Invoker

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Invoker
Invoker.png
Strength
17 + 1.7
Agility
14 + 1.9
Intelligence
22 + 4
Level Base 1 16 25
Hit Points 180 503 978 1643
HP Regen 0.25 0.76 1.53 2.58
Mana 0 286 1066 1794
M Regen 0.01 0.89 3.29 5.53
Damage 13‒19 35‒41 95‒101 151‒157
Armor -1 0.96 4.95 10.14
Att / Sec 0.58 0.67 0.83 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
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. 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. Because of the extra points needed to level his three reagents, Invoker also has a special Attribute Bonus ability at level 25 that allows him to gain 6 points in all stats.

Bio[edit | edit source]

Invoker Invoker
Play "I am a beacon of knowledge blazing out across a black sea of ignorance."
Role: Pip carry.png Carry / Pip ganker.png Nuker / Pip disabler.png Disabler / Pip tank.png Escape / Pip pusher.png Pusher
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 worth...as well as the Invocations with which he amuses himself through the long slow twilight of the world's dying days.
Voice: Dennis Bateman (Responses)

Gameplay[edit | edit source]

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 3 points towards Invoke. Uniquely among heroes, Invoker does not possess the normal Attribute Bonus ability. Instead, he has a special Attribute Bonus ability at level 25 that allows him to gain 6 points in all stats. Additionally he gains a permanent attribute bonus to one of his attributes each time he levels up Quas, Wex, or Exort.

Abilities[edit | edit source]

Quas
Cannot be dispelled. Not blocked by Spell Immunity.
Q
Q
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.
Cast Time: 0+0
Instances of Quas per Cast: 1
Health Regen Bonus Per Quas Instance: 1/2/3/4/5/6/7
Passive Strength Bonus: 2/4/6/8/10/12/14

Notes:

  • Quas icon.png Quas interrupts Invoker's channeling spells upon cast.
  • Quas can be leveled 7 times, at levels 1/3/5/7/9/11/13.
  • Invoker can only have up to 3 instances up at any time. The orbs floating above Invoker are visible to everyone.
  • If he already has 3 instances, the oldest instance is replaced. The order of instances can be seen in the HUD as status buff icons, the oldest one being on the left.
  • Restores health in form of health regeneration, so it regenerates 0.1/0.2/0.3/0.4/0.5/0.6/0.7 health per Quas instance in 0.1 second intervals.
  • Can restore up to 60/120/180/240/300/360/420 health in one minute per Quas instance.
  • The strength bonus effectively increases Invoker's health by 38/76/114/152/190/228/266 and health regeneration by 0.06/0.12/0.18/0.24/0.30/0.36/0.42.
  • This is how much health regeneration Invoker gains from 1, 2 and 3 Quas instances:
    • 1 Quas instance: 1/2/3/4/5/6/7 health regeneration
    • 2 Quas instances: 2/4/6/8/10/12/14 health regeneration
    • 3 Quas instances: 3/6/9/12/15/18/21 health regeneration

Wex
Cannot be dispelled. Not blocked by Spell Immunity.
W
W
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.
Cast Time: 0+0
Instances of Wex per Cast: 1
Attack Speed Bonus per Wex instance: 2/4/6/8/10/12/14
Move Speed Bonus per Wex instance: 1%/2%/3%/4%/5%/6%/7%
Passive Agility Bonus: 2/4/6/8/10/12/14

Notes:

  • Wex icon.png Wex interrupts Invoker's channeling spells upon cast.
  • Wex can be leveled 7 times, at levels 1/3/5/7/9/11/13.
  • Invoker can only have up to 3 instances up at any time. The orbs floating above Invoker are visible to everyone.
  • If he already has 3 instances, the oldest instance is replaced. The order of instances can be seen in the HUD as status buff icons, the oldest one being on the left.
  • The agility bonus effectively increases Invoker's attack speed by 2/4/6/8/10/12/14 and armor by 0.28/0.56/0.84/1.12/1.40/1.68/1.96.
  • This is how much attack speed and movement speed Invoker gains from 1, 2 and 3 Wex instances:
    • 1 Wex instance: 2/4/6/8/10/12/14 attack speed and 1%/2%/3%/4%/5%/6%/7% movement speed
    • 2 Wex instances: 4/8/12/16/20/24/28 attack speed and 2%/4%/6%/8%/10%/12%/14% movement speed
    • 3 Wex instances: 6/12/18/24/30/36/42 attack speed and 3%/6%/9%/12%/15%/18%/21% movement speed

Exort
Cannot be dispelled. Not blocked by Spell Immunity.
E
E
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.
Cast Time: 0+0
Instances of Exort per Cast: 1
Attack Damage Bonus per Exort instance: 3/6/9/12/15/18/21
Passive Intelligence Bonus: 2/4/6/8/10/12/14

Notes:

  • Exort icon.png Exort interrupts Invoker's channeling spells upon cast.
  • Exort can be leveled 7 times, at levels 1/3/5/7/9/11/13.
  • Invoker can only have up to 3 instances up at any time. The orbs floating above Invoker are visible to everyone.
  • If he already has 3 instances, the oldest instance is replaced. The order of instances can be seen in the HUD as status buff icons, the oldest one being on the left.
  • This is how much attack damage Invoker gains from 1, 2 and 3 Exort instances:
    • 1 Exort instance: 3/6/9/12/15/18/21 attack damage
    • 2 Exort instances: 6/12/18/24/30/36/42 attack damage
    • 3 Exort instances: 9/18/27/36/45/54/63 attack damage
The invoke list which appears when clicking on the help button. It appears right above the health bar at the right corner.

Invoke
Not blocked by Spell Immunity. Play
R
R
Invoke icon.png
Ability Affects
No Target Self
Combines the properties of the elements currently being manipulated to create a new spell for Invoker to use. Click the help button to see the list of possible spells.
Cast Time: 0+0
Spells Invoked per Cast: 1
Max Spells: 2
Cooldown 22/17/12/5 (Can be Improved by Aghanim's Scepter. 16/8/4/2) Mana 20/40/60/80 (Can be Improved by Aghanim's Scepter. 0)
Can be Improved by Aghanim's Scepter. Decreases cooldown and removes mana cost from Invoke. Adds one level to the stats provided by Quas, Wex and Exort on all Invoked spells.
So begins a new age of knowledge.

Notes:

  • One level of Invoke is automatically learned at level one. Subsequent levels are learned at levels 6/11/16.
  • The help button is located on the right side of the icon. It opens a list which shows the combination of every invoked ability.
  • Invoke interrupts Invoker's channeling spells upon cast.
  • The arrangement of element instances does not matter.
  • When already having 2 spells invoked, invoking a new spell replaces the older spell.
  • New invoked spells are always placed in the 4th ability slot.
    • The previous invoked spell is moved to the 5th slot in the process, while the previous spell in the 5th slot is lost.
  • When invoking a spell which is in the 4th slot already, nothing happens, wasting the mana, but not the cooldown.
  • When invoking the spell which is in the 5th slot already, it moves to the 4th slot, costing mana, but not going on cooldown.
  • When not using legacy or custom hotkeys, the hotkey for the spell in the 4th slot is always D and the spell in the 5th slot is always F.
  • The Aghanim's Scepter icon.png Aghanim's Scepter upgrade does not improve the passive stats granted by Quas, Wex and Exort. It makes invoked spells consider them 1 level higher than what they are.

Invoked abilities[edit | edit source]

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

Cold Snap
Cannot be dispelled. Blocked by Linken's Sphere. Blocked by Spell Immunity. Play
D/F
Y
Cold Snap icon.png
Ability Affects Damage
Target Unit Enemies Magical
Invoker draws the heat from an enemy, chilling them to their very core for a duration based on the level of Quas. The enemy will take damage and be briefly frozen. 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.
Cast Time: 0+0
Cast Range: 1000
Damage per proc (Quas): 7/14/21/28/35/42/49 (Can be Improved by Aghanim's Scepter. /56)
Stun Duration per proc: 0.4
Trigger Cooldown (Quas): 0.77/0.74/0.71/0.69/0.66/0.63/0.60 (Can be Improved by Aghanim's Scepter. /0.57)
Debuff Duration (Quas): 3/3.5/4/4.5/5/5.5/6 (Can be Improved by Aghanim's Scepter. /6.5)
Cooldown 20 Mana 100
Sadron's Protracted Frisson.

Notes:

  • Ability invokes when Invoker has 3 Quas instances.
  • Cold Snap immediately triggers on the target upon cast, so the next proc can only happen after the trigger cooldown.
  • Every time the effect triggers, the target is stunned and damaged. Only triggers on damage greater than 10 after reductions.
  • With its current trigger cooldown and debuff duration, it can trigger up to 4/5/6/7/8/9/10(/11) times (including the initial trigger upon cast).
  • Can deal up to 28/70/126/196/280/378/490(/616) damage (before reductions) when triggering as often as possible.

Ghost Walk
Cannot be dispelled. Not blocked by Linken's Sphere. Blocked by Spell Immunity. Play
D/F
V
Ghost Walk icon.png
Ability Affects
No Target Self / Enemies
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.
Cast Time: 0+0
Fade Time: 0
Slow Radius: 400
Enemy Move Speed Slow (Quas):
20%/25%/30%/35%/40%/45%/50% (Can be Improved by Aghanim's Scepter. /55%)
Self Move Speed Change (Wex):
-30%/-20%/-10%/0%/10%/20%/30% (Can be Improved by Aghanim's Scepter. /40%)
Duration: 100
Cooldown 35 Mana 200
Blocked by Spell Immunity. Spell immune enemies are not slowed.
Cannot be dispelled. Neither the slow, nor the invisibility can be purged.
Myrault's Hinder-Gast.

Notes:

  • Ability invokes when Invoker has 2 Quas and 1 Wex instances.
  • Ghost Walk does not interrupt Invoker's channeling spells upon cast.
  • The movement speed slow on the enemies is provided by an aura. Its debuff lingers for 2 seconds.
  • The slow debuff places some particles on the affected units, allowing them to know that Invoker is nearby.
  • Invisibility is lost upon reaching the cast point of spells or items, or upon launching an attack.
  • Ghost Walk allows Invoker to pass through other units, including wards but not buildings.
  • Invoker can pick up or drop items without breaking the invisibility.

Ice Wall
Cannot be dispelled. Not blocked by Linken's Sphere. Blocked by Spell Immunity. Play
D/F
G
Ice Wall icon.png
Ability Affects Damage
No Target Enemies Magical
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.
Cast Time: 0+0
Wall Spawn Distance: 200
Wall Length: 1200
Wall Width: 105
Damage per Second (Exort): 6/12/18/24/30/36/42 (Can be Improved by Aghanim's Scepter. /48)
Move Speed Slow (Quas):
20%/40%/60%/80%/100%/120%/140% (Can be Improved by Aghanim's Scepter. /160%)
Wall Duration (Quas): 3/4.5/6/7.5/9/10.5/12 (Can be Improved by Aghanim's Scepter. /13.5)
Slow Duration: 2
Cooldown 25 Mana 175
Killing Wall of Koryx.

Notes:

  • Ability invokes when Invoker has 2 Quas and 1 Exort instances.
  • Ice Wall interrupts Invoker's channeling spells upon cast.
  • The Ice Wall is always created in front of Invoker, perpendicular to the line between Invoker and a point 200 range right in front of him.
  • Creates 15 wall segments, with a spacing of 80 between each, resulting in a total length of 1120. Each segment affects a 105 radius around itself.
  • The wall's effective length is 1330 (1120 wall length + 105 radius from both sides).
  • Each segment possesses a movement speed slowing aura. Its debuff lingers for 2 seconds.
  • The damage is independent from the slow, so getting further than 105 radius away from a segment immediately stops the damage, while the slow still lingers.
  • Deals damage in 1 second intervals, starting 1 second after cast, resulting in up to 3/4/6/7/9/10/12(/13) possible instances.
  • Can deal up to 18/48/108/168/270/360/504(/624) damage to a single unit (before reductions), when it stays in range for its full duration.
  • Ice Wall is not a pathing blocker. Any unit can pass through it.

EMP
Not blocked by Linken's Sphere. Blocked by Spell Immunity. Play
D/F
C
EMP icon.png
Ability Affects Damage
Target Area Enemies Pure
Invoker builds up a charge of electromagnetic energy at a targeted location which automatically detonates after 2.9 seconds. The detonation covers an area, draining mana based on the level of Wex. Deals damage for each point of mana drained. If EMP drains mana from an enemy hero, Invoker gains 50% of the mana drained.
Cast Time: 0+0
Cast Range: 950
Effect Radius: 675
Effect Delay: 2.9
Mana Burned (Wex): 100/175/250/325/400/475/550 (Can be Improved by Aghanim's Scepter. /625)
Damage per Burned Mana: 50%
Self Mana Gain per Burned Mana: 50%
Cooldown 30 Mana 125
Endoleon's Malevolent Perturbation.

Notes:

  • Ability invokes when Invoker has 3 Wex instances.
  • Applies the mana loss first, and then the damage.
  • Invoker only gains the mana when it burns mana from heroes. Mana burned on illusions and other units does not restore mana.
  • The damage and the restored mana are dependent on the amount of mana burned on the enemies.
    • This means if the enemy had no mana left to burn, it deals no damage to it and does not restore Invoker's mana.
  • Can deal up to 50/87.5/125/162.5/200/237.5/275(/312.5) damage to each affected unit (before reductions).
  • Can restore up to 50/87.5/125/162.5/200/237.5/275(/312.5) mana for Invoker from each affected hero.
  • The visual effects and the sound during the 2.9 seconds effect delay are visible and audible to everyone.

Tornado
Can be dispelled. Not blocked by Linken's Sphere. Blocked by Spell Immunity. Play
D/F
X
Tornado icon.png
Ability Affects Damage
Target Point Enemies Magical
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 base damage plus added damage based on levels in Wex.
Cast Time: 0+0
Cast Range: 2000
Effect Radius: 200
Travel Distance (Wex): 800/1200/1600/2000/2400/2800/3200 (Can be Improved by Aghanim's Scepter. /3600)
Base Damage: 70
Bonus Damage (Wex): 45/90/135/180/225/270/315 (Can be Improved by Aghanim's Scepter. /360)
Cyclone Duration (Quas): 0.8/1.1/1.4/1.7/2.0/2.3/2.6 (Can be Improved by Aghanim's Scepter. /2.9)
Cooldown 30 Mana 150
Can be dispelled. Damage is still dealt upon landing.
Claws of Tornarus.

Notes:

  • Ability invokes when Invoker has 2 Wex and 1 Quas instances.
  • The Tornado travels at a speed of 1000 and always travels the full distance, so it takes 0.8/1.2/1.6/2/2.4/2.8/3.2(/3.6) seconds to reach the max distance.
  • The Tornado can hit units up to 1000/1400/1800/2200/2600/3000/3400(/3800) range away (travel distance + 200 effect radius).
  • The damage is applied right after the cyclone ends. Can deal up to 115/160/205/250/295/340/385(/430) damage to each affected unit (before reductions).
  • Cycloned units lose their collision size for the duration, so units can pass under them.
  • The Tornado provides 600 radius flying vision as it travels. This vision does not last.
  • Also provides the same vision for 1.75 seconds after reaching its final destination.
  • Does not lift Roshan, but damages and interrupts him.

Alacrity
Can be dispelled. Not blocked by Spell Immunity. Play
D/F
Z
Alacrity icon.png
Ability Affects
Target Unit Allies
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.
Cast Time: 0+0
Cast Range: 650
Attack Speed Bonus (Wex): 10/25/40/55/70/85/100(Can be Improved by Aghanim's Scepter. /115)
Attack Damage Bonus (Exort): 10/25/40/55/70/85/100(Can be Improved by Aghanim's Scepter. /115)
Duration: 9
Cooldown 15 Mana 45
Gaster's Mandate of Impetuous Strife.

Notes:

  • Ability invokes when Invoker has 2 Wex and 1 Exort instances.

Sun Strike
Not blocked by Linken's Sphere. Not blocked by Spell Immunity. Play
D/F
T
Sun Strike icon.png
Ability Affects Damage
Target Area Enemies Pure
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.
Cast Time: 0+0
Cast Range: Global
Effect Radius: 175
Effect Delay: 1.7
Damage (Exort): 100/162.5/225/287.5/350/412.5/475 (Can be Improved by Aghanim's Scepter. /537.5)
Cooldown 25 Mana 175
Harlek's Incantation of Incineration.

Notes:

  • Ability invokes when Invoker has 3 Exort instances.
  • The damage is spread evenly among all affected units within the targeted area, including creeps.
  • This is how much damage Sun Strike deals when hitting a certain amount of units (before reductions).
    • 2 units: 50/81.25/112.5/143.75/175/206.25/237.5(/268.75) damage
    • 3 units: 33.33/54.17/75/95.83/116.67/137.5/158.33(/179.16) damage
    • 4 units: 25/40.63/56.25/71.88/87.5/103.13/118.75(/134.38) damage
    • 5 units: 20/32.5/45/57.5/70/82.5/95(/107.5) damage
  • Damage is only spread among units which are damaged by Sun Strike. All unaffected units do not soak up any damage.
  • Provides 300 radius flying vision at the targeted point for 5.5 seconds upon cast.
  • The visual effects and the sound during the 1.7 seconds effect delay are visible and audible to allies only.

Forge Spirit
Play
D/F
F
Forge Spirit icon.png
Ability Damage
No Target Physical
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.
Cast Time: 0+0
Number of Forged Spirits (Quas and Exort): 1/1/1/2/2/2/2 (Can be Improved by Aghanim's Scepter. /2)
Spirits Attack Damage (Exort): 29/38/47/56/65/74/83 (Can be Improved by Aghanim's Scepter. /92)
Spirits Attack Range (Quas): 300/365/430/495/560/625/690 (Can be Improved by Aghanim's Scepter. /755)
Spirits Max Health (Exort): 300/400/500/600/700/800/900 (Can be Improved by Aghanim's Scepter. /1000)
Spirits Max Mana (Quas): 100/150/200/250/300/350/400 (Can be Improved by Aghanim's Scepter. /450)
Spirits Armor (Exort): 0/1/2/3/4/5/6 (Can be Improved by Aghanim's Scepter. /7)
Spirits Duration (Quas): 20/30/40/50/60/70/80 (Can be Improved by Aghanim's Scepter. /90)
Cooldown 30 Mana 75
Culween's Most Cunning Fabrications.

Notes:

  • Ability invokes when Invoker has 2 Exort and 1 Quas instances.
  • Forge Spirit interrupts Invoker's channeling spells upon cast.
  • Casting Forge Spirit replaces the spirits from the previous cast, no matter who they are owned by.
  • The spirits are always summoned next to Invoker at a random position around him, but always facing east upon spawn.
  • Already summoned spirits do not get their stats upgraded when Quas or Exort is leveled. Their stats are set on what they were upon spawn.

Chaos Meteor
Can be dispelled. Not blocked by Linken's Sphere. Blocked by Spell Immunity. Play
D/F
D
Chaos Meteor icon.png
Ability Affects Damage
Target Point Enemies Magical
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.
Cast Time: 0+0
Cast Range: 700
Effect Radius: 275
Travel Distance (Wex): 465/615/770/920/1070/1220/1370(Can be Improved by Aghanim's Scepter. /1520)
Effect Delay: 1.3
Effect Interval: 0.5
Main Damage per Interval (Exort):
57.5/75/92.5/110/127.5/145/162.5 (Can be Improved by Aghanim's Scepter. /180)
Burn Damage per Second (Exort): 11.5/15/18.5/22/25.5/29/32.5 (Can be Improved by Aghanim's Scepter. /36)
Burn Duration: 3
Cooldown 55 Mana 200
Tarak's Descent of Fire.

Notes:

  • Ability invokes when Invoker has 2 Exort and 1 Wex instances.
  • The Chaos Meteor needs 1.3 seconds to land. It lands at the targeted point, not at Invoker's position.
  • Can hit units up to 1440/1590/1745/1895/2045/2195/2345(/2495) range away (cast range + travel distance + radius). The area between Invoker and the targeted point is unaffected.
  • The visual effects and the sound during the 1.3 seconds effect delay (the meteor falling from the sky) are visible and audible to everyone.
  • The Chaos Meteor rolls at a speed of 300 and always rolls the full distance, so it takes 1.55/2.05/2.56/3.06/3.56/4.06/4.56(/5.06) seconds to reach the max distance.
  • After landing, the meteor deals its main damage and places the burn debuff to units within its effect radius in 0.5 second intervals, starting immediately upon landing.
  • The main damage can hit a unit up to 4/5/6/7/8/9/10(/11) times and thus can deal up to 230/375/555/770/1020/1305/1625(/1980) damage (before reductions).
  • The burn debuff deals damage in 1 second intervals, starting 1 second after the debuff is placed, resulting in 3 instances for each debuff.
  • The debuffs from each interval fully stack and do not refresh each other. So a unit can be affected by 4/5/6/7/8/9/10(/11) instances of the burn debuff per cast.
  • One instance of the burn debuff can deal up to 34.5/45/55.5/66/76.5/87/97.5(/108) damage (before reductions).
  • All possible instances of burn damage per unit together can deal up to 138/225/333/462/612/783/975(/1188) damage (before reductions).
  • The whole Chaos Meteor, main and burn damage, can deal up to 368/600/888/1232/1632/2088/2600(/3168) damage (before reductions) when a unit is hit by all possible instances.
  • The Meteor provides 400 radius flying vision while it is rolling. This vision does not last.
  • Also provides the same vision for 3 seconds after reaching its final destination.

Deafening Blast
Cannot be dispelled. Not blocked by Linken's Sphere. Blocked by Spell Immunity. Play
D/F
B
Deafening Blast icon.png
Ability Affects Damage
Target Point Enemies Magical
Invoker unleashes a mighty sonic wave in front of him, dealing damage to any enemy unit it collides with 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.
If Quas, Wex, and Exort are all at max level, Deafening Blast becomes a non-targetable circular wave released in every direction around Invoker.
Cast Time: 0+0
Cast Range: 1000
Starting Radius: 175
Travel Distance: 1000
End Radius: 225
Damage (Exort): 40/80/120/160/200/240/280 (Can be Improved by Aghanim's Scepter. /320)
Knockback Distance (Quas):
45.6/88.6/133.5/171.5/205/242.1/274.3 (Can be Improved by Aghanim's Scepter. /302.67)
Knockback Duration (Quas): 0.25/0.5/0.75/1/1.25/1.5/1.75 (Can be Improved by Aghanim's Scepter. /2)
Disarm Duration (Wex): 1/1.5/2/2.5/3/3.5/4 (Can be Improved by Aghanim's Scepter. /4.5)
Cooldown 40 Mana 300
Cannot be dispelled. The knockback cannot be dispelled by anything. The disarm can only be dispelled by spell immunity.
Buluphont's Aureal Incapacitator.

Notes:

  • Ability invokes when Invoker has 1 Quas, 1 Wex and 1 Exort instances.
  • Deafening Blast travels at a speed of 1100 and always travels the full distance, which takes 0.91 seconds.
  • The blast can hit units up to 1225 range away (1000 travel distance + 225 end radius).
  • The complete area is shaped like a cone.
  • Applies a fully disabling Forced Movement on hit enemies, rendering them unable to act.
  • This is how the knock back works:
    • Affected units are moved in 0.03 second intervals.
    • They are moved 8/16/25/33/41/50/58(/66) times (Level of Quas * 25 / 3).
    • The first 1/3 times, units are moved linearly, by a distance of 6 per interval. 1/3 of the intervals is 2/5/8/11/13/16/19(/22) times, which results in a distance of 12/30/48/66/78/96/114(/132).
    • For the remaining 6/11/17/22/28/34/39(/44) intervals, the units are moved exponentially with 0.98 times the speed of the previous interval.
    • So the remaining intervals together (on each level) move the units by a distance of (sum 6 * 0.98 ^ 1 to 6 * 0.98 ^ t =) 33.56/58.58/85.46/105.5/127.02/146.08/160.29(/170.67).
    • Summed up, the total distance on each level is 45.56/88.58/133.46/171.5/205.02/242.08/274.29(/302.67).
    • As conclusion, the knockback starts at a speed of 200 and decreases exponentially.
  • When Quas, Wex and Exort are all at level 7, Deafening Blast releases its blasts towards every direction around Invoker, no matter what point is targeted.
    • A total of 12 blasts are released. The blasts are always released towards the same directions, aligned like the numbers on a clock.
    • A unit can only be hit by one blast per cast, so when a unit stands between 2, only one hits it.
  • Affected units are disabled during the knockback. Can knock units over impassable terrain.
  • During the knockback, all trees the units collide with get destroyed.
  • The disarm is applied right after the knockback.
  • Does not knock Roshan back, but damages and disarms him.

Forged Spirit[edit | edit source]

Forged Spirit
Forged Spirit Portrait.png
Duration 20 -> 90 (Quas)
Hit Points 300 -> 1000 (Exort)
Health Regen 0.25
Mana 100 -> 450 (Quas)
Mana Regen 4
Damage 29 -> 92 (Exort)
Armor 0 -> 7 (Exort)
Movement Speed 320
Collision size 16
Vision Range 1200/800 (G)
Attack Range 300 -> 755 (Quas)
Missile Speed 1000
Attack Duration 0.2+0.4
Base Attack Time 1.5
Bounty 32-46
Experience 31
Notes Abilities:
Melting Strike (Forged Spirit) icon.png Melting Strike

Melting Strike
Not disabled by Break. Cannot be dispelled. Not blocked by Linken's Sphere. Blocked by Spell Immunity.
Melting Strike (Forged Spirit) icon.png
Ability Affects
Passive Enemy Heroes
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 Reduction per Attack: 1
Armor Reduction Cap: 10
Duration: 5
Mana 40

Notes:

  • Successive attacks fully refresh the whole stack's duration.
  • The armor reduction is applied or increased after the attack damage is applied.
  • Only affects heroes and illusion, and nothing else.
  • The mana is used when the attack successfully hits the target, not upon projectile launch.

Recommended items[edit | edit source]

Explanation:
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 stats, particularly his attack damage so that he can last-hit more easily. It should generally be sold once bigger items are needed, as it does not build into anything useful for Invoker.

Early Game:

  • Boots of Speed are important to get quickly, as Invoker has one of the lowest base movement speeds in the game. Getting a movement speed advantage over your opponent allows you to position yourself for casting your spells more easily.
  • Magic Stick provides Invoker with additional mana and health with its charges, which is important on any frail caster. Using the charges can give Invoker enough health to survive an attempted gank, or allow him to cast one more spell to ensure a kill.
  • Bracer gives Invoker more stats, particularly strength for increasing his survivability. It also builds into a Drum of Endurance.

Core items:

  • Phase Boots are the best boots for Invoker, as the speed boost offsets his low base movement speed. Additionally, the bonus damage makes last-hitting easier, important on Invoker since he requires lots of gold in order to be effective.
  • Drum of Endurance further increases Invoker's attack and movement speed, and provides him with extra attributes and damage.
  • Magic Wand gives Invoker stats and larger charge storage when upgraded from Magic Stick. A full charge Wand can allow Invoker to cast any of his spells so long as he has the mana to Invoke it first.
  • Force Staff is a very useful item. Its active ability can be used to escape, to chase enemies or to save teammates from sure death, as well as re-position yourself for your spells. As well, it provides Invoker with more intelligence and health regen, allowing him to cast spells more easily.
  • Town Portal Scroll should be carried by all heroes all the time. In Invoker's case, his ability to bombard the enemy with his spells makes him a powerful ally to have in any fight.

Situational items:

  • Scythe of Vyse gives good attributes and plenty of mana and mana regeneration, increasing Invoker's survivability while also giving him the mana he needs to cast his spells. Hex is also one of the strongest hard-disables in the game that can completely turn teamfights around.
  • Blink Dagger is a very strong item to build on Invoker, as he requires good positioning in order to make the most of his spells. Its mobility greatly increases his offensive potential as well as survivability.
  • Aghanim's Scepter drastically reduces the cooldown time for Invoke icon.png Invoke, removes the mana cost for queuing spells, and increases the maximum possible level of each of his orbs by one while also providing him with an additional level in each. It increases Invoker's effectiveness across the board by making all of his spells more potent and allowing him to bring many more spells to bear in fights through Invoke's reduced cooldown.
  • Eul's Scepter of Divinity is a very useful item to purchase on Invoker, as it gives him many powerful benefits for a cost-effective price. It increases Invoker's intelligence and gives him powerful scaling mana regen, allowing him to cast spells more frequently, and the increased base movement speed offsets his low mobility, making positioning for spells much easier. The Cyclone is also a very powerful disable as it can lock enemies down in place long enough to hit them with difficult-to-land spells such as Sun Strike icon.png Sun Strike, Chaos Meteor icon.png Chaos Meteor, EMP icon.png EMP, and so on.
  • Black King Bar is a good item to build on Invoker if you're constantly being focused or disabled by the enemy. The spell immunity allows you to stand on the front lines to cast your spells without being interrupted.
  • Eye of Skadi is the most slot-effective stat item in the game. It provides Invoker with stats across the board, making him more resilient in fights and giving him a larger mana pool to work with, while the Unique Attack Modifier can slow enemies, allowing Invoker to use even his right-clicks to disable enemies.
  • Shiva's Guard provides you with a lot of intelligence and armor; its active ability also makes initiating more effective and slows enemies enough to allow you to hit them with your spells more easily. Overall, you should buy this item if you need to initiate better and need survivability against physical damage, since the Freezing Aura and the armor make you much harder to kill.
  • Necronomicon is a strong pushing and teamfight item. Besides the bonus strength and intelligence, the Necronomicon Warriors synergize with Forge Spirit icon.png Forge Spirit, allowing Invoker to summon up to four units to do his bidding. Upgrading the Necronomicon to level 3 also provides True Sight, which is useful in many situations.
  • Octarine Core is extremely strong on cast-heavy nukers, and can make Invoker a force to be reckoned with. The item grants a tremendous amount of health and mana, reduces the cooldowns on all of his spells as well as Invoke, and allows him to lifesteal from his nukes, making him much harder to bring down in fights.

Equipment[edit | edit source]

Tips[edit | edit source]

  • Invoker is one of the most difficult to learn heroes in the game, but also one of the most flexible and powerful casters. As such, his skill floor is not impossibly high, however, his skill ceiling is almost unparalleled, and thus he takes significant amounts of practice in order to learn.
  • Invoker is often played as a mid hero, as his flexibility and need for levels and gold make him a powerful hero to get early levels on. His skill set allows him to lane control and harass the enemy very effectively, as he has an array of spells that can give him a lane advantage and his orbs give him passive benefits that allow him to out-lane his opponent.
  • Invoker's reagents all fulfill different roles, so choosing which ones to level has a drastic effect on how he plays his lane, as well as subsequently due to their effect on the potency of his spells.
    • Quas icon.png Quas primarily gives Invoker a sustain advantage in-lane, as it provides a permanent strength bonus, giving him more health, as well as health regen when the orbs are active. This allows Invoker to ignore harass damage from his lane opponent, but leaves him lacking in offensive potential. Past the laning stage, Quas is primarily utilized in Invoker's disables, so leveling Quas can give him powerful disabling abilities to use in fights.
    • Wex icon.png Wex does not give Invoker useful passive benefits for laning besides the attack and movement speed bonuses while the orbs are active, however it is leveled primarily so that Invoker can utilize Wex-based spells once the laning stage is over. Wex is Invoker's utility orb, extending the reach of his spells or boosting the power of their secondary effects. It provides Invoker with strong crowd-control capabilities, useful in large teamfights where there are multiple enemy targets, and the passive orbs also increase his mobility on the battlefield, allowing him to position for spells or chase/escape more easily.
    • Exort icon.png Exort is the most commonly skilled first orb for Invoker, as it provides a permanent intelligence bonus, giving Invoker more mana and base damage, while the active orbs provide him with bonus damage, giving him more last-hitting power. As well, it gives Invoker access to Sun Strike at level 2, giving him global nuking presence and thus allowing him to strike at targets and get kills in other lanes without having to leave his own. Exort is Invoker's primary damage and nuking orb, as it provides the damage component in his spells, and the intelligence bonus increases his ability to sustain his casting.
  • Due to Invoker's heavy level requirement in order to be effective, it is generally advised to focus on leveling two orbs and getting a value point in the third, rather than trying to level all three equally. While Invoker can be more flexible if he can cast strong spells in all categories, the lack of specialization also limits his potency in areas where his team might need him to be strong. Invoker can only truly reach his full strength at level 25, and as such he needs to be able to effectively contribute to teamfights before reaching that point.
    • Quas icon.png Quas - Wex icon.png Wex primarily focuses on bringing disables and crowd control to the table, at the cost of striking power and a reduced mana pool due to lack of Exort. Generally Invokers using this build focus on casting EMP and Tornado in teamfights in order to disrupt the enemy and destroy their ability to cast spells, while using Cold Snap for single-target disable. This build also specialized in ganking, allowing players to use Ghost Walk to roam and Cold Snap and Ice Wall for single-target disable. With a value point in Exort, Invoker can also utilize Alacrity to boost the attack speed of himself or an ally, and use Deafening Blast for additional disable. This build is usually best combined with teammates who already have damage, but are lacking crowd control such as Zeus, Ursa, Leshrac, and many others.
    • Quas icon.png Quas - Exort icon.png Exort improves Invoker's offensive and disable potential, but leaves him lacking in reach. The main objective of this build is to get 4 levels in each skill so that you have access to two Forge Spirits, which can be done at level 8 by skipping leveling your ultimate once. Two Forge Spirits, in combination with Cold Snap, can inflict tremendous amounts of damage on a single target, which can get you kills against lone enemies without escape abilities. Invoker can also use Sun Strike, Chaos Meteor and Deafening Blast to great effect, inflicting large amounts of Magical and Pure damage on enemies. This build is normally suited best against meele-heavy lineups, or lineups that have many heroes that need to be closer to their opponents. Some hero examples are Luna, Gyrocopter, and Necrophos, among others.
    • Wex icon.png Wex - Exort icon.png Exort gives Invoker a combination of striking power and reach, but leaves him unable to disable opponents effectively and results in a comparatively frail caster due to lack of Quas. Invoker should generally focus on nuking targets or providing utility via Alacrity, which can greatly increase the right-clicking power of an ally or Invoker himself. This build gives Invoker the ability to deal large amounts of damage with Sun Strike, Chaos Meteor and Deafening Blast, as well as a measure of crowd control via EMP and a long-reaching Tornado. This ability build is most effective against heroes that are excellent at kiting their enemies, such as Drow Ranger and Sniper. However, it is also extremely potent if your allies have strong initiators such as Clockwerk, Jakiro, and Faceless Void.
  • Invoke icon.png Invoke takes Invoker's currently selected orbs, and gives him a spell based on the combination. Invoker can have two spells ready for immediate use at any time.
    • Invoke should usually be leveled as soon as it is available, as reducing the cooldown can let you be ready to bring a third spell to bear on short notice. At higher levels, being able to bring a spell to bear every five seconds can make you a very dangerous threat in teamfights.
    • Whenever a new spell is Invoked, the oldest of his two currently Invoked spells is removed from selection. Beware of which spell combinations you wish to execute, and queue them through Invoke accordingly.
    • The above can be facilitated more easily by switching the spell orders as needed. If the oldest currently Invoked spell is Invoked, it will swap positions with the newest one without putting Invoke on cooldown, allowing Invoker to immediately queue another spell for Invoke. This can be crucial for quickly ordering spell combinations if a required spell for that combo is already the oldest Invoked spell.
    • Remember that your spells remain on cooldown based on when they were last used, so Invoking a spell that is on cooldown does you little good. Always remember when you cast a spell last, so that you avoid wasting mana Invoking it when it is still unable to be used.
    • 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. This allows you to cast your first two spells and then Invoke the third immediately once the oldest Invoked spell is on cooldown. This can let you cast nuke-heavy combos such as Sun Strike + Chaos Meteor + Deafening Blast, as the first two spells have delays that allow you to queue up the third so that you can land all three on a target simultaneously.
    • With an Aghanim's Scepter, it is possible to Invoke spells every two seconds once you hit level 16 or higher. If your reflexes are good enough, you can barrage the enemy with spells as quickly as you can queue them up. However, this is only truly useful in the late-game once all of your orbs have been leveled up enough for their associated spells to be truly potent. This is another testament to just how level-dependent Invoker is, as even with Aghanim's Scepter his spells can lack effectiveness if his orbs are not high level enough.
  • 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 icon.png Cold Snap is a strong disabling spell that can greatly slow enemies and deal significant amounts of damage based on the level of Quas. It has strong utility in the early- and mid-game, however it decreases in effectiveness once the enemy gets spell immunity to dispel it or prevent you from casting it on them in the first place.
    • Cold Snap has strong utility in the laning stage, as it can mini-stun an opponent multiple times, especially if they have drawn creep aggro by ordering an attack on you. Use it on an aggressive enemy, and it can proc multiple times from your attacks as well as those of allied creeps.
    • Remember that this spell mini-stuns its target upon cast, and has 1000 cast range. This allows Invoker to use the spell to interrupt channeled spells and items from a great distance, particularly useful for interrupting Town Portal Scrolls.
    • Cold Snap is very strong when combined with any spell that deals damage over time, as each small damage instance procs the mini-stun and damage. Used in combination with a damage-over-time spell, Cold Snap can greatly hinder a target's movements and deal significant damage.
    • Forge Spirits have strong synergy with Cold Snap, as each spirit's individual attacks (as well as your own) can proc the mini-stun, and both spells are based on Quas. When attacking a target afflicted with Cold Snap, try to stagger your Forge Spirits so that they attack at different intervals, in order to increase the chances of proccing the mini-stun.
    • One of Cold Snap's strongest aspects is that it can greatly impede the attack and cast animations of enemy players, preventing them from retaliating for the duration of the debuff. As Cold Snap is leveled up the trigger cooldown decreases, meaning that at maximum level of Quas heroes with cast or attack animations above 0.2 seconds are unable to do anything without dispelling the debuff first, if the mini-stun procs immediately when it is able to.
    • A unit under the effect of Cold Snap cannot cast spells with a cast time higher than/cannot perform attacks with an attack time higher than 0.37/0.34/0.31/0.29/0.26/0.23/0.20(/0.17) seconds, assuming Cold Snap always triggers exactly when off cooldown.
  • Ghost Walk icon.png Ghost Walk is a strong invisibility spell that has no fade time, and also slows any nearby enemies based on Quas. It also slows Invoker himself based on Wex.
    • The most general use for Ghost Walk is as an escape spell, as Invoker can turn invisible almost immediately upon casting the spell. However, it is also wise to level up Wex at least a few times so that Invoker can walk away from the enemy in a timely manner.
    • While invisible, beware that using any items or queuing any orbs causes you to break invisibility. As such, if your goal is to run away from the enemy, do not change your orbs or activate your Phase Boots, as doing either instantly reveals you.
    • If your goal is to run away from the enemy, remember that you need at least 4 levels of Wex in order to negate the movement penalty. However, if you have time, it is also advised to shift all of your active orbs to Wex, in order to grant yourself a movement speed bonus.
    • Ghost Walk can be used in chases as well, not just escapes, if the enemy has no escape abilities. With high levels in both Quas and Wex, Invoker can catch up to fleeing enemies and then slow them down by walking alongside them, giving allies time to catch up and finish a target.
    • Depending on Invoker's item build, Ghost Walk can also be used as a roaming and ganking spell, as its extremely long duration relative to the spell's short cooldown allows Invoker to remain invisible indefinitely with enough mana. With enough levels in Wex, Invoker can maintain up to a 51% movement speed bonus with Ghost Walk (up to 30% from the spell, and a maximum of 21% from three active Wex orbs), making him extremely fast and able to move around the map quickly. However, mind that getting too close to enemies will inflict them with the slow debuff, which can warn them that Invoker is nearby and thus give away that a gank is incoming.
  • Ice Wall icon.png Ice Wall is a strong slow and damage-over-time spell that works best if the enemy is forced to stand in a particular area. The slow and wall duration is based on Quas, while the damage over time is based on Exort.
    • Ice Wall is best used as a disengagement spell, as it drastically slows chasing enemies and give teammates time to escape and its wide area prevents enemy players from easily getting around it to avoid the slow. It can also be used against solo enemies attempting to escape, as it can lock them down in position for casting your other spells.
    • Invoker requires good positioning in order to use this spell offensively, as the wall is placed right in front of him upon casting the spell. As such, it is recommended to get a Blink Dagger to position the wall effectively.
    • Cold Snap has strong synergy with this spell, as both spells are based primarily on Quas. Using Cold Snap on an opponent who is already in the wall causes them to take the mini-stun every second and prevent them from moving outside of the damage and slow zone, effectively pinning them in place.
  • EMP icon.png EMP is an area-of-effect nuke that drains the enemies' mana, then damages them and restores mana to Invoker based on Wex.
    • Due to its delay, EMP can be hard to land on enemies. However, its long cast range and wide effect radius also make it difficult to avoid. When attempting to cast EMP on enemy heroes, it is best to hit them with a set-up spell first.
    • Tornado has the strongest synergy with EMP since it can disable multiple enemy heroes for up to 2.5 seconds, and both spells are based on Wex. Hitting the enemy team with a Tornado while simultaneously deploying EMP can virtually guarantee connecting the spell.
    • While it loses much of its potency in the late game due to mana pools getting larger, EMP can still greatly disrupt enemies at all stages of the game. Destroying the mana on low-intelligence heroes, particularly strength and agility casters, can render them impotent in the early- and mid-game, while doing so in the late-game can hinder an enemy carry's ability to cast spells (such as Phantom Strike icon.png Phantom Strike or God's Strength icon.png God's Strength) or use item abilities that require mana (such as Abyssal Blade icon.png Abyssal Blade).
  • Tornado icon.png Tornado is Invoker's most powerful crowd-control and set-up ability, as its long range allows him to disable the entire enemy team from long range, and remove buffs from them, setting them up for subsequent spells. Its range and damage is based on Wex, while the cyclone duration is based on Quas.
    • Remember that enemies are completely invulnerable while cycloned, so you still need to time your spells to hit after they land. The cyclone duration is based on Quas, so be mindful of how many levels of Quas you have as well.
    • Tornado's extremely long range allows good Invoker players to snipe fleeing enemies with good prediction. You can use it to interrupt Town Portal scrolls, or simply outright kill enemy players who are at low enough health.
    • Keep in mind that Tornado provides flying vision along its path as it travels, so it can be used as a scouting spell of sorts if you need to find an enemy in the fog of war. You and your team can subsequently use this vision in combination with your other spells, such as following up a successful cyclone with a global range Sun Strike.
  • Alacrity icon.png Alacrity is a very strong single-target buff on a low cooldown that greatly amplifies the physical damage output of a friendly carry, one of Invoker's summons, or Invoker himself. The attack speed buff is based on Wex, while the damage bonus buff is based on Exort.
    • Alacrity is not very useful in the early game due to its scaling, however it is extremely strong in the late game once you or your teammates have more damage output. Increasing the damage and attack speed of your team's hard carry can allow them to inflict large amounts of physical damage against their targets.
    • Keep in mind that this spell can be cast on all allied units, not just heroes. As such, you can use it on allied summons, such as Lone Druid's Spirit Bear and Warlock's Golems, as well as siege creeps, depending on the situation.
  • Sun Strike icon.png Sun Strike is a deadly nuke with global range, which is perfect to kill fleeing Heroes. Its damage is based purely on Exort.
    • Sun Strike is one of Invoker's most useful spells, as it has utility at all points in the game. During the laning stage, Invoker can use it to add his striking power to a gank, especially if combined with a friendly stun that holds an enemy in place for more than 1.7 seconds. Once past the laning stage, it can be used to snipe fleeing enemies or check Roshan's pit.
    • Sun Strike's delay makes it hard to land on enemies, so some set-up or prediction is required in order to use it well. If you can predict an enemy player's movements, you can finish them off from across the map if they're already at low health.
    • One very useful way to use Sun Strike is to target it on the enemy's fountain if you or your teammates cannot finish off a teleporting enemy hero in time. As they are most likely going to arrive in their fountain, you can kill them inside their own base while they are still at low health.
    • Beware that Sun Strike splits its damage evenly among all struck enemy units, so if more than one enemy is within its effect radius the spell loses at least half of its potency. As such, smart enemy players clump up alongside their own low-health teammates in order to prevent Sun Strike from killing them.
    • Sun Strike can pierce spell immunity. This means that if an enemy hero attempts to activate spell immunity and then teleport out (such as Blade Fury icon.png Blade Fury or Rage icon.png Rage), you can still damage them and potentially kill them before they can escape.
  • Forge Spirit icon.png Forge Spirit is one of Invoker's signature spells, allowing him to summon one or two Forge Spirits to do his bidding. Its attributes are affected by Quas and Exort.
    • In general, players who wish to specialize in using Forge Spirits level up at least 4 each of Quas and Exort, getting the ability to summon two of them as early as level 8. Forge Spirits can bring a great amount of offensive potential to the table, allowing Invoker to use them to harass, push, or scout.
    • One of the strongest aspects of Forge Spirits is that they reduce enemy heroes' armor with each attack, increasing their vulnerability to physical damage at the same time as they are dealing that damage. This makes them very strong at killing enemy heroes with enough lockdown, such as from Cold Snap.
    • Beware that each Melting Strike attack requires expending mana from the Forge Spirits' mana pool, so the amount of armor that they can reduce is dictated by how many Quas levels Invoker has.
    • Forge Spirits make good targets for Alacrity, as they can deal tremendous amounts of damage when focusing a single target, whether in a teamfight or while pushing.
    • Forge Spirits usually last longer than the cooldown on summoning them, based on how many levels of Quas Invoker has learned. As such, leveling Quas can allow Invoker to have the Forge Spirits active while having different spells on Invoke, which can allow Invoker to have two spells for immediate use and a third queued to Invoke, while the Forge Spirits are active.
    • Summoning Forge Spirits while there are active instances immediately destroys them, with no gold or experience bounty for enemy heroes. Be sure to re-summon your Forge Spirits if they are about to be killed by the enemy, in order to deny them any gold or experience they may earn from killing them.
  • Chaos Meteor icon.png Chaos Meteor summons a meteor that, after a delay, rolls forward and deals damage and inflicts a burn debuff to all enemies it passes through. Its roll distance is based on Wex, while its damage and burn are based on Exort.
    • Due to the delay, Chaos Meteor is best combined with a set-up spell, such as Tornado or the active from Eul's Scepter of Divinity. Unlike sun Strike, Chaos Meteor does not have a global range that allows room for prediction.
    • In order to get the most from a single meteor, it is best to try to keep enemies inside of the meteor itself for as long as possible. Spells that can forcibly displace the enemy such as Deafening Blast synergize well with Chaos Meteor as the target also gets disabled for the duration of the displacement.
    • Chaos Meteor has the longest cooldown out of all of Invoker's spells. Be careful about when you cast it, as you have to wait almost a minute to cast it again.
  • Deafening Blast icon.png Deafening Blast is Invoker's most general-purpose nuke and disable. It stuns and pushes based on Quas, disarms based on Wex, and deals its nuke damage based on Exort.
    • In general, Deafening Blast is best utilized with levels in Quas and Exort for the stun, push and nuking power. Wex applies the disarm after the stun, which is situationally useful depending on the target, but for general purpose Quas and Exort are more important.
    • Never underestimate the disarm portion of Deafening Blast, however. If cast against an enemy carry in a teamfight, it can render them unable to attack at a critical juncture, all the more so if they have already used their spell immunity beforehand.
    • With seven or more levels in each orb, Deafening Blast sends an omni-directional wave around Invoker, inflicting its wave in all directions. With good positioning, Invoker can disable entire teams with this spell.
    • The displacement due to the push can be extremely powerful in the right situation. Cast in the right direction, Deafening Blast can push enemies over impassable terrain, or in the direction of teammates.
    • With seven or more levels in each orb, Deafening Blast sends out an omni-directional wave that hits all targets around Invoker. With good positioning, it is possible to nuke and disable the entire enemy team with this spell.
  • Invoker can build a multitude of items to suit the needs of himself and his team.
    • Hand of Midas icon.png Hand of Midas can be a very strong early pickup, as Invoker is one of the most level- and gold-dependent heroes in the game. 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.
    • Heaven's Halberd icon.png Heaven's Halberd can be a powerful disable and survivability item to build on Invoker. It increases his survivability against physical damage by allowing him to evade right-clicks, and allows him to disarm an enemy carry for a short duration.
    • Orchid Malevolence icon.png Orchid Malevolence is a strong item to build on Invoker if he needs additional disables but also wants to increase his physical damage output. It provides intelligence and scaling mana regen, allowing Invoker to cast spells on a more regular basis, and increases his attack damage and attack speed. As well, the silence can be useful against certain targets, giving Invoker yet more disables to use against the enemy, and the burn damage at the end gives him more killing potential with his wide array of burst damage nukes.
    • Desolator icon.png Desolator is a situational item that is built mainly as a pushing or fighting item. The bonus damage and armor reduction allows Invoker to deal tremendous damage with his right-clicks, amplified by his Forge Spirits, which can also reduce enemy heroes' armor. It is also useful when pushing since the armor reduction works against buildings, allowing Invoker to take towers more easily alongside his summons.
    • Bloodstone icon.png Bloodstone is relatively situational but can be a very strong item on Invoker. The greatly increased health and mana pool it grants allows Invoker to survive and cast spells much more easily in teamfights, and the mana regen from the passive scaling regen and the charges ensures that Invoker never runs out of mana when casting his spells.
    • Refresher Orb icon.png Refresher Orb is a very situational but strong item on Invoker, depending on the player's reflexes. Using the active resets the cooldowns on all of his spells, including any that are not currently Invoked. This means that Invoker can use any currently Invoked spell twice in quick succession, as well as any items with active abilities, allowing him to cast at least six spells (four of them duplicates) and use active items twice inside the space of 3 seconds.

Trivia[edit | edit source]

  • In the earliest version of Invoker, the order of instances mattered when Invoke was cast. Invoker therefore had access to 27 spells, including most of the 10 still in the game (though with some differences).[1] For more information, see here.
  • Invoker is (or used to be) a Magus like Rubick icon.png Rubick, who calls him the Play Play Play Arsenal Magus.
  • Invoker's Deafening Blast cast response Play "Sonic boom!" is a 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 he casts Chaos Meteor is Play "Gallaron's Abyssal Carnesphere!" Carne is Portuguese, Spanish and Italian for meat, and a sphere is the geometric shape of a ball. So, "carnesphere" is another way of saying "meatball".
  • Invoker's line for purchasing a Blink Dagger icon.png Blink Dagger Play "Dagger of the mind." references the "Dagger" monologue from Shakespeare's play, Macbeth.
  • Invoker's respawn line Play "Knowing me... knowing you." references the song by the band Abba, of the same name.[2]
  • 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.[3] The Invoker of DotA also makes use of his Warcraft 3 model and voice.
    • 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.

Name[edit | edit source]

  • In DotA, Invoker's name is Kael,[4] 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 fake DotA 6.72 Chinese changelog[5] referred to Invoker as "卡尔" ("Kael", transliterated as "Kǎ'ěr"). A PlayDota forum member translated the changelog[6] 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".[7]
  • 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.

Update history[edit | edit source]

December 17, 2014 Patch Update 3

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 Alacrity icon.png Quas, Wex icon.png Wex, and Exort icon.png Exort not giving Invoker bonus stats properly when upgraded.
  • Fixed Invoker's Invoke icon.png 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 icon.png Cold Snap not being castable on Roshan.
  • Fixed EMP icon.png 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 Alacrity 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 icon.png Invoker!

December 16, 2011 Patch

  • [Undocumented] Added new portrait and ability icons.

Balance changelog[edit | edit source]

6.86d

6.86c

  • Reduced base Strength strength from 19 to 17.
  • Rescaled Alacrity icon.png Alacrity damage and attack speed bonus from 30/40/50/60/70/80/90/100 to 10/25/40/55/70/85/100/115

6.86

  • Invoker now starts with Invoke icon.png Invoke Level 1 at the beginning of the game.
  • Invoke icon.png Invoke now has the standard 6/11/16 leveling.
  • Level 25 invoker (since he is now missing an ability level) has an attribute bonus ability that grants 6 all stats.

6.85

  • Increased Intelligence intelligence gain from 3.2 to 4.
  • Aghanim's Scepter icon.png Aghanim's Scepter now also adds one level to the stats provided by Quas, Wex, and Exort on all Invoked spells.
  • Increased Alacrity icon.png Alacrity attack damage and attack speed bonus from 20/30/40/50/60/70/80 to 30/40/50/60/70/80/90
  • [Undocumented] Increased Tornado icon.png Tornado duration at level 7 from 2.5 to 2.6 (formula still is 0.5 + (0.3 * Quas), but no longer capped at 2.5.)
  • Deafening Blast icon.png Deafening Blast is now ground-targeted at max level again, instead of instant cast (still releases all around Invoker when at last level, this only changes its targeting type).

6.84

6.82b

  • Sun Strike icon.png Sun Strike damage now pierces spell immunity (spell immune units already counted towards the damage spread, but did not take the damage).

6.82

  • Tornado icon.png Tornado
    • Changed damage formula from 70 + ((2 * Wex + Quas) * 15) to 70 + (3 * Wex * 15).
    • Damage range remains unchanged at 115-385.
    • Reduced flying vision radius from 1200 to 600.

6.81b

6.81

6.80

  • Changed Ghost Walk icon.png Ghost Walk movement speed change on self from -30%/-25%/-20%/-15%/-10%/-5%/0% to -30%/-20%/-10%/0%/10%/20%/30%.
  • EMP icon.png EMP
    • Rescaled effect delay from 3.75/3.45/3.2/2.9/2.6/2.35/2.05 to 2.6 on each level.
    • Increased mana burn from 100/150/200/250/300/350/400 to 100/175/250/325/400/475/550.
  • Reduced Alacrity icon.png Alacrity manacost from 75 to 45.
  • Forge Spirit icon.png Forge Spirit
    • Reduced attack range from 300/400/500/600/700/800/900 to 300/365/430/495/560/625/690.
    • Reduced armor from 2/3/4/5/6/7/8 to 0/1/2/3/4/5/6.

6.79

  • Increased Invoke icon.png Invoke max spells from 1/2/2/2 to 2 on each level.
  • EMP icon.png EMP now restores Invoker's mana for 50% of the mana it drained from heroes (excluding illusions).

6.78

  • Ghost Walk icon.png Ghost Walk
    • Increased enemy movement speed slow from 20%/23%/26%/30%/33/36%/40% to 20%/25%/30%/35%/40%/45%/50%.
    • Reduced cooldown from 60 to 35.
  • Increased Tornado icon.png Tornado damage from 110-350 to 115-385.
  • Reduced Alacrity icon.png Alacrity manacost from 100 to 75.

6.75

6.74

  • EMP icon.png EMP
    • No longer affects invulnerable units.
    • Increased cooldown from 25 to 30.
  • Tornado icon.png Tornado
    • Reduced damage from 123.5-399.5 to 110-350.
    • Increased cooldown from 25 to 30.
  • Sun Strike icon.png Sun Strike
    • Now provides vision at the targeted area during the effect delay.
    • Changed damage type from Magical to Pure.
  • Chaos Meteor icon.png Chaos Meteor
    • Reduced effect delay from 1.5 to 1.3.
    • Increased base damage from 110/140/170/200/230/260/290 to 115/150/185/220/255/290/325.
    • Increased burn damage from 11/14/17/20/23/26/29 to 11.5/15/18.5/22/25.5/29/32.5.

6.72c

  • EMP icon.png EMP now has an area targeting cursor.

6.72

  • Reduced base attack damage from 22-28 to 17-23 (total attack damage is now 39-45).
  • Casting Quas icon.png Quas, Wex icon.png Wex, Exort icon.png Exort and Invoke icon.png Invoke no longer interrupt Invoker.
  • Invoke icon.png Invoke now considers the older invoked spell as the new one when re-invoking it, instead of doing nothing.
  • Cold Snap icon.png Cold Snap no longer triggers on less than 10 damage.
  • Ice Wall icon.png Ice Wall no longer affects spell immune enemies.
  • Alacrity icon.png Alacrity
    • Can now be cast on siege creeps.
    • Reduced attack damage bonus from 30/40/50/60/70/80/90 to 20/30/40/50/60/70/80.
    • Reduced attack speed bonus from 30/40/50/60/70/80/90 to 20/30/40/50/60/70/80.
    • Increased manacost from 50 to 100.

6.71

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

6.70

6.69

6.68

  • Increased Strength strength gain from 1.4 to 1.7.

6.66

  • Increased Quas icon.png Quas health regeneration per level per instance from 0.75 to 1.
  • Invoke icon.png Invoke
    • Reduced manacost from 20/50/80/110 to 20/40/60/80.
    • Reduced cooldown from 30/25/12/5 to 22/17/12/5.
  • Cold Snap icon.png Cold Snap
    • Now also applies the mini-stun initially upon cast.
    • Now also deals 60 damage initially upon cast.
  • Ghost Walk icon.png Ghost Walk
    • Increased enemy movement speed slow from 10%/15%/20%/25%/30%/35%/40% to 20%/23/26%/30%/33%/36%/40%.
    • Reduced manacost from 300 to 200.
  • Ice Wall icon.png Ice Wall
    • Increased manacost from 125 to 175.
    • Increased cooldown from 20 to 25.
  • Tornado icon.png Tornado
    • Increased travel distance from 700/1100/1500/1900/2300/2700/3100 to 800/1200/1600/2000/2400/2800/3200.
    • Increased cyclone duration from 0.6/0.85/1.1/1.35/1.6/1.85/2.1 to 0.8/1.1/1.4/1.7/2.0/2.3/2.5.
    • Increased damage from 120-375 to 123.5-399.5.
  • Alacrity icon.png Alacrity
    • Increased attack damage bonus from 20/30/40/50/60/70/80 to 30/40/50/60/70/80/90.
    • Increased duration from 8 to 9.
  • Increased Sun Strike icon.png Sun Strike damage from 75/137.5/200/262.5/325/387.5/450 to 100/162.5/225/287.5/350/412.5/475.
  • Forge Spirit icon.png Forge Spirit
    • Armor is now based on Exort, instead of Quas (values remain same).
    • Attack range is now based on Quas, instead of Exort (values remain same).
  • Chaos Meteor icon.png Chaos Meteor
    • Increased main damage per second from 80/110/140/170/200/230/260 to 110/140/170/200/230/260/290.
    • Increased burn damage from 8/11/14/17/20/23/26 to 11/14/17/20/23/26/29.

6.65

  • Added an ally/observer only visual effect to Sun Strike icon.png Sun Strike that plays during its delay at the targeted area.

6.60

  • Added Aghanim's Scepter icon.png Aghanim's Scepter upgrade for Invoker: Reduces Invoke icon.png Invoke manacost from 20/50/80/110 to 0 on each level and cooldown from 30/25/12/5 to 16/8/4/2.
  • Increased Alacrity icon.png Alacrity duration from 6 to 8.

6.55

6.54

  • Invoke icon.png Invoke
    • Reduced level requirement from 5/10/15/20 to 2/7/12/17.
    • Reduced cooldown from 30/30/15/5 to 30/25/12/5.
    • Increased manacost from 20/40/60/80 to 20/50/80/110.
  • Ice Wall icon.png Ice Wall
    • Increased damage per second from 5/10/15/20/25/30/35 to 6/12/18/24/30/36/42.
    • Increased duration from 4/5/6/7/8/9/10 to 3/4.5/6/7.5/9/10.5/12.
  • EMP icon.png EMP
    • Now requires Wex Wex Wex to be invoked, instead of Wex Wex Exort.
    • Now deals 50% of mana burnt as damage, instead of a set amount of 120/150/180/210/240/270/300 based on Exort. [?]
    • Changed damage type from unknown to HP Removal. [?]
    • Increased cast range from 600 to 950.
    • Reduced manacost from 250 to 125.
    • Reduced cooldown from 40 to 25.
  • Tornado icon.png Tornado
    • Increased cyclone duration from 0.4/0.7/1.0/1.3/1.6/1.9/2.2 to 0.6/0.85/1.1/1.35/1.6/1.85/2.1.
    • Reduced damage from 190.76-375.32 to 120-375.
  • Alacrity icon.png Alacrity
    • Now requires Wex Wex Exort to be invoked, instead of Wex Wex Wex.
    • Now also grants 20/30/40/50/60/70/80 attack damage based on Exort.
    • Reduced attack speed bonus from 40/60/80/100/120/140/160 to 30/40/50/60/70/80/90.
    • Increased duration from 5 to 6.
    • Reduced manacost from 125 to 50.
    • Reduced cooldown from 20 to 15.
  • Sun Strike icon.png Sun Strike
    • Reduced manacost from 250 to 175.
    • Reduced cooldown from 60 to 30.
  • Forge Spirit icon.png Forge Spirit
    • Recasting the spell now destroys the spirits from the previous cast.
    • Reduced level requirement of Quas and Exort to spawn 2 spirits from 7 to 4.
    • Increased armor from 1/2/3/4/5/6/7 to 2/3/4/5/6/7/8.
    • Reduced manacost from 200 to 75.
    • Reduced cooldown from 70 to 30.
    • Fixed a bug with Melting Strike (Forged Spirit) icon.png Melting Strike.
  • Increased Chaos Meteor icon.png Chaos Meteor cooldown from 30 to 70.
  • Increased Deafening Blast icon.png Deafening Blast cooldown from 25 to 40.

6.53

6.52

6.51

6.50

  • Re-added and reworked Invoker (to see the previous Invoker, see here).

Replaced abilities[edit | edit source]

To view the old Invoker, see here.

EMP (6.50-6.53)
Not blocked by Linken's Sphere. Blocked by Spell Immunity. Play
D/F
C
EMP icon.png
Ability Affects Damage
Target Area Enemies Pure
Invoker builds up a charge of electromagnetic energy at a targeted location which automatically detonates after a short while based on Wex. The detonation covers an area, dealing damage based on Exort and draining mana based on Wex.
Cast Time: 0+0
Cast Range: 600
Effect Radius: 675
Effect Delay (Wex): 3.7/3.4/3.15/2.85/2.6/2.3/2 to 2.6
Mana Burned (Wex): 100/150/200/250/300/350/400
Damage (Exort): 120/150/180/210/240/270/300
Cooldown 40 Mana 250
Endoleon's Malevolent Perturbation.

Notes:

  • This ability got reworked into the current EMP icon.png EMP in the 6.54 gameplay patch.
  • Ability invoked when Invoker had the following reagents: Wex Wex Exort.
  • Applies the mana loss first, and then the damage.
  • The damage and the mana loss are fully independent from each other.
  • Also damages enemies without a mana pool.
  • The visual effects and the sound during the effect delay are visible and audible to everyone.

Alacrity (6.50-6.53)
Can be dispelled. Blocked by Spell Immunity. Play
D/F
Z
Alacrity icon.png
Ability Affects
Target Unit Allies
Invoker infuses an ally with an immense surge of energy, increasing their attack speed based on the level of Wex.
Cast Time: 0+0
Cast Range: 650
Attack Speed Bonus (Wex): 40/60/80/100/120/140/160
Duration: 5
Cooldown 20 Mana 125
Gaster's Mandate of Impetuous Strife.

Notes:

  • This ability got reworked into the current Alacrity icon.png Alacrity in the 6.54 gameplay patch.
  • Ability invoked when Invoker had the following reagents: Wex Wex Wex.

Gallery[edit | edit source]

See also[edit | edit source]

References[edit | edit source]

  1. List: Old DotA Heroes - Playdota
  2. Abba - Knowing me, knowing you
  3. Kael'thas, a notable character from the Warcraft universe
  4. Invoker at PlayDota
  5. Fake Chinese 6.72 changelog
  6. Translation of the 6.72 changelog on PlayDota forums
  7. IceFrog's comment about Invoker's name