Dota 2/Ezalor the Keeper of the Light

Keeper of the Light, usually abbreviated to just KotL or Ezalor, is a ranged intelligence hero who can be played as a support and a pusher. He can push lanes continuously and support his teammates in need. His Illuminate will be his most used spell, as it will be what he uses to push lanes most of the time. It is also rather effective as a damage spell, but its long charging time makes it not very practical. He can be great partners with a spellcaster due to Chakra Magic, ensuring that him and his teammates will never be starved of mana. He can also be an annoying foe against spellcasters with his Mana Leak, which makes life difficult for positioning-heavy intelligence hereos. His Spirit Form is one of the longest self-buff abilities, making charged Illuminates easier to unleash. It also gives him Recall, for saving allies and Blinding Light to counter carries. Keeper of the Light might seem like any other support hero, but his great ability to push makes him one hero to watch out for.

Illuminate
Illuminate gains damage with each second it is channeled. Once the maximum channeling time is reached or it is released early, it will send a wave of light that deals damage to anything in its path. While it does have to be channeled, it can do more damage than other similarly leveled spells, up to a humongous 500 at level 4. Most of the time you will be using it to push lanes, as its trajectory lets it sweep away entire creep waves. It is also decent for dealing damage, though it is best cast behind the main battle, as enemies seeing you channeling it will usually dodge the wave or interrupt you with a stun.
 * Ability: Channeled, Target Point
 * Damage Type: Magical
 * Damage Per Second: 100
 * Radius: 400
 * Range: 1600
 * Max Channel Time: 2 / 3 / 4 / 5
 * Mana Cost: 150
 * Cooldown: 10

Release Illuminate
Releases Illuminate early.
 * Ability: No Target

Mana Leak
Mana Leak is similar to Bloodseeker's Rupture, but it drains mana instead of health. Affected units will have a portion of their max mana drained for every 100 units they move, and will get stunned if they lose all of their mana. While the spell does nothing if the target just stands still, most spells require some positioning to land, while targets also have to be within the cast range to be able to cast it. That means it is very annoying for spellcasters, especially positioning-heavy heroes like Windrunner and Jakiro.
 * Ability: Target Unit
 * Affects: Enemy Heroes
 * Leak Duration: 4 / 5 / 6 / 7
 * Mana Leak Percent: 3.5% / 4% / 4.5% / 5%
 * Stun Duration: 1.3 / 1.6 / 1.9 / 2.2
 * Mana Cost: 75
 * Cooldown: 16

Chakra Magic
Chakra Magic restores a set amount of mana for the target. It is a simple spell, but one that you, and any other mana-intensive heroes on your team, will find extremely helpful. More mana means being able to cast more spells, and at times it might just be enough to let a teammate cast a spell that your team desperately needs. You can also use it to give you free mana, since it costs less mana than it restores to use it.
 * Ability: Target Unit
 * Affects: Allied Heroes
 * Mana Restore: 75 / 150 / 225 / 300
 * Mana Cost: 25 / 45 / 65 / 85
 * Cooldown: 19 / 18 / 17 / 16

Spirit Form
Spirit Form buffs up your Illuminate, letting you move freely while a spirit channels it for you, as well as giving you two new abilities. It might seem like a lackluster self-buff ultimate, but it lasts for a very long time. The improved Illumination means you can push lanes with ease. All these abilities also make you a better contributor in teamfights.
 * Ability: No Target
 * Duration: 40
 * Mana Cost: 100
 * Cooldown: 80 / 70 / 60

Recall
Recall teleports the target to your location after a short delay. It can be used to teleport a critically-wounded ally to relative safety. It can also be used to quickly return a hero who was purchasing items or healing up at the fountain back to the frontlines quickly. Lastly, you can use it to get assistance when pushing lanes.
 * Ability: Target Unit
 * Affects: Allied Heroes
 * Teleport Delay: 5 / 4 / 3
 * Mana Cost: 100
 * Cooldown: 15

Blinding Light
Blinding Light creates a huge flash that blinds all enemies caught by it, knocking them back and making their attacks miss. It has a wide radius which makes it quite useful during teamfights, though there are better initiation spells. The miss chance debuff helps reduce the threat of the enemy carry temporarily, while the knockback can knock foes out of position or isolate a hero from their teammates while your team takes it down.
 * Ability: Target Point
 * Radius: 675
 * Duration: 3 / 4 / 5
 * Miss Chance: 80%
 * Knockback Distance: 250
 * Mana Cost: 50
 * Cooldown: 20 / 16 / 12