Invoker
From Liquipedia Dota 2 Wiki
Invoker
Dire Hero

Attributes
Base Stats
Health Regen
Mana Regen
Magic Resistance
Attack Speed
Attack Time
Attack Duration
Attack Range
Missile Speed
Turn Rate
Sight Range
Level Changes
Level
1
15
25
Health
524
1118
1550
Mana
300
1260
1950
Armor
2.2
6.5
9.5
Damage
44-51
108-115
154-161
Most Played As
LessMore
Notes
Collision Size
Legs
Carl, the Invoker[edit]
Recommended Roles |
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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.
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.
Abilities[edit]
Quas
Notes
- Total hp regen with 3 orbs:
- 3/9/15/21/27/33/39
- Can have up to 3 orbs up at a time. If already at 3 orbs, the oldest orb is replaced.
- The orbs floating above Invoker are visible to everyone. Illusions display the orbs Invoker had when created.
- Can be leveled 7 times, at levels 1/3/5/7/9/11/13.
Wex
Notes
- Total attack speed with 3 orbs:
- 6/12/18/24/30/36/42
- Total movement speed with 3 orbs:
- 3%/6%/9%/12%/15%/18%/21%
- Can have up to 3 orbs up at a time. If already at 3 orbs, the oldest orb is replaced.
- The orbs floating above Invoker are visible to everyone. Illusions display the orbs Invoker had when created.
- Can be leveled 7 times, at levels 1/3/5/7/9/11/13.
Exort
Notes
- Total damage with 3 orbs:
- 6/12/18/24/30/36/42
- Can have up to 3 orbs up at a time. If already at 3 orbs, the oldest orb is replaced.
- The orbs floating above Invoker are visible to everyone. Illusions display the orbs Invoker had when created.
- Can be leveled 7 times, at levels 1/3/5/7/9/11/13.
Notes
- This is an innate ability which is not skilled.
- The order of orbs does not matter when invoking spells, just the amount.
- There is a Spells button above the icon which opens a list showing the orbs needed for every invoked ability.
- Invoke does not go on cooldown or consume mana if invoking would only swap spell slots.
- With maxed Orbs, Invoke's cooldown drops to 0.7.
Invoke Abilities[edit]
Cold Snap
Invoker draws the heat from an enemy, chilling them to their very core. The enemy will take damage and be briefly frozen every hit. The debuff duration, damage, and speed between stuns increase based on the level of Quas.
Freeze Damage (Quas) | 8/16/24/32/40/48/56/ 64 |
---|
Duration (Quas) | 3/3.5/4/4.5/5/5.5/6/ 6.5 |
---|
Stun Cooldown (Quas) | 0.77/0.74/0.71/0.69/0.66/0.63/0.6/ 0.57 |
---|
Stun Duration | 0.4 |
---|
Cast Range | 1000 |
---|
Cast Point | 0.05 |
---|
Does not pierce Spell Immunity. | |
Blocked by Linken's Sphere and echoed by Lotus Orb. | |
Dispellable. |
Sadron's Protracted Frisson.
Notes
- Total damage:
- 32/80/144/224/320/432/560/704
- 32/80/144/224/320/432/560/
- The extra stun only triggers on damage greater than 10 after reductions.
- Cold Snap does not trigger on self damage.
Ghost Walk
Targeting
No Target
No Target
Affects
Enemy Units
Self
Enemy Units
Self
Movement Speed Slow (Quas) | 20%/25%/30%/35%/40%/45%/50%/ 55% |
---|
Self Speed Change (Wex) | -30%/-20%/-10%/0%/10%/20%/30%/ 40% |
---|
Invisibility Duration | 120 |
---|
Slow Radius | 400 |
---|
Slow Linger Time | 2 |
---|
Cast Point | 0 |
---|
Does not pierce Spell Immunity. |
Myrault's Hinder-Gast.
Notes
- Enemies leave a trail of icy footsteps when affected.
Ice Wall
Movement Speed Slow (Quas) | 20%/40%/60%/80%/100%/120%/140%/ 160% |
---|
Wall Duration (Quas) | 3/4.5/6/7.5/9/10.5/12/ 13.5 |
---|
Damage Per Second (Exort) | 6/12/18/24/30/36/42/ 48 |
---|
Cast Point | 0.05 |
---|
Does not pierce Spell Immunity. |
Killing Wall of Koryx.
Notes
- Total damage:
- 18/48/108/168/270/360/504/624
- 18/48/108/168/270/360/504/
EMP
Invoker builds up a charge of electromagnetic energy at a targeted location that detonates after a short duration. The detonation covers an area, draining mana based on the level of Wex. Deals damage and restores mana to Invoker based on the percentage of mana burned.
Mana Burn (Wex) | 100/175/250/325/400/475/550/ 625 |
---|
Mana Burn Damage/Restore | 60% |
---|
Explosion Delay | 2.9 |
---|
Radius | 675 |
---|
Cast Range | 950 |
---|
Cast Point | 0.05 |
---|
Does not pierce Spell Immunity. |
Endoleon's Malevolent Perturbation.
Notes
- Maximum damage:
- 60/105/150/195/240/285/330/375
- 60/105/150/195/240/285/330/
- Does not hit cycloned units.
Tornado
Damage (Wex) | 45/90/135/180/225/270/315/ 360 |
---|
Max Distance (Wex) | 800/1200/1600/2000/2400/2800/3200/ 3600 |
---|
Duration (Quas) | 0.85/1.1/1.4/1.7/2/2.3/2.6/ 2.9 |
---|
Base Damage | 70 |
---|
Radius | 200 |
---|
Cast Range | 2000 |
---|
Cast Point | 0.05 |
---|
Does not pierce Spell Immunity. | |
Dispellable. |
Claws of Tornarus.
Notes
- Total damage:
- 115/160/205/250/295/340/385/430
- 115/160/205/250/295/340/385/
- Briefly provides a trail of 200 flying vision, lasting 2 seconds where the tornado ends.
- Dispels enemies, removing most of their buffs.
Alacrity
Duration | 9 |
---|
Cast Range | 650 |
---|
Cast Point | 0.05 |
---|
Dispellable. |
Gaster's Mandate of Impetuous Strife.
Notes
- The buff icon above the affected hero is visible to everyone.
- Can be cast on spell immune allies.
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 Exort, however this damage is spread evenly over all enemies hit.
Damage (Exort) | 100/162.5/225/287.5/350/412.5/475/ 537.5 |
---|
Delay | 1.7 |
---|
Radius | 175 |
---|
Cast Range | Global |
---|
Cast Point | 0.05 |
---|
Cataclysm | Activated on self cast
Sun Strikes Per Hero: 2 Spawn Radius: 160-200 Cooldown: 100 |
---|
Adds Cataclysm. |
Harlek's Incantation of Incineration.
Notes
- Damage is spread evenly over all enemies hit.
- Grants 300 flying vision of the target area for 6 seconds.
- Enemies cannot see the Sun Strike effect before it lands.
- Cataclysm is only launched when Sun Strike is self cast.
- Creates visible Sun Strikes within a radius around each enemy hero.
Forge Spirit
Targeting
No Target
No Target
Affects
Enemy Units
Enemy Units
Duration (Quas) | 20/30/40/50/60/70/80/ 90 |
---|
HP (Quas) | 300/400/500/600/700/800/900/ 1000 |
---|
Attack Range (Quas) | 300/365/430/495/560/625/690/ 755 |
---|
Damage (Exort) | 22/32/42/52/62/72/82/ 92 |
---|
Mana (Exort) | 100/150/200/250/300/350/400/ 450 |
---|
Armor (Exort) | 0/1/2/3/4/5/6/ 7 |
---|
Kill Bounty | 32-46 gold |
---|
Cast Point | 0.05 |
---|
Forged Spirits | 1 (2 when Quas and Exort have 4 points) |
---|
Culween's Most Cunning Fabrications.
Notes
- Summoning new Forged Spirits removes any currently active ones.
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 Exort, and rolling farther based on the level of Wex. Units hit by the meteor will also be set on fire for a few seconds, receiving additional damage based on the level of Exort.
Roll Distance (Wex) | 465/615/780/930/1095/1245/1410/ 1575 |
---|
Impact Delay | 1.3 |
---|
Burn Duration | 3 |
---|
Radius | 275 |
---|
Cast Range | 700 |
---|
Cast Point | 0.05 |
---|
Two extra Chaos Meteors to land alongside the primary cast at slight angles. | |
Does not pierce Spell Immunity. | |
Dispellable. |
Tarak's Descent of Fire.
Notes
- Contact damage is dealt every 0.5 seconds to units touching the meteor.
- Total meteor damage:
- 230/375/555/770/1020/1305/1625/1980
- 390/575/795/1050/1340/1665/2025 2420
- 230/375/555/770/1020/1305/1625/
- Units hit at any point will also be burned for 3 seconds.
- Total burn damage:
- 34.5/45/55.5/66/76.5/87/97.5/108
- 34.5/45/55.5/66/76.5/87/97.5/
- The meteor travels at 300 speed.
- Meteor duration:
- 1.55/2.05/2.6/3.1/3.65/4.15/4.7/5.25
- 1.55/2.05/2.6/3.1/3.65/4.15/4.7/
- Briefly provides a trail of 400 flying vision, and then lasts 3 seconds over where the meteor stopped.
Deafening Blast
Invoker unleashes a mighty sonic wave in front of him, dealing damage to any enemy unit it collides with based on 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.
Push Duration (Quas) | 0.25/0.5/0.75/1/1.25/1.5/1.75/ 2 |
---|
Disarm Duration (Wex) | 1.25/2/2.75/3.5/4.25/5/5.75/ 6.5 |
---|
Damage (Exort) | 40/80/120/160/200/240/280/ 320 |
---|
Push Distance | 150 |
---|
Radius | 225 |
---|
Cast Range | 1000 |
---|
Cast Point | 0.05 |
---|
Ability | Fires 12 blasts around Invoker |
---|
Does not pierce Spell Immunity. |
Buluphont's Aureal Incapacitator.
Talent Tree[edit]
Talent Tree | ||
2.5x Quas Wex Exort Passive Bonuses | 25 | Radial Deafening Blast |
+35 Alacrity Damage/Speed | 20 | -10s Tornado Cooldown |
-8s Cold Snap Cooldown | 15 | +1 Melting Strike Armor Reduction |
+40% Chaos Meteor Damage | 10 | -24s Ghost Walk Cooldown |
Summon Abilities[edit]
Forged Spirit[edit]
Summon Stats[edit]
Forged Spirit
Stats
Unit Type
Summoned
Attack Type
Armor Type
Duration
20 / 30 / 40 / 50 / 60 / 70 / 80 /
90
Health
300 / 400 / 500 / 600 / 700 / 800 / 900 /
1000
Health Regen
0.25
Mana
100 / 150 / 200 / 250 / 300 / 350 / 400 /
450
Mana Regen
4
Damage
22 / 32 / 42 / 52 / 62 / 72 / 82 /
92
Attack Range
Missile Speed
1000
Attack Duration
Cast Duration
Base Attack Time
1.35
Armor
0 / 1 / 2 / 3 / 4 / 5 / 6 /
7
Movement Speed
320
Sight Range
Turn Rate
Gold Bounty
32-46
Experience
31
Notes
General Strategy[edit]
Overview
Invoker is a versatile hero who can play numerous different roles. This makes Invoker a hero that can be picked up in many different situations. Invoker is usually played in the mid lane because he needs to level up quickly early on. He is very dependent on the levels of his orbs in order for his spells to be useful. There are 2 main builds for Invoker: Exort and Wex.
Exort Build
This is probably the safest build to go if you are playing solo. You are less dependent on your team mates when using Exort for damage. This build focuses on Exort (E) and Quas (Q). Your main abilities will be: Forged Spirit (EEQ), Cold Snap (QQQ), and Sun Strike (EEE). This spell combination will almost always ensure you kills when playing 1v1. It's very easy to lock down opponents when you basically have three auto-attacks coming out. One thing to note is that you will get your Wex (W) orb somewhat late, so you will not be able to ghostwalk away from ganks.
Skill Build
Level | 1 | 2 | 3 | 4 | 5 |
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Spell | ![]() |
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Level | 6 | 7 | 8 | 9 | 10 |
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Level | 11 | 12 | 13 | 14 | 15 |
Spell | ![]() |
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Level | 16 | 17 | 18 | 19 | 20 |
Spell | ![]() |
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Level | 21 | 22 | 23 | 24 | 25 |
Spell | ![]() |
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Early Game
While laning use Cold Snap (QQQ) whenever your opponent moves into a bad position. Use the spell and try to harass until your opponent starts playing passively. You will gain control over the lane if you make efficient use of the spell. Before you get your second level in Invoke, you need to be sure that you have 4 in Quas (Q) and 4 in Exort (E), to spawn 2 forged spirits instead of 1. Change between Exort and Quas depending on the situation. Quas is good for health regen while Exort is useful for damage.
Mid Game
In the mid game, you should generally run around ganking players. Preferably the hard carries since you will most likely be the strongest hero on the map by this time. When you get the opportunity, push down a tower with your Forged Spirits (EEQ). Remember to snipe enemy heroes on the map with Sun Strike (EEE).
Late Game
In the late game, you can get Alacrity (WWE) to give yourself or your carry more damage and attack speed. Buying Scythe of Vyse in the late game will allow you to deal with the opposing carries much more easily.
Wex Build
This build is a good crowd control build for Invoker. It generally needs a team that is willing to work with you since your damage will not be very high. This build focuses on Quas (Q) and Wex (W). Your main abilities will be: EMP (WWW), Tornado (WWQ), and Cold Snap (QQQ). This build focuses on starting the battle by using tornado and limiting the opponents team fight potential by burning their mana with EMP after the tornado ends. In the mid game you will have to constantly change between your three spells, which makes it somewhat harder for new players to play this build.
Skill Build
Level | 1 | 2 | 3 | 4 | 5 |
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Spell | ![]() |
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Level | 6 | 7 | 8 | 9 | 10 |
Spell | ![]() |
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Level | 11 | 12 | 13 | 14 | 15 |
Spell | ![]() |
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Level | 16 | 17 | 18 | 19 | 20 |
Spell | ![]() |
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Level | 21 | 22 | 23 | 24 | 25 |
Spell | ![]() |
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Early Game
While laning use Cold Snap (QQQ) the moment your opponent moves into a bad position. Use the spell and try to harass until your opponent starts playing passively. You will gain control over the lane if you make efficient use of the spell. Change between Wex (W) and Quas (Q) depending on the situation. Quas is good for health regen while Wex is good for attack speed.
Mid Game
In the mid game you should help your team get kills by ganking and helping out in team fights. You are not very strong by yourself, so the only time you should be solo is when you are farming gold in lane or trying to get levels. Initiate by using Tornado (WWQ) and a well timed EMP (WWW) in the best position you can get during team fights. Get one point in Exort (E) to access your full arsenal of spells.
Late Game
In the late game you should use your crowd control spells to the best of your ability, and use Scythe of Vyse to stop foes. There are many games where you will be playing a supportive initiator role in the late game.
Version History[edit]
Version | Balance Changes |
---|---|
7.30 | |
| |
7.29d | |
| |
7.29c | |
| |
7.29b | |
| |
7.29 | |
| |
7.28b | |
| |
7.28a | |
| |
7.28 | |
| |
7.27b | |
| |
7.26c | |
| |
7.26b | |
| |
7.23 | |
| |
7.22f | |
| |
7.22d | |
| |
7.22c | |
| |
7.22 | |
| |
7.21 | |
| |
7.18 | |
| |
7.17 | |
| |
7.16 | |
| |
7.14 | |
| |
7.13b | |
| |
7.10 | |
| |
7.07 | |
| |
7.06d | |
| |
7.05 | |
| |
7.03 | |
| |
7.02 | |
| |
7.01 | |
| |
7.00 | |
| |
6.88 | |
| |
6.87 | |
| |
6.86f | |
| |
6.86d | |
| |
6.86c | |
| |
6.86 | |
| |
6.85 | |
| |
6.84 | |
| |
6.82 | |
| |
6.81b | |
| |
6.81 | |
| |
6.80 | |
| |
6.79 | |
| |
6.78 | |
| |
6.75 | |
| |
6.74 | |
| |
6.72 | |
| |
6.71 | |
| |
6.70 | |
| |
6.69 | |
| |
6.68 | |
| |
6.66 | |
| |
6.60 | |
| |
6.55 | |
| |
6.54 | |
| |
6.50 | |
| |
6.18 | |
| |
6.10 | |
|
Notable Players[edit]
TORONTOTOKYO
|
w33
|
bLink
|
MidOne
|
Noone
|
Trivia[edit]
- Invoker's true name, Carl, originated as a mistranslated version of his Warcraft III name, Kael, in a fake 6.72 Chinese changelog on April 2011. IceFrog kept the name for Invoker's transition to Dota 2, where the old name Kael could not be used for copyright reasons. IceFrog found the name Carl to be humorous as it's an ordinary name which contrasts the grandiose nature of Invoker's personality. In IceFrog's own words, "Carl had it coming."
Lore[edit]
- Before Invoker became immortal, he was known as the Arsenal Magus for the impressive number of spells he could wield.
- Other scholars in the arcane arts such as Rubick and Skywrath Mage knew him before he became the Invoker, and acknowledge him as their colleague.
- The creators of Invoker's spells are twelve Magi he calls out by name:
- Sadron
- Myrault
- Koryx
- Endoleon
- Shimare
- Tornarus
- Gaster
- Harlek
- Culween
- Tarak
- Gallaron
- Buluphont
See also[edit]
External links[edit]
Guides[edit]
References[edit]