Invoker

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Invoker
Invoker.png
Dire icon.png The Dire
Strength
19 + 1.7
Agility
20 + 1.9
Intelligence
22 + 2.5
Level 1 16 25
Hit Points 511 1024 1651
Mana 286 793 1326
Damage 39-45 78-84 119-125
Armor 1.8 6 10.9
Attacks / Second 0.7 0.88 1.08
Movement Speed 280
Turn Rate 0
Sight Range 1800/800
Attack Range 600
Missile Speed 900
Attack Duration 0.4+0.7
Cast Duration 0+0
Base Attack Time 1.7

Invoker is an almighty ranged intelligence Hero, considered as the most complex and difficult one to use. He is unique as 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 serves 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 tank or support (though the gold investments on both make this highly unrecommended). He is also the only hero who doesn't have Attribute Bonuses, thus he has average attributes. But his three reagents also provide additional attributes to make up for his naturally average ones.

The Invoker, though powerful on his own, is item-dependent; his top priorities are health for his survivability, mana for him to utilize more of his abilities, and damage if you want him to be a strong carry. The result is his differentiating item build in almost every different situation, mostly depending both on his own build, and his opponents' actions. He also requires fast hands, and various skills depending on the focus of his invoked abilities; examples include his need of extreme map awareness to pull off Sun Strike properly, or to have a subtle idea of prediction to pull off combos such as EMP - Tornado or vice versa. Because of this, newer players will have a hard time using Invoker. But once learned and mastered, the Invoker will rise to its full potential and playing this archmage is truly a great reward. Invoker is recommended for advanced players.

Contents

Bio

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

Gameplay

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 (i.e., he cannot put points towards "Stats"). Instead, he gains a permanent attribute bonus to one of his stats each time he levels up Quas, Wex, or Exort.

Abilities

Quas
Q
Q
Quas icon.png
Ability Affects
No Target Self
Allows manipulation of ice elements and grants a permanent strength bonus. Each Quas instance provides increased health regeneration.
Active: Instances of Quas added: 1 (up to 3 maximum)
Passive: HP Regeneration Per Instance of Quas: 1/2/3/4/5/6/7
Passive: Strength Bonus: 2/4/6/8/10/12/14

Notes:

  • Invoker can have only 3 of any instances.
  • If there are already 3 instances, the oldest instance will be replaced.
  • Quas can be leveled 7 times.

Wex
W
W
Wex icon.png
Ability Affects
No Target Self
Allows manipulation of storm elements and grants a permanent agility bonus. Each Wex instance provides increased attack speed and movement speed.
Active: Instances of Wex added: 1 (up to 3 maximum)
Passive: Attack Speed Bonus Per Instance of Wex: 2%/4%/6%/8%/10%/12%/14%
Passive: Bonus movement speed Per Instance of Wex: 1%/2%/3%/4%/5%/6%/7%
Passive: Agility Bonus: 2/4/6/8/10/12/14

Notes:

  • Invoker can have only 3 of any instances.
  • If there are already 3 instances, the oldest instance will be replaced.
  • Wex can be leveled 7 times.

Exort
E
E
Exort icon.png
Ability Affects
No Target Self
Allows manipulation of fire elements and grants a permanent intelligence bonus. Each Exort instance provides increased attack damage.
Active: Instances of Exort added: 1 (up to 3 maximum)
Passive: Bonus Damage Per Instance of Exort: 3/6/9/12/15/18/21
Passive: Intelligence Bonus: 2/4/6/8/10/12/14

Notes:

  • Invoker can have only 3 of any instances.
  • If there are already 3 instances, the oldest instance will be replaced.
  • Exort can be leveled 7 times.

Invoke
R
R
Invoke icon.png
Ability Affects
No Target Self
Combines the properties of the elements currently being manipulated, creating a new spell at the Invoker's disposal. The invoked spell is determined by the combination of Quas, Wex and Exort.
Number of Invoked Spells Allowed: 1/2/2/2
Cooldown 22/17/12/5 (16/8/4/2*) Mana 20/40/60/80 (0/0/0/0*)
Can be Improved by Aghanim's Scepter (* shows the improved values). Decreases cooldown and removes mana cost.

Notes:

  • Invoke can be leveled 4 times, at levels 2/7/12/17.
  • The arrangement of instances does not matter.
  • If an additional Invoked spell is not allowed, the oldest Invoked spell will be replaced.

Invoked Skills Summary

Quas/Quas/Quas
Cold Snap icon.png
Cold Snap
Quas/Quas/Wex
Ghost Walk icon.png
Ghost Walk
Quas/Quas/Exort
Ice Wall icon.png
Ice Wall
Wex/Wex/Quas
Tornado icon.png
Tornado
Quas/Wex/Exort
Deafening Blast icon.png
Deafening Blast
Exort/Exort/Quas
Forge Spirit icon.png
Forge Spirit
Wex/Wex/Wex
EMP icon.png
EMP
Wex/Wex/Exort
Alacrity icon.png
Alacrity
Exort/Exort/Wex
Chaos Meteor icon.png
Chaos Meteor
Exort/Exort/Exort
Sun Strike icon.png
Sun Strike

Invoked Skills

Cold Snap
Blocked by Magic Immunity. Blocked by Linken's Sphere.
D
Y
Cold Snap icon.png
Ability Affects Damage
Target Unit Enemies Magical
Ability invokes if Invoker has 3 Quas instances. Invoker draws the heat from an enemy, chilling them to their very core for a duration based on Quas. 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.
Stun Duration: 0.4
Damage: 60
Cold Snap Duration (based on Quas level): 3 / 3.5 / 4 / 4.5 / 5 / 5.5 / 6
Stun Duration upon taking damage: 0.4
Bonus Damage upon taking damage: 30
Cooldown Between Stuns (based on Quas level): 0.7715 / 0.7430 / 0.7145 / 0.6860 / 0.6575 / 0.6290 / 0.6005
Range: 1000
Cooldown 20 Mana 100
Sadron's Protracted Frisson.

Notes:

  • Applies a stun (same duration as normal) and deals 60 damage immediately upon being cast, this does trigger the damage cooldown.
  • The stun only triggers on damage greater than 10 after reductions.
  • Does not trigger on self damage.

Ghost Walk
Not blocked by Magic Immunity.
D
V
Ghost Walk icon.png
Ability Affects
No Target Self
Ability invokes if Invoker has 2 Quas and 1 Wex instances. 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.
Slow Radius: 400
Slows Enemy (based on Quas level): 20% / 23% / 26% / 30% / 33% / 36% / 40%
Slows Self (based on Wex level): 30% / 25% / 20% / 15% / 10% / 5% / 0%
Duration: 120
Cooldown 60 Mana 200
Not blocked by Magic Immunity. The slow effect works on magic immune units
Myrault's Hinder-Gast.

Notes:

  • The slow effect works on magic immune units.

Ice Wall
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
D
G
Ice Wall icon.png
Ability Affects Damage
No Target Enemies Magical
Ability invokes if Invoker has 2 Quas and 1 Exort instances. 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.
Duration (based on Quas): 3 / 4.5 / 6 / 7.5 / 9 / 10.5 / 12
Movement Slow (based on Quas): 20% / 40% / 60% / 80% / 100% / 120% / 140%
Damage Per Second (based on Exort): 6 / 12 / 18 / 24 / 30 / 36 / 42
Cooldown 25 Mana 175
Killing Wall of Koryx.

EMP
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
D
C
EMP icon.png
Ability Affects Damage
Target Point Enemies HP Removal
Ability invokes if Invoker has 3 Wex instances. Invoker builds up a charge of electromagnetic energy at a targeted location which automatically detonates after a duration based on the level of Wex. The detonation covers an area, draining mana based on the level of Wex. Deals damage for each point of mana drained.
Delay (based on Wex): 3.7 / 3.4 / 3.15 / 2.85 / 2.6 / 2.3 / 2
Radius: 675
Damage (based on Wex): 50 / 75 / 100 / 125 / 150 / 175 / 200
Mana Drain (based on Wex): 100 / 150 / 200 / 250 / 300 / 350 / 400
Cooldown 30 Mana 125
Endoleon's Malevolent Perturbation.

Notes:

  • Damage type: Direct HP removal if the target will not die from the hit, else Pure.
  • Damage deals before mana burn.
  • Does not hit Invulnerable/Tornadoed units

Tornado
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
D
X
Tornado icon.png
Ability Affects Damage
Target Point Enemies Magical
Ability invokes if Invoker has 2 Wex and 1 Quas instances. 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 damage based on the levels of Quas and Wex.
Range (based on Wex): 800 / 1200 / 1600 / 2000 / 2400 / 2800 / 3200
Disable Duration (based on Quas): 0.8 / 1.1 / 1.4 / 1.7 / 2.0 / 2.3 / 2.5
Damage (based on Wex and Quas): 70 + 20 * (Level of Quas + Level of Wex)
Cooldown 30 Mana 150
Claws of Tornarus.

Alacrity
D
Z
Alacrity icon.png
Ability Affects Damage
Target Unit Allies Physical
Ability invokes if Invoker has 2 Wex and 1 Exort instances. 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.
Duration: 9
Increased Attack Speed (based on Wex): 20% / 30% / 40% / 50% / 60% / 70% / 80%
Increased Damage (based on Exort): 20 / 30 / 40 / 50 / 60 / 70 / 80
Range: 650
Cooldown 15 Mana 100
Gaster's Mandate of Impetuous Strife.

Notes:

  • Can target Siege units

Sun Strike
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
D
T
Sun Strike icon.png
Ability Affects Damage
Target Point Enemies Pure
Ability invokes if Invoker has 3 Exort instances. 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.
Delay: 1.7
Radius: 175
Range: Global
Damage (based on Exort): 100 / 162.5 / 225 / 287.5 / 350 / 412.5 / 475
Cooldown 30 Mana 175
Harlek's Incantation of Incineration.

Notes:

  • Damage is spread evenly between targets in the area of effect.
  • Reveals the area it will hit before the damage impact

Forge Spirit
D
F
Forge Spirit icon.png
Ability Affects
No Target N/A
Ability invokes if Invoker has 2 Exort and 1 Quas instances. Invoker forges a spirit embodying the strength of fire and fortitude of ice. Damage, health, and armor are based on the level of Exort while attack range, mana, and duration are based on the level of Quas. The elemental's scorching attack is capable of melting the armor of enemy heroes. If both Quas and Exort are level 4 or higher, Invoker will create two spirits instead of one.
Number of Forge Spirits Summoned: 1 (2 if both Quas and Exort are level 4 or higher)
Forge Spirits' Duration (based on Quas): 20 / 30 / 40 / 50 / 60 / 70 / 80
Forge Spirits' Mana (based on Quas): 100 / 150 / 200 / 250 / 300 / 350 / 400
Forge Spirits' Attack Range (based on Quas): 300 / 400 / 500 / 600 / 700 / 800 / 900
Forge Spirits' Damage (based on Exort): 29 / 38 / 47 / 56 / 65 / 74 / 83
Forge Spirits' HP (based on Exort): 300 / 400 / 500 / 600 / 700 / 800 / 900
Forge Spirits' Armor (based on Exort): 2 / 3 / 4 / 5 / 6 / 7 / 8
Cooldown 30 Mana 75
Culween's Most Cunning Fabrications.

Notes:

  • Only one group of spirits can be summoned at one time
  • Forge Spirits possess Melting Strike: 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.
  • Melting Strike is an autocast unique attack modifier which reduces enemy's armor by 1 per hit (to a maximum of 10 for 5 seconds) and costs 40 mana.

Chaos Meteor
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
D
D
Chaos Meteor icon.png
Ability Affects Damage
Target Point Enemies Magical
Ability invokes if Invoker has 2 Exort and 1 Wex instances. 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.
Main Radius: 275
Main Damage Per 0.5 Seconds (based on Exort): 57.5 / 75 / 92.5 / 110 / 127.5 / 145 / 162.5
Meteor Range (based on Wex): 465 / 615 / 780 / 930 / 1095 / 1245 / 1410
Additional Damage Per Second (based on Exort): 11.5 / 15 / 18.5 / 22 / 25.5 / 29 / 32.5
Cooldown 55 Mana 200
Tarak's Descent of Fire.

Notes:

  • Deals main damage to enemy units under meteor (275 radius) every 0.5 seconds and burns enemies for 3 seconds, dealing lesser damage.
  • The meteor takes 1.3 seconds to fall to the ground and start dealing damage.
  • The meteor has a movement speed of 300.

Deafening Blast
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
D
B
Deafening Blast icon.png
Ability Affects Damage
Target Point Enemies Magical
Ability invokes if Invoker has 1 Quas, 1 Wex and 1 Exort instances. Invoker unleashes a mighty sonic wave in front of him, dealing damage to any enemy unit it collides 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.
Stun Duration (based on Quas): 0.25 / 0.5 / 0.75 / 1 / 1.25 / 1.5 / 1.75
Attack Prevention Duration (based on Wex): 1 / 1.5 / 2 / 2.5 / 3 / 3.5 / 4
Damage (based on Exort): 40 / 80 / 120 / 160 / 200 / 240 / 280
Range: 1000
Cooldown 40 Mana 200
Buluphont's Aureal Incapacitator.

Notes:

  • This ability interrupts channeling spells.

Forged Spirit

Forged Spirit
Forged Spirit Portrait.png
Duration 20 - 80 (Quas)
Hit Points 300 - 900 (Exort)
Mana 100 - 400 (Quas)
Damage 29 - 83 (Exort)
Armor 2 - 8 (Exort)
Movement Speed 320
Sight Range 1200/800
Attack Range 300 - 900 (Quas)
Missile Speed 1000
Attack Duration 0.2+0.4
Base Attack Time 1.5
Notes Possess Melting Strike
33% magic resistance
Melting Strike
Unique Attack Modifier. Blocked by Magic Immunity. Not blocked by Linken's Sphere.
Melting Strike icon.png
Ability Affects
Passive Enemies
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 removed per hit: 1
Maximum armor removed: 10
Duration: 5
Mana 40

Recommended Items

Equipment

Trivia

  • 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. [1]
  • The name "Carl", in Dota 2 Invoker's responses refers to a "leaked" changelog of DotA 6.72, in which "Kael", Invoker's original name, was mistakenly translated as "Carl".[2][3].
  • His fun name in original Dota is Kal-el, an allusion to Superman.
  • His original name is Kael, possibly based on the WarCraft Blood Elf Mage character, Kael'thas Sunstrider.

Update History

February 16, 2012 Patch

  • Fixed Invoke not dispelling Curse of the Silent.
  • Fixed Cold Snap triggering on self damage.
  • Fixed Tornado dispelling various buffs it shouldn't (like Wind Walk).

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.

Ability Change Log

6.74

  • 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.

6.72

  • 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.

6.71

  • Cold Snap no longer triggers on self damage.

6.70

  • Sun Strike kills now give XP to Invoker.


Gallery

See also

References

  1. List: Old DotA Heroes - Playdota
  2. The "leaked" 6.72 changelog on PlayDota - the translation
  3. The "leaked" 6.72 changelog on PlayDota - IceFrog's response
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