Dota2ProTips

DOTA2PROTIPS

Heroes/Kez
Kez
AgilityMelee

Kez

"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."

Base STR

20 +2.8

Base AGI

27 +3.5

Base INT

20 +1.7

Move Speed

310

Attack Range

225

Base Armor

1

Attack DMG

23–29

Projectile

900

Switch Discipline

Switch Discipline

No TargetInnateAghanim's Scepter

Cooldown

8s

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.

KATANA ATTACK RANGE:

225

KATANA BASE ATTACK TIME:

1.9

KATANA BONUS AGILITY BASE DAMAGE:

16%

KATANA SWAP BONUS DAMAGE:

12%

SAI ATTACK RANGE:

150

SAI BASE ATTACK TIME:

1.5

SAI SWAP MOVEMENT SPEED:

12%

SAI SWAP SPEED DURATION:

2

COOLDOWN:

8

As former followers of the Shodo, the leaders of the Kazurai Order can switch effortlessly between twin disciplines of martial mastery over sai and blade.

Echo Slash

Echo Slash

No Target

Cooldown

21 / 18 / 15 / 12s

Mana

75 / 90 / 105 / 120

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.

ATTACK DAMAGE:

70 / 80 / 90 / 100%

BONUS HERO DAMAGE:

20 / 40 / 60 / 80

ATTACKS:

2

ECHO DELAY:

1.2

SLASH RADIUS:

200

  • Destroys trees. Doesn't apply Cleave.

Kez and his master Kraw have worked tirelessly to train the Kazurai new ways to keep the flyers off balance by improving upon ancient techniques.

Grappling Claw

Grappling Claw

Unit Target

Cooldown

13 / 11 / 9 / 7s

Mana

40

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.

SLOW DURATION:

0.7 / 0.8 / 0.9 / 1

MOVE SLOW:

70 / 80 / 90 / 100%

The Kazurai have the speed and reach to drag even the highest flyers from the skies.

Kazurai Katana

Kazurai Katana

Unit TargetAghanim's Shard

Cooldown

20 / 15 / 10 / 5s

Mana

40

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.

DURATION:

7

DAMAGE PER SECOND:

3 / 6 / 9 / 12%

IMPALE DURATION:

0.5

STACKS AS BURST DAMAGE:

50%

MAX BURST STACKS:

500

To fight back against the reach of Imperia and her Queensguard, the Kazurai had to become skilled in the ways of attrition.

Raptor Dance

Raptor Dance

No TargetAOE

Cooldown

40 / 35 / 30s

Mana

100 / 125 / 150

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.

STRIKES:

4

RADIUS:

450

BASE DAMAGE:

40 / 70 / 100

MAX HEALTH AS DAMAGE:

2.5%

SLASH LIFESTEAL:

100%

  • Slash Lifesteal is reduced to illusion_lifesteal_pct when slashing a creep or an illusion.

Unleash the inner fury of the Flightless to feast on the essence of your foes.

Falcon Rush

Falcon Rush

No Target

Cooldown

21 / 18 / 15 / 12s

Mana

85 / 90 / 95 / 100

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.

RUSH RANGE:

525

RUSH SPEED:

850

ECHO ATTACK DAMAGE:

30 / 35 / 40 / 45%

SLOW RESISTANCE:

15 / 30 / 45 / 60%

DURATION:

3.75 / 4.5 / 5.25 / 6

ECHO PROC CHANCE REDUCTION:

50%

  • Does not work on buildings.

An ancient Shodo technique used to hunt faster aerial foes, stealing the advantage and delivering multiple attacks within a single flap of their prey's panicking wings.

Talon Toss

Talon Toss

Unit TargetAOE

Cooldown

13 / 11 / 9 / 7s

Mana

60 / 65 / 70 / 75

Kez throws a Sai at the target unit, applying a fixed damage attack and silence.

DAMAGE:

60 / 120 / 180 / 240

SILENCE DURATION:

2 / 2.25 / 2.5 / 2.75

  • The fixed damage attack has True Strike.

The Shodo learned to rely upon distance and disorientation to survive against much stronger opposition.

Shodo Sai

Shodo Sai

Point TargetAghanim's Shard

Cooldown

20 / 15 / 10 / 5s

Mana

30 / 20 / 10

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 2 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.

CRITICAL CHANCE:

20%

CRITICAL DAMAGE:

125 / 150 / 175 / 200%

MARK STUN DURATION:

0.5 / 0.6 / 0.7 / 0.8

MARK DURATION:

8

PARRY BONUS CRITICAL STRIKE:

0%

PARRY BONUS MARK STUN:

0

The Shodo may have lost their way, but Kez and the Kazurai can still use Shodo knowledge for the good of the people.

Raven's Veil

Raven's Veil

No Target

Cooldown

40 / 35 / 30s

Mana

100 / 125 / 150

Kez releases a wave of smoke that applies his Mark to nearby enemies, briefly reducing their vision. Kez receives a basic dispel and gains bonus movement speed and invisibility until he attacks or casts a spell.

WAVE RADIUS:

1500

WAVE SPEED:

1500

BUFF DURATION:

8 / 10 / 12

VISION DEBUFF DURATION:

4

BONUS MOVEMENT SPEED:

15 / 25 / 35%

Eying either threat or opportunity, Shodo masters slip instantly into shadow to reset the terms of any engagement in their own favor.

+12% Magic Resistance
10
+50 Raptor Dance Radius
+2s Falcon Rush Duration
15
+1 Raptor Dance Strike
+4% Kazurai Katana Damage Per Second
20
40 Bonus Attack Speed During Falcon Rush
+80% Shodo Sai Critical Strike
25
+1 Echo Slash Attack
Aghanim's Shard
Kazurai Katana

Kazurai Katana

Kez lifesteals 0% from the impale. If the impale comes from behind the target, the target is stunned. Increases max burst stacks.

Shodo Sai

Shodo Sai

Parrying creates a stronger Mark that deals additional stun and critical damage.

Median across all public matches · OpenDota
FormPerformanceLaningFarmFightingExperience

Form

48%

Win rate in recent matches

Performance

100%

KDA ratio (kills + assists / deaths)

Laning

57%

Last hits per minute over full game

Farm

70%

Average gold per minute

Fighting

37%

Average kills + assists per match

Experience

86%

Average XP per minute

Strategy

When to Pick Kez?

You know what is funny about Kez? We watched RCY from GamerLegion solo-win games with him at ESL One Birmingham, and people were literally saying, "If you don't ban the KEZ for RCY, you are going to lose." " That is not a description of a "strong carry." That is a description of a hero that becomes an absolute menace in the right hands and needs to be respected at the draft level before a single hero is even locked in.

And in the current meta, he is genuinely dangerous—because Kez has something that almost no other carry in the game has right now, which is eight different abilities across two weapon disciplines that make him completely unpredictable from fight to fight. Nobody knows what is coming next. Are you getting Echo Slash cleave damage from Katana? Are you getting Grappling Claw to close the gap?

Are you getting the Sai ultimate where he becomes invulnerable and shreds your HP based on your max health? Imagine being a tanky Bristleback or a Doom sitting at 4000 HP and suddenly a percentage of your MAXIMUM health is being removed in rapid radial slashes. That is not a carry threat. That is an execution.

He is disgusting in lineups with strong crowd control that can hold enemies in place long enough for Kazurai Katana stacks to build up and detonate—Bane, Disruptor, and Lion—because a locked-down hero being right-clicked by Kez with Katana passive stacking damage over time on every hit is a hero that is already halfway dead before anyone on their team has even used a second spell.

He thrives against tanky, high-HP lineups right now specifically because his Sai ultimate deals damage based on the target's maximum health—the bigger the enemy, the harder he hits—and in a meta full of Doom, Tidehunter, Bristleback, and Centaur sitting at three thousand plus HP, Kez is essentially walking around with a percentage-based execution button that gets stronger the more tanky the enemy decides to build.

He pairs beautifully with heroes that have reliable single-target lockdown on high-value targets—Shadow Shaman, Bane, and Witch Doctor—because the moment a key hero is locked in place and Kez gets to build Katana stacks on them uninterrupted, the damage conversion from those stacks plus the Sai ultimate's radial slashes deletes that target so fast that the enemy team has no time to react and save them.

Avoid picking him into lineups with a lot of magic burst that can nuke him before he gets his combo off—Skywrath Mage, Leshrac, Death Prophet—because Kez has no Blade Fury magic immunity to protect himself during his damage windows, which means a silence or a burst combo landing on him mid-Katana stance immediately shuts down everything he was building toward and leaves him standing there with half his abilities on cooldown and zero result.

Also feels genuinely terrible to be in lineups with a lot of lockdown that interrupts his Sai ultimate channel—Bane's Fiend's Grip, Shadow Shaman's Shackle, or any long-duration disable—because if the ultimate gets canceled mid-execution, you are sitting in the middle of the enemy team with no invulnerability, no damage, and no escape for the next several seconds while five heroes look at you and decide what to do with this situation.

Tips & common mistakes

  • The shared cooldown between Katana and Sai disciplines is the most important mechanical detail on this hero, and most people learning Kez ignore it completely. If you use Echo Slash in Katana stance, the corresponding Sai ability goes on cooldown simultaneously. This means you need to plan your ability sequence BEFORE the fight starts—not improvise randomly between disciplines mid-engagement and wonder why half your kit is unavailable when you need it most.
  • Echo Slash is your primary farming and laning tool in Katana stance and should be maxed first every single game. The cleave damage clears creep waves safely, the low cooldown lets you spam it for harassment, and at higher levels the hero damage bonus turns every Echo Slash into a genuine kill threat against squishy supports who misjudged how much damage it actually does.
  • Falcon Rush in Katana stance is not just a gap closer—it is also a damage ramp ability that gets stronger the more distance you cover before reaching the target. Always initiate Falcon Rush from the maximum possible range rather than using it when you are already standing next to the enemy, because the damage difference between a short-range Rush and a long-range Rush is significant enough that it genuinely changes whether the target survives the initial engage or drops to critical HP immediately.
  • Grappling Claw can be used on TREES as well as enemy heroes—this is your primary escape mechanism, and most Kez players only use it offensively. Before you commit to any aggressive play in the enemy jungle or in a dangerous position on the map, always know where the nearest tree is and mentally plan the Grappling Claw escape route BEFORE the situation goes wrong rather than after you are already panicking and surrounded.
  • The Sai ultimate becomes invulnerable for a brief window at the start—use this invulnerability window to intentionally eat a big ability that was about to land on you before using it for damage. A perfectly timed Sai ultimate that eats an Earthshaker Fissure or a Ravage and then slashes through five heroes while they are all stunned from the initiation is one of the most punishing counter-initiation plays in the game, and it is completely intentional design.
  • BKB is not optional on Kez. I know people want to rush damage items to feel powerful faster—but Kez without BKB is a hero that gets disabled once in the middle of a combo and then accomplishes absolutely nothing for the rest of the fight. Buy it early, activate it before you commit to an aggressive Katana stance engage, and stop dying because you thought you could execute a full dual-discipline combo against four heroes without any spell immunity protecting you during the channel.
  • Stop trying to use BOTH ultimates in the same fight at lower levels when the cooldowns do not allow it cleanly. Pick one ultimate for each fight based on what the situation demands—if you need HP and AoE damage against multiple targets, use the Sai ultimate. If you need to execute a single high-priority hero with full Katana stacks, save the Sai ultimate for the next fight and close out the kill with Katana burst. Trying to weave both into the same engagement before you have the cooldown reduction to support it is how you end up using both at the wrong time for the wrong reasons.

Summary

Kez is genuinely one of the most exciting and threatening carries in the current meta—not because he is simple or braindead, but because eight abilities across two disciplines create a carry that the enemy team cannot fully prepare for and cannot reliably play around once it hits the mid-game power spike.

We watched RCY at ESL One Birmingham make people BAN this hero specifically to stop one player from piloting it—and that tells you everything about the ceiling of what Kez can do in the right hands. Master the discipline switching, plan your cooldown sequencing before every fight, build BKB without exception, and make the enemy team spend the entire game guessing which of your eight abilities is about to delete their most important hero next.

Just don't pick him in a pub game; immediately lock in Desolator as the first item, switch randomly between Katana and Sai every two seconds with no game plan, and then blame the hero when nothing works. Kez does not fail you — you fail Kez. And there is a very real difference between the two.

Starting Items

branchesfaerie_firetangocircletmagic_wandquelling_blade

Early Game

bootspower_treadsring_of_healthvoid_stonewraith_bandpers

Core

desolatormage_slayerblack_king_baryashaultimate_sceptermanta

Late Game

lesser_critbutterflygreater_critsatanicultimate_scepter_2sphere
Serrated ShivGunpowder GauntletBrigand's BladeDefiant ShellGiant's MaulFlayer's Bota

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