Invoker

From Liquipedia Dota 2 Wiki
[e][h]Invoker
Dire Hero
Attributes
Base Stats
Base HP Regen
Base MP Regen
Sight Range
Attack Range
Missile Speed
Attack Duration
Cast Duration
Base Attack Time
Base Magic Resist
Turn Rate
Level Changes
Level
1
15
25
Health
524
1064
1460
Mana
285
1125
1725
Armor
1.2
5.5
8.5
Damage
35-41
91-97
131-137
Spell Amp
1.2%
6.1%
9.6%
Magic Resist
26%
27%
29%
Movement Speed Amp

0.9%
2.5%
3.7%
Most Played As
LessMore
1
2
3
4
5

Carl, the Invoker[edit]

Recommended Roles
Carry Nuker Disabler Escape Pusher

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.

Abilities[edit]

Quas
QQ
Targeting
No Target
Affects
Self
Allows manipulation of ice elements. Each Quas instance provides increased health regeneration.
HP Regen Per Quas1 / 3 / 5 / 7 / 9 / 11 / 13
Cast Point0
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
WW
Targeting
No Target
Affects
Self
Allows manipulation of storm elements. Each Wex instance provides increased attack speed and movement speed.
Attack Speed Per Wex2 / 4 / 6 / 8 / 10 / 12 / 14
Movement Speed Per Wex1% / 2% / 3% / 4% / 5% / 6% / 7%
Cast Point0
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
EE
Targeting
No Target
Affects
Self
Allows manipulation of fire elements. Each Exort instance provides increased attack damage.
Damage Per Exort4 / 8 / 12 / 16 / 20 / 24 / 28
Cast Point0
Notes
  • Total damage with 3 orbs:
    • 12 / 24 / 36 / 48 / 60 / 72 / 84
  • 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.
Invoke
RR
Targeting
No Target
Affects
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.
Spells Stored2
Cast Point0
Bonus Level
1
6
     
2
Decreases the cooldown and adds an additional level of Quas, Wex, and Exort to all invoked spells.
So begins a new age of knowledge.
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.
  •   does not go on cooldown or consume mana if invoking would only swap spell slots.

Invoke Abilities[edit]

Cold Snap
DY
Targeting
Unit Target
Affects
Enemy Units
Damage Type
Magical
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)7 / 14 / 21 / 28 / 35 / 42 / 49 /
56
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 Duration0.4
Cast Range1000
Cast Point0.05
20
     8
100
Does not pierce Spell Immunity.
Blocked by Linken's Sphere and echoed by Lotus Orb.
Dispellable.
Sadron's Protracted Frisson.
Notes
  • Total damage:
    • 28 / 70 / 126 / 196 / 280 / 378 / 490 /
      616
  • The extra stun only triggers on damage greater than 10 after reductions.
  • Cold Snap does not trigger on self damage.
Ghost Walk
DV
Targeting
No Target
Affects
Enemy Units
Self
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 changes Invoker's speed based on the level of Wex.
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 Duration120
Slow Radius400
Slow Linger Time2
Cast Point0
45
200
Does not pierce Spell Immunity.
Myrault's Hinder-Gast.
Notes
  • Enemies leave a trail of icy footsteps when affected.
Ice Wall
DG
Targeting
No Target
Affects
Enemy Units
Damage Type
Magical
Generates a wall of bitter cold ice directly in front of Invoker that increases its slow and duration based on the level of Quas. Deals damage per second based on the level of Exort.
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 Point0.05
25
175
Does not pierce Spell Immunity.
Killing Wall of Koryx.
Notes
  • Total damage:
    • 18 / 48 / 108 / 168 / 270 / 360 / 504 /
      624
EMP
DC
Targeting
Point Target
Affects
Enemy Units
Damage Type
Magical
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/Restore60%
Explosion Delay2.9
Radius675
Cast Range950
Cast Point0.05
30
125
Does not pierce Spell Immunity.
Endoleon's Malevolent Perturbation.
Notes
  • Maximum damage:
    • 60 / 105 / 150 / 195 / 240 / 285 / 330 /
      375
  • Does not hit cycloned units.
Tornado
DW
Targeting
Point Target
Affects
Enemy Units
Damage Type
Magical
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 farther and deals more damage based on the level of Wex. Holds enemies in the air for a duration based on the level of Quas.
Damage (Wex)45 / 90 / 135 / 180 / 225 / 270 / 315 /
360
Max Distance (Wex)800 / 1200 / 1600 / 2000 / 2400 / 2800 / 3200 /
3600
Duration (Quas)0.8 / 1.1 / 1.4 / 1.7 / 2 / 2.3 / 2.6 /
2.9

2.05 / 2.35 / 2.65 / 2.95 / 3.25 / 3.55 / 3.85 /
4.15
Base Damage70
Radius200
Cast Range2000
Cast Point0.05
30
     14
150
Does not pierce Spell Immunity.
Dispellable.
Claws of Tornarus.
Notes
  • Total damage:
    • 115 / 160 / 205 / 250 / 295 / 340 / 385 /
      430
  • Briefly provides a trail of 200 flying vision, lasting 2 seconds where the tornado ends.
  • Dispels enemies, removing most of their buffs.
Alacrity
DZ
Targeting
Unit Target
Affects
Allied Units
Damage Type
Physical
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.
Attack Speed (Wex)10 / 25 / 40 / 55 / 70 / 85 / 100 /
115

45 / 60 / 75 / 90 / 105 / 120 / 135 /
150
Damage (Exort)10 / 25 / 40 / 55 / 70 / 85 / 100 /
115

45 / 60 / 75 / 90 / 105 / 120 / 135 /
150
Duration9
Cast Range650
Cast Point0.05
17
60
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
DT
Targeting
Point Target
Affects
Enemy Units
Damage Type
Pure
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
Delay1.7
Radius175
Cast RangeGlobal
Cast Point0.05
Cataclysm Activated on self cast
Sun Strikes Per Hero: 2
Spawn Radius: 160-200
Cooldown: 90
25
175
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
DF
Targeting
No Target
Affects
Enemy Units
Invoker forges a spirit embodying the strength of fire and fortitude of ice. Damage, mana, and armor are based on the level of Exort while attack range, health, and duration are based on the level of Quas. The elemental's scorching attack is capable of melting the armor of enemy heroes.
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 Bounty32-46 gold
Cast Point0.05
Forged Spirits1
2
30
75
Culween's Most Cunning Fabrications.
Notes
  • Summoning new Forged Spirits removes any currently active ones.
Chaos Meteor
DD
Targeting
Point Target
Affects
Enemy Units
Damage Type
Magical
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.
Meteor Contact Damage (Exort)57.5 / 75 / 92.5 / 110 / 127.5 / 145 / 162.5 /
180

87.5 / 105 / 122.5 / 140 / 157.5 / 175 / 192.5 /
210
Burn Damage Per Second (Exort)11.5 / 15 / 18.5 / 22 / 25.5 / 29 / 32.5 /
36
Roll Distance (Wex)465 / 615 / 780 / 930 / 1095 / 1245 / 1410 /
1575
Impact Delay1.3
Burn Duration3
Radius275
Cast Range700
Cast Point0.05
55
200
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
    • 350 / 525 / 735 / 980 / 1260 / 1575 / 1925 /
      2310
  • 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
  • The meteor travels at 300 speed.
  • Meteor duration:
    • 1.55 / 2.05 / 2.6 / 3.1 / 3.65 / 4.15 / 4.7 /
      5.25
  • Briefly provides a trail of 400 flying vision, and then lasts 3 seconds over where the meteor stopped.
Deafening Blast
DB
Targeting
Point Target
Affects
Enemy Units
Damage Type
Magical
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 Distance150
Radius225
Cast Range1000
Cast Point0.05
Ability Fires 12 blasts around Invoker
40
300
Does not pierce Spell Immunity.
Buluphont's Aureal Incapacitator.
Notes
  • Units affected by the blast are not fully disabled, and may still cast spells/items even while being pushed.
  • Destroys trees units are pushed into.
  • Travels at 1100 speed.

Talent Tree[edit]

Talent Tree
-16s Tornado Cooldown 25 AoE Deafening Blast
+35 Alacrity Damage/Speed 20 Cataclysm
-12s Cold Snap Cooldown 15 +1 Forged Spirit Summoned
+30 Chaos Meteor Contact Damage 10 +1.25s Tornado Lift Time

Summon Abilities[edit]

Forged Spirit[edit]

Melting Strike
Targeting
Passive
Affects
Enemy Heroes
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 Reduced Per Hit1
Max Armor Reduction10
Duration5
40
Does not pierce Spell Immunity.

Summon Stats[edit]

Forged Spirit [h]
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
Missile Speed
1000
Attack Duration
Cast Duration
Base Attack Time
1.5
Armor
0 / 1 / 2 / 3 / 4 / 5 / 6 /
7
Movement Speed
320
Sight Range
Magic Resistance
Turn Rate
Gold Bounty
32-46
Experience
31
Notes
Has the Melting Strike ability.

Recommended Items[edit]

Starting Items Early Game
Tango
Null Talisman
Boots of Speed
Magic Stick
Hand of Midas
Mid Game Late Game
Phase Boots
Euls Scepter of Divinity
Aghanims Scepter
Blink Dagger
Scythe of Vyse

General Strategy[edit]

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.
Invoker (In-Game Description)

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
Spell
Level 6 7 8 9 10
Spell
Level 11 12 13 14 15
Spell
Level 16 17 18 19 20
Spell
Level 21 22 23 24 25
Spell

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
Spell
Level 6 7 8 9 10
Spell
Level 11 12 13 14 15
Spell
Level 16 17 18 19 20
Spell
Level 21 22 23 24 25
Spell

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
7.18
  • Buff Level 10 Talent increased from +0.5s Tornado Lift Time to +1.25s
  • Rework Level 15 Talent changed from +2.5s Cold Snap Duration to -12s Cold Snap Cooldown
7.17
  • Buff Cataclysm max spread distance reduced from 220 to 200
7.16
  • Buff Invoke mana cost removed
7.14
  • Buff Invoke mana cost reduced from 60 to 40
7.13b
  • Buff Base strength increased from 16 to 18
7.10
  • Buff Level 10 Talent from +0.3s Tornado Lift Time to +0.5s
  • Buff Level 15 Talent from +1.5s Cold Snap Duration to +2.5s
  • Buff Cataclysm Sunstrikes spawn distance is now slightly closer to each target
    • (from 175-250 distance away to 160-220)
7.07
  • Rework Reworked Talent Tree
7.06d
  • Nerf Alacrity cooldown increased from 15 to 17
7.05
  • Nerf Base strength reduced from 17 to 16
7.03
  • Nerf Alacrity mana cost increased from 45 to 60
7.02
  • Buff Level 15 Talent from +25% XP Gain to +30%
  • Buff Level 25 Talent from -15s Tornado Cooldown to -18s
7.01
  • Buff Level 15 Talent increased from 20% XP to 25% XP
  • Buff Quas HP regen rescaled from 1.5/3/4.5/6/.. to 1/3/5/7/..
  • Buff Strength gain increased from 1.7 to 1.9
7.00
  • Rework EMP damage changed from Pure to Magical
  • Buff EMP damage per mana burned increased from 50% to 60%
  • Rework Invoke is no longer an upgradeable ability
  • Buff Invoke cooldown rescaled from 22/17/12/5 to 6
  • Rescale Invoke mana cost rescaled from 20/40/60/80 to 60
  • Buff Invoke no longer consumes mana when only slot positions are updated
  • Buff Invoke Scepter cooldown rescaled from 16/8/4/2 to 2
  • Nerf Invoker no longer has a +6 Attribute Bonus ability at level 25
  • Nerf Deafening Blast is no longer automatically upgraded when Reagents are level 7
  • Nerf Forged Spirits no longer spawn multiple when Quas/Exort are level 4
  • Nerf Invoker no longer gains passive attributes when leveling Reagents
  • Buff Active Exort instances damage bonus increased from 3/6/9/12/.. to 4/8/12/16/..
  • Buff Active Quas instances HP regen increased from 1/2/3/4/.. to 1.5/3/4.5/6/..
6.88
  • Nerf Forge Spirit damage decreased from 29/38/47/56/65/74/83 to 22/32/42/52/62/72/82
6.87
  • Nerf Invoked Spells cast point increased from 0 to 0.05
  • Nerf Cold Snap is now dispellable
  • Nerf Ghost Walk cooldown increased from 35 to 45
  • Nerf Tornado vision reduced from 600 to 200
  • Nerf Forge Spirit Health/Mana changed from Exort/Quas based to Quas/Exort based
  • Nerf Base intelligence reduced from 22 to 16
6.86f
  • Nerf Deafening Blast knockback is no longer a hard disable (affected units can cast abilities and items)
  • Rework Deafening Blast disarm portion rebalanced to keep same overall effectiveness as before
6.86d
  • Nerf Base agility reduced from 20 to 14
  • Nerf Deafening Blast mana cost increased from 200 to 300
6.86c
  • Nerf Alacrity damage/speed rescaled from 30/40/50/60/70/80/90 to 10/25/40/55/70/85/100
  • Nerf Base strength reduced from 19 to 17
6.86
  • Buff Invoker now starts with Invoke Level 1 at the beginning of the game
  • Buff Invoke now has the standard 6/11/16 leveling
  • Buff Level 25 invoker now has an attribute bonus ability that grants 6 all stats
    • (since he is now missing an ability level)
6.85
  • Buff Intelligence gain increased from 3.2 to 4
  • Buff Alacrity speed/damage bonus increased from 20➜80 to 30➜90
  • Buff Aghanim's Scepter now adds one level to the stats provided by Quas, Wex, and Exort on all Invoked spells
  • Buff Max level Deafening Blast now retains its normal location targeting UI
6.84
  • Buff Intelligence gain increased from 2.5 to 3.2
  • Buff Invoke no longer triggers cooldown if it only swaps the ability slots
  • Buff Sun Strike cooldown from 30 to 25
  • Buff Max level Deafening Blast is now a non-targetable circular wave released in every direction around Invoker
    • (Quas, Wex, and Exort all at max level)
6.82
  • Nerf Tornado flying vision area reduced from 1200 to 600
  • Rework Tornado damage from 2×Wex+Quas to 3×Wex
  • Buff Sun Strike now pierces spell immunity
6.81b
  • Nerf Forged Spirits 33% magic resistance removed
  • Rework Cold Snap damage reworked from the initial and secondary proc damage of 60/30 to 7×Quas Level per proc
  • Nerf Deafening Blast disarm is now dispelled when Magic Immunity is applied
6.81
  • Nerf Ghost Walk slow no longer affects magic immune enemies
  • Nerf EMP delay increased from 2.6 to 2.9
6.80
  • Nerf Forge Spirits armor reduced from 2/3/4/5/6/7/8 to 0/1/2/3/4/5/6
  • Nerf Forge Spirits attack range reduced from 300➜900 to 300➜690
  • Buff EMP burn increased from 100➜400 to 100➜550
  • Buff EMP delay from 3.7-2 to 2.6
  • Buff Alacrity mana cost reduced from 75 to 45
  • Buff Ghost Walk movement speed from -30/-25/-20/-15/-10/-5/0 to -30/-20/-10/0/10/20/30
6.79
  • Buff EMP restores Invoker for 50% of the mana it drains from heroes (excluding illusions)
  • Buff Invoke Max Spells rescaled from 1/2/2/2 to 2
6.78
  • Buff Alacrity mana cost decreased from 100 to 75
  • Buff Ghost Walk slow increased from 20/23/26/30/33/36/40 to 20/25/30/35/40/45/50
  • Buff Ghost Walk cooldown decreased from 60 to 35
  • Buff Tornado damage rescaled from 70+(Wex+Quas)×20 to 70+(2×Wex+Quas)×15
6.75
  • Nerf Base damage decreased from 26 to 22
6.74
  • Buff Chaos Meteor damage increased from 80+Exort×30 to 80+Exort×35
  • Buff Chaos Meteor land time decreased from 1.5 to 1.3
  • Buff Sun Strike damage type changed from Magical to Pure
  • Buff Sun Strike now reveals the area it will hit before the damage impact
  • Nerf EMP can no longer hit Invulnerable/Tornadoed units
  • Nerf EMP cooldown increased from 25 to 30 seconds
  • Nerf Tornado cooldown increased from 25 to 30 seconds
  • Nerf Tornado Damage decreased from 77.5+(Wex+Quas)×23 to 70+(Wex+Quas)×20
6.72
  • Buff No longer gets interrupted by casting orbs or invoke
  • Buff Alacrity can now target mechanical units
  • Nerf Base damage decreased from 31 to 26
  • Nerf Alacrity mana cost increased from 50 to 100
  • Nerf Alacrity bonus damage & attack speed decreased from 30➜90 to 20➜80
  • Nerf Cold Snap now requires a minimum of 10 damage before it triggers
  • Nerf Ice Wall no longer affects magic immune units
6.71
  • Nerf Cold Snap no longer triggers on self damage
6.70
  • Buff Sun Strike kills now give XP to Invoker
6.69
  • Buff Invoker now gains attribute points for each orb he levels
6.68
  • Buff Strength gain increased from 1.4 to 1.7
6.66
  • Buff Invoke cd from 30/25/12/5 cd to 22/17/12/5
  • Buff Invoke mana cost from 20/50/80/110 to 20/40/60/80
  • Buff Alacrity bonus damage increased from 20-80 to 30-90
  • Buff Alacrity duration increased from 8 to 9
  • Buff Chaos Meteor damage improved
  • Buff Cold Snap now applies an initial ministun on cast
  • Rework Forged Spirits armor is now based on Exort and Range is now based on Quas
  • Buff Ghost Walk mana cost reduced from 300 to 200
  • Buff Ghost Walk slow rescaled from 10-40% to 20-40%
  • Nerf Ice Wall mana cost increased from 125 to 175
  • Nerf Ice Wall cooldown increased from 20 to 25
  • Buff Sun Strike damage rescaled from 75-450 to 100-475
  • Buff Tornado range increased from 700-3100 ➜ 800-3200
  • Buff Tornado duration increased from 0.6-2.2 ➜ 0.8-2.5
  • Buff Tornado damage increased from max of 375 to 400
  • Buff Quas per instance regen from 0.75 to 1
6.60
  • Buff Improved Alacrity duration (6 ➜ 8 seconds)
  • Buff Added Invoker to Aghanim's Scepter
6.55
  • Buff Lowered Chaos Meteor cooldown from 70 to 55
6.54
  • Rework Rebalanced Invoker
6.50
  • Rework Remade Invoker
6.18
  • Removed Removed Hero
6.10
  • New New Hero

Notable Players[edit]

w33 

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]