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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 "I am a beacon of knowledge blazing out across a black sea of ignorance."
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.


Not blocked by Spell Immunity. Cannot be purged.
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.
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


  • Quas icon.png Quas interrupts Invoker's channeling spells upon cast.
  • Quas icon.png Quas can be leveled 7 times, at level 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 icon.png Quas instance in 0.1 second intervals.
  • Can restore up to 60/120/180/240/300/360/420 health in one minute per Quas icon.png Quas instance.

Not blocked by Spell Immunity. Cannot be purged.
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.
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


  • Wex icon.png Wex interrupts Invoker's channeling spells upon cast.
  • Wex icon.png Wex can be leveled 7 times, at level 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

Not blocked by Spell Immunity. Cannot be purged.
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.
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


  • Exort icon.png Exort interrupts Invoker's channeling spells upon cast.
  • Exort icon.png Exort can be leveled 7 times, at level 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 intelligence bonus effectively increases Invoker's attack damage by 2/4/6/8/10/12/14, mana by 26/52/78/104/130/156/182 and mana regen by 0.08/0.16/0.24/0.32/0.40/0.48/0.56.
  • This is how much attack damage Invoker has with 1, 2 and 3 Exort icon.png Exort instance:
    • 1 Exort icon.png Exort instance: 3/6/9/12/15/18/21 attack damage
    • 2 Exort icon.png Exort instances: 6/12/18/24/30/36/42 attack damage
    • 3 Exort icon.png Exort instances: 9/18/27/36/45/54/63 attack damage

Not blocked by Spell Immunity. Cannot be purged. Play
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.
Spells Invoked per Cast: 1
Max Spells: 2
Cooldown 22/17/12/5 (16/8/4/2*) Mana 20/40/60/80 (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 icon.png Invoke can be leveled 4 times, at levels 2/7/12/17.
  • 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 and cooldown.
  • When invoking the spell which is in the 5th slot already,it moves to the 4th slot.
  • 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.

Invoked Abilities[edit]

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

Cold Snap
Blocked by Spell Immunity. Blocked by Linken's Sphere. Cannot be purged. Play
Cold Snap icon.png
Ability Affects Damage
Target Unit Enemies Magical
Ability invokes when Invoker has 3 Quas instances. 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 Range: 1000
Damage per proc (Quas): 7/14/21/28/35/42/49
Stun Duration per proc: 0.4
Trigger Cooldown (Quas): 0.77/0.74/0.71/0.69/0.66/0.63/0.60
Debuff Duration (Quas): 3/3.5/4/4.5/5/5.5/6
Cooldown 20 Mana 100
Sadron's Protracted Frisson.


  • Cold Snap icon.png 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.
  • Cold Snap icon.png Cold Snap does not trigger on self afflicted damage.
  • With its current trigger cooldown and debuff duration, it can trigger up to 4/5/6/7/8/9/10 times (including the initial trigger upon cast).
  • Can deal up to 28/70/126/196/280/378/490 damage (before reductions) when triggering as often as possible.

Ghost Walk
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Cannot be purged. Play
Ghost Walk icon.png
Ability Affects
No Target Self
Ability invokes when 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 modifies Invoker's movement speed as well based on the level of Wex.
Fade Time: 0
Slow Radius: 400
Enemy Move Speed Slow (Quas): 20%/25%/30%/35%/40%/45%/50%
Self Move Speed Change (Wex): -30%/-20%/-10%/0%/10%/20%/30%
Duration: 100
Cooldown 35 Mana 200
Blocked by Spell Immunity. Spell immune enemies are not slowed.
Cannot be purged. Neither the slow, nor the invisibility can be purged.
Myrault's Hinder-Gast.


  • The slow debuff places some particles on the affected units, allowing them to know that Invoker is nearby.
  • Invisibility is broken upon reaching the cast point of spells or items, or upon launching an attack.

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 when 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.
Wall Spawn Distance: 200
Wall Length: 1200
Wall Width: 105
Damage per Second (Exort): 6/12/18/24/30/36/42
Move Speed Slow (Quas): 20%/40%/60%/80%/100%/120%/140%
Wall Duration (Quas): 3/4.5/6/7.5/9/10.5/12
Slow Duration: 2
Cooldown 25 Mana 175
Killing Wall of Koryx.


  • The Ice Wall icon.png 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 them.
  • So the wall's effective length is 1330 (1120 wall length + 105 radius from both sides).
  • 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 possible instances.
  • Can deal up to 18/48/108/168/270/360/504 damage to a single unit (before reductions), when it stays in range for its full duration.
  • Ice Wall icon.png Ice Wall is not a pathing blocker. Any unit can pass through it.

Blocked by Spell Immunity. Not blocked by Linken's Sphere. Play
EMP icon.png
Ability Affects Damage
Target Point Enemies Pure
Ability invokes when Invoker has 3 Wex instances. 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 Range: 950
Effect Radius: 675
Effect Delay: 2.9
Mana Burned (Wex): 100/175/250/325/400/475/550
Damage per Burned Mana: 50%
Self Mana Gain per Burned Mana: 50%
Cooldown 30 Mana 125
Endoleon's Malevolent Perturbation.


  • 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. If the enemy had no mana to burn, it deals no damage and doesn't restore mana.
  • Can deal up to 50/87.5/125/162.5/200/237.5/275 damage to each affected unit (before reductions).
  • Can restore up to 50/87.5/125/162.5/200/237.5/275 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.

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 when 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 base damage plus added damage based on levels in Wex.
Cast Range: 2000
Effect Radius: 200
Travel Distance (Wex): 800/1200/1600/2000/2400/2800/3200
Base Damage: 70
Bonus Damage (Wex): 45/90/135/180/225/270/315
Cyclone Duration (Quas): 0.8/1.1/1.4/1.7/2.0/2.3/2.5
Cooldown 30 Mana 150
Can be purged. Damage will still be dealt upon landing.
Claws of Tornarus.


  • Tornado icon.png 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 seconds to reach the max distance.
  • Tornado icon.png Tornado can hit units up to 1000/1400/1800/2200/2600/3000/3400 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 damage to each affected unit (before reductions).
  • Cycloned units lose their collision size for the duration, so units can path below them.
  • Also provides the same vision for 1.75 seconds after reaching its max travel distance.

Not blocked by Spell Immunity. Can be purged. Play
Alacrity icon.png
Ability Affects
Target Unit Allies
Ability invokes when 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.
Cast Range: 650
Attack Speed Bonus (Wex): 20/30/40/50/60/70/80
Attack Damage Bonus (Exort): 20/30/40/50/60/70/80
Duration: 9
Cooldown 15 Mana 45
Gaster's Mandate of Impetuous Strife.


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 when 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.
Cast Range: Global
Effect Radius: 175
Effect Delay: 1.7
Damage (Exort): 100/162.5/225/287.5/350/412.5/475
Cooldown 30 Mana 175
Harlek's Incantation of Incineration.


  • The damage is spread evenly among all affected units within the targeted area, including creeps.
  • This is how much damage Sun Strike icon.png 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 damage
    • 3 units: 33.33/54.17/75/95.83/116.67/137.5/158.33 damage
    • 4 units: 25/40.63/56.25/71.88/87.5/103.13/118.75 damage
    • 5 units: 20/32.5/45/57.5/70/82.5/95 damage
  • Damage is only spread among units which are damaged by Sun Strike icon.png 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
Can be purged. Play
Forge Spirit icon.png
Ability Affects
No Target Enemies
Ability invokes when 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 (Quas and Exort): 1/1/1/2/2/2/2
Spirits Attack Damage (Exort): 29/38/47/56/65/74/83
Spirits Attack Range (Quas): 300/365/430/495/560/625/690
Spirits Max Health (Exort): 300/400/500/600/700/800/900
Spirits Max Mana (Quas): 100/150/200/250/300/350/400
Spirits Armor (Exort): 0/1/2/3/4/5/6
Spirits Duration (Quas): 20/30/40/50/60/70/80
Cooldown 30 Mana 75
Can be purged. The spirits take purge damage.
Culween's Most Cunning Fabrications.


  • Casting Forge Spirit icon.png 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 icon.png Quas or Exort icon.png Exort is leveled. Their stats are set on what they were upon being summoned.

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 when 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.
Cast Range: 700
Effect Radius: 275
Travel Distance (Wex): 465/615/780/930/1095/1245/1410
Effect Delay: 1.3
Effect Interval: 0.5
Main Damage per Interval (Exort): 57.5/75/92.5/110/127.5/145/162.5
Burn Damage per Second (Exort): 11.5/15/18.5/22/25.5/29/32.5
Burn Duration: 3
Cooldown 55 Mana 200
Tarak's Descent of Fire.


  • The Chaos Meteor icon.png Chaos Meteor needs 1.3 seconds to land. It lands at the targeted point, not at Invoker's position.
  • The meteor can hit units up to 1440/1590/1755/1905/2220/2385 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 icon.png Chaos Meteor rolls at a speed of 300 and always rolls the full distance, so it takes 1.55/2.05/2.6/3.1/3.65/4.15/4.7 seconds to reach the max distance.
  • After landing, the meteor deals its main damage and places the burn debuff to all affected units within its effect radius in 0.5 second intervals, starting immediately after landing.
  • The main damage can hit a unit up to 4/5/6/7/8/9/10 times and thus can deal up to 230/375/555/770/1020/1305/1625 damage (before reductions) when a unit is hit by all instances.
  • 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 don't refresh each other. So a unit can be affected by 4/5/6/7/8/9/10 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 damage (before reductions).
  • All possible instances of burn damage per unit together can deal up to 138/225/333/462/612/783/975 damage (before reductions).
  • The whole Chaos Meteor icon.png Chaos Meteor, main and burn damage, can deal up to 368/600/888/1232/1632/2088/2600 damage (before reductions) when a unit is hit by all possible instances.
  • Also provides the same vision for 3 seconds after reaching its max travel distance.

Deafening Blast
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Cannot be purged. Play
Deafening Blast icon.png
Ability Affects Damage
Target Point Enemies Magical
Ability invokes when 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.
Cast Range: 1000
Starting Radius: 175
Travel Distance: 1000
End Radius: 225
Damage (Exort): 40/80/120/160/200/240/280
Knockback Distance (Quas): 45.6/88.6/133.5/171.5/205/242.1/274.3
Knockback Duration (Quas): 0.25/0.5/0.75/1/1.25/1.5/1.75
Disarm Duration (Wex): 1/1.5/2/2.5/3/3.5/4
Cooldown 40 Mana 200
Buluphont's Aureal Incapacitator.


  • Deafening Blast icon.png 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.
  • This is how the knock back works:
    • Affected units are moved in 0.03 second intervals.
    • The units are moved Level of Quas*25/3 times, so they are moved 8/16/25/33/41/50/58 times.
    • 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 times, which results in a distance of 12/30/48/66/78/96/114.
    • For the remaining 6/11/17/22/28/34/39 intervals, the units are moved quadratically 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.
    • Summed up, the total distance on each level is 45.56/88.58/133.46/171.5/205.02/242.08/274.29.
    • As conclusion, the knockback starts at a speed of 200 and decreases quadratically.
  • 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.

Forged Spirit[edit]

Forged Spirit
Forged Spirit Portrait.png
Duration 20 -> 80 (Quas)
Hit Points 300 -> 900 (Exort)
Health Regen 0.25
Mana 100 -> 400 (Quas)
Mana Regen 4
Damage 29 -> 83 (Exort)
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
Experience 31
Notes Abilities:
Melting Strike icon.png Melting Strike
Melting Strike
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 Reduction per Attack: 1
Armor Reduction Cap: 10
Duration: 5
Mana 40


  • 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]

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 a good 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 reagent 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 in Wex and Exort are more 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 icon.png 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 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 (though with some differences).[1]
  • Invoker is (or used to be) a Magus like Rubick icon.png Rubick, who calls him the 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.
  • 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.


  • 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"). 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]

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 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.


See also[edit]


  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