Invoker

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Invoker
Invoker.png
Strength
17 + 1.7
Agility
14 + 1.9
Intelligence
16 + 4
Level Base 1 16 25
Health 200 540 1040 1740
H Regen 0.25 0.76 1.53 2.58
Mana 50 242 962 1634
M Regen 0.01 0.65 3.05 5.29
Damage 19‒25 35‒41 95‒101 151‒157
Armor -1 1 5.07 10.37
Spell Dmg 0% 1% 4.75% 8.25%
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
Magic resistance 25%
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: Carry Carry / Nuker Nuker / Disabler Disabler / Escape Escape / Pusher 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)

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 Animation: 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
Cooldown 0

Notes:

  • The cast of Quas is not registered as a spell cast and thus does not proc any on-cast effects.
  • 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 40/80/120/160/200/240/280 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 Animation: 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
Cooldown 0

Notes:

  • The cast of Wex is not registered as a spell cast and thus does not proc any on-cast effects.
  • 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 Animation: 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
Cooldown 0

Notes:

  • The cast of Exort is not registered as a spell cast and thus does not proc any on-cast effects.
  • 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 Animation: 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 required combination for every invoked ability.
  • Invoke interrupts Invoker's channeling spells upon cast.
  • The arrangement of element instances does not matter.
  • When already having two 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.
    • This means that it does not grant Invoker any of the abilities Quas, Wex and Exort when they are not learned yet.


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
Partially dispellable. 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 Animation: 0.05+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
Partially dispellable. Initial debuff is fully dispellable. The stun is dispellable by strong dispels only.
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.
  • Cold Snap does not trigger on self-inflicted damage, and on damage flagged as HP Removal.
  • 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 Animation: 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 45 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 Animation: 0.05+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.
  • 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 Animation: 0.05+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 Animation: 0.05+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 200 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 for a split second.


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 Animation: 0.05+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 Animation: 0.05+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, mana, and armor are based on the level of Exort while attack range, health, 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 Animation: 0.05+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 (Quas): 300/400/500/600/700/800/900 (Can be Improved by Aghanim's Scepter. /1000)
Spirits Max Mana (Exort): 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.
  • 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 Animation: 0.05+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 0.5 second intervals, starting 0.5 second after the debuff is placed, resulting in 6 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 Animation: 0.05+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): 1.25/2/2.75/3.5/4.25/5/5.75 (Can be Improved by Aghanim's Scepter. /6.5)
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 not-disabling Forced Movement on hit enemies, so hit enemies can still use spells and items during it.
  • The knockback and disarm are applied at the same time.
  • This is how the knockback 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.
  • Can knock units over impassable terrain. During the knockback, all trees the units collide with get destroyed.
  • Does not knock back Roshan, but damages and disarms him.


Forged Spirit[edit | edit source]

Forged Spirit
Invoker Forged Spirit model.png
Summon
Level 3
Health 300/400/500/600/700/800/900/1000
Health regen 0.25
Mana 100/150/200/250/300/350/400/450
Mana regen 4
Armor 0/1/2/3/4/5/6/7
Magic resistance 0 %
Damage 29/38/47/56/65/74/83/92
Acquisition range 900
Base attack time 1.5
Attack animation 0.2+0.4
Missile speed 1000
Movement speed 320
Follow range 100
Turn rate 0.5
Collision size 16
Vision range 1200  •  800 (G)
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]

Starting Items:

  • Tango icon.png Tangos are bought to stay in lane longer, since they give good health regeneration for a low price.
  • Null Talisman icon.png 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 icon.png 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 icon.png 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 icon.png Bracer gives Invoker more stats, particularly strength for increasing his survivability. It also builds into a Drum of Endurance.

Core items:

  • Phase Boots icon.png 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 icon.png Drum of Endurance further increases Invoker's attack and movement speed, and provides him with extra attributes and damage.
  • Magic Wand icon.png 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 icon.png 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 icon.png 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:

  • Hand of Midas icon.png Hand of Midas can be picked up if Invoker has a good early game. Doing so means that Invoker will be fairly weak into the mid-game.
  • Aghanim's Scepter icon.png Aghanim's Scepter drastically reduces the cooldown time for 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.
  • Scythe of Vyse icon.png 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 icon.png 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.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity is a great utility item, as it gives Invoker many powerful benefits for a cost-effective price. It increases his 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 and is often used to set up difficult-to-land spells such as Sun Strike, Chaos Meteor, EMP}, and so on.
  • Black King Bar icon.png 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.
  • Refresher Orb icon.png Refresher Orb turns Invoker into an unstoppable nuker. Two back to back spell combos will kill just about any hero.
  • Boots of Travel 1 icon.png Boots of Travel is a useful late game item, allowing Invoker to appear at any fight, and even do a bit of split pushing with Forge Spirits.
  • Octarine Core icon.png 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.

Gameplay[edit | edit source]

Strategy[edit | edit source]

Main article: Invoker/Guide

Counters[edit | edit source]

Main article: Invoker/Counters

History[edit | edit source]

Main article: Invoker/Changelogs

Lore[edit | edit source]

Main article: Invoker/Lore

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]
  • Invoker's voice actor, Dennis Bateman, also voices the Spy from Team Fortress 2. Invoker's killing response Play "You die as you lived: insipid and ignorant." is a reference to this, as the Spy also has 2 similar killing responses: "You died as you lived: running away!" and "You died as you lived: morbidly obese!".
  • 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.

Equipment[edit | edit source]

Gallery[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