Invoker
Invoker is an almighty ranged intelligence Hero, considered by many as the most complex and difficult to use. 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 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. However, his three reagents provide passive attributes with each level, and each instance of his reagents provides a passive bonus, allowing for specialization at early levels and situational boosts at later levels. His extremely flexible nature allows him to use many different combinations of items effectively but also make him dependent on solid builds and a good gold advantage.
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[edit] Bio
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[edit] 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.
[edit] Abilities
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[edit] Invoked Skills Summary
| Cold Snap |
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| Ghost Walk |
Ice Wall |
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| Tornado |
Deafening Blast |
Forge Spirit |
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| EMP |
Alacrity |
Chaos Meteor |
Sun Strike | ||||
[edit] Invoked Skills
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[edit] Forged Spirit
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[edit] Recommended items
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Explanation:
Early Game:
Core items:
Situational items:
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[edit] Equipment
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[edit] Tips
- Learning the combinations for Invoker's spells is essential for success.
- Invoker is a prime candidate for mid lane; however, due to his flexibility he can also take other lane positions.
- Invoker's skill build is very, very flexible.
- A Quas-Wex build gives a lot of attack and movement speed, while making you a bit more durable; its main drawback is that without items you will be in need of Intelligence or mana regeneration. In the early game, you should try to use Cold Snap to scare enemies and maybe kill them, while your main combo in the mid game will be Tornado followed by EMP: with it, you'll deal a lot of damage and will drain most of your enemies' mana, but you have to time it well, since EMP won't work on cycloned units. In the late game, try to use Alacrity on yourself or the main carry if you're able to; use your main combo and/or Deafening Blast to disable enemies.
- A Quas-Exort build gives great pushing potential: if you level up Quas and Exort to level 4, you'll be able to create two Forge Spirits. Use them in combination with Alacrity, Cold Snap or Ice Wall to deal consistent damage per second. In the late game, try to use Exort-based skills to help your team dealing more damage. Overall, it provides you with good Strength and Intelligence, making you both durable and able to cast many spells without running out of mana.
- An Exort or Wex-Exort oriented build gives a lot of Intelligence, but leaves you with less HP. In the early game you'll have global presence thanks to your Sun Strike which, if timed well, can deal huge damage. In mid and late game, try to initiate with your Chaos Meteor, followed by Deafening Blast. You can also add Tornado before the two skills if you have enough mana, which will make it harder for the enemies to escape or flee. Use Alacrity on the main damage dealer if you're able to.
- Taking Quas as your first abilty will increase your health regen to +6 hp/sec at level 2 with 3 instances, allowing you to stay longer in lane against harrassment. Be careful though against nuke damage, as this will not completely save you.
- For Quas, the highest level you will usually need is 2-4, as higher levels are generally not useful; Level 4 is only useful in that it allows you to have 2 forge spirits.
- It is generally not reccomended to take Wex as your first ability, as the added agility, attack speed and move speed are not that useful at lower levels.
- Taking Exort as your first ability will increase your damage. Use this to your advantage by having three Exort instances active, giving you +9 damage. When you encounter an enemy hero, target them. This will very likely scare them off, as at this level health points are very low.
- Cold Snap is, in most cases, your first and main ability in the early portion of the game. Use it to scare and harass enemies, especially when they are among allied creeps. To make better use of this skill, activate it right after right clicking on the enemy Hero, then keep attacking him whenever possible, without putting yourself in danger.
- Ghost Walk is your most reliable escape mechanism. It makes you invisible with no fade time, and also slows enemies. Be careful when Invoking it, as it costs 200 mana to activate.
- Ice Wall is perfect for teamfights as well as for 1 vs 1 fights. You need good positioning to use it, so it's preferable to have Phase Boots, Force Staff or even Blink Dagger to help you use this skill effectively. It damages and greatly slows enemies, making it perfect in combination with Cold Snap, Sun Strike, Chaos Meteor, EMP and Deafening Blast. You can cast Tornado right before it to make positioning easier.
- EMP is an AoE nuke that drains the enemies' mana, while damaging them. Use it in combination with Tornado to guarantee mana drain and damage. It's a nice nuke for mid game teamfights, but it becomes less efficient as the game progresses.
- Tornado is a useful ability that can be used to save teammates, damage enemies or even chase them, thanks to its enormous range. The more you skill Quas and Wex, the more damage it will deal.
- Alacrity is a great pushing ability, which is especially useful in late game. Use it on yourself, on your allies or even on your Spirits to take down towers with ease. Cast it on your team's carry to help him deal even more damage.
- Sun Strike is a deadly nuke with global range, which is perfect to kill fleeing Heroes. It has a little delay, so time it well. Avoid hitting more than one enemy, otherwise it will deal less damage, since it's spread evenly between targets in its area of effect.
- Forge Spirit lets you summon one Spirit that will reduce the enemy Heroes' armor while attacking. It can be used to harass, scout or push. Use it with Cold Snap, Alacrity or Ice Wall to inflict constant damage over time. If you have 4 levels of Quas and 4 levels of Exort, using this skill will summon two Spirits instead of one.
- Chaos Meteor is a powerful nuke, capable of hitting many units at once. It rolls forward and, much like Sun Strike, it has a little delay, so you have to take positioning into account while using it. It can be used with Deafening Blast to initiate a battle and deal colossal damage if executed correctly, especially in the mid and late game. You can cast Tornado before using your Chaos Meteor to make positioning easier, and to make sure that the enemies can't escape.
- Deafening Blast has many uses, slightly depending on your skill build. It's mainly used to disable enemies, so that they can't run away or an ally of yours (or even yourself) can escape. If going for an Exort oriented build, it will deal more damage, making it good to kill fleeing Heroes while your Sun Strike is on cooldown. If going for a Quas-Wex oriented build, its damage will be greatly reduced, but on the other hand its disabling power will make it easier to win teamfights or to save allies, while pushing back enemy Heroes.
[edit] Name
- In DotA, Invoker's name is Kael[1], possibly 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 leaked DotA 6.72 Chinese changelog[2] referred to Invoker as "卡尔" ("Kael"). A PlayDota forum member translated the changelog[3] 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".[4]
- 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:
- Play "Carl, is that you?"
- Mirana uses the name Carl once, when killing an enemy Invoker, and even then only 5% of the time:
- Play "Carl, meet Sagan." A pun on Carl Sagan. (Mirana's feline mount is named Sagan.)
- In summary, whether Invoker's "real" name is Carl appears to be a subject of humor and is intentionally ambiguous.
[edit] 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. [5]
- Invoker is (or used to be) a Magus like
Rubick, who calls him the Arsenal Magus.
- When casting Deafening Blast, Invoker will sometimes say Sonic Boom; this is most likely a reference to the signature move of Guile from the Street Fighter franchise.
- Invoker is the only hero in the game who can level up his ultimate before level 6.
- One of Invoker's lines when purchasing a Blink Dagger, may be a reference to Shakespeare's play, Macbeth.
[edit] Update history
- Fixed backswing behavior on some of Invoker's skills.
- Updated vision values on these abilities:
Unstable Concoction,
Phantasm,
Waveform,
Storm Hammer,
Mirror Image,
Spirit Lance,
Requiem of Souls,
Spectral Dagger,
Venomous Gale,
Earthbind,
Dream Coil,
Shackleshot,
Wall of Replica,
Flamebreak,
Deafening Blast,
Ghost Ship.
- Fixed Invoke proccing
Last Word.
- Fixed DPS burn from
Chaos Meteor not stacking per tick.
- Fixed
Alacrity interaction with Magic Immunity.
- Fixed
Chaos Meteor burn damage being a little too low.
- [Undocumented] Updated the hero selection portrait for Invoker.
- Un-decapitated Invoker.
- 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).
- 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.
- 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.
- [Undocumented] Added new portrait and ability icons.
[edit] Balance changelog
6.75
- Invoker base damage decreased by 4.
6.74
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Chaos Meteor damage increased from 80+Exort*30 to 80+Exort*35.
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Chaos Meteor land time decreased from 1.5 to 1.3.
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EMP can no longer hit Invulnerable/Tornadoed units.
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EMP cooldown increased from 25 to 30 seconds.
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Sun Strike damage type changed from Magical to Pure.
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Sun Strike now reveals the area it will hit before the damage impact.
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Tornado cooldown increased from 25 to 30 seconds.
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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.
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Alacrity can now target mechanical units.
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Alacrity manacost increased from 50 to 100.
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Alacrity bonus damage & attack speed decreased from 30->90 to 20->80.
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Cold Snap now requires a minimum of 10 damage before it triggers.
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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
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Cold Snap no longer triggers on self damage.
6.70
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Sun Strike kills now give XP to Invoker.
[edit] Gallery
[edit] References
- ↑ Invoker at PlayDota
- ↑ Leaked Chinese 6.72 changelog
- ↑ Translation of the 6.72 changelog on PlayDota forums
- ↑ IceFrog's comment about Invoker's name
- ↑ List: Old DotA Heroes - Playdota
[edit] See also
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