on dotafire, and it's a work in progress. I plan on playing Ezalor quite a bit, so I'll be adding to it as I get more experience with him. Suggestions, comments, and criticisms are very welcome.
Skills
Rather than make you read a bunch of info about Ezalor's skills - I recommend watching the Dotacinema video describing them and showing them in action. Instead, I'll just give a little commentary on why I've chosen the order I have.
Now, as for the skillup path I've laid out.
Chakra Magic
Basically, you'll want to pick this up first to give your carry more MP. It may seem odd at first but it's going to be the most effective way to give your lane an advantage. Make sure to let them know you'll be giving them free MP so they actually use it! This is the most important skill for Ezalor, as it allows him to support mana pool's, allowing him to easily push or assist in kills early on. If you're soloing a lane, then you will want to get one of the other two skills first.
Illuminate
You'll want to get this in order to push. It has the added benefit of forcing the opposing team out of the lane while you channel it (unless they feel like getting nuked in the face). You have a pretty good chance of picking up last hits using this as well, so just be careful not to steal from your lane partner too much if it's an issue. One of the most important aspects of this ability when it comes to pushes is that it
damages siege creeps and at max level nearly wipes out an entire wave of creeps. Like some other long range abilities, this hits further than you can cast it.
Mana Leak
Depending on the situation, you may want to get this earlier than I'm showing here. This has the potential to really mess with your opponents' MP. This can be used to harass or prevent harass on your lane, as well as to negate any threats from heavy nukers. Unfortunately it's a bit more situational than similar abilities as it requires your enemy to move, but it has it's uses. Because of the situational use I prefer to get it later, though it's worth getting a point or two in early if you feel like you're in a situation where you can make good use of it.
Spirit Form
Like most ultimate's, this is worth picking up at the usual levels. Recall is somewhat situational, but is a very useful tool when used correctly. It has it's drawbacks, but it's still very useful. Don't waste it on an ally that will most certainly be attacked, as you'll just lose MP and it will go on cooldown. Blinding Light is an amazingly long tool for you to use against heroes reliant on right click damage. Perfect for a teamfight - though remember the knockback doesn't cancel channeling abilities. Illuminate channels on it's own, so you can set it up and continue to attack; either waiting for the 5 seconds to be up or to release it yourself at the right time.
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