Invoker/Ability Draft

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Invoke icon.png
▶️ What joy it is beholding me!
Invoker

Due to Invoker minimap icon.png Invoker's very unique design, he could not simply be added to Ability Draft as is, and had to be heavily adapted.

Talents[edit]

All of Invoker's talents are direct upgrades to his invoked abilities, he has no generic talents that simply boost the hero's stats. Because of this, his talent tree consists only of the gold bonuses.

Hero Talents
+750 Gold Gold 25 +750 Gold Gold
+500 Gold Gold 20 +500 Gold Gold
+250 Gold Gold 15 +250 Gold Gold
+150 Gold Gold 10 +150 Gold Gold

Quas Wex Exort[edit]

To compensate the lack of actual talents, Invoker gains the stats of Quas, Wex, and Exort as passive buffs.

Quas
Can be used by illusions.
Quas icon.png
Ability
Passive
Affects
Self
Provides increased health regeneration.
Health Regen Bonus: 1/3/5/7/9/11/13
Modifiers
Buff Quas Instance: Dispellable with death only.

Notes:

  • A level is gained on hero level 1/4/7/10/13/16/19.
  • Can regenerate up to 60/180/300/420/540/660/780 health in one minute.
  • Ability is not visible in the HUD.


Wex
Can be used by illusions.
Wex icon.png
Ability
Passive
Affects
Self
Provides increased attack speed and movement speed.
Attack Speed Bonus: 2/4/6/8/10/12/14
Move Speed Bonus per: 1%/2%/3%/4%/5%/6%/7%
Modifiers
Buff Wex Instance: Dispellable with death only.

Notes:

  • A level is gained on hero level 2/5/8/11/14/17/20.
  • Ability is not visible in the HUD.


Exort
Can be used by illusions.
Exort icon.png
Ability
Passive
Affects
Self
Provides increased attack damage.
Attack Damage Bonus: 2/6/10/14/18/22/26
Modifiers
Buff Exort Instance: Dispellable with death only.

Notes:

  • A level is gained on hero level 3/6/9/12/15/18/21.
  • Ability is not visible in the HUD.


Abilities[edit]

Three spells are chosen randomly for each match of Ability Draft. Invoker does not add abiltiies to the Ultimates pool.

Cold Snap (AD)
Cold Snap icon.png
Affects
Enemies
Damage
Magical
Invoker draws the heat from an enemy, chilling them to their very core for a duration. 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 as the level goes up.
Cast Animation: 0.05+0
Cast Range: 1000
Damage per Proc: 16/30/44/56
Stun Duration per Proc: 0.4
Trigger Cooldown: 0.74/0.69/0.64/0.6
Debuff Duration: 3.5/4.3/5.1/6
Cooldown: 20
Mana: 100
Does not pierce spell immunity. Does not stun or attempt to damage on proc if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff Cold Snap: Dispellable with any dispel.
Debuff Cold Snap Freeze: Dispellable with strong dispels.
Sadron's Protracted Frisson.

Notes:

  • 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.
  • On each trigger, Cold Snap first applies the damage, then the stun debuff.
  • 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 5/7/8/10.
  • Can deal up to 80/210/352/560 damage (before reductions) when triggering as often as possible.


Ghost Walk (AD)
Ghost Walk icon.png
Ability
No Target
Affects
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, and slows Invoker as well based on the level.
Cast Animation: 0+0
Fade Time: 0
Slow Radius: 400
Enemy Move Speed Slow: 25%/34%/42%/50%
Self Move Speed Change: -20%/0%/+16%/+30%
Aura Linger Duration: 2
Duration: 100
Cooldown: 45
Mana: 200
Does not pierce spell immunity. Although the debuff lingers, it does nothing when the target turns spell immune.
Modifiers
Buff Ghost Walk Self: Dispellable with death only.
Debuff Ghost Walk Enemy: Dispellable with death only.
Myrault's Hinder-Gast.

Notes:

  • 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 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 (AD)
Ice Wall icon.png
Ability
No Target
Affects
Enemies
Damage
Magical
Generates a wall of solid ice directly in front of Invoker for a duration. The bitter cold emanating from it greatly slows nearby enemies and deals damage each second.
Cast Animation: 0.05+0
Wall Spawn Distance: 200
Wall Length: 1120
Wall Width: 105
Damage per Second: 12/22/32/42 (Upgradable by Aghanim's Scepter. /48)
Move Speed Slow: 40%/74%/106%/140%
Aura Linger Duration: 2
Wall Duration: 4.5/7/9.5/12
Cooldown: 25
Mana: 175
Does not pierce spell immunity. Debuff is immediately removed when enemy turns spell immune.
Modifiers
Debuff Ice Wall Slow Debuff: Dispellable with death only.
Killing Wall of Koryx.

Notes:

  • 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 (wall length + 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 4/7/9/12 possible instances.
  • Can deal up to 48/154/288/504 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.


EMP (AD)
EMP icon.png
Affects
Enemies
Damage
Magical
Invoker builds up a charge of electromagnetic energy at a targeted location which automatically detonates after %delay% seconds. The detonation covers an area, draining mana. 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: 175/300/425/550
Damage per Burned Mana: 60%
Self Mana Gain per Burned Mana: 50%
Cooldown: 30
Mana: 125
Endoleon's Malevolent Perturbation.

Notes:

  • 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 restore up to 87.5/150/212.5/275 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.


Tornado (AD)
Tornado icon.png
Affects
Enemies
Damage
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 and holds enemies in the air for a duration.
Cast Animation: 0.05+0
Cast Range: 2000
Effect Radius: 200
Travel Distance: 1200/1865/2530/3200
Base Damage: 70
Added Damage: 90/165/240/315
Cyclone Duration: 1.1/1.6/2.1/2.6
Cooldown: 30
Mana: 150
Modifiers
Debuff Tornado: Dispellable with any dispel.
Claws of Tornarus.

Notes:

  • The Tornado travels at a speed of 1000 and always travels the full distance, so it takes 1.2/1.865/2.53/3.2 seconds to reach the max distance.
  • The Tornado can hit units up to 1400/2065/2730/3400 range away (travel distance + effect radius).
  • Tornado first applies the dispel, then the cyclone.
  • The damage is applied upon losing the Tornado debuff. Can deal up to 160/235/310/385 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 icon.png Roshan, but damages and interrupts him for a split second.


Alacrity (AD)
Alacrity icon.png
Affects
Allies
Invoker infuses an ally with an immense surge of energy, increasing their attack speed and their damage.
Cast Animation: 0.05+0
Cast Range: 650
Attack Speed Bonus: 25/50/75/100
Attack Damage Bonus: 25/50/75/100
Duration: 9
Cooldown: 17
Mana: 60
Modifiers
Buff Alacrity: Dispellable with any dispel.
Gaster's Mandate of Impetuous Strife.


Sun Strike (AD)
Sun Strike icon.png
Affects
Enemies
Damage
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. Damage is spread evenly over all enemies hit.
Cast Animation: 0.05+0
Cast Range: Global
Effect Radius: 175
Cataclysm Minimum Distance: 0 (Upgradable by Aghanim's Scepter. 160)
Cataclysm Maximum Distance: 0 (Upgradable by Aghanim's Scepter. 200)
Effect Delay: 1.7
Damage: 162/266/370/475
Cooldown: 25 (With Aghanim's: 90)
Mana: 175
Aghanim's upgrade: Adds Cataclysm. Launched when Sun Strike is double tapped. Puts it on a 90 second cooldown. Creates 2 visible Sun Strikes within 160-200 range of each enemy hero.
Harlek's Incantation of Incineration.

Notes:

  • 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 damage
    • 3 Units: 33.33/54.17/75/95.83/116.67/137.5/158.33 damage
    • 4 Units: 25/40.625/56.25/71.875/87.5/103.125/118.75 damage
    • 5 Units: 20/32.5/45/57.5/70/82.5/95 damage
  • Damage is only spread among units which are damaged by Sun Strike. All unaffected units do not soak up any damage.
  • Provides 400 radius flying vision at the targeted point for 4 seconds upon cast.
  • The visual effects and the sound during the 1.7 seconds effect delay are visible and audible to allies only.
  • When Aghanim's Scepter icon.png upgraded, self-casting Sun Strike causes it to send two strikes to every hero (excluding illusions) on the map.
    • These Sun Strikes are fully visible and audible to the enemy during their delays.
    • The strikes are placed randomly around the target, using the given minimum and maximum distances.


Forge Spirit (AD)
Forge Spirit icon.png
Ability
No Target
Invoker forges a spirit embodying the strength of fire and fortitude of ice. The elemental's scorching attack is capable of melting the armor of enemy heroes.
Cast Animation: 0.05+0
Number of Forged Spirits: 1
Spirit Attack Damage: 32/45/68/82
Spirit Attack Range: 365/470/580/690
Spirit Max Health: 400/566/732/900
Spirit Max Mana: 140/220/340/400
Spirit Armor: 1/2/4/6 (Upgradable by Aghanim's Scepter. /7)
Spirit Duration: 30/46/62/80
Cooldown: 30
Mana: 75
Culween's Most Cunning Fabrications.

Notes:

  • 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 have their stats upgraded Forge Spirit is leveled. Their stats are set upon spawn.


Chaos Meteor (AD)
Chaos Meteor icon.png
Affects
Enemies
Damage
Magical
Invoker pulls a flaming meteor from space onto the targeted location. Upon landing, the meteor rolls forward, constantly dealing damage and rolling further based on the level. Units hit by the meteor will also be set on fire for a short time.
Cast Animation: 0.05+0
Cast Range: 700
Effect Radius: 275
Travel Distance: 615/866/1118/1370
Effect Delay: 1.3
Effect Interval: 0.5
Main Damage per Interval: 75/105/135/162.5
Burn Damage per Second: 15/21/26.5/32.5
Burn Duration: 3
Cooldown: 55
Mana: 200
Does not pierce spell immunity. Attempts to deal damage if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff Chaos Meteor burn: Dispellable with any dispel.
Tarak's Descent of Fire.

Notes:

  • 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 1590/1841/2093/2345 range away (cast range + travel distance + effect 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 2.05/2.89/3.73/4.57 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.
  • On each interval, the meteor first applies the damage, then the debuff.
  • The main damage can hit a unit up to 5/6/8/10 times and thus can deal up to 375/630/1080/1625 damage (before reductions).
  • The burn debuff deals damage in 1 second intervals, starting 1 second after the debuff is placed, resulting in 3 instances for each debuff.
  • The debuffs from each interval fully stack and do not refresh each other. So a unit can be affected by 5/6/8/10 instances of the burn debuff per cast.
  • One instance of the burn debuff can deal up to 45/63/79.5/97.5 damage (before reductions).
  • All possible instances of burn damage per unit together can deal up to 225/378/636/975 damage (before reductions).
  • The whole Chaos Meteor, main and burn damage, can deal up to 600/1008/1716/2600 damage (before reductions) when a unit is hit by all possible instances.
  • The Meteor provides 500 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 (AD)
Deafening Blast icon.png
Affects
Enemies
Damage
Magical
Invoker unleashes a mighty sonic wave in front of him, dealing damage to any enemy unit it collides with. The sheer impact from the blast is enough to knock those enemy units back for a duration then disarm their attacks for a duration.
Cast Animation: 0.05+0
Cast Range: 1000
Starting Radius: 175
Travel Distance: 1000
End Radius: 225
Damage: 80/146/214/280
Knockback Distance: 88.6/157.7/217.6/274.3
Knockback Duration: 0.5/0.9/1.33/1.75
Disarm Duration: 2/3.25/4.5/5.75
Cooldown: 40
Mana: 300
Does not pierce spell immunity. Knockback persists if debuff was placed before spell immunity. Disarm can be dispelled by spell immunity only.
Modifiers
Debuff Deafening Blast Knockback: Dispellable with death only.
Debuff Deafening Blast Disarm: Dispellable with death only.
Buluphont's Aureal Incapacitator.

Notes:

  • 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 (travel distance + 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 16/30/44/58 times (Knockback duration / 3).
    • The first 1/3 times, units are moved linearly, by a distance of 6 per interval. 1/3 of the intervals is 5/10/14/19 times, which results in a distance of 30/60/84/114.
    • For the remaining 11/20/30/39 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 (6 * n=1→i(n=1→i)(0.98n) =) 58.58/97.72/133.63/160.29.
    • Summed up, the total distance on each level is 88.58/157.72/217.63/274.29.
    • As conclusion, the knockback starts at a speed of 200 and decreases exponentially.
  • Can knock units over impassable terrain. During the knockback, all trees the units collide with get destroyed.
  • Does not knock back Roshan icon.png Roshan, but damages and disarms him.