19 + 1.7
20 + 1.9
22 + 2.5
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.
| Play "I am a beacon of knowledge blazing out across a black sea of ignorance."
|| Carry / Nuker / Initiator / Escape
|| 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.
|| 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.
- 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.
- 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 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.
- 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.
- 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 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 is not a pathing blocker. Any unit can pass through it.
- 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.
- The 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 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, 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 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 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.
- 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 exponentially.
- 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
|| 20 -> 80 (Quas)
| Hit Points
|| 300 -> 900 (Exort)
| Health Regen
|| 100 -> 400 (Quas)
| Mana Regen
|| 29 -> 83 (Exort)
|| 0 -> 6 (Exort)
| Movement Speed
| Attack Range
|| 300 -> 690 (Quas)
| Missile Speed
| Attack Duration
| Base Attack Time
|| Abilities: |
- 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.
- 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 gives Invoker burst mana and HP regen, which is important on any frail caster. Using the charges can give Invoker enough HP 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.
- 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 HP 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 is spells makes him a powerful ally to have in any fight.
- 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, and removes the mana cost for queuing spells. It is a very strong item for increasing Invoker's survivability through stats, as well as his flexibility by allowing him to bring many more spells to bear on the enemy at increased efficiency.
- 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, Chaos Meteor, 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, 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.
- 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, he has a relatively high skill ceiling in order to play well, and thus 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 primarily gives Invoker a sustain advantage in-lane, as it provides a permanent strength bonus, giving him more HP, as well as HP 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 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 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-Wex primarily focuses on bringing disables and crowd control to the table, at the cost of striking power due to lack of Exort. Generally Invokers using this build will 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. 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.
- Quas-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 9 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.
- Wex-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.
- 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.
- 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 besides getting it ready for use once it does come off cooldown.
- 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 at least one of the first two are 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 17 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 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 will proc 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 will be unable to do anything without dispelling the debuff first, if the mini-stun procs immediately when it is able to.
- Ghost Walk is a strong escape spell on Invoker that has no fade time, and also slows any nearby enemies attempting to pursue based on Quas. It also slows Invoker himself based on Wex.
- While invisible, beware that using any items or queuing any orbs will cause 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 will instantly reveal 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, and use the active from your Phase Boots prior to casting Ghost Walk.
- 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.
- 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 will drastically slow chasing enemies and give teammates time to escape and its wide area prevents enemy players from easily pathing 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 will cause 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 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 off of 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 or God's Strength) or use item abilities that require mana (such as Abyssal Blade).
- 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 off of 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 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 Spirit Bear and Chaotic Offering, as well as siege creeps, depending on the situation.
- 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 will lost at least half of its potency. As such, smart enemy players will clump up alongside their own low-health teammates in order to prevent you 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 or Rage), you can still damage them and potentially kill them before they can escape.
- 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 will level up at least 4 each of Quas and Exort, getting the ability to summon two of them as early as level 9. 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.
- 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 will 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 will immediately destroy 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 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 will also be 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 will have to wait almost a minute to cast it again.
- 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.
- 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 unpathable terrain, or in the direction of teammates.
- Invoker can build a multitude of items to suit the needs of himself and his team.
- An early Hand of Midas can be a very strong 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 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 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.
- 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 is relatively situational but can be a very strong item on Invoker. The greatly increased HP 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 will never run out of mana to cast his spells.
- Refresher Orb is a very situational but strong item on Invoker, depending on the player's reflexes. Besides the mana regen and bonus intelligence, using the active will reset the cooldowns on all of his spells. 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 item abilities inside the space of 3 seconds if he has Aghanim's 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).
- Invoker is (or used to be) a Magus like 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.
- One of Invoker's lines when he casts Chaos Meteor is Play "Gallaron's Abyssal Carnesphere!" Carne is 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 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.
- 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. The Invoker of DotA also makes use of his Warcraft 3 model and voice.
- 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, 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 referred to Invoker as "卡尔" ("Kael", transliterated as "Kǎ'ěr"). A PlayDota forum member translated the changelog 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".
- 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.
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
- Updated vision values on these abilities: Unstable Concoction, Phantasm, Waveform, Storm Hammer, Mirror Image, Spirit Lance, Requiem of Souls, Spectral Dagger, [ Venomous Gale, Earthbind, Dream Coil, Shackleshot, Wall of Replica, Flamebreak, Deafening Blast, Ghostship.
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
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, Wex, and Exort not giving Invoker bonus stats when upgraded.
- Fixed Invoke to properly swap the invoked abilities if the new spell already exists.
- Fixed Cold Snap not being castable on Roshan.
- Fixed EMP cast range.
January 19, 2012 Patch
- Enabled Invoker!!
December 16, 2011 Patch
- [Undocumented] Added new portrait and ability icons.
- [Undocumented] Sun Strike now pierces Spell Immunity.
- Tornado flying vision area reduced from 1200 to 600.
- Tornado damage from 2*Wex+Quas to 3*Wex.
- Forge Spirit 33% magic resistance removed.
- Cold Snap damage reworked from the initial and secondary proc damage of 60/30 to 7xQuasLevel per proc.
- Deafening Blast's Disarm is now dispelled when Magic Immunity is applied.
- Ghost Walk slow no longer affects magic immune enemies.
- EMP delay increased from 2.6 to 2.9.
- 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.
- 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 manacost reduced from 75 to 45.
- Ghost Walk movement speed from -30/-25/-20/-15/-10/-5/0 to -30/-20/-10/0/10/20/30.
- EMP restores Invoker for 50% of the mana it drains from heroes (excluding illusions).
- Invoke max spells rescaled from 1/2/2/2 to 2.
- Alacrity manacost decreased from 100 to 75.
- Ghost Walk slow increased from 20/23/26/30/33/36/40 to 20/25/30/35/40/45/50.
- Ghost Walk cooldown decreased from 60 to 35.
- Tornado damage rescaled from 70+(Wex+Quas)*20 to 70+(2*Wex+Quas)*15.
- Invoker base damage decreased by 4.
- Chaos Meteor damage increased from 80+Exort*30 to 80+Exort*35.
- Chaos Meteor land time decreased from 1.5 to 1.3.
- EMP can no longer hit Invulnerable/Tornadoed units.
- EMP cooldown increased from 25 to 30 seconds.
- Sun Strike damage type changed from Magical to Pure.
- Sun Strike now reveals the area it will hit before the damage impact.
- Tornado cooldown increased from 25 to 30 seconds.
- 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 can now target mechanical units.
- Alacrity manacost increased from 50 to 100.
- Alacrity bonus damage & attack speed decreased from 30->90 to 20->80.
- Cold Snap now requires a minimum of 10 damage before it triggers.
- 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.
- 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. 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
- Sun Strike: 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
An early version of Invoker, where he had access to 27 spells.
- ↑ List: Old DotA Heroes - Playdota
- ↑ Abba - Knowing me, knowing you
- ↑ Kael'thas, a notable character from the Warcraft universe
- ↑ Invoker at PlayDota
- ↑ Fake Chinese 6.72 changelog
- ↑ Translation of the 6.72 changelog on PlayDota forums
- ↑ IceFrog's comment about Invoker's name