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 35-41 74-80 115-121
Armor 1.8 6 10.9
Attacks / Second 0.7 0.88 1.08
Movement Speed 280
Turn Rate 0.5
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 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.

Contents

[edit] Bio

Invoker Invoker
Play "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)

[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

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.
So begins a new age of knowledge.

Notes:

  • Invoke can be leveled 4 times, at levels 2/7/12/17.
  • The arrangement of instances does not matter.
  • If the maximum number of invoked spells has already been reached, invoking a new spell will replace the oldest invoked spell.
  • If the spell Invoker is attempting to invoke is already in his first slot Invoke will fizzle, spending Invoker's mana, putting Invoke on cooldown, but otherwise doing absolutely nothing. Invoker has separate responses for fizzled Invokes.

[edit] Invoked Skills Summary

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

[edit] Invoked Skills

Cold Snap
Blocked by Magic Immunity. Blocked by Linken's Sphere. Can be purged.
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. Cannot be purged.
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.
  • The slow effect causes enemies affected to leave a trail of icy footsteps when moving, allowing enemies to more easily estimate Invoker's location and movement.

Ice Wall
Blocked by Magic Immunity. Not blocked by Linken's Sphere. Cannot be purged.
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: 0.5x mana burned
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. Cannot be purged.
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.

Notes:

  • Does not deal damage instantly after the lift duration ends, this allowing enemies to blink out of fight, provided they have the blink dagger.

Alacrity
Cannot be purged.
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. Cannot be purged.
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. Cannot be purged.
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.

[edit] 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
Bounty 32-46
Experience 31
Notes Possess Melting Strike
25% magic resistance
Melting Strike
Unique Attack Modifier. Blocked by Magic Immunity. Not blocked by Linken's Sphere. Cannot be purged.
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

Notes:

  • Melts 1/2/3/4 armor if uninterrupted.

[edit] Recommended items

Explanation:
Starting Items:

Early Game:

  • Boots of Speed are important to get, as they allow Invoker to position himself better to cast spells.
  • Magic Stick provides you with some healing and can be built into a Magic Wand.
  • Bracer makes you more durable and gives nice stats.

Core items:

  • Phase Boots are the best choice for Invoker: they make chasing and escaping easier. With these boots, last hitting will be less difficult.
  • Drum of Endurance further increases Invoker's attack and movement speed, and provides him with extra stats and damage.
  • Magic Wand gives even more stats and a bit of survivability.
  • Force Staff is a very useful item. Its ability can be used to escape, to chase enemies or to save teammates from sure death. This item makes positioning a lot easier, and that's why it should always be bought if possible.

Situational items:

  • Scythe of Vyse gives good stats and plenty of mana and mana regeneration. It comes with a reliable disable with a moderate cooldown.
  • Blink Dagger is a useful item if you're your team's main initiator. Use it to position yourself before casting certain spells such as Ice Wall, Deafening Blast, Chaos Meteor or Tornado.
  • Aghanim's Scepter provides you with good stats. Thanks to its passive ability, you'll be able to Invoke several spells in mere seconds and without using mana. A good item to have in any situation.
  • Eul's Scepter of Divinity is mainly bought if you need a boost to your mana regeneration for a cost-effective price. Not only it gives a lot of mana regeneration, some Intelligence and some movement speed, but it also has a disable that synergizes perfectly with your abilities. You can use it just before casting Sun Strike, Chaos Meteor, EMP, Ice Wall to be sure that the enemy will be affected and damaged.
  • Black King Bar is a common choice if you're being nuked or stunned by the enemy team all the time. The magic immunity and the Strength make you more durable.
  • Eye of Skadi is a very cost-effective item. It gives a lot of stats and even more mana and HP. Its Unique Attack Modifier greatly slows enemies, making them easier to be chased and killed by your team.
  • Shiva's Guard provides you with a lot of Intelligence and armor; its active ability makes initiating more effective. Overall, you should buy this item if you need to initiate better and if you have to counter the enemy team's carry, since the Freezing Aura and the armor make you much harder to kill.

[edit] Equipment

[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:
    • 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, 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 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

February 21, 2013 Patch

  • Fixed backswing behavior on some of Invoker's skills.

October 25, 2012 Patch

August 15, 2012 Patch

July 05, 2012 Patch

June 20, 2012 Patch

May 10, 2012 Patch

March 28, 2012 Patch

  • [Undocumented] Updated the hero selection portrait for Invoker.

March 23, 2012 Patch

  • Un-decapitated Invoker.

February 16, 2012 Patch

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 icon.png Quas, Wex icon.png Wex, and Exort icon.png Exort not giving Invoker bonus stats when upgraded.
  • Fixed Invoke icon.png Invoke to properly swap the invoked abilities if the new spell already exists.
  • Fixed Cold Snap icon.png Cold Snap not being castable on Roshan.
  • Fixed EMP icon.png EMP cast range.

January 19, 2012 Patch

  • Enabled Invoker Invoker!!

December 16, 2011 Patch

  • [Undocumented] Added new portrait and ability icons.

[edit] Balance changelog

6.75

  • Invoker base damage decreased by 4.

6.74

  • Chaos Meteor icon.png Chaos Meteor damage increased from 80+Exort*30 to 80+Exort*35.
  • Chaos Meteor icon.png Chaos Meteor land time decreased from 1.5 to 1.3.
  • EMP icon.png EMP can no longer hit Invulnerable/Tornadoed units.
  • EMP icon.png EMP cooldown increased from 25 to 30 seconds.
  • Sun Strike icon.png Sun Strike damage type changed from Magical to Pure.
  • Sun Strike icon.png Sun Strike now reveals the area it will hit before the damage impact.
  • Tornado icon.png Tornado cooldown increased from 25 to 30 seconds.
  • Tornado icon.png 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 icon.png Alacrity can now target mechanical units.
  • Alacrity icon.png Alacrity manacost increased from 50 to 100.
  • Alacrity icon.png Alacrity bonus damage & attack speed decreased from 30->90 to 20->80.
  • Cold Snap icon.png Cold Snap now requires a minimum of 10 damage before it triggers.
  • Ice Wall icon.png 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 icon.png Cold Snap no longer triggers on self damage.

6.70


[edit] Gallery

[edit] References

  1. Invoker at PlayDota
  2. Leaked Chinese 6.72 changelog
  3. Translation of the 6.72 changelog on PlayDota forums
  4. IceFrog's comment about Invoker's name
  5. List: Old DotA Heroes - Playdota

[edit] See also

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