Weaves magic with an array of spell combos
With an intricate arsenal of spells at his disposal, Invoker can adapt to any battle situation. Each configuration of his three spell components yields of one of ten spells, meaning he's never without a way to destroy or escape his enemies.
Win Rate 48.4%
Pick Rate 17.2%
Attributes
538 +57.2/lvl
303 +48.0/lvl
19 +2.6/lvl
14 +1.8/lvl
19 +4.0/lvl
Stats
Damage:
39.4 - 47.4 + 5.9/level (224.6 - 232.6 at level 30)
Range:
600
Armor:
1.3 + 0.3/level (11.2 at level 30)
Movement:
285
Roles
Carry
Durable
Nuker
Pusher
Support
Escape
Disabler
Initiator
Facets
Agnostic
Win Rate: 46.6%
Pick Rate: 20.4%
Your orbs passively grant Damage Over Time, Attack Speed and Attack Damage when leveled.
Quas
Passively grants attacks a damage over time on hit.
DAMAGE PER SECOND: 3 / 6 / 9 / 12 / 15 / 18 / 21
DURATION: 2
Wex
Passively grants attack speed.
ATTACK SPEED: 5 / 10 / 15 / 20 / 25 / 30 / 35
Exort
Passively grants bonus attack damage.
BONUS ATTACK DAMAGE: 3 / 6 / 9 / 12 / 15 / 18 / 21
Elitist
Win Rate: 48.8%
Pick Rate: 79.6%
Your active orbs grant Lifesteal, Movespeed and Spell Amplification.
Quas
Each
LIFESTEAL PER INSTANCE: 2 / 4 / 6 / 8 / 10 / 12 / 14
Wex
Each
MOVE SPEED PER INSTANCE: 0.6% / 1.2% / 1.8% / 2.4% / 3% / 3.6% / 4.2%
Exort
Invoker applies a debuff that increases Spell Damage taken by the target for each
SPELL AMPLIFICATION PER INSTANCE: 3% / 4% / 5% / 6% / 7% / 8% / 9%
Abilities
When Invoker denies a lane creep, he gets 25% of the XP.
Quas
Allows manipulation of ice elements.
BONUS STRENGTH PER LEVEL: 1
- dota.abilities.special_bonus_unique_invoker_13
Wex
Allows manipulation of storm elements.
BONUS AGILITY PER LEVEL: 1
- dota.abilities.special_bonus_unique_invoker_13
Exort
Allows manipulation of fire elements.
BONUS INTELLIGENCE PER LEVEL: 1
- dota.abilities.special_bonus_unique_invoker_13
Invoke
Combines the properties of the elements currently being manipulated to create a new spell for Invoker to use. Invoke cooldown is reduced by 0.3 seconds for each orb level.
Click the help button to see the list of possible spells.
MAX SPELLS: 2
7
Cold Snap
Invoker draws the heat from an enemy, chilling them to their very core for a duration based on the level of
COLD SNAP DURATION (
FREEZE DURATION: 0.4
FREEZE COOLDOWN (
FREEZE DAMAGE (
FREEZE HEAL (
18
100
1000
- -5s Cold Snap Cooldown
Ghost Walk
Invoker manipulates the ice and electrical energies around him, rendering his body invisible and gaining health and mana regen. The elemental imbalance created as a consequence slows nearby enemies based on the level of
DURATION: 60
RADIUS: 450
ENEMY SLOW (
SELF SPEED (
HEALTH REGENERATION (
MANA REGENERATION (
32
175
Tornado
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
TRAVEL DISTANCE (
RADIUS: 200
LIFT TIME (
BASE DAMAGE: 50
ADDED DAMAGE (
27
140
2000
- -4s Tornado Cooldown
E.M.P.
Invoker builds up a charge of electromagnetic energy at a targeted location which automatically detonates after 2.9 seconds. The detonation covers an area, draining mana based on the level of
CHARGE TIME: 2.9
RADIUS: 675
MAX MANA BURNED (
BURN DAMAGE: 60%
27
125
950
Aghanim's Shard
Increases damage for each point of mana drained by EMP and pulls enemy units into the EMP's center at 150 units per second.
Alacrity
Invoker infuses an ally with an immense surge of energy, increasing their attack speed based on the level of
BONUS ATTACK SPEED (
BONUS DAMAGE (
DURATION: 9
15
90
650
- +30 Alacrity Damage/Speed
Chaos Meteor
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
IMPACT DELAY: 1.3
RADIUS: 275
TRAVEL DISTANCE (
CONTACT DAMAGE TICK: 0.5
CONTACT DAMAGE (
BURN DURATION: 3
BURN DAMAGE PER SECOND (
50
200
700
- +2 Chaos Meteors
Sun Strike
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
DELAY: 1.7
RADIUS: 175
DAMAGE (
23
175
Aghanim's Scepter
Creates a Cataclysm when Sun Strike is double tapped. Puts it on a 100 second cooldown. Creates 2 visible Sun Strikes within 160-200 range of each enemy hero. Additionally Increases the level of Quas, Wex and Exort by 1.
Forge Spirit
Invoker forges a spirit embodying the strength of fire and fortitude of ice. Damage and armor are based on the level of
DAMAGE (
ARMOR (
ATTACK RANGE (
DURATION (
27
75
- +1 Forged Spirits
Ice Wall
Generates a wall of solid ice directly in front of Invoker for a duration based on the level of
WALL DURATION (
MOVEMENT SLOW (
SLOW DURATION: 2
DAMAGE PER SECOND (
23
125
- +50 Ice Wall DPS
Deafening Blast
Invoker unleashes a mighty sonic wave in front of him, dealing damage to any enemy unit it collides with based on the level of
TRAVEL DISTANCE: 1000
DAMAGE (
KNOCKBACK DURATION (
DISARM DURATION (
36
250
1000
- Radial Deafening Blast
Talents
dota.abilities.special_bonus_unique_invoker_13
+ 2.2 %
Radial Deafening Blast
+30 Alacrity Damage/Speed
+ 4.5 %
+2 Chaos Meteors
-5s Cold Snap Cooldown
+1 Forged Spirits
+ 1.0 %
-4s Tornado Cooldown
+ 0.4 %
+50 Ice Wall DPS
Win Rate
Pick Rate
Strategy
Quas Exort: Sunstrike opponents fountain to check opponents items and infer lanes.
Quas Exort: Look around the map as much as you can for potential Sunstrike kills.
Quas Exort: You can use Sunstrike here and there to secure ranged creep last hit.
Quas Wex: Use Tornado and EMP to secure a last hit or deny a creep, and burn opponents mana at the same time.
Quas Exort: Use Forged Spirits to control runes.
If you play Quas Wex, then control active runes and look for opportunities to rotate once you have Boots and Spirit Vessel.
If you play Quas Exort, then avoid rotating and running around. Farm, pressure opponents' tower and look for Sun Strikes.
After ganking few times with Spirit Vessel, consider going back for Hand of Midas if the game slows down.
When not much is happening, you can easily split push with summons or by dumping spells from fog.
Don't forget to use Alacrity on yourself or right-clicking ally in the fights. Works well with Cold Snap.
Use Forged Spirits or Sunstrike to scout if opponents are missing.
Invoker is great at enabling team to take Roshan early due to Alacrity, Forged Spirits and Cold Snap.
Aghanims Scepter is a huge powerspike if you have a setup within the team, such as Chronosphere.
Counter Strategy
Identify which Invoker type you are playing against, by looking at invoked spells and orbs above Invoker. Quas Exort Invoker is farm and burst oriented and uses the Sunstrike ability early on. While Quas Wex is ganking and control oriented and uses Tornado + EMP and Cold Snap + Urn of Shadows combinations.
Invoker is squishy and the only real defense he has are his spells. Try to gank him early in the game with Smoke of Deceit and Dust of Appearance.
Opt for anti-magic damage items against Invoker
Dodging or surviving Invoker's opening combination of spells, makes him weak for 5 to 10 seconds depending on the cooldown of his Invoke ability.
Keep in mind that Invokers Tornado dispels. Active rune buffs and many spells are countered by it.
Aghanim's Scepter grants Invoker Cataclysm spell. Be aware of it and be mindful about your hero's position during it.
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.