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Invoker Strategies

Ranged, Carry, Disabler, Escape, Nuker, Pusher

6th

Popularity

51.66%

Win rate

Gameplay

"I am a beacon of knowledge blazing out across a black sea of ignorance."

Magic was primarily the art of memory in its earliest, and some would argue most potent, form. It required no technology, wands, or accessories other than the magician's mind. All of the trappings of ritual were merely mnemonic devices designed to help the practitioner recall in great detail the specific mental formulae that unlocked the power of a spell. The greatest mages in those days had the best memories, but the invocations were so complex that all wizards were forced to specialize. In a lifetime, the most devoted might hope to remember three spells—four at most. Ordinary wizards were content with two, and it was not uncommon for a village mage to know only one, which required him to consult grimoires as a preventative measure against forgetfulness on the rare occasions when he might be called upon to use it. But there was one exception among these early practitioners: the Invoker, a genius of vast intellect and prodigious memory. In his youth, the precocious wizard mastered not four, not five, not even seven incantations: he could command and cast no fewer than ten spells. Many more he learned but found useless, and would practice once then delete from his memory for good to make room for more practical invocations. The Sempiternal Cantrap was one such spell—a longevity spell so powerful that those who cast it in the beginning of time are still alive today (unless they have been crushed to atoms). Most of these quasi-immortals live quietly, afraid to reveal their secret: Invoker, on the other hand, is not one to keep his abilities hidden. He is ancient, learned beyond all others, and his mind still has room to hold an enormous sense of his own worth...as well as the Invocations with which he amuses himself during the world's dying days.

Invoker Guide Building Items and Indicators

Ability Builds

Level: 0 1 15 25 30

Health: 200 1220 1940 2220

Health regen: +0.25 +2.05 +5.41 +9.01 +10.41

Mana: 75 255 1023 1719 2019

Mana regen: +0 +0.75 +3.97 +6.87 +8.12

Armor: 0 2.33 6.77 11.93 13.85

Damage Block: -        

Magic Resistance: 25%    

Status Resistance: 0%    

Damage: 29-35 44-50 108-114 166-172 191-197

Attack Rate: 0.59/s 0.67/s 0.83/s 1.01/s 1.08/s

Attack Range: 600 (800)

Attack Speed: 100 (1.7s BAT)

Attack Animation: 0.4+0.7    

Projectile Speed: 900

Movement Speed: 285    

Turn Rate: 0.6    

Collision Size: 24    

Vision Range: (G 1800 • 800    

Legs: 2    

Gib Type: Default.    

Ability Upgrades:    

  • Upgradable by Aghanim's Scepter - Invoke - Sun Strike.

  • Upgradable by Aghanim's Shard.- Chaos Meteor.

Talents

Invoker Hero Talents

Tips & Tactics

General

Invoker Ability Build

Level 1 Because he has no spells and only 280 movement speed, Invoker is the most vulnerable hero in Dota! Map awareness and team communication should be practiced. Exort is required against Bloodseeker and Shadow Fiend due to Invoker's low base attack damage. Quas, on the other hand, is critical for lane survival. Exort's primary spells in lane phase are Alacrity, Sun Strike, Forge Spirit, and Cold Snap. In the lane phase, your best spells are tornado, EMP, ghost walk, and cold snap. Never buy a bottle of Invoker because it is bad at capturing runes. Unless a good opportunity presents itself, try to stay in lane until level 7. If you go exort, you will be expected to help the team with Sun Strike or TP, so pay attention to the mini-map and communicate with your teammates.

Abilities

Cold Snap

Mana: 100

Cooldown time: 20 seconds.

Cast Animation: 0.05+0

Cast Range: 1000

Damage: 8/16/24/32/40/48/56

Duration: 0.4

Effect: Invoker absorbs an enemy's heat, chilling them to their core for a duration determined by Quas level. The enemy will take damage and become temporarily frozen. Further damage in this state will cause the enemy to freeze again, dealing bonus damage. The enemy can only be frozen so many times, but the cooldown decreases with Quas level.

Ghost Walk

Mana: 200

Cooldown time: 45 seconds.

Slow Radius: 400

Duration: 100

Effect: The ice and electrical energies around Invoker are manipulated, rendering his body invisible. The elemental imbalance created as a result slows nearby enemies based on Quas level, and also slows Invoker based on Wex level.

Ice Wall

Mana: 125

Cooldown time: 25 seconds.

Cast Animation: 0.05+0

Distance: 200

Length: 1120

Width: 105

Damage per Second: 6/12/18/24/30/36/42

Duration: 2

Effect: Creates a wall of solid ice directly in front of Invoker for the duration of Quas. The bitter cold it emits greatly slows nearby enemies based on their Quas level and deals damage every second based on their Exort level.

E.M.P.

Mana: 125

Cooldown Time: 30 seconds.

Cast Range: 950

Radius: 675

Damage: 60%

Effect: Invoker charges a specific location with electromagnetic energy, which detonates automatically after 2.9 seconds. The detonation covers a large area, draining mana based on Wex's level. Damage is dealt for each point of mana drained. If an enemy hero's mana is drained by EMP, Invoker gains 50% of the drained mana.

Tornado

Mana: 150

Cooldown Time: 30 seconds.

Cast Range: 2000

Effect Radius: 200

Base Damage: 70

Cyclone Duration: 0.85/1.1/1.35/1.6/1.85/2.1/2.35

Effect: Sends out a fast-moving tornado that picks up enemy units in its path, suspending them helplessly in the air before dropping them to their doom. Travels further based on Wex's level. Holds enemies in the air for a period of time determined by Quas' level. Deals base damage plus additional damage based on Wex level.

Alacrity

Mana: 100

Cooldown Time: 17 seconds.

Cast Range: 650

Speed Bonus: 10/22/34/46/58/70/82

Duration: 9

Effect: Invoker infuses an ally with an enormous surge of energy, increasing their attack speed based on Wex level and damage based on Exort level.

Sun Strike

Mana: 175

Cooldown Time: 25

Cast Range: Global.

Effect Radius: 175

Damage: 100/162.5/225/287.5/350/412.5/475

Effect: Sends a devastating ray of fierce energy from the sun to any specified location, incinerating any enemies standing beneath it once it reaches the earth. Damage is dealt based on the level of Exort, but it is distributed evenly among all enemies hit.

Forge Spirit

Mana: 75

Cooldown Time: 30 seconds.

Attack Damage: 22/32/42/52/62/72/82

Attack Range: 300/365/430/495/560/625/690

Duration: 0/1/2/3/4/5/6

Effect: Invoker creates a spirit with the strength of fire and the fortitude of ice. Damage and armor are determined by Exort level, whereas attack range, health, and duration are determined by Quas level. The elemental's scorching attack is capable of melting enemy heroes' armor. When Quas and Exort are at least level 4, they will spawn two spirits.

Chaos Meteor

Mana: 200

Cooldown Time: 55 seconds.

Cast Range: 700

Effect Radius: 275

Effect: Invoker directs a flaming meteor from space to the specified location. After landing, the meteor rolls forward, constantly dealing damage based on Exort level and rolling further based on Wex level. Units hit by the meteor will also catch fire for a short period of time, taking additional damage based on their Exort level.

Deafening Blast

Mana: 300

Cooldown Time: 40 seconds.

Cast Range: 1000

Radius: 175

Travel Distance: 1000

Damage: 20/60/100/140/180/220

Effect: Invoker summons a massive sonic wave in front of him, dealing damage to any enemy unit it collides with based on Exort level. The sheer force of the blast is enough to knock those enemy units back for a duration determined by Quas level, then disarm their attacks for a duration determined by Wex level.

Items