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19 + 1.7
20 + 1.9
22 + 2.5
Level 1 16 25
Hit Points 511 986 1537
Mana 286 767 1248
Damage 35‒41 72‒78 109‒115
Armor 1.8 5.79 10.14
Attacks / Second 0.7 0.87 1.05
Movement Speed 280
Turn Rate 0.5
Sight Range 1800/800
Attack Range 600
Missile Speed 900
Attack Duration 0.4+0.7
Cast Duration 0+0
Base Attack Time 1.7
Collision Size 24

Invoker is a ranged intelligence Hero who is very difficult to master. He is unique in that he possesses a total of 14 abilities in his arsenal; three of them - Quas, Wex, and Exort - are reagents and one is his special ultimate Invoke. The three abilities he learns throughout leveling up can have three instances, which serve as the basic ingredients or components for him to create a new ability using his ultimate. Once the reagents or elements are combined, he can invoke one out of ten different abilities. All of his invoked abilities are capable of a multitude of actions, from damaging enemies to aiding his allies, and even saving himself from danger. His three reagents can be upgraded up to level 7 which determines the power and potency of his invoked abilities, making it more powerful than an ordinary spell. Because of this, he can be played in almost any role possible. Invoker can be a carry, semi-carry, ganker, pusher, initiator or even support. He is also the only hero who doesn't have Attribute Bonuses, thus he has average attributes. However, his three reagents provide passive attributes with each level, and each instance of his reagents provides a passive bonus, allowing for specialization at early levels and situational boosts at later levels. His extremely flexible nature allows him to use many different combinations of items effectively but also make him dependent on solid builds and a good gold advantage.


Invoker Invoker
Play "All can be known, and known by me."
Role: Pip carry.png Carry / Pip ganker.png Nuker / Pip initiator.png Initiator / Pip tank.png Escape
Lore: In its earliest, and some would say most potent form, magic was primarily the art of memory. It required no technology, no wands or appurtenances other than the mind of the magician. All the trappings of ritual were merely mnemonic devices, meant to allow the practitioner to recall in rich detail the specific mental formulae that unlocked a spell's power. The greatest mages in those days were the ones blessed with the greatest memories, and yet so complex were the invocations that all wizards were forced to specialize. The most devoted might hope in a lifetime to have adequate recollection of three spells—four at most. Ordinary wizards were content to know two, and it was not uncommon for a village mage to know only one—with even that requiring him to consult grimoires as an aid against forgetfulness on the rare occasions when he might be called to use it. But among these early practitioners there was one exception, a genius of vast intellect and prodigious memory who came to be known as the Invoker. In his youth, the precocious wizard mastered not four, not five, not even seven incantations: He could command no fewer than ten spells, and cast them instantly. Many more he learned but found useless, and would practice once then purge from his mind forever, to make room for more practical invocations. One such spell was the Sempiternal Cantrap—a longevity spell of such power that those who cast it in the world's first days are among us still (unless they have been crushed to atoms). Most of these quasi-immortals live quietly, afraid to admit their secret: But Invoker is not one to keep his gifts hidden. He is ancient, learned beyond all others, and his mind somehow still has space to contain an immense sense of his own well as the Invocations with which he amuses himself through the long slow twilight of the world's dying days.
Voice: Dennis Bateman (Responses)


The Invoker is the most well-rounded spellcasting hero, due to his massive array of spells. Using his three elemental reagents and his Invoke ability, the Invoker can utilize a total of 10 different spells. Due to his complexity and fragility, the Invoker is a bad choice for newer players. With some experience, however, he becomes a force to be reckoned with. The Invoker is capable of massive area of effect damage, powerful disabling spells, very strong summons, and potent enchantments. While other spellcasters tend to be focused in one area, the Invoker has the ability to change his role at will. His spells tend to start out weaker than comparable abilities, but since his reagents have 7 levels each his potential spell power is very high. Although mastering his spells takes perhaps the most practice of any hero, he is definitely worth the time.

At level 25, Invoker has 7 points each towards Quas, Wex, and Exort, and 4 points towards Invoke. Uniquely among heroes, Invoker does not possess the Attribute Bonus ability. Instead, he gains a permanent attribute bonus to one of his attributes each time he levels up Quas, Wex, or Exort.


Quas icon.png
Ability Affects
No Target Self
Allows manipulation of ice elements and grants a permanent strength bonus. Each Quas instance provides increased health regeneration.
Active: Instances of Quas added: 1 (up to 3 maximum)
Passive: HP Regeneration Per Instance of Quas: 1/2/3/4/5/6/7
Passive: Strength Bonus: 2/4/6/8/10/12/14


  • Invoker can have only 3 of any instances.
  • If there are already 3 instances, the oldest instance will be replaced.
  • Quas can be leveled 7 times.
  • Leveling Quas grants the associated cumulative bonuses:
    +38/76/114/152/190/228/266 health
    +0.06/0.12/0.18/0.24/0.30/0.36/0.42 health regeneration.

Wex icon.png
Ability Affects
No Target Self
Allows manipulation of storm elements and grants a permanent agility bonus. Each Wex instance provides increased attack speed and movement speed.
Active: Instances of Wex added: 1 (up to 3 maximum)
Passive: Attack Speed Bonus Per Instance of Wex: 2%/4%/6%/8%/10%/12%/14%
Passive: Bonus movement speed Per Instance of Wex: 1%/2%/3%/4%/5%/6%/7%
Passive: Agility Bonus: 2/4/6/8/10/12/14


  • Invoker can have only 3 of any instances.
  • If there are already 3 instances, the oldest instance will be replaced.
  • Wex can be leveled 7 times.
  • Leveling Wex grants the associated cumulative bonuses:
    +2/4/6/8/10/12/14 attack speed
    +0.28/0.56/0.84/1.12/1.40/1.68/1.96 armor

Exort icon.png
Ability Affects
No Target Self
Allows manipulation of fire elements and grants a permanent intelligence bonus. Each Exort instance provides increased attack damage.
Active: Instances of Exort added: 1 (up to 3 maximum)
Passive: Bonus Damage Per Instance of Exort: 3/6/9/12/15/18/21
Passive: Intelligence Bonus: 2/4/6/8/10/12/14


  • Invoker can have only 3 of any instances.
  • If there are already 3 instances, the oldest instance will be replaced.
  • Exort can be leveled 7 times.
  • Leveling Exort grants the associated cumulative bonuses:
    +26/52/78/104/130/156/182 mana
    +2/4/6/8/10/12/14 damage
    +0.08/0.16/0.24/0.32/0.40/0.48/0.56 mana regeneration.

Invoke icon.png
Ability Affects
No Target Self
Combines the properties of the elements currently being manipulated, creating a new spell at the Invoker's disposal. The invoked spell is determined by the combination of Quas, Wex and Exort.
Number of Invoked Spells Allowed: 2
Cooldown 22/17/12/5 (16/8/4/2*) Mana 20/40/60/80 (0/0/0/0*)
Can be Improved by Aghanim's Scepter (* shows the improved values). Decreases cooldown and removes mana cost.
So begins a new age of knowledge.


  • Invoke can be leveled 4 times, at levels 2/7/12/17.
  • The arrangement of instances does not matter.
  • If the maximum number of invoked spells has already been reached, invoking a new spell will replace the oldest invoked spell.
  • If the spell Invoker is attempting to invoke is already in his first slot Invoke will fizzle, spending Invoker's mana, putting Invoke on cooldown, but otherwise doing absolutely nothing. Invoker has separate responses for fizzled Invokes.

Invoked Abilities Summary[edit]

Cold Snap icon.png
Cold Snap
Ghost Walk icon.png
Ghost Walk
Ice Wall icon.png
Ice Wall
Tornado icon.png
Deafening Blast icon.png
Deafening Blast
Forge Spirit icon.png
Forge Spirit
EMP icon.png
Alacrity icon.png
Chaos Meteor icon.png
Chaos Meteor
Sun Strike icon.png
Sun Strike

Invoked Abilities[edit]

Cold Snap
Blocked by Spell Immunity. Blocked by Linken's Sphere. Cannot be purged. Play
Cold Snap icon.png
Ability Affects Damage
N/A Enemies Magical
Ability invokes if Invoker has 3 Quas instances. Invoker draws the heat from an enemy, chilling them to their very core for a duration based on Quas. Further damage taken in this state will freeze the enemy again, dealing bonus damage. The enemy can only be frozen so often, but the freeze cooldown decreases based on the level of Quas.
Stun Duration: 0.4
Damage (based on Quas level): 7 / 14 / 21 / 28 / 35 / 42 / 49
Cold Snap Duration (based on Quas level): 3 / 3.5 / 4 / 4.5 / 5 / 5.5 / 6
Stun Duration upon taking damage: 0.4
Bonus Damage upon taking damage (based on Quas level): 7 / 14 / 21 / 28 / 35 / 42 / 49
Cooldown Between Stuns (based on Quas level): 0.7715 / 0.7430 / 0.7145 / 0.6860 / 0.6575 / 0.6290 / 0.6005
Range: 1000
Cooldown 20 Mana 100
Sadron's Protracted Frisson.


  • Applies a stun (same duration and damage as normal) immediately upon being cast, this does trigger the damage cooldown.
  • The stun only triggers on damage greater than 10 after reductions.
  • Does not trigger on self damage.
  • May trigger up to 3/4/5/6/7/8/9 times over its duration, resulting in a total of 28/70/126/196/280/378/490 damage.

Ghost Walk
Blocked by Spell Immunity. Cannot be purged. Play
Ghost Walk icon.png
Ability Affects
No Target Self
Ability invokes if Invoker has 2 Quas and 1 Wex instances. Invoker manipulates the ice and electrical energies around him, rendering his body invisible. The elemental imbalance created as a consequence slows nearby enemies based on the level of Quas, and slows Invoker as well based on the level of Wex.
Slow Radius: 400
Slows Enemy (based on Quas level): 20% / 25% / 30% / 35% / 40% / 45% / 50%
Self Speed Change (based on Wex level): -30% / -20% / -10% / 0% / 10% / 20% / 30%
Duration: 100
Cooldown 35 Mana 200
Myrault's Hinder-Gast.


  • The slow effect causes enemies affected to leave a trail of icy footsteps when moving, allowing enemies to more easily estimate Invoker's location and movement.
  • The slow will not affect magic immune enemies.

Ice Wall
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Cannot be purged. Play
Ice Wall icon.png
Ability Affects Damage
No Target Enemies Magical
Ability invokes if Invoker has 2 Quas and 1 Exort instances. Generates a wall of solid ice directly in front of Invoker for a duration based on the level of Quas. The bitter cold emanating from it greatly slows nearby enemies based on the level of Quas and deals damage each second based on the level of Exort.
Duration (based on Quas): 3 / 4.5 / 6 / 7.5 / 9 / 10.5 / 12
Movement Slow (based on Quas): 20% / 40% / 60% / 80% / 100% / 120% / 140%
Damage Per Second (based on Exort): 6 / 12 / 18 / 24 / 30 / 36 / 42
Cooldown 25 Mana 175
Blocked by Spell Immunity. Magic Immunity will block this spell only, but will not remove the debuff immediately since it has delayed buffer time to disappear.
Killing Wall of Koryx.


  • Units can walk right through it, even though they are slowed.
  • Deals between 18 and 504 damage depending on the rank of Quas and Exort

Blocked by Spell Immunity. Not blocked by Linken's Sphere. Play
EMP icon.png
Ability Affects Damage
Target Point Enemies Pure
Ability invokes if Invoker has 3 Wex instances. Invoker builds up a charge of electromagnetic energy at a targeted location which automatically detonates after a duration of 2.9 seconds. The detonation covers an area, draining mana based on the level of Wex. Deals damage for each point of mana drained.
Delay: 2.9
Range: 950
Radius: 675
Damage: 0.5x mana burned
Mana Drain (based on Wex): 100 / 175 / 250 / 325 / 400 / 475 / 550
Mana restored: 0.5x mana drained
Cooldown 30 Mana 125
Endoleon's Malevolent Perturbation.


  • Damage deals before mana burn.
  • Does not hit Invulnerable/Tornadoed units
  • Restores Invoker for 50% of the mana it drains from heroes (excluding illusions)

Blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be purged. Play
Tornado icon.png
Ability Affects Damage
Target Point Enemies Magical
Ability invokes if Invoker has 2 Wex and 1 Quas instances. Unleashes a fast moving tornado that picks up enemy units in its path, suspending them helplessly in the air shortly before allowing them to plummet to their doom. Travels further based on the level of Wex. Holds enemies in the air for a duration based on the level of Quas. Deals damage based on the level of Wex.
Range (based on Wex): 800 / 1200 / 1600 / 2000 / 2400 / 2800 / 3200
Disable Duration (based on Quas): 0.8 / 1.1 / 1.4 / 1.7 / 2.0 / 2.3 / 2.5
Damage (based on Wex): 115 / 160 / 205 / 250 / 295 / 340 / 385
Cooldown 30 Mana 150
Can be purged. Damage will still be dealt upon landing.
Claws of Tornarus.


  • Deals damage instantly as you land, making heroes unable to blink away. (Previously it dealt damage slightly after which allowed heroes to blink away)
  • Since it's a cyclone based spell, it has purge like properties and will remove certain buffs from enemies hit by it.[1]
  • Gives 600 vision along the path of the tornado.

Not blocked by Spell Immunity. Can be purged. Play
Alacrity icon.png
Ability Affects Damage
Target Unit Allies Physical
Ability invokes if Invoker has 2 Wex and 1 Exort instances. Invoker infuses an ally with an immense surge of energy, increasing their attack speed based on the level of Wex and their damage based on the level of Exort.
Duration: 9
Increased Attack Speed (based on Wex): 20 / 30 / 40 / 50 / 60 / 70 / 80
Increased Damage (based on Exort): 20 / 30 / 40 / 50 / 60 / 70 / 80
Range: 650
Cooldown 15 Mana 45
Gaster's Mandate of Impetuous Strife.


  • Can target Siege units

Sun Strike
Not blocked by Spell Immunity. Not blocked by Linken's Sphere. Play
Sun Strike icon.png
Ability Affects Damage
Target Point Enemies Pure
Ability invokes if Invoker has 3 Exort instances. Sends a catastrophic ray of fierce energy from the sun at any targeted location, incinerating all enemies standing beneath it once it reaches the earth. Deals damage based on the level of Exort, however this damage is spread evenly over all enemies hit.
Delay: 1.7
Radius: 175
Range: Global
Damage (based on Exort): 100 / 162.5 / 225 / 287.5 / 350 / 412.5 / 475
Cooldown 30 Mana 175
Harlek's Incantation of Incineration.


  • Gives momentary vision of the target area before and after the strike.
  • Damage is spread evenly between targets in the area of effect (including creeps).
  • Pierces Spell Immunity.

Forge Spirit
Forge Spirit icon.png
Ability Affects
No Target N/A
Ability invokes if Invoker has 2 Exort and 1 Quas instances. Invoker forges a spirit embodying the strength of fire and fortitude of ice. Damage, health, and armor are based on the level of Exort while attack range, mana, and duration are based on the level of Quas. The elemental's scorching attack is capable of melting the armor of enemy heroes. If both Quas and Exort are level 4 or higher, Invoker will create two spirits instead of one.
Number of Forged Spirits Summoned: 1 (2 if both Quas and Exort are level 4 or higher)
Forged Spirits' Duration (based on Quas): 20 / 30 / 40 / 50 / 60 / 70 / 80
Forged Spirits' Mana (based on Quas): 100 / 150 / 200 / 250 / 300 / 350 / 400
Forged Spirits' Attack Range (based on Quas): 300 / 365 / 430 / 495 / 560 / 625 / 690
Forged Spirits' Damage (based on Exort): 29 / 38 / 47 / 56 / 65 / 74 / 83
Forged Spirits' HP (based on Exort): 300 / 400 / 500 / 600 / 700 / 800 / 900
Forged Spirits' Armor (based on Exort): 0 / 1 / 2 / 3 / 4 / 5 / 6
Cooldown 30 Mana 75
Culween's Most Cunning Fabrications.


  • Only one group of spirits can be summoned at one time.
  • Forged Spirits possess Melting Strike, an autocast Unique Attack Modifier which reduces enemy hero's armor by 1 per hit (to a maximum of 10 for 5 seconds) and costs 40 mana. Melting Strike does not effect non-hero units.

Chaos Meteor
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be purged. Play
Chaos Meteor icon.png
Ability Affects Damage
Target Point Enemies Magical
Ability invokes if Invoker has 2 Exort and 1 Wex instances. Invoker pulls a flaming meteor from space onto the targeted location. Upon landing, the meteor rolls forward, constantly dealing damage based on the level of Exort, and rolling further based on the level of Wex. Units hit by the meteor will also be set on fire for a short time, receiving additional damage based on the level of Exort.
Main Radius: 275
Main Damage Per 0.5 Seconds (based on Exort): 57.5 / 75 / 92.5 / 110 / 127.5 / 145 / 162.5
Meteor Range (based on Wex): 465 / 615 / 780 / 930 / 1095 / 1245 / 1410
Additional Damage Per Second (based on Exort): 11.5 / 15 / 18.5 / 22 / 25.5 / 29 / 32.5
Cooldown 55 Mana 200
Tarak's Descent of Fire.


  • Deals main damage to enemy units under meteor every 0.5 seconds and burns enemies for smaller damage over 3 seconds.
  • The meteor has a movement speed of 300.
  • The meteor takes 1.3 seconds to fall to the ground and start dealing damage.
  • Burn damage stacks independently with itself meaning a unit can take damage from multiple burn instances simultaneously.

Deafening Blast
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be purged. Play
Deafening Blast icon.png
Ability Affects Damage
Target Point Enemies Magical
Ability invokes if Invoker has 1 Quas, 1 Wex and 1 Exort instances. Invoker unleashes a mighty sonic wave in front of him, dealing damage to any enemy unit it collides based on the level of Exort. The sheer impact from the blast is enough to knock those enemy units back for a duration based on the level of Quas, then disarm their attacks for a duration based on the level of Wex.
Knockback Duration (based on Quas): 0.25 / 0.5 / 0.75 / 1 / 1.25 / 1.5 / 1.75
Disarm Duration (based on Wex): 1 / 1.5 / 2 / 2.5 / 3 / 3.5 / 4
Damage (based on Exort): 40 / 80 / 120 / 160 / 200 / 240 / 280
Range: 1000
Cooldown 40 Mana 200
Buluphont's Aureal Incapacitator.


  • This ability interrupts channeling spells.
  • Can be used to blast enemies off or on cliffs.
  • Blasted enemies will destroy trees for the duration of the knock-back.

Forged Spirit[edit]

Forged Spirit
Forged Spirit Portrait.png
Duration 20 - 80 (Quas)
Hit Points 300 - 900 (Exort) + 0.25/sec
Mana 100 - 400 (Quas) + 4/sec
Damage 29 - 83 (Exort) (Chaos damage)
Armor 0 - 6 (Exort)
Movement Speed 320
Sight Range 1200/800
Attack Range 300 - 690 (Quas)
Missile Speed 1000
Attack Duration 0.2+0.4
Base Attack Time 1.5
Bounty 32-46 (39)
Experience 31
Notes Possesses [Melting Strike]
Melting Strike
Unique Attack Modifier. Blocked by Spell Immunity. Not blocked by Linken's Sphere. Cannot be purged.
Melting Strike icon.png
Ability Affects
Passive Enemies
Melts away the armor of heroes hit by the spirit's attack if the spirit has enough mana. Each successive hit increases the amount of armor melted.
Armor removed per hit: 1
Maximum armor removed: 10
Duration: 5
Mana 40


  • When hit, refreshes duration and decreases target's armor by one.
  • Caps at 10 stacks or -10 armor.
  • Affects heroes and illusions.
  • Does not affect non-hero units.

Recommended items[edit]

Note: This item build is most applicable to an Invoker that emphasizes Wex.

Starting Items:

  • Tangos are bought to stay in lane longer, since they give good health regeneration for a low price.
  • Null Talisman is recommended as it increase Invoker's overall mana pool, as well as bonus attributes to help in the laning phase.

Early Game:

  • Boots of Speed are important to get, as they allow Invoker to position himself better to cast spells.
  • Magic Stick provides you with some healing and can be built into a Magic Wand.
  • Bracer makes you more durable and gives a good attribute boost.

Core items:

  • Phase Boots are the best choice for Invoker: they make chasing and escaping easier. With these boots, last hitting will be less difficult.
  • Drum of Endurance further increases Invoker's attack and movement speed, and provides him with extra attributes and damage.
  • Magic Wand gives even more attributes and a bit more survivability than the Magic Stick.
  • Force Staff is a very useful item. Its ability can be used to escape, to chase enemies or to save teammates from sure death. It also makes positioning a lot easier.

Situational items:

  • Scythe of Vyse gives good attributes and plenty of mana and mana regeneration. It comes with a reliable disable with a moderate cooldown.
  • Blink Dagger is a useful item if you're your team's main initiator. Use it to position yourself before casting certain spells such as Ice Wall, Deafening Blast, Chaos Meteor or Tornado.
  • Force Staff is a safer alternative to blink dagger. Harder to position yourself, but in return will make a reliable escape. Gives some Intelligence and HP regen.
  • Aghanim's Scepter provides you with good attributes. Thanks to its passive ability, you'll be able to Invoke several spells in mere seconds and without using mana. A good item to have in any situation.
  • Eul's Scepter of Divinity is mainly bought if you need a boost to your mana regeneration for a cost-effective price. Not only does it gives a lot of mana regeneration, some Intelligence and some movement speed, but it also has a disable that synergizes perfectly with your abilities. You can use it just before casting Sun Strike, Chaos Meteor, EMP, Ice Wall to be sure that the enemy will be affected and damaged.
  • Black King Bar is a common choice if you're being nuked or stunned by the enemy team all the time. The magic immunity and the Strength make you more durable.
  • Eye of Skadi is a very slot-effective item. It gives a lot of attributes and even more mana and health. Its Unique Attack Modifier greatly slows enemies, making them easier to be chased and killed by your team.
  • Shiva's Guard provides you with a lot of Intelligence and armor; its active ability makes initiating more effective. Overall, you should buy this item if you need to initiate better and if you have to counter the enemy team's carry, since the Freezing Aura and the armor make you much harder to kill.
  • Necronomicon is a smart choice to shut down Invisible units, complements Cold Snap, and gives Invoker decent strength and intelligence.



  • Learning the combinations for Invoker's spells is essential for success.
  • Invoker is a prime candidate for mid lane; however, due to his flexibility he can also take other lane positions. Safe lane solo vs another solo laner or as the farmer with supports also allow Invoker to get the gold and EXP he needs to be strong.
  • What orb you should start with can sometimes be decided once you see your lane matchup, but often needs to be decided when you buy your items.
    • Starting with Quas is the most durable starting build, giving you +3 hp/s with 3 orbs, but leaves you with very low damage, which can make it hard to lasthit without being denied. Your starting build should probably be high on attributes and low on regen to compensate. At level 2, you get access to Cold Snap with Invoke, which is an amazing spell to fight back in lane. This start is strong for lanes that are strong against you and can harass you down.
    • Starting with Exort gives you the strongest lasthitting potential, giving you +11 damage with 3 exort orbs (+3 per orb and +2 from the intelligence gain). This gives you much easier lasthitting. Against melee lanes or other weak lanes, you can start with a high attribute build to dominate lane, but against laners that can fight you, you'll need a high amount of regen to stay in lane. At level 2, you can take Invoke to get access to Sun Strike or take a point in Quas and delay Invoke to level 3. If the other lanes are high in stuns, Sun Strike allows you to help get kills, but it isn't very strong without team coordination.
    • Starting with Wex is not recommended. However, in niche cases, it can work. Starting with boots and wex, if you're going offlane against a strong dual-lane or tri-lane can allow you to escape with your life intact, but both that starting item choice and starting ability choice are for players experienced with offlaning and Invoker.
  • There are three primary ability builds for Invoker, though Quas-Wex and Quas-Exort are the more common and generally stronger choices.
    • A Quas-Wex build is primarily about disabling your opponents, while making you a bit more durable; its main drawback is that without items you will be in need of Intelligence or mana regeneration. This is usually fixed with a Eul's Scepter or Scythe of Vyse. In the early game, you should try to use Cold Snap to scare enemies and maybe kill them, while your main combo in the mid game will be Tornado followed by EMP, with it, you'll deal a lot of damage and will drain most of your enemies' mana, but you have to time it well, since EMP won't work on cycloned units. In the late game, try to use Alacrity on yourself or the main carry if you're able to; use your main combo and/or Deafening Blast to disable enemies.
    • A Quas-Exort build is focused primarily on damage, from both your spell combos and right-click. Your goal in the early game is to have 4 points in Exort followed by 4 points in Quas to get two Forged Spirits, achievable at level 9. Forged Spirits in combination with Cold Snap is great for kill potential and Forged Spirits are great for pushing down towers or clearing jungle camps. Your primary spell combo is Chaos Meteor followed by Deafening Blast.
    • An Exort or Wex-Exort oriented build gives a lot of Intelligence, but leaves you with less HP. In the early game you'll have global presence thanks to your Sun Strike which, if timed well, can deal huge damage. In mid and late game, try to initiate with your Chaos Meteor, followed by Deafening Blast. You can also add Tornado before the two abilities if you have enough mana, which will make it harder for the enemies to escape or flee. Use Alacrity on the main damage dealer if you're able to.
  • While your orbs are primarily thought about for what ability they invoke, having the right orbs for your situation is also important for strong Invoker play. If you're lasthitting, having 3 Exort orbs out is best. If you're not at max HP, having 3 Quas orbs out is best. If you're moving around the map, having 3 Wex orbs out is best. The tough part becomes rapidly switching between the orbs, eg. pulling out 3 Exort orbs, immediately throwing out an attack to get a last hit, then swapping back to Quas orbs, and repeating for every last hit when not at max HP.
  • As Invoker is one of the most level-dependent heroes in the game, and also scales well with gold, a Hand of Midas can be a very strong pickup. Be careful, however, as getting a Midas too late into the game or against heroes that are strong in the early game can be a bad idea, as buying a Midas leaves you weaker than buying other items in the immediate future.
  • For Quas, the highest level you will usually need is 2-4, as higher levels are generally not useful; Level 4 is only useful in that it allows you to have 2 Forged Spirits.
  • All of Invoker's spells have fairly long cooldowns and are individually fairly complex, while also having strong synergy with each other. Understanding how to use his spells effectively and how to combo them is key to playing Invoker well.
    • Cold Snap is, in most cases, your first and main ability in the early portion of the game. Use it to scare and harass enemies, especially when they are among allied creeps. To make better use of this ability, activate it right after right clicking on the enemy Hero, then keep attacking him whenever possible, without putting yourself in danger.
    • Ghost Walk is your most reliable escape mechanism. It makes you invisible with no fade time, and also slows enemies. Be careful when Invoking it, as it costs 200 mana to activate. Be careful about walking through opponents that have detection or spells that hit invisible units, however, as it reveals your position.
    • Ice Wall is perfect for teamfights as well as for 1 vs 1 fights. You need good positioning to use it, so it's preferable to have Phase Boots, Force Staff or even Blink Dagger to help you use this ability effectively. It damages and greatly slows enemies, making it perfect in combination with Cold Snap, Sun Strike, Chaos Meteor, EMP and Deafening Blast. You can cast Tornado right before it to make positioning easier.
    • EMP is an AoE nuke that drains the enemies' mana, while damaging them. Use it in combination with Tornado to guarantee mana drain and damage. It's a nice nuke for mid game teamfights, but it becomes less efficient as the game progresses.
    • Tornado is a useful ability that can be used to save teammates, damage enemies or even chase them, thanks to its enormous range. It can be a great setup for EMP, Chaos Meteor, Sunstrike, and Ice Wall, just be mindful that your opponents are invulnerable while in air. This spell is also great for clearing out creep waves, though be mindful about using it for that, as it does have a lengthy cooldown.
    • Alacrity is a great pushing ability, which is especially useful in late game. Use it on yourself, on your allies or even on your Forged Spirits to take down towers with ease. Cast it on your team's carry to help him deal even more damage.
    • Sun Strike is a deadly nuke with global range, which is perfect to kill fleeing Heroes. It has a little delay, so time it well. Avoid hitting more than one enemy, otherwise it will deal less damage, since it's spread evenly between targets in its area of effect. This includes creeps, so aiming for heroes in creep waves will also greatly reduce the damage.
    • Forge Spirit lets you summon one or two Spirits that will reduce the enemy Heroes' armor while attacking. It can be used to harass, scout or push. Use it with Cold Snap, Alacrity or Ice Wall to inflict constant damage over time.
    • Chaos Meteor is a powerful nuke, capable of hitting many units at once. It rolls forward and, much like Sun Strike, it has a little delay, so you have to take positioning into account while using it. It can be used with Deafening Blast to initiate a battle and deal colossal damage if executed correctly, especially in the mid and late game. You can cast Tornado before using your Chaos Meteor to make positioning easier, and to make sure that the enemies can't escape. This spell is also great for clearing out creep waves, though be mindful about using it for that, as it does have a lengthy cooldown.
    • Deafening Blast has many uses, slightly depending on your ability build. It's mainly used to disable enemies, so that they can't run away or an ally of yours (or even yourself) can escape. If going for an Exort oriented build, it is best used in combination with Chaos Meteor to keep your opponents under the meteor for longer, increasing the combo's damage. If going for a Quas-Wex oriented build, its damage will be greatly reduced, but on the other hand its disabling power will make it easier to win teamfights or to save allies, while pushing back enemy Heroes.
  • If you want to cast three spells in quick succession, it can help to have the Orbs for the third spell prepared before casting the other two. A common example of this is having Tornado and Chaos Meteor Invoked, with Quas-Wex-Exort already set up to Invoke Deafening Blast after casting Tornado. This can help get the proper timing required to Blast as Meteor lands, disabling enemies within it's effect and causing them to take much more damage.
  • Refresher Orb is a very useful item on Invoker since his invoked abilities have rather high cooldowns. There are some occasions you find yourself waiting for your cooldowns, such as lengthy team fights.
  • With a high enough level in Quas (6) and an Aghanim's Scepter, it is possible to Invoke two spells during Tornado. This means a standard combo of Tornado-Meteor-Blast can in the late-game include another spell, typically Sun Strike if casting on a single target, Ice Wall or EMP if you have enough levels in Wex. This is the true advantage of Scepter in most situations, and is not very relevant until you are a very high level.
  • Compared to other items, Scepter does not offer a lot of advantages until the very lategame stages, and is not very effective when rushed. Any mana issues related to Invoke can be remedied with Eul's Scepter, Scythe of Vyse or Orchid Malevolence, all of which offer a powerful disable as well, and the lowered cooldown is not very useful until level 3 or 4 in Invoke as you are usually limited to three spells per fight even with Scepter.


  • In DotA, Invoker's name is Kael[2], based on the WarCraft Blood Elf Mage character, Kael'thas Sunstrider. His fun name is Kal-El, a pun conflating the name Kael with the birth name of Superman.
  • In April 2011, a leaked DotA 6.72 Chinese changelog[3] referred to Invoker as "卡尔" ("Kael"). A PlayDota forum member translated the changelog[4] with Google Translate, in an attempt to get a quick, rough translation. Google Translate mistakenly translated "卡尔" as "Carl". PlayDota forum members were at first confused, then entertained by the mistake. IceFrog, the lead developer of DotA and Dota 2, joked "Carl had it coming".[5]
  • In December 2011, drafts of Invoker's Dota 2 lore referred to him as "Garral" twice, presumably a nod to "Carl". This name was excised upon Invoker's release in January 2012; the lore currently refers to him only as "the Invoker".
  • Invoker's voice lines include the name Carl three times. Invoker has a small chance to speak one of these lines when his model is selected:
    • Play "Carl!"
    • Play "Throughout the eons I have been known by many names…but my true name of power…is Carl."
    • Play "Behold before you, the illustrious, the imperious, ingenious arch-mage… CARL."
  • Undying uses the name Carl once, when meeting an allied Invoker on the battlefield, and even then only 5% of the time:
    • Play "Carl, is that you?"
  • Mirana uses the name Carl once, when killing an enemy Invoker, and even then only 5% of the time:
    • Play "Carl, meet Sagan." A pun on Carl Sagan. (Mirana's feline mount is named Sagan.)
  • In summary, whether Invoker's "real" name is Carl appears to be a subject of humor and is intentionally ambiguous.


  • In the earliest version of Invoker, the order of instances mattered when Invoke was cast. Invoker had access to 27 spells, including the 10 still in game. [6]
  • Invoker is (or used to be) a Magus like Rubick Rubick, who calls him the Arsenal Magus.
  • When casting Deafening Blast, Invoker will sometimes say, "Play Sonic boom!"; this is a direct reference to the signature move of Guile from the Street Fighter fighting game series.
  • Invoker (Along with some players and casters) sometimes jokingly refers to his Chaos Meteor as a meatball ("Play Behold the meatball!"), due to their highly similar appearance.
  • One of Invoker's lines when purchasing a Blink Dagger ("Play Dagger of the mind.") references the "Dagger" monologue from Shakespeare's play, Macbeth.
  • One of Invoker's lines when respawning ("Play Knowing me... knowing you.") references the song by the band Abba, of the same name. [7]
  • As referenced in the details of his name, Invoker was known as Kael, or Kael'thas Sunstrider, in DotA. Kael'thas is best known as the Lord of the Blood Elves in the Warcraft universe.[8] The Invoker of DotA is heavily based on Kael'thas and his appearance in Warcraft III: Frozen Throne.
    • Skywrath Mage icon.png Skywrath Mage's responses when meeting Invoker may also be related to this, as Dragonus was also a blood elf in DotA.

Update history[edit]

June 28, 2013 Patch

June 14, 2013 Patch

April 25, 2013 Patch

February 21, 2013 Patch

  • Fixed backswing behavior on some of Invoker's skills.

October 25, 2012 Patch

August 15, 2012 Patch

July 05, 2012 Patch

June 20, 2012 Patch

May 10, 2012 Patch

March 28, 2012 Patch

  • [Undocumented] Updated the hero selection portrait for Invoker.

March 23, 2012 Patch

  • Un-decapitated Invoker.

February 16, 2012 Patch

January 26, 2012 Patch

  • Added Legacy Key support for Invoker.
  • Fixed Invoker's Quas, Wex, and Exort not giving Invoker bonus stats properly when upgraded.
  • Fixed Invoker's Invoke to properly swap the invoked abilities in the 1st and 2nd slots if the spell already existing in the 2nd slot is invoked again.
  • Fixed Cold Snap not being castable on Roshan.
  • Fixed EMP cast range.
  • Enabled Invoker in CM.
  • Lane creeps will now stand still if they become unable to attack, such as when hit by Invoker's Deafening Blast, instead of charging past enemy creeps and towers.

January 20, 2012 Patch

  • Fixed Quas icon.png Quas, Wex icon.png Wex, and Exort icon.png Exort not giving Invoker bonus stats when upgraded.
  • Fixed Invoke icon.png Invoke to properly swap the invoked abilities if the new spell already exists.
  • Fixed Cold Snap icon.png Cold Snap not being castable on Roshan.
  • Fixed EMP icon.png EMP cast range.

January 19, 2012 Patch

  • Enabled Invoker Invoker!!

December 16, 2011 Patch

  • [Undocumented] Added new portrait and ability icons.

Balance changelog[edit]


  • [Undocumented] Sun Strike icon.png Sun Strike now pierces Spell Immunity.


  • Tornado icon.png Tornado flying vision area reduced from 1200 to 600.
  • Tornado icon.png Tornado damage from 2*Wex+Quas to 3*Wex.


  • Forge Spirit icon.png Forge Spirit 33% magic resistance removed.
  • Cold Snap icon.png Cold Snap damage reworked from the initial and secondary proc damage of 60/30 to 7xQuasLevel per proc.
  • Deafening Blast icon.png Deafening Blast's Disarm is now dispelled when Magic Immunity is applied.


  • Ghost Walk icon.png Ghost Walk slow no longer affects magic immune enemies.
  • EMP icon.png EMP delay increased from 2.6 to 2.9.


  • Forge Spirit icon.png Forge Spirit
    • Armor reduced from 2/3/4/5/6/7/8 to 0/1/2/3/4/5/6.
    • Attack range reduced from 300/400/500/600/700/800/900 to 300/365/430/495/560/625/690.
  • EMP icon.png EMP
    • Burn increased from 100/150/200/250/300/350/400 to 100/175/250/325/400/475/550.
    • Delay from 3.7/3.4/3.15/2.85/2.6/2.3/2 to 2.6.
  • Alacrity icon.png Alacrity manacost reduced from 75 to 45.
  • Ghost Walk icon.png Ghost Walk movement speed from -30/-25/-20/-15/-10/-5/0 to -30/-20/-10/0/10/20/30.


  • EMP icon.png EMP restores Invoker for 50% of the mana it drains from heroes (excluding illusions).
  • Invoke icon.png Invoke max spells rescaled from 1/2/2/2 to 2.


  • Alacrity icon.png Alacrity manacost decreased from 100 to 75.
  • Ghost Walk icon.png Ghost Walk slow increased from 20/23/26/30/33/36/40 to 20/25/30/35/40/45/50.
  • Ghost Walk icon.png Ghost Walk cooldown decreased from 60 to 35.
  • Tornado icon.png Tornado damage rescaled from 70+(Wex+Quas)*20 to 70+(2*Wex+Quas)*15.


  • Invoker base damage decreased by 4.


  • Chaos Meteor icon.png Chaos Meteor damage increased from 80+Exort*30 to 80+Exort*35.
  • Chaos Meteor icon.png Chaos Meteor land time decreased from 1.5 to 1.3.
  • EMP icon.png EMP can no longer hit Invulnerable/Tornadoed units.
  • EMP icon.png EMP cooldown increased from 25 to 30 seconds.
  • Sun Strike icon.png Sun Strike damage type changed from Magical to Pure.
  • Sun Strike icon.png Sun Strike now reveals the area it will hit before the damage impact.
  • Tornado icon.png Tornado cooldown increased from 25 to 30 seconds.
  • Tornado icon.png Tornado Damage decreased from 77.5+(Wex+Quas)*23 to 70+(Wex+Quas)*20.


  • No longer gets interrupted by casting orbs or Invoke.
  • Base damage reduced by 5.
  • Alacrity icon.png Alacrity can now target mechanical units.
  • Alacrity icon.png Alacrity manacost increased from 50 to 100.
  • Alacrity icon.png Alacrity bonus damage & attack speed decreased from 30->90 to 20->80.
  • Cold Snap icon.png Cold Snap now requires a minimum of 10 damage before it triggers.
  • Ice Wall icon.png Ice Wall no longer affects magic immune units.
  • Fixed some issues with how Invoke tracks your recently casted spells.
    • It now always remembers the latest invoke spell even if it is one you already have. So if you have two and want to keep the oldest one, you can recast it and it will consider it the newest one.


  • Cold Snap icon.png Cold Snap no longer triggers on self damage.



  • Invoker now gains attribute points for each orb he levels


  • Strength gain increased from 1.4 to 1.7


  • Invoke cd from 30/25/12/5 cd to 22/17/12/5
  • Invoke manacost from 20/50/80/110 to 20/40/60/80
  • Alacrity bonus damage increased from 20-80 to 30-90
  • Alacrity duration increased from 8 to 9
  • Chaos Meteor damage improved
  • Cold Snap now applies an initial ministun on cast
  • Forged Spirits Armor is now based on Exort and Range is now based on Quas
  • Ghost Walk manacost reduced from 300 to 200
  • Ghost Walk slow rescaled from 10-40% to 20-40%
  • Ice Wall manacost increased from 125 to 175
  • Ice Wall cooldown increased from 20 to 25
  • Sun Strike damage rescaled from 75-450 to 100-475
  • Tornado range increased from 700-3100 -> 800-3200
  • Tornado duration increased from 0.6-2.2 -> 0.8-2.5
  • Tornado damage increased from max of 375 to 400
  • Quas per instance regen from 0.75 to 1


  • Added an Ally/Observer only visual effect that plays before sun strike lands


  • Improved Alacrity duration (6->8)
  • Added Invoker to Aghanim's Scepter icon.png Aghanim's Scepter. Improves cooldown and mana cost (30/25/12/5->16/8/4/2 cooldown, 20/50/80/110->0 mana cost).


  • Lowered Chaos Meteor cooldown from 70 to 55


  • Rebalanced Invoker
    • Invoke levels at 2/7/12/17 with cooldown from 30/30/15/5 to 30/25/12/5 and manacost from 20/40/60/80 to 20/50/80/110
    • Sunstrike: cooldown 60->30, manacost 250->175
    • Deafening Blast: cooldown 25->40
    • Chaos Meteor: cooldown 30->70
    • Forge Spirit: cooldown 70->30, manacost 200->75, casting with ones already on field kills old ones. Improved visual look slightly. If both elements are level 4 or higher, double spawn.
    • Tornado: Airtime from 0.4/0.7/1.0/1.3/1.6/1.9/2.2 -> 0.6/0.85/1.1/1.35/1.6/1.85/2.2 Same final damage, 120 starting damage instead of 190
    • Alacrity: Is now WWE, cooldown 20->15 Duration 5->6, manacost 125->50, Original IAS: 40/60/80/100/120/140/160. New IAS: 30/40/50/60/70/80/90. It now gives damage as well: 20/30/40/50/60/70/80.
    • EMP: changed to pure Wex ability, WWW. 0.5 HP lost for each mana drained. Tweaked various other aspects such as cast range and manacost.
    • Ice Wall: Rescaled duration from 4->10 to 3->12. Improved Exort based damage from 5/10/15/20/25/30/35 to 6/12/18/24/30/36/42


  • Remade Invoker as promised in 6.49


  • Invoker's Reagents small mana cost removed
  • Invoke cooldown decreased from 15 to 12
  • Shroud of flames reworked


  • Invoke will only add an ability if its not the one you have (can't refresh current)
  • Decreased the aoe and the damage on chaos meteor
  • Slight decreate to aoe on energy ball
  • Reduced the regen on exort
  • Reduced base damage on invoker


  • Created.



  1. Invoker's Tornado can dispel buffs.
  2. Invoker at PlayDota
  3. Leaked Chinese 6.72 changelog
  4. Translation of the 6.72 changelog on PlayDota forums
  5. IceFrog's comment about Invoker's name
  6. List: Old DotA Heroes - Playdota
  7. Abba - Knowing me, knowing you

See also[edit]