From Dota 2 Wiki
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 19 + 1.7
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 20 + 1.9
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 22 + 2.5
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| Level
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1
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16
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25
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| Hit Points |
511 |
1024 |
1651
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| Mana |
286 |
793 |
1326
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| Damage |
39-45 |
78-84 |
119-125
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| Armor |
1.8 |
6 |
10.9
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| Attacks / Second |
0.7 |
0.88 |
1.08
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| Movement Speed |
280
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| Sight Range |
1800/800
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| Attack Range |
600
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| Missile Speed |
900
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| Attack Duration |
0.4+0.7
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| Cast Duration |
0+0
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| Base Attack Time |
1.7
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Invoker
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| "The universe depends on what I can remember of it."
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| Role: |
Support / Carry / Semi-Carry / Ganker / Pusher
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| 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.
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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
| Quas
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| Ability Type
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Targeting Type
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Allowed Targets
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| Active
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N/A
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Self
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| Allows manipulation of ice elements and grants a permanent strength bonus. Each Quas instance provides increased health regeneration.
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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
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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.
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| Wex
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| Ability Type
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Targeting Type
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Allowed Targets
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| Active
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N/A
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Self
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| Allows manipulation of storm elements and grants a permanent agility bonus. Each Wex instance provides increased attack speed and movement speed.
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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
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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.
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| Exort
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| Ability Type
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Targeting Type
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Allowed Targets
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| Active
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N/A
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Self
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| Allows manipulation of fire elements and grants a permanent intelligence bonus. Each Exort instance provides increased attack damage.
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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
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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.
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| Invoke
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| Ability Type
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Targeting Type
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Allowed Targets
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| Active
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N/A
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N/A
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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. SCEPTER UPGRADABLE: Decreases cooldown and removes mana cost.
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| Number of Invoked Spells Allowed: 1/2/2/2
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22 (16*)/17 (8*)/12 (4*)/5 (2*)
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20(0*)/40(0*)/60(0*)/80(0*)
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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.
- Can be improved by Aghanim's Scepter (* shows the improved values).
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[edit] Invoked Skills Summary
[edit] Invoked Skills
| Cold Snap
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| Ability Type
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Targeting Type
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Allowed Targets
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| Active
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Unit
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Enemy units
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| 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.
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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
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20
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100
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Invoker empties his enemies from their heat chilling them to their core.
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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.
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| Ghost Walk
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| Ability Type
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Targeting Type
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Allowed Targets
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| Active
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Instant
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Self
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| 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.
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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
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60
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200
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Invoker turns his body immaterial moving as a ghost.
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Notes:
- The slow effect works on magic immune units.
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| Ice Wall
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| Ability Type
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Targeting Type
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Allowed Targets
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| Active
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Instant
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Enemy units
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| 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.
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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
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25
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175
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A wall made of solid , chilling ice. A frozen grave.
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Notes:
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| EMP
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| Ability Type
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Targeting Type
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Allowed Targets
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| Active
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Point
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Enemy units
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| 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.
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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
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25
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125
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An electromagnetic anomaly which drains all magic energy only to burst from overload.
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Notes:
- Damage type: Direct HP removal if the target will not die from the hit, else magical.
- Damage deals before mana burn.
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| Tornado
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| Ability Type
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Targeting Type
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Allowed Targets
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| Active
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Point
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Enemy units
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| 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.
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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): 77.5 + 23 * (Level of Quas + Level of Wex)
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25
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200
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A violent typhoon which carries enemies to their doom.
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Notes:
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| Alacrity
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| Ability Type
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Targeting Type
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Allowed Targets
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| Active
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Unit
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Allied units
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| 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.
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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
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15
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100
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Invoker fills the body of an ally with electricity swiftening their moves.
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Notes:
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| Sun Strike
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| Ability Type
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Targeting Type
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Allowed Targets
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| Active
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Area
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Enemy units
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| 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.
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Delay: 1.7 Radius: 175 Range: Global Damage (based on Exort): 100 / 162.5 / 225 / 287.5 / 350 / 412.5 / 475
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30
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175
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Invoker draws energy from the sun to incinerate his enemies.
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Notes:
- Damage is spread evenly between targets in the area of effect.
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| Forge Spirit
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| Ability Type
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Targeting Type
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Allowed Targets
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| Active
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Instant
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Enemy units
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| 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.
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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
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30
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75
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An elemental of fiery ice which brings destruction in its wake.
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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.
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| Chaos Meteor
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| Ability Type
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Targeting Type
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Allowed Targets
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| Active
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Point
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Enemy units
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| 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.
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Main Radius: 275 Main Damage Per 0.5 Seconds (based on Exort): 55 / 70 / 85 / 100 / 115 / 130 / 145 Meteor Range (based on Wex): 465 / 615 / 780 / 930 / 1095 / 1245 / 1410 Additional Damage Per Second (based on Exort): 11 / 14 / 17 / 20 / 23 / 26 / 29
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55
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200
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The remnants of a comet fall to earth at Invoker's command.
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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 1.5 seconds to fall to the ground and start dealing damage.
- The meteor has a movement speed of 300.
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| Deafening Blast
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| Ability Type
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Targeting Type
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Allowed Targets
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| Active
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Point
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Enemy units
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| 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.
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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
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40
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200
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Invoker gives his enemies a taste of his sound wave.
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Notes:
- This ability interrupts channeling spells.
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[edit] Recommended Items
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Recommended Items |
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| | Starting | | | | Early game | | | | Core | | | | Situational | |
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[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. During this time, Invoker also did not possess a standard attack.[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.
[edit] Update History
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
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
December 16, 2011 Patch
- [Undocumented] Added new portrait and ability icons.
[edit] See also
[edit] References
- ↑ List: Old DotA Heroes - Playdota
- ↑ The "leaked" 6.72 changelog on PlayDota - the translation
- ↑ The "leaked" 6.72 changelog on PlayDota - IceFrog's response
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Voiced by Dennis Bateman |
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Pyro (Team Fortress 2)
Spy (Team Fortress 2)
IMDB |
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Heroes |
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Invoker |
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