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Invoker icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
18 + 2.2
14 + 1.9
14 + 4
Level Base 1 15 25
Health 200 524 1064 1460
H. regen amp 0% 9.9% 26.84% 38.94%
Magic res. 25% 25.84% 29.2% 31.6%
Mana 75 285 1125 1725
M. regen amp 0% 31.5% 157.5% 247.5%
Spell dmg 0% 1.23% 6.13% 9.63%
Armor -1 1.24 5.5 8.54
Att/sec 0.59 0.67 0.83 0.94
Move sp amp. 0% 0.7% 2.03% 2.98%
Damage 21‒27 35‒41 91‒97 131‒137
Base health regen 1.5
Base mana regen 0.9
Movement speed 280
Turn rate 0.5
Vision range 1800/800
Attack range 600
Projectile speed 900
Attack animation 0.4+0.7
Base attack time 1.7
Collision size 24
Gib type Default

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.


Invoker Invoker
Play "I am a beacon of knowledge blazing out across a black sea of ignorance."
In its earliest, and some would say most potent form, magic was primarily the art of memory. It required no technology, no wands or appurtenances other than the mind of the magician. All the trappings of ritual were merely mnemonic devices, meant to allow the practitioner to recall in rich detail the specific mental formulae that unlocked a spell's power. The greatest mages in those days were the ones blessed with the greatest memories, and yet so complex were the invocations that all wizards were forced to specialize. The most devoted might hope in a lifetime to have adequate recollection of three spells—four at most. Ordinary wizards were content to know two, and it was not uncommon for a village mage to know only one—with even that requiring him to consult grimoires as an aid against forgetfulness on the rare occasions when he might be called to use it. But among these early practitioners there was one exception, a genius of vast intellect and prodigious memory who came to be known as the Invoker. In his youth, the precocious wizard mastered not four, not five, not even seven incantations: He could command no fewer than ten spells, and cast them instantly. Many more he learned but found useless, and would practice once then purge from his mind forever, to make room for more practical invocations. One such spell was the Sempiternal Cantrap—a longevity spell of such power that those who cast it in the world's first days are among us still (unless they have been crushed to atoms). Most of these quasi-immortals live quietly, afraid to admit their secret: But Invoker is not one to keep his gifts hidden. He is ancient, learned beyond all others, and his mind somehow still has space to contain an immense sense of his own well as the Invocations with which he amuses himself through the long slow twilight of the world's dying days.


Quas icon.png
No Target
Allows manipulation of ice elements. Each Quas instance provides increased health regeneration.
Cast Animation: 0+0
Instances of Quas per Cast: 1
Health Regen Bonus per Quas Instance: 1/3/5/7/9/11/13
Illusions copy the currently active reagents and benefit from the regen bonus.
Quas Instance: Undispellable.


  • 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

Wex icon.png
No Target
Allows manipulation of storm elements. 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%
Illusions copy the currently active reagents and benefit from the speed bonuses.
Wex Instance: Undispellable.


  • 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

Exort icon.png
No Target
Allows manipulation of fire elements. Each Exort instance provides increased attack damage.
Cast Animation: 0+0
Instances of Exort per Cast: 1
Attack Damage Bonus per Exort Instance: 4/8/12/16/20/24/28
Illusions copy the currently active reagents, but cannot benefit from the attack damage bonus.
Exort Instance: Undispellable.


  • 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
The invoke list which appears when clicking on the SPELLS button. It appears right above the HUD.

Invoke icon.png
No Target
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
6 ( 2)
40 ( 0)
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.


  • 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 icon.png Aghanim's Scepter upgrade does not improve the passive bonuses granted by Quas, Wex and Exort. It makes invoked spells consider them one 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]

Cold Snap
Cold Snap icon.png
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 ( /56)
Stun Duration per Proc: 0.4
Trigger Cooldown (Quas): 0.77/0.74/0.71/0.69/0.66/0.63/0.60 ( /0.57)
Debuff Duration (Quas): 3/3.5/4/4.5/5/5.5/6 ( /6.5)
( 4.5/5/5.5/6/6.5/7/7.5 /8)
Does not stun or attempt to damage on proc if debuff was placed before spell immunity and when not dispelled.
Cold Snap: Dispellable with any dispel.
Cold Snap Freeze: Dispellable with strong dispels.
Sadron's Protracted Frisson.


  • 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.
  • 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 4/5/6/7/8/9/10 ( /12) ( 6/7/8/9/10/12/13 ( /15)) times (including the initial trigger upon cast).
  • Can deal up to 28/70/126/196/280/378/490 ( /672) ( 42/98/168/252/350/504/637 ( /840)) 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) ( 2.5 + 1.5 + (0.5 * Quas))

Ghost Walk
Ghost Walk icon.png
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% ( /55%)
Self Move Speed Change (Wex): -30%/-20%/-10%/0%/+10%/+20%/+30% ( /+40%)
Duration: 100
Slow does not persist if debuff was placed before spell immunity.
Ghost Walk Self: Undispellable.
Ghost Walk Enemy: Undispellable.
Myrault's Hinder-Gast.


  • 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.
  • Ability formulas:
    • Enemy movement speed slow: 15 + (5 * Quas)
    • Self movement speed change: -40 + (10 * Wex)

Ice Wall
Ice Wall icon.png
No Target
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: 1120
Wall Width: 105
Damage per Second (Exort): 6/12/18/24/30/36/42 ( /48)
Move Speed Slow (Quas): 20%/40%/60%/80%/100%/120%/140% ( /160%)
Wall Duration (Quas): 3/4.5/6/7.5/9/10.5/12 ( /13.5)
Slow Duration: 2
Debuff is immediately removed when enemy turns spell immune.
Ice Wall Slow Debuff: Undispellable.
Killing Wall of Koryx.


  • 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 (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 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)

EMP icon.png
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 ( /625)
Damage per Burned Mana: 60%
Self Mana Gain per Burned Mana: 50%
Endoleon's Malevolent Perturbation.


  • 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 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)

Tornado icon.png
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 ( /3600)
Base Damage: 70
Bonus Damage (Wex): 45/90/135/180/225/270/315 ( /360)
Cyclone Duration (Quas): 0.8/1.1/1.4/1.7/2/2.3/2.6 ( /2.9)
( 1.3/1.6/1.9/2.2/2.5/2.8/3.1 3.4)
30 ( 14)
Tornado: Dispellable with any dispel.
Claws of Tornarus.


  • 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 + effect radius).
  • 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 icon.png Roshan, but damages and interrupts him for a split second.
  • Ability formulas:
    • Travel distance: 400 + (400 * Wex)
    • Bonus damage: 0 + (45 * Wex)
    • Cyclone duration: 0.5 + (0.3 * Quas) ( 0.5 + 0.3 + (0.3 * Quas))

Alacrity icon.png
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 ( /115)
( 45/60/75/90/105/120/135 /150)
Attack Damage Bonus (Exort): 10/25/40/55/70/85/100 ( /115)
( 45/60/75/90/105/120/135 /150)
Duration: 9
Alacrity: Dispellable with any dispel.
Gaster's Mandate of Impetuous Strife.


  • Ability invokes when Invoker has 2 Wex and 1 Exort instances.
  • Ability formulas:
    • Attack speed bonus: -5 + (15 * Wex) ( -5 + 35 + (15 * Wex))
    • Attack damage bonus: -5 + (15 * Exort) ( -5 + 35 + (15 * Exort))

Sun Strike
Sun Strike icon.png
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
Cataclysm Minimum Distance: 160
Cataclysm Maximum Distance: 220
Effect Delay: 1.7
Damage (Exort): 100/162.5/225/287.5/350/412.5/475 ( /537.5)
25 ( 90)
Harlek's Incantation of Incineration.


  • 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 ( /179.17) damage
    • 4 Units: 25/40.625/56.25/71.875/87.5/103.125/118.75 ( /134.375) 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.
  • When choosing the Cataclysm talent, self-casting Sun Strike causes it to send two strikes to every hero (including Tempest Double icon.png Tempest Doubles, excluding other clones and 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 giving minimum and maximum distances.
    • When using Cataclysm, Sun Strike goes on a 90 second cooldown.
  • Ability formulas:
    • Damage: 37.5 + (62.5 * Exort)

Forge Spirit
Forge Spirit icon.png
No Target
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.
Cast Animation: 0.05+0
Number of Forged Spirits: 1 ( 2)
Spirit Attack Damage (Exort): 22/32/42/52/62/72/82 ( /92)
Spirit Attack Range (Quas): 300/365/430/495/560/625/690 ( /755)
Spirit Max Health (Quas): 300/400/500/600/700/800/900 ( /1000)
Spirit Max Mana (Exort): 100/150/200/250/300/350/400 ( /450)
Spirit Armor (Exort): 0/1/2/3/4/5/6 ( /7)
Spirit Duration (Quas): 20/30/40/50/60/70/80 ( /90)
Culween's Most Cunning Fabrications.


  • 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 have their stats upgraded when Quas or Exort is leveled. Their stats are set 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)

Chaos Meteor
Chaos Meteor icon.png
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 ( /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 ( /180)
( 87.5/105/122.5/140/157.5/175/192.5 /210)
Burn Damage per Second (Exort): 11.5/15/18.5/22/25.5/29/32.5 ( /36)
Burn Duration: 3
Attempts to deal damage if debuff was placed before spell immunity and when not dispelled.
Chaos Meteor burn: Dispellable with any dispel.
Tarak's Descent of Fire.


  • 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 + 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 1.55/2.05/2.57/3.07/3.57/4.07/4.57 ( /5.07) 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 4/5/6/7/8/9/10 ( /11) times and thus can deal up to 230/375/555/770/1020/1305/1625 ( /1980) ( 350/525/735/980/1260/1575/1925 ( /2310)) 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) ( 488/750/1068/1442/1872/2358/2900 ( /3498)) 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.
  • Ability formulas:
    • Travel distance: 315 + (150 * Wex)
    • Main damage per interval: 40 + (17.5 * Exort) ( 40 + 30 + (17.5 * Exort))
    • Burn damage per second: 8 + (3.5 * Exort)

Deafening Blast
Deafening Blast icon.png
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.
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 ( /320)
Knockback Distance (Quas): 45.6/88.6/133.5/171.5/205/242.1/274.3 ( /305.14)
Knockback Duration (Quas): 0.25/0.5/0.75/1/1.25/1.5/1.75 ( /2)
Disarm Duration (Wex): 1.25/2/2.75/3.5/4.25/5/5.75 ( /6.5)
Knockback persists if debuff was placed before spell immunity. Disarm can be dispelled by spell immunity only.
Deafening Blast Knockback: Undispellable.
Deafening Blast Disarm: Undispellable.
Buluphont's Aureal Incapacitator.


  • 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 (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 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 (6 * n=1→i(n=1→i)(0.98n) =) 33.56/58.58/85.46/105.5/127.02/146.08/160.29 ( /173.14).
    • Summed up, the total distance on each level is 45.56/88.58/133.46/171.5/205.02/242.08/274.29 ( /305.14).
    • As conclusion, the knockback starts at a speed of 200 and decreases exponentially.
  • When the talent for it is chosen, the blasts are released towards every direction around Invoker, no matter where it 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. If an enemy unit stands within the areas of multiple blasts, it is only affected by one.
  • 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.
  • 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[edit]

Forged Spirit
Invoker Forged Spirit model.png
Invoker Forged Spirit icon.png
Level 3
Duration 20/30/40/50/60/70/80 ( /90)
Health 300/400/500/600/700/800/900 ( /1000)
Health regeneration 0.25
Mana 100/150/200/250/300/350/400 ( /450)
Mana regeneration 4
Armor 0/1/2/3/4/5/6 ( /7)
Magic resistance 0%
Attack damage 22/32/42/52/62/72/82 ( /92)
Acquisition range 900
Attack range 300/365/430/495/560/625/690 ( /755)
Base attack time 1.5
Attack animation 0.2+0.4
Projectile speed 1000
Movement speed 320
Follow range 100
Turn rate 0.5
Collision size 16
Vision range 1200800 (G)
Bounty 32‒46
Experience 31
Notes Abilities:
Melting Strike (Forged Spirit) icon.png Melting Strike

Melting Strike
Melting Strike (Forged Spirit) icon.png
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
Armor reduction persists if debuff was placed before spell immunity.
Melting Strike Debuff: Undispellable.


  • 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.


Hero Talents
-16s Tornado icon.png Tornado Cooldown25Radial Deafening Blast icon.png Deafening Blast
+35 Alacrity icon.png Alacrity Damage/Speed20Sun Strike icon.png Cataclysm
+2.5s Cold Snap icon.png Cold Snap Duration15+1 Invoker Forged Spirit icon.png Forged Spirit Summoned
+30 Chaos Meteor icon.png Chaos Meteor Contact Damage10+0.5s Tornado icon.png Tornado Lift Time

Recommended items[edit]

Starting items:

  • Tango icon.png Tangos are bought to stay longer in lane, 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.
  • Faerie Fire icon.png Faerie Fire is often bought to increase his starting damage for lasthitting, and to consume in an early fight, potentially avoiding death for a low cost.

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.
  • Ring of Aquila (Active) icon.png Ring of Aquila gives solid stats for only one item slot.

Mid game:

  • Hand of Midas icon.png Hand of Midas should be picked up if Invoker had a good early game, especially with Quas-Exort build. It increases his experience gain which is incredibly important for Invoker.
  • Boots of Travel 1 icon.png Boots of Travel is a useful item, allowing Invoker to split push and farm with Forge Spirits, and teleport to team fights. It also gives him lots of movement speed.
  • Magic Wand icon.png Magic Wand gives Invoker stats and larger charge storage when upgraded from Magic Stick icon.png 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.
  • 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.

Late game:

  • 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.
  • 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.
  • Refresher Orb icon.png Refresher Orb turns Invoker into an unstoppable nuker. Two back to back spell combos will kill just about any hero.

Situational items:

  • Phase Boots icon.png Phase Boots are the best boots for Quas-Wex 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.
  • Power Treads icon.png Power Treads are the best boots for Quas-Exort Invoker (along with Boots of Travel), as they give him stats and attack speed, making last hitting easier.
  • 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.
  • Drum of Endurance icon.png Drum of Endurance further increases Invoker's attack and movement speed, and provides him with extra attributes and damage.
  • 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.
  • 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.


Roles: Carry Carry Nuker Nuker Disabler Disabler Escape Escape Pusher Pusher


Playstyle: A competent wizard knows perhaps two spells; an exceptional one, three or four. Wielding the elements of Quas, Wex, and Exort, the Invoker surpasses them all. He conjures Forge Spirits, granting them the Alacrity to stun foes through Cold Snap. Predicting enemy movement, the Invoker Sun Strikes any point in the world, then vanishes with Ghost Walk, leaving an impassable Ice Wall to dissuade pursuers. A strong Tornado throws opponents into the air, while an EMP awaits to deplete their mana upon landing. Advancing enemies are repelled with Deafening Blasts, giving Invoker more than enough time to crush them under a Chaos Meteor. Whatever magic he chooses, one thing is certain: All shall come to bow before the Arsenal Magus.





  • 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 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, 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 preferred style of spellcasting, involving the invocation of mnemonics, is inspired by the magic in Jack Vance's Dying Earth series. Further references to Vancian magic are in the alternate names for his spells, which involve verbose invocations such as "Sadron's Protracted Frisson" and "Killing Wall of Koryx.".
  • 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 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.


  • 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, Invoker's real name could be possibly Carl, hence the audio files that Mirana, Undying, and Invoker himself mentioned beforehand.



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