Keeper of the Light
Shadows_Onainpros and cons of a hero
pros
- One of the strongest AOE skills in the game
- Protects the base well and pushes the lanes
- Can farm fast
- High movement speed
Minuses
- Low health
- No skills to control
Changes in 7.31
- Wave width increased from 375 to 400
- Cast delay removed
- Max vision range increased from 1125 to 1125/1275/1425/1575
- Cooldown reduced from 70 to 65 seconds
- Push duration increased from 0.4 to 0.8 seconds
Description of abilities
Illuminate
Creates a wave of light energy in front of him, gradually gaining strength. The released wave deals damage and temporarily reveals the fog of war. The longer the wave is created, the more damage it will deal.
- Horses only appear if the ability was cast for the full duration of 2/2.7/3.4/4.1 seconds, and have only a visual value.
- The wave flies at a speed of 1050 units; it takes 1.48 seconds for the wave to cover the entire distance.
- Cannot heal invulnerable allies or couriers.
- While channeling, the wave creates a field of vision in a straight line from Ezalor. The field provides flying vision in a 375 radius and lasts 10.34 seconds.
- The first field spawns 150 range in front of Ezalor. The following appear 150 units away from the previous fields.
- Fields of view are created at 0.5 second intervals 0.5 seconds after reading starts, creating 3/4.4/5.8/7.2 fields.
- When you cancel the pronunciation, the fields no longer appear. This does not affect the range of the wave.
- When fully cast, all fields of vision together reach a length of up to 825/1035/1245/1455 units.
Solar Bind
Reduces the target enemy's magic resistance and slows them down more the more they move.
- Checks creature locations at 0.1 second intervals, for a total of 71 checks.
Chakra Magic
- Reduces the cooldown of any ability, including passives, but excluding ultimates. Also reduces the recharge time of charges based abilities.
- While Spirit Form is active, Chakra Magic has a cast range of 1025/1150/1275.
Blinding Light
- Pushes creatures back at a speed of 1000 units. The knockback distance is always 400 units, no matter how far the unit was from the center of impact.
- Units are not disabled at the moment of repulsion. They can turn, attack, use abilities and items. Ability casting is not interrupted.
- Can push creatures into impassable territory. Targets break trees within 150 range of where they land.
Will O Wisp
Requires Aghanim's Scepter to unlock.
- The wisp begins to flicker 1 second after cast, and then every 3.15 seconds, triggering up to 5 () times.
- When flickering, hypnotizes all enemies in an area, setting their movement speed to 60, causing them to move towards the flame and preventing them from acting.
- Counts only heroes' attacks (including clones, but excluding illusions).
- On cast, destroys trees in range.
- The second application will use the same active and inactive interval as the first.
Recall
Requires Aghanim's Shard to unlock
After a short delay, teleports the target allied hero to you. If during the delay the target of the ability takes damage from the player, then the teleportation will be interrupted.
Teleport Delay: 3
- Casting on the ground will summon the nearest allied hero from the target location.
- Allows you to avoid projectiles while teleporting.
- If Keeper of the Light or the target dies, the teleportation will be interrupted.
- Damage is checked before any kind of resistance, so even fully blocked damage will still cancel the call. There is no minimum threshold for damage.
- You can cast and teleport illusions and invulnerable allies.
- You can disable assist to prevent Keeper of the Light from using this ability on you.
Spirit Form
Learning abilities
Talents
Items
Examples of builds of players with a high rating:
Of the main items, I would like to highlight the Force Staff, without which it becomes very dangerous to play, he farms the first item so that there is always the opportunity to get out of the fight and save his life.
Gameplay
At the beginning of the game, the hero generally acts like most supports, that is, he plays a support role, but in addition, he actively uses his two main abilities Illuminate and Chakra Magic in order to provide a good start for his allies in the lane.
Unlike most supports, Cauldron has a great opportunity to farm even at the initial stage of the game and at the same time not interfere with his ally in the lane. We are talking about the Illuminate ability and the ability to farm the jungle with it.
It is worth noting that due to the constant and accurate use of Illuminate, you can ensure that the enemies will constantly stand with an incomplete supply of health and you will always have a chance to finish off the enemy with the next wave. All you need to do is to accurately use the ability and release the wave before the enemy leaves its area of effect.