Kez build & guide
Flexible melee master with two sets of weapons and abilities
When it comes to strategy, Kez tends to wing it — he's able to swap on the fly between his katana and sai to slash, dash, swoop, and parry as the needs of the battlefield demand. But when he puts his mind to it, he can account for any eventuality, choosing the right tool to attack, escape or simply outwit his enemies with a little advance planning.
- Strength: 20 +2.8
- Agility: 27 +3.5
- Intelligence: 20 +1.7
- Damage: 49–55
- Armor: 5.5
- Move speed: 310
- Attack range: 225
Kez abilities
Echo Slash
Kez slashes forward in a 800 distance line with his Katana, attacking enemies in an area and applying a brief 100% impact slow. After a short delay, the area is attacked again. Heroes take bonus damage.
Grappling Claw
Kez swings on a grappling hook towards the target unit or tree. When the grappling hook collides with the target, that unit has slowed movement speed. Upon reaching the enemy target, Kez lands an attack on them.
Kazurai Katana
Katana attacks and abilities apply a stacking damage over time to enemies that deals a percentage of the original attack's damage as additional damage over time. Kez may activate the ability to impale the target with his attack, preventing them from moving or turning. The target's Katana debuff bursts, causing some of the stacks to deal damage instantly.
Aghanim's Shard: Kez lifesteals 100% from the impale. If the impale comes from behind the target, the target is stunned. Increases max burst stacks.
Switch Discipline
Kez switches between his Kazurai Katana and Shodo Sai. He gains different attack capabilities and abilities based on the weapon equipped. The abilities level up together, and when an ability is used, the associated alternate weapon ability also goes on cooldown. Kez deals extra damage on the first Katana hit or ability after switching to Katana, and gains bonus speed after switching to Sai.
Aghanim's Scepter: Casting a weapon ability that would set its alternate weapon ability on cooldown does not do so if it's the first one used within 3 seconds after casting Switch Discipline or if it was already on cooldown. Casting any weapon ability refreshes the cooldown of Switch Discipline.
Raptor Dance
Kez enters into an uncontrollable state for 1 second, becoming invulnerable for 0.2s and receiving a basic dispel. If the cast completes successfully, Kez performs a series of deadly radial slashes around him that deal damage based on the max health of the target and heal Kez for a percentage of all damage dealt.
Falcon Rush
Kez gains the ability to rush towards enemy targets to deliver echoing secondary attacks. While in this state, Kez has phased collision and slow resistance.
Talon Toss
Kez throws a Sai at the target unit, applying a fixed damage attack and silence.
Shodo Sai
Kez has a chance to critically strike the target when attacking with Sais. Kez may activate the ability to disarm himself, lock his facing, and parry attacks and attack effects from the targeted direction for 1.5 seconds. If an attack is parried from an enemy Hero in this way, that Hero is stunned for 0.4s and gains a Mark. When a Marked target is attacked by Kez, it will guarantee a critical strike and stun the target. The sub-ability may be used to cancel the blocking early.
Aghanim's Shard: Parrying creates a stronger Mark that deals additional stun and critical damage.
Raven's Veil
Kez releases a wave of smoke that applies his Mark to nearby enemy heroes, briefly reducing their vision. Kez receives a basic dispel and gains bonus movement speed and invisibility until he attacks or casts a spell.
Biography
"I was born with a price on my head. As I got better at causing trouble, that price went up. Every time Queen Imperia raised the bounty, I knew I must have done something right. I think that's the worst part about being gone so long in Icewrack... I've got to get that price back up to a respectable number."