Template:Tabs Invoker
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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 a passive bonus per instance, 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.
Bio
Abilities
No Target
Self
- 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 the form of health regeneration, so it regenerates 0.1/0.3/0.5/0.7/0.9/1.1/1.3 health per Quas instance in 0.1 second intervals.
- Can restore up to 60/180/300/420/540/660/780 health in one minute per Quas instance.
- This is how much health regeneration Invoker gains from 1, 2 and 3 Quas instances:
- 1 Quas Instance: 1/3/5/7/9/11/13 health regeneration
- 2 Quas Instances: 2/6/10/14/18/22/26 health regeneration
- 3 Quas Instances: 3/9/15/21/27/33/39 health regeneration
No Target
Self
- 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.
- 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
No Target
Self
- 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: 4/8/12/16/20/24/28 attack damage
- 2 Exort Instances: 8/16/24/32/40/48/56 attack damage
- 3 Exort Instances: 12/24/36/48/60/72/84 attack damage
No Target
Self
- This is an innate ability and does not need to be learned.
- A button is located right above the ability 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 previously 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 already invoked, Invoke neither costs mana, nor goes on cooldown.
- If the re-invoked ability was in the 5th ability slot, it moves into the 4th, swapping position with the other invoked ability.
- 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 upgrade does not improve the passive bonuses 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
- 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 equal to or 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.
- Ability formulas:
- Damage per proc: 0 + (7 * Quas)
- Trigger cooldown: 0.8 - (0.03 * Quas)
- Debuff duration: 2.5 + (0.5 * Quas)
No Target
Self / Enemies
- Ability invokes when Invoker has 2 Quas and 1 Wex instances.
- Ghost Walk does not interrupt Invoker's channeling spells upon cast.
- 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.
- Invoker can pick up or drop items without breaking the invisibility.
- Ability formulas:
- Enemy movement speed slow: 15 + (5 * Quas)
- Self movement speed change: -40 + (10 * Wex)
- 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.
- Ability formulas:
- Damage per second: 0 + (6 * Exort)
- Movement speed slow: 0 + (20 * Quas)
- Wall duration: 1.5 + (1.5 * Quas)
- 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.
- Fully affects invisible units, but not invulnerable or hidden units.
- Can deal up to 60/105/150/195/240/285/330(/375) 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.
- Ability formulas:
- Mana burned: 25 + (75 * Wex)
- 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).
- Applies a Cyclone effect on the affected units, so it applies a basic dispel on them, turns them invulnerable and fully disables them for its duration.
- The damage is applied upon losing the Tornado debuff. Can deal up to 115/160/205/250/295/340/385(/430) damage to each affected unit (before reductions).
- While in the air, other units may pass below the cycloned units.
- 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.
- The tornado blocks neutral creep camps.
- Ability formulas:
- Travel distance: 400 + (400 * Wex)
- Bonus damage: 0 + (45 * Wex)
- Cyclone duration: 0.5 + (0.3 * Quas)
Target Unit
Allies
- Ability invokes when Invoker has 2 Wex and 1 Exort instances.
- Ability formulas:
- Attack speed bonus: -5 + (15 * Wex)
- Attack damage bonus: -5 + (15 * Exort)
- 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.
- Does not affect wards, buildings, invulnerable or hidden units.
- 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.
- Ability formulas:
- Damage: 37.5 + (62.5 * Exort)
- 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.
- Forged Spirits possess the Melting Strike ability.
- 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.
- Ability formulas:
- Spirits attack damage: 12 + (10 * Exort)
- Spirits attack range: 235 + (65 * Quas)
- Spirits max health: 200 + (100 * Quas)
- Spirits max mana: 50 + (50 * Exort)
- Spirits armor: -1 + (1 * Exort)
- Spirits duration: 10 + (10 * Quas)
- Ability invokes when Invoker has 2 Exort and 1 Wex instances.
- The Chaos Meteor needs 1.3 seconds to land. It lands at the targeted point, not at Invoker's position.
- Can hit units up to 1440/1590/1745/1895/2045/2195/2345(/2495) range away (cast range + travel distance + radius). The area between Invoker and the targeted point is unaffected.
- The visual effects and the sound during the 1.3 seconds effect delay (the meteor falling from the sky) are visible and audible to everyone.
- The Chaos Meteor rolls at a speed of 300 and always rolls the full distance, so it takes 1.55/2.05/2.56/3.06/3.56/4.06/4.56(/5.06) seconds to reach the max distance.
- After landing, the meteor deals its main damage and places the burn debuff to units within its effect radius in 0.5 second intervals, starting immediately upon landing.
- The main damage can hit a unit up to 4/5/6/7/8/9/10(/11) times and thus can deal up to 230/375/555/770/1020/1305/1625(/1980) damage (before reductions).
- The burn debuff deals damage in 1 second intervals, starting 1 seconds after the debuff is placed, resulting in 3 instances for each debuff.
- The debuffs from each interval fully stack and do not refresh each other. So a unit can be affected by 4/5/6/7/8/9/10(/11) instances of the burn debuff per cast.
- One instance of the burn debuff can deal up to 34.5/45/55.5/66/76.5/87/97.5(/108) damage (before reductions).
- All possible instances of burn damage per unit together can deal up to 138/225/333/462/612/783/975(/1188) damage (before reductions).
- The whole Chaos Meteor, main and burn damage, can deal up to 368/600/888/1232/1632/2088/2600(/3168) damage (before reductions) when a unit is hit by all possible instances.
- The Meteor provides 400 radius flying vision while it is rolling. This vision does not last.
- Also provides the same vision for 3 seconds after reaching its final destination.
- The meteor blocks neutral creep camps after it has landed. Does not block camps during the effect delay.
- Ability formulas:
- Travel distance: 315 + (150 * Wex)
- Main damage per interval: 40 + (17.5 * Exort)
- Burn damage per second: 8 + (3.5 * Exort)
- 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 non-disabling Forced Movement, so affected enemies can still use spells and items during it and their channeling spells are not interrupted.
- 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 (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 the talent for it is chosen, Deafening Blast releases its blasts towards every direction around Invoker, no matter what point is targeted.
- A total of 12 blasts are released. One blast is released towards the targeted point, while the other eleven are adapted to it, with 30 degree angles between them.
- A unit can only be hit by one blast per cast, so when a unit stands between two, 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.
- Ability formulas:
- Damage: 0 + (40 * Exort)
- Knockback distance: See knockback notes above
- Knockback duration: 0 + (0.25 * Quas)
- Disarm duration: 0.5 + (0.75 * Wex)
Forged Spirit
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Summoned Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Talents
Hero Talents | ||
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-15s Tornado Cooldown | 25 | AoE Deafening Blast |
+35 Attack Speed | 20 | +7 All Stats |
+25% XP Gain | 15 | +1 Forge Spirit Summoned |
+125 Health | 10 | +15 Damage |
- The attack damage is added as bonus attack damage, and therefore does not benefit illusions.
- Upgrading health increases maximum health capacity and keeps the current health percentage.
Recommended items
Gameplay
Audio
History
Equipment
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Trivia
- 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, who calls him the ▶️ ▶️ ▶️ Arsenal Magus.
- Invoker's Deafening Blast cast response ▶️ "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 (▶️ "Behold the meatball!"), due to their highly similar appearance.
- One of Invoker's lines when he casts Chaos Meteor is ▶️ "Gallaron's Abyssal Carnesphere!" Carne is Portuguese, Spanish, Romanian, 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 ▶️ "Dagger of the mind." references the "Dagger" monologue from Shakespeare's play, Macbeth.
- Invoker's respawn line ▶️ "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 ▶️ "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's responses when meeting Invoker may also be related to this, as Dragonus was also a blood elf in DotA.
- The first letter of Quas, Wex and Exort refers to the key of a QWERTY keyboard they are by default bound to (Q, W, and E). In lore, they are most likely mnemonics used to invoke spells.
Name
- 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:
- Undying uses the name Carl once, when meeting an allied Invoker on the battlefield, and even then only 5% of the time:
- ▶️ "Carl, is that you?"
- Mirana uses the name Carl once, when killing an enemy Invoker, and even then only 5% of the time:
- ▶️ "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.
Gallery
An early version of Invoker from Legacy DotA, where he had access to 27 spells.
Envisioning Invoker Loading Screen concept art