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Walk around with ghostwalk emp, setup by euls, kill by emp + snap + urn.
And where's the burst damage? All these things deal pretty much no damage. And if you go euls you have no right-click either. What's the point of ganking if your hero has no damage output?
QW is a pure crowd control build for teamfights with no damage output, that only works as a ganking build if you build right-click items. That's why QW invokers rush orchid.
Going Euls on a QW invoker is only going further down the "crowd control with zero damage" route. And it's not like it's necessary to land EMP over actually using a slot for tornado (which is the reason to go QW in the first place)... This is pretty much a position 3/4 invoker really at that point...
Going Euls on Invoker when playing against silence used to be a good reason to buy the item, but now that there's Lotus Orb that *instantly* removes silence on *anybody in your team*, and gives you 10 armor, and gives a linkens-like active, all this with almost half the cooldown...lotus >>>> euls.
Recently used in the Major (by OG I think) full qw build with urn into euls to set up emp. Why does this work so well?
This build allows you to play full ganking style. Walk around with ghostwalk emp, setup by euls, kill by emp + snap + urn. This requires only 1 invoke allowing you to spend more points in wex to max the damage.
It can be countered by sticking as 5, but in that situation your team has the opportunity to heavily outfarm the enemy team. Even if a teamfight breaks out you have 1 invoke to a tornado emp combo plus being able to disrupt with euls and disabling blinkdagger with urn. If your team is coordinated the missing mana on the enemy team will win the fight in most cases.
After euls the build was orchid, aghs, blink I believe.
The euls that game was actually defensive against a number of factors, one of which was an orchid on QoP. It wasn't for the EMP setup, that was just a nice side-effect.
There are two kinds of people in the world; those who can count, and those who can't.
That build was to Counter AM + QoP so they could not blink away.
Both heroes not very tanky. And rely only on Blink. So i think it is very situational.
Phase Urn. Damage was mostly dealt because of Cold Snap, and The tornado...
And because of the Tusk
Desolator is kinda growing on me as a QW item. Like, you have less attack damage and push with it than say QE, but you attack significatly faster, and can split push more safely if needed due to Tornado and Ghost Walk. As well as your added team-fight prowess making your ability to bring damage to bear a lot more scary, and you being able to basically act like Clinkz.
Desolator is kinda growing on me as a QW item. Like, you have less attack damage and push with it than say QE, but you attack significatly faster, and can split push more safely if needed due to Tornado and Ghost Walk. As well as your added team-fight prowess making your ability to bring damage to bear a lot more scary, and you being able to basically act like Clinkz.
Completely agree with the idea of rushing a DPS item on QW invoker. After all, Invoker has no synergy with Orchid Malevolence outside of the fact that it gives right-click. Even the mana regen from orchid is unneeded, QW is very light on mana and even has free mana regen with EMP. Invoker can definitely go Windranger style and say screw INT items I don't need more mana anyways.
Also I think using Alacrity/ Cold Snap + a damage item has far better ganking potential than "wasting" Tornado/ EMP on single targets like QW invokers often do. EMP is great to gank heroes with escape skills like AM especially when used with orchid, but otherwise it does literally nothing.
By the way the slow from Ghost Walk lingers for 2 seconds, so it's best to catch enemies with it before casting anything.
Total : +140 damage, +130 attack speed, with low movement speed and no disable whatsoever so no chasing
Invoker :
* Wex : 3*14 = 42 attack speed
* Alacrity : potentially 90 damage and 90 attack speed (less damage until you max exort)
Total : +90 damage, +132 attack speed, with bugatti movement speed and an amazing disable (both slow from ghost walk and snap), so almost infinte chasing
Conclusion : Is invoker a better clinkz than clinkz himself? OSFrog.
I've actually been playing a LOT of Invoker recently, (Half of my games) so I have a little bit of an opinion. I like going Quas/ Wex and getting Urn of Shadows into Force Staff into basically any item depending on what's needed, but usually Eul's Scepter of Divinity or Aghanim's Scepter. After that, usually Shiva's Guard because my armor is somewhat lacking and for the extra control for some of the Exort spells that are starting to come online.
As they said, run around like a Clinkz with Ghostwalk until you find an unsuspecting victim. Touch them with the Ghostwalk, then Cold Snap them, Urn them, and hit them. As they're getting away, EMP under them, then Eul's Scepter of Divinity them in place so they'll be hit by it. Tornado itself is actually a decent amount of damage, so you can follow up with that after the EMP goes off.
The reason why Eul's Scepter of Divinity is okay as a ganking item on Quas/ Wex Invoker is because it means you don't have to get more than one or two points in Quas so you can land the EMP. It lets you put more into Wex so you end up doing way more damage and come online faster. The extra Wex will make you run around faster with Ghostwalk too, along with the extra bonus speed that it itself provides. In this way, it can help you snowball. It's not all too good in most games, but it's a good option to have if you need a large midgame impact and a large very late game impact. Since the item itself doesn't do much damage, it isn't as useful during the late game because you're already online anyway and you have max Wex. You're putting points into Quas, so you can land an EMP without a Eul's Scepter of Divinity. It still remains useful as a defensive item to purge silences and give the invulnerability, but it looses a bit of potency. That potency comes back in the very late game though, because it lets you set up all the fancy 5+ spell combos. In the very late game, you're level 25, so you have Exort spells to work with and you can Sun Strike, Chaos Meteor, Deafening Blast.
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