Invoker counter and synergy picks
Pick Invoker with Wraith King to increase win-rate from 51.1% to 58.9% or against Wraith King to increase win-rate to 56.3% in Patch 7.38c.
Good with...
...based on stats [7.38c]
Hero | Change in Win Rate ▼ |
---|---|
7.8% | |
4.0% | |
3.9% | |
3.5% | |
3.3% | |
3.0% | |
2.9% | |
2.8% | |
2.8% | |
2.7% | |
2.6% | |
2.4% | |
2.4% | |
2.2% | |
2.1% |
...based on gameplay [up-to-date]
Axe's Berserker's Call and aggressive play style provides an easy set up for Sun Strike kills in the laning stage. Later in the game, Axe's front line ability and initiation with Blink Dagger is always an easy setup for Invoker to land his spell combo and right click enemy heroes freely.
Bane's Nightmare and Fiend's Grip are long lasting lockdown spells that let Invoker land Sun Strikes as well as his entire spell combo at all stages in the game. As such, Bane is ideal for ganking mid lane as well in the laning stage.
Beastmaster's Primal Roar is a long lasting disable that let Invoker land Sun Strikes as well as his entire spell combo at all stages in the game. The global Sun Strikes improve Beastmaster's solo pickoff potential, and the two heroes also help enable the entire team to take objectives like towers and Roshan.
Invoker has an easy time landing Sun Strike and the rest of his spell combo on static heroes affected by Bloodseeker's Rupture. Invoker also has multiple spells to cancel TPs of enemy heroes so Bloodseeker can finish them off. Bloodrage also provides spell amplification to increase the damage of Invoker's plethora of spells.
Bounty Hunter's Track enables Invoker to land Sun Strikes with vision on enemy heroes. The global potential of Sun Strike also improves Bounty Hunter's pick off potential as he roams with Shadow Walk.
Crystal Maiden's Arcane Aura passive keeps Invoker's mana pool healthy and lets him cast spells more frequently. Crystal Maiden also has slow and lockdown spells that provide a setup for Invoker to land his spell combo and Sun Strike at all stages of the game.
Dark Seer's Vacuum provides an amazing setup for Invoker to land his AoE damage and control spells on multiple enemy heroes. Dark Seer's Surge also helps Invoker roam around the map and get to his targets faster. Later in the game, Invoker's Cataclysm with the Exort facet becomes devastating on enemy heroes clumped up by Vacuum.
Disruptor's Kinetic Field can keep multiple enemy heroes in place for Invoker to land all his AoE damage and control spells. A Glimpsed enemy hero can also be targeted with a timely Sun Strike.
Dragon Knight's Dragon Tail provides a setup for Invoker to land Sun Strike and his spell combo all through the game. Dragon Knight's front line ability also provides freedom for Invoker to land spells and right click enemy heroes freely. Invoker's Alacrity also increases Dragon Knight's tower and Roshan taking potential.
Enigma's Black Hole is the perfect setup for Invoker to land his AoE damage spells on multiple enemy heroes. Cataclysm with the Exort facet becomes lethal on clumped up enemy heroes under Black Hole. Malefice is also a decent setup for Invoker to land his spell combo on enemy heroes throughout the game.
Faceless Void's Chronosphere keeps multiple enemy heroes in place for Invoker to land his AoE damage and control spells on multiple enemy heroes. Later in the game, Cataclysm with the Exort facet and Refresher Orb can instantly kill multiple enemy heroes instantly under Chronosphere.
Invoker drastically improves Legion Commander's solo pickoff potential during Duel with global Sun Strikes. Landing the last hit with the Sun Strike helps both heroes snowball with the gold, experience, and damage accumulated through Duel wins.
Lion's lockdown spells and burst potential gets a significant boost with global Sun Strikes from Invoker to finish off enemy heroes. Landing the last hit with the Sun Strike helps both heroes snowball with the gold, experience, and charges accumulated through Finger of Death kills.
Luna's push potential and Roshan taking capability gets a significant boost with the Alacrity buff from Invoker. This can be further boosted with the upgraded Alacrity provided by the Wex facet. The combo is one of the fastest at taking down enemy racks and tier 4 towers, as well as ending the game.
Magnus' Reverse Polarity provides an amazing setup for Invoker to land his AoE damage and control spells on multiple enemy heroes. Skewer is also a decent setup to bring enemy heroes close to Invoker to land his spell combo. Later in the game, multiple enemy heroes stunned by Reverse Polarity get instantly deleted with Cataclysm with the Exort facet and Refresher Orb.
Morphling is one of the best cores to take advantage of the damage and attack speed boost provided by Invoker's Alacrity. This can be further boosted with the upgraded Alacrity provided by the Wex facet. Morphling can keep higher strength than usual without dropping his damage output with the Alacrity buff.
The Sprout and Teleportation from Nature's Prophet provides a setup for Invoker to land Sun Strike and his spell combo anywhere on the map. The stronger Treant summoned by Nature's Prophet with his Ironwood Treant facet also becomes extremely potent at taking down enemy towers and split pushing with the Alacrity buff.
Nyx Assassin's lockdown spells and solo pickoff potential gets a significant boost with global Sun Strikes from Invoker to finish off enemy heroes. Landing the last hit with the Sun Strike helps both heroes snowball with the gold and experience gained from kills.
Phantom Assassin gets to join fights much earlier in the game and do massive burst damage with the Alacrity buff from Invoker. The attack speed buff from Alacrity helps Phantom Assassin proc her ultimate more often or build up procs with the Methodical facet. This lets her burst down practically any enemy hero on the map during Phantom Strike.
Pudge can proc Cold Snap on an enemy hero frequently with his Rot while keeping them in place for Invoker to land the rest of his spell combo. Dismember is also a decent setup for global Sun Strike kills. Pudge's right click damage and burst potential with the Rotten Core facet also gets a significant boost with the Alacrity buff.
Slardar's Slithereen Curst and Bash of the Deep provide multiple ways to lockdown enemy heroes for Invoker to land Sun Strike and his spell combo. Corrosive Haze also provides vision of enemy heroes for Invoker to find Sun Strike kills. Slardar's front line ability also provides freedom for Invoker to land spells and right click enemy heroes freely.
Spectre and Invoker significantly boost each other's pickoff potential anywhere on the map with their global spells. Invoker gets to easily find solo enemy heroes with Ghost Walk for Spectre to jump with her ultimate, and then the Alacrity buff on Spectre together with Invoker's spell combo easily finishes them off.
Sven gets to join fights much earlier in the game and use his ultimate more often to do massive burst damage with the Alacrity buff from Invoker. Later in the game, Sven's front line ability and Storm Hammer lockdown is always an easy setup for Invoker to land his spell combo and right click enemy heroes freely.
Tidehunter's lockdown on multiple enemy heroes with Ravage is a great setup for Invoker to land his AoE damage and control spells in teamfights. Tidehunter's front line ability also provides freedom for Invoker to land spells and right click enemy heroes freely. Later in the game, multiple enemy heroes stunned by Ravage get instantly deleted with Cataclysm with the Exort facet and Refresher Orb.
Tiny's pickoff potential on solo enemy heroes gets a significant boost with global Sun Strikes from Invoker. Tiny also makes great use of the attack speed and damage provided by the Alacrity buff to do massive AoE damage with Tree Grab. This is particularly useful to take down towers in only a couple of right clicks.
...counter items [up-to-date]
A core item to increase your movement speed and have more mobility when farming creeps or running towards power runes. Gets upgraded to Boots of Travel or Power Treads later in the game.
An upgrade for Urn of Shadows to proc Cold Snap with damage instances on enemy heroes and snowball off the first kill. Makes you more tanky and provides damage through stats.
A core item to boost your farming speed and scale towards the late game with items. Also boosts your attack speed to proc Cold Snap with damage instances on enemy heroes.
A core Boots upgrade for better mobility, farm efficiency, and split push potential while keeping your kill threat all across the map.
A core item that improves your spells based on facet selection by providing more skills points to either Quas, Wex or Exort. The Quas facet makes Ghost Walk affect allies on cast. The Wex facet improves Tornado to do lingering damage on heroes and creeps caught in the original Tornado. The Exort facet provides Cataclysm to cast double Sun Strikes on all enemy heroes.
A core item that improves your spells based on facet selection. The Quas facet makes Ice Wall bigger and roots heroes caught inside longer than 3 seconds. The Wex facet improves EMP to pull heroes towards it and burn more mana. The Exort facet improves Sun Strike to summon a Forge Spirit every time it connects with an enemy hero. The Cataclysm double Sun Strikes summons two Forge Spirits in this manner.
A late game pick up that maintains your kill threat and split push potential on the map more often by reducing the cooldown of all your spells and items.
A core item to set up your Meteor, Sun Strike, and follow up combo on elusive enemy heroes without casting Tornado. Also makes you significantly more tanky and provides damage through stats. Builds into Gleipnir later in the game.
An upgrade for Rod of Atos to lockdown multiple enemy heroes and improve the AoE on all your spells. Makes you much more tanky and provides mana pool and damage through stats.
A late game pick to have two rounds of your devastating spell combo and do massive damage in teamfights. Particularly useful with the Exort Aghanim's Scepter to cast Cataclysm and massive Meteors twice. Also has great synergy with the level 25 radial Defeaning Blast talent.
Good against...
...based on stats [7.38c]
Hero | Change in Win Rate ▼ |
---|---|
5.3% | |
4.8% | |
4.0% | |
4.0% | |
4.0% | |
3.8% | |
3.1% | |
3.1% | |
3.1% | |
2.9% | |
2.7% | |
2.7% | |
2.7% | |
2.5% | |
2.4% |
...based on gameplay [up-to-date]
Invoker has multiple ways of stopping Dawnbreaker's Solar Guardian channel to ensure she does not get to use her most powerful spell. In the same way, Invoker can also easily stop the swipes of Starbreaker before completion. Dawnbreaker also likes to play away from her team, which makes her an easy target for Invoker to find with Ghost Walk.
Invoker has multiple ways of stopping Io's Relocate channel to ensure he does not get to help allies join or get away from fights and reposition themselves. Io also likes to play away from his team, usually next to a solitary core, which makes him an easy target for Invoker to find with Ghost Walk.
Lina relies on slowly poking and wearing down opposing mid laners with her long range spells and right clicks, which is countered by Invoker with the inbuilt HP regen provided by Quas. Lina also relies heavily on mana for her lane domination, which is heavily countered by the mana burn from EMP. Lina is also a squishy hero and is easily killed by Invoker's spell combo.
Invoker's EMP is one of the few spells to instantly burn mana of enemy heroes caught in the AoE. Since Medusa's mana pool is also her effective HP pool, EMP provides a massive burst of damage on Medusa and lets Invoker finish her off with the rest of his spells.
Morphling likes to on low strength and HP to boost his farming speed and damage output. As such, In the laning stage, Invoker can find kills on Morphling with a Sun Strike even when he's at full HP. Later in the game, Sun Strike maintains a similar level of threat on Morphling as he farms on low strength. In this way, Morphling gets forced to keep higher strength than usual, which slows down his farming speed.
Invoker maintains a high kill threat on a squishy Muerta with his spells, even when she is invulnerable to physical damage during her ultimate. This forces her to invest in an early BKB just to stand her ground.
Invoker has multiple ways of stopping the Nature's Prophet Teleportation channel to ensure he does not get to join or get away from fights. Nature's Prophet also likes to play away from his team and split push lanes, which makes him an easy target for Invoker to find with Ghost Walk and finish off with his spell combo.
The Quas Wex Invoker buys an early Spirit Vessel, which is a massive counter to Necrophos, as his HP sustain gets significantly reduced by the item. Invoker can also dispel Ghost Shroud with Tornado, and even without dispelling, the boosted magic damage during Ghost Shroud helps Invoker finish off Necrophos with his spell combo.
Invoker has multiple ways of stopping Primal Beast's Pulverize channel to ensure he does not get to use his most powerful spell. In the same way, Invoker can also easily stop Onslaught and disrupt Primal Beast's mobility, which makes him a sitting duck for Invoker's spell combo. The slow from Ice Wall also reduces Primal Beast's damage output during Trample.
Invoker has multiple ways of stopping Spirit Breaker's Charge to ensure he does not connect with his spell. Spirit Breaker can practically never cast his ultimate when affected by Cold Snap as it gets interrupted by damage instances. The slow from Ice Wall also doesn't let Spirit Breaker Charge away or into fights. Invoker's Tornado also dispels Bulldoze, which is Spirit Breaker's main survival tool.
Invoker's mix of magic and pure damage with his wide range of spells lets him pierce the armor gained by Timbersaw with his Reactive Armor stacks. Invoker also has multiple ways of interrupting Timber Chain to disrupt Timbersaw's mobility and keep him place to land all his spells.
Tinker relies on staying in the back or hide in tree lines where enemy heroes cannot get to him during teamfights or while farming. But Invoker has an easy time finding Tinker with Tornado to dispel Defense Matrix and land his spell combo on the squishy hero. Invoker can also easily interrupt Tinker's Teleport and Rearm channel to ensure he cannot get away.
Invoker's EMP heavily counters Wraith King's Reincarnation by burning practically all his mana pool every time and ensure he does not get a second life. This interaction makes Wraith King invest in an early BKB or Aghanim's Shard just to survive the EMP mana burn and ensure his ultimate goes off.
Bad against...
...based on stats [7.38c]
Hero | Change in Win Rate ▲ |
---|---|
-8.4% | |
-8.3% | |
-8.2% | |
-6.8% | |
-5.9% | |
-5.7% | |
-5.4% | |
-4.9% | |
-4.8% | |
-4.5% | |
-4.4% | |
-4.2% | |
-4.0% | |
-3.9% | |
-3.5% |
...based on gameplay [up-to-date]
Anti Mage can easily close the gap on Invoker with Blink and burst him down by burning his mana and finishing him off with Mana Void. The mana burn also means Invoker may not have enough mana to use key defensive spells. Anti Mage can also Blink away from Invoker's spell combo and reflect Cold Snap or Rod of Atos easily.
Broodmother is a very fast hero and is hard to keep in place to burst down with Invoker's spell combo. Invoker is also a slow hero without active Wex orbs and high levels in Ghost Walk, which makes him vulnerable to get run down by Spiderlings under the Orchid silence, which is a common purchase for Broodmother. The Necrotic Webs facet also reduces the HP regen from active Quas orbs.
Centaur's Stampede can easily help his entire time close the gap on a slow and squishy Invoker and burst him down before he can react with his spells. Centaur is also a very high HP hero, and with Blade Mail on top of Retaliate, Invoker can easily die if he throws his spell combo on Centaur.
Doom completely shuts down Invoker with his ultimate as he cannot throw any spells in its duration or heal himself with active Quas orbs. Doom can easily run down a slow and squishy Invoker during Scorched Earth and finish him off every time while his ultimate is active.
Faceless Void's Time Dilation causes a lot of damage over time and slows down Invoker when he has used his spell combo and most of his spells are on cooldown. This makes it easier for Faceless Void to run him down, even without committing Chronosphere or Time Zone every time. Time Walk also completely counters Invoker's spell combo as Faceless Void can easily gain back all his HP while getting away.
Juggernaut's Blade Fury grants him debuff immunity and high magic resistance to take very little damage from Invoker's spell combo, as most of his spells do magic damage and do not pierce spell immunity. Invoker also doesn't have good ways to get away from Omnislash and is susceptible to dying every time when targeted with the ultimate.
Kez has a number of mobility spells to close the gap on a slow and squishy Invoker and follow up with his damage spells and silence to kill Invoker every time. Kez's ultimate Raptor Dance also gives him magic damage immunity to nullify most of Invoker's damage spells, and is very hard to lockdown for Invoker's spell combo.
Kunkka has an easy way to harass Invoker with Tidebringer as he has low HP, armor, and movement speed to dodge the damage. This makes Invoker have more active Quas orbs to stay healthy and low right click damage to contest last hits. Once Kunkka reaches level 6, he always has kill threat on Invoker with his spell combo and right clicks.
Lifestealer's Rage grants him debuff immunity and high magic resistance to take very little damage from Invoker's spell combo, as most of his spells do magic damage and do not pierce spell immunity. Lifestealer also has kill threat on a slow and squishy Invoker during Open Wounds as he can dodge Invoker's defensive spells and not let him get away.
Night Stalker has massive kill threat on Invoker once he has Blink Dagger to get on top of Invoker and silence him with Crippling Fear. Night Stalker also has flying movement during Dark Ascension as well as high movement and attack speed from his passive to find and stay on top of a slow and squishy Invoker and kill him every time with his massive night vision.
Nyx Assassin always has kill threat on a squishy Invoker with Vendetta and follow up spell combo alongside Dagon. Invoker's high mana pool works against him as it lets Nyx Assassin do even more damage to him with Mind Flare. Nyx Assassin can also use Invoker's AoE damage spells to stun him with Spiked Carapace. The Nyxth Sense innate also lets him spot Invoker when he's invisible during Ghost Walk.
Pugna's Nether Ward returns massive damage to Invoker every time he casts a spell in its AoE as most of his spells have a high mana cost. Pugna can also threaten Invoker with Life Drain as long as interrupt spells like Cold Snap and Tornado are on cooldown. Life Drain also provides vision on Invoker while he is invisible during Ghost Walk.
Queen of Pain's harass through spells and right clicks in the laning stage makes Invoker keep active Quas orbs for HP regen to stay healthy in the lane, which causes him to do less damage on right clicks to contest last hits. Queen of Pain can easily dodge EMP and the rest of Invoker's spell combo with Blink, which leads to her always having the upper hand in the matchup.
Riki's Blink Strike lets him close the gap on a slow and squishy Invoker and do massive backstab damage. Blink Strike along with Tricks of the Trade also let Riki dodge Invoker's EMP and the rest of his spell combo to keep the upper hand in the matchup. Later in the game, Invoker is always an easy kill for Riki with Diffusal Blade, Blink Strike, and Smoke Screen.
Silener's silence through Global Silence and Last Word can completely disrupt Invoker's spell combo throughout the game and render him useless in teamfights. Arcane Curse also lets Silencer do a lot of slow and damage to Invoker if he casts his spell combo while affected by the spell.
Templar Assassin's high damage through Refraction charges always gives her the upper hand in last hits during the laning stage. Psi Blades spill damage also lets her do a lot of damage to Invoker because of his low HP and armor. Invoker's kill threat on Templar Assassin is also significantly reduced by the defensive Refraction barrier charges, which absorb most of the damage instances.
Viper has an easy time of applying Poison Attack on a slow and squishy Invoker in the laning stage, which makes him keep active Quas orbs in the lane to stay healthy and leads to not having bonus damage on right clicks to contest last hits. Viper's Corrosive Skin also gives him magic resistance to take much less damage from Invoker's spell combo.
Visage has an easy time of running down a slow and squishy Invoker with Familiars under the effect of Grave Chill and Orchid, and follow up with Soul Assumption to do massive damage. Visage can also absorb a lot of damage from Invoker's spell combo with his Gravekeeper's Cloak layers, and later on with Aghanim's Shard, he can completely dodge all the Invoker spells.
Void Spirit's Astral Step lets him get on top of Invoker and follow up with his high damage spell combo to kill a squishy Invoker. Spells like Dissimilate and Astral Step also let Void Spirit completely dodge Invoker's entire spell combo. The Sanctuary facet also gives him an all damage barrier to absorb some of the damage from Invoker's spells and right clicks.
Weaver's high mobility with Shukuchi makes it very difficult for Invoker to keep him in place for his spell combo and burst him down. The high mobility also lets Weaver close the gap on Invoker and threaten his life with the high damage right clicks. Time Lapse also lets Weaver completely reverse all the burst damage dealt by Invoker.
Zeus' harass through spells in the laning stage makes Invoker keep active Quas orbs for HP regen to stay healthy in the lane, which causes him to do less damage on right clicks to contest last hits. Queen of Pain can easily dodge EMP and the rest of Invoker's spell combo with Heavenly Jump, which leads to him always having the upper hand in the matchup. Zeus also has ways to find Invoker when he is invisible during Ghost Walk.
...counter items [up-to-date]
Helps you sustain HP and mana as Invoker frequently uses his spells to harass, secure last hits, and get kills. Particularly useful against EMP to get your mana back.
Lets you instantly get back some mana if you lose it to EMP.
Gives you movement speed to kite or close the gap on Invoker. Also lets you dodge or get out of the way of spells like Tornado and EMP.
Gives you movement speed to kite or close the gap on Invoker. Also lets you dodge or get out of the way of spells like Tornado and EMP.
Lets you instantly get back some mana if you lose it to EMP.
Gives you magic resistance to significantly reduce the damage taken from Invoker's magic heavy toolkit.
Lets you instantly get back some mana if you lose it to EMP.
Lets you detect Invoker while he is invisible with Ghost Walk to slow him and possibly kill him.
Lets you scout Invoker while he rotates through invisibility with Ghost Walk.
Gives you a dispel against Cold Snap and take Alacrity off an enemy hero. Also lets you dodge spells like Tornado, EMP, Chaos Meteor, and Cataclysm.
Provides magic resistance and reduces the damage dealt by Invoker from all his spells to nullify his burst potential.
Gives you and your team magic resistance and barrier to significantly reduce the damage taken from Invoker's magic heavy toolkit.
Gives you magic resistance to significantly reduce the damage taken from Invoker's magic heavy toolkit.
Lets you reflect damage back onto Invoker from his spells and right clicks, and possibly kill him particularly from the high Chaos Meteor damage.
Lets you silence and kill Invoker in its duration without letting him use Ghost Walk to get away.
Gives you debuff immunity and magic resistance to avoid Invoker's lockdown and control spells as well as reduce the damage taken from his magic heavy toolkit.
Gives you a dispel against Cold Snap.
Gives you a repositioning tool to kite Invoker as well as not get caught in his full spell combo by pushing yourself or an ally away from him.
Gives you magic resistance and barrier to significantly reduce the damage taken from Invoker's magic heavy toolkit as well as save yourself or an ally from his full spell combo.
Gives you an instant disable against Invoker to burst him down in its duration before he impacts fights or gets away with Ghost Walk.
Lets you survive and never get bursted by Invoker's spell combo.
Lets you save an ally caught by Invoker's spell combo. Particularly useful to help an ally dodge Cataclysm.
Gives you an instant lockdown against Invoker and burst him down with a possible chain stun before he impacts fights or gets away with Ghost Walk.
Gives you a dispel against Cold Snap and lets you stand your ground in the middle of Invoker's spell combo and fight back with the lifesteal gain.
Bad with...
...based on stats [7.38c]
Hero | Change in Win Rate ▲ |
---|---|
-7.4% | |
-6.8% | |
-6.3% | |
-5.6% | |
-5.4% | |
-5.1% | |
-4.9% | |
-4.5% | |
-4.4% | |
-4.3% | |
-4.3% | |
-4.1% | |
-4.0% | |
-4.0% | |
-3.9% |