2 | 6 | 8 | 9 | 21 | 22 | 24 |
3 | 14 | 16 | 17 | 18 | 19 | 23 |
1 | 4 | 5 | 7 | 11 | 12 | 13 |
10 |
1. | Introduction |
2. | About the author |
3. | About the Hero |
4. | Pros and Cons |
5. | Skills |
6. | Talent Tree |
7. | Item Build |
8. | Gameplay |
9. | Combos |
10. | Matchups |
11. | Closing |
Hello guys this is Gil Bot presenting you a guide to Invoker. I'm sorry for the people who liked my Shadow Fiend and Anti-Mage guide and waited so long for my next guide. I've been busy playing Dota 2 to reach 5k sadly it is not going the way I think it will go. So here is my new guide so please read and enjoy the contents. :)
NOTE: THE SKILL BUILD PART OF THE GUIDE IS KINDA BROKEN I THINK DOTAFIRE KINDA MESSED IT UP SINCE THEY ADDED A NEW PART OF IT WHICH IS THE TALENT TREE. BUT I WILL FIX IT AS SOON AS POSSIBLE.
I'm Gil Bot a 17 year old Dota 2 player and as of now Invoker is one of the heroes i'm having fun using. I am just a 4K player but I think i'm experienced when it comes to using the hero.
Pros
Fun to play if mastered
Very solid laner which allows you to win most mid matchups if done correctly
Wide pool of item selections
Very flexible in nature
Provides tons of crowd control
Very excellent pusher
Provides lots of AoE damage
In the hands of a good player, Invoker can comeback even after an awful, awful start
Cons
Very high skill cap
Hard to master
Requires fast hands and good sense in the game
Very item and level dependent
Very high manacost and quite long cooldowns on his skills
Fragile
Slow movement speed
Almost always gets nerfed every patch T_T
Quas
Description
Allows manipulation of ice elements. Each Quas instance provides increased HP regeneration
Cast Animation: 0+0
Instances of Quas per Cast: 1
Health Regen Bonus per Quas Instance: 1/3/5/7/9/11/13
Cooldown: O
Notes:
1. The cast of Quas is not registered as a spell cast and thus does not proc any on-cast effects.
2. Quas interrupts Invoker's channeling spells upon cast.
3. Quas can be leveled 7 times, at levels 1/3/5/7/9/11/13.
4. Invoker can only have up to 3 instances up at any time. The orbs floating above Invoker are visible to everyone.
5. If he already has 3 instances, the oldest instance is replaced. The order of instances can be seen in the HUD as status buff icons, the oldest one being on the left.
6. Restores health in the form of health regeneration, so it regenerates 0.1/0.3/0.5/0.7/0.9/1.1/1.3 health per Quas instance in 0.1 second intervals.
7. Can restore up to 60/180/300/420/540/660/780 health in one minute per Quas instance.
8. This is how much health regeneration Invoker gains from 1, 2 and 3 Quas instances:
a. 1 Quas Instance: 1/3/5/7/9/11/13 health regeneration
b. 2 Quas Instances: 2/6/10/14/18/22/26 health regeneration
c. 3 Quas Instances: 3/9/15/21/27/33/39 health regeneration
This skill gives Invoker bonus HP regeneration as long as he has instances of this orb up. The bonus HP regeneration allows Invoker to stay in lane for long periods of time because this gives him sustain from enemy damage by simply having instances of this orb. This HP regen may seem small in the first glance but this may prevent you from going back to base to heal and even save gold by preventing you from purchasing healing items to keep yourself topped up.
Wex
Description
Allows manipulation of storm elements. Each Wex instance provides increased attack speed and movement speed.
Cast Animation: 0+0
Instances of Wex per Cast: 1
Attack Speed Bonus per Wex Instance: 2/4/6/8/10/12/14
Move Speed Bonus per Wex Instance: 1%/2%/3%/4%/5%/6%/7%
Cooldown: 0
Notes:
1. The cast of Wex is not registered as a spell cast and thus does not proc any on-cast effects.
2. Wex interrupts Invoker's channeling spells upon cast.
3. Wex can be leveled 7 times, at levels 1/3/5/7/9/11/13.
4. Invoker can only have up to 3 instances up at any time. The orbs floating above Invoker are visible to everyone.
5. If he already has 3 instances, the oldest instance is replaced. The order of instances can be seen in the HUD as status buff icons, the oldest one being on the left.
6. This is how much attack speed and movement speed Invoker gains from 1, 2 and 3 Wex instances:
a. 1 Wex Instance: 2/4/6/8/10/12/14 attack speed and 1%/2%/3%/4%/5%/6%/7% movement speed
b. 2 Wex Instances: 4/8/12/16/20/24/28 attack speed and 2%/4%/6%/8%/10%/12%/14% movement speed
c. 3 Wex Instances: 6/12/18/24/30/36/42 attack speed and 3%/6%/9%/12%/15%/18%/21% movement speed
My most favorite orb since this scales extremely well in the late game since the bonus attack speed makes you attack so fast even without spending money on attack speed items. Also the bonus movement speed is quite negligible in the early game but in the later stages of the game makes Invoker move so fast. In the late game I usually have these orbs floating on me since this allows me to move quicker on the map.
Exort
Description
Allows manipulation of fire elements. Each Exort instance provides increased attack damage.
Cast Animation: 0+0
Instances of Exort per Cast: 1
Attack Damage Bonus per Exort Instance: 4/8/12/16/20/24/28
Cooldown: O
Notes:
1. The cast of Exort is not registered as a spell cast and thus does not proc any on-cast effects.
2. Exort interrupts Invoker's channeling spells upon cast.
3. Exort can be leveled 7 times, at levels 1/3/5/7/9/11/13.
4. Invoker can only have up to 3 instances up at any time. The orbs floating above Invoker are visible to everyone.
5. If he already has 3 instances, the oldest instance is replaced. The order of instances can be seen in the HUD as status buff icons, the oldest one being on the left.
6. This is how much attack damage Invoker gains from 1, 2 and 3 Exort instances:
a. 1 Exort Instance: 4/8/12/16/20/24/28 attack damage
b. 2 Exort Instances: 8/16/24/32/40/48/56 attack damage
c. 3 Exort Instances: 12/24/36/48/60/72/84 attack damage
Since this is an Exort- Quas Invoker guide, in the early game you should spend most of the time having this orb floating around you since the bonus attack damage is just so sick in the early game. This allows you to secure lasthits, denies easier and giving you a very high attack damage which allows you to pack a punch when attacking enemy heroes or structures. This aspect is outclassed in the late-game by the Wex orb though.
Invoke
Description
Combines the properties of the elements(the 3 orbs) currently being manipulated to create a new spell for Invoker to use.
Cast Animation: 0+0
Spells Invoked per Cast: 1
Max Spells: 2
Cooldown 6 (Upgradable by Aghanim's Scepter. 2)
Mana 60 (Upgradable by Aghanim's Scepter. 0)
Upgradable by Aghanim's Scepter. Decreases cooldown and removes mana cost from Invoke. Adds one level to the stats provided by Quas, Wex, and Exort on all Invoked spells.
Notes:
1. This is an innate ability and does not need to be learned.
2. A button is located right above the ability icon. It opens a list which shows the required combination for every invoked ability.
3. Invoke interrupts Invoker's channeling spells upon cast.
4. The arrangement of element instances does not matter.
5. When already having two spells invoked, invoking a new spell replaces the older spell.
6. New invoked spells are always placed in the 4th ability slot. The previously invoked spell is moved to the 5th slot in the process, while the previous spell in the 5th slot is lost.
7. When invoking a spell which is already invoked, Invoke neither costs mana, nor goes on cooldown. If the re-invoked ability was in the 5th ability slot, it moves into the 4th, swapping position with the other invoked ability.
8. When not using legacy or custom hotkeys, the hotkey for the spell in the 4th slot is always D and the spell in the 5th slot is always F.
9. The Aghanim's Scepter upgrade does not improve the passive bonuses granted by Quas, Wex and Exort. It makes invoked spells consider them 1 level higher than what they are. This means that it does not grant Invoker any of the abilities Quas, Wex and Exort when they are not learned yet.
So this is you ultimate, Invoke. This is an INNATE skill which means you have this skill starting level 1. This combines the current orbs floating around you to create a new spell to use. You can have up to 10 possible combinations,which gives you 10 more spells in your kit.
Your Aghanim's Scepter upgrade means that if example your Exort orb is at level 2, the skills that scales with the Exort orb will be one level higher than what is supposed to be, which simply means you will have level 3 Exort orb even if u didn't leveled up your Exort orb three times. When all of your orbs are at max level(level 7) and you bought an Aghanim's Scepter, you will basically have level 8 of these orbs.
Cold Snap
Description
Invoker draws the heat from an enemy, chilling them to their very core for a duration based on the level of Quas. The enemy will take damage and be briefly frozen. Further damage taken in this state will freeze the enemy again, dealing bonus damage. The enemy can only be frozen so often, but the freeze cooldown decreases based on the level of Quas.
Damage Type: Magical
Cast Animation: 0.05+0
Cast Range: 1000
Damage per Proc ( Quas): 7/14/21/28/35/42/49 (Upgradable by Aghanim's Scepter. /56)
Stun Duration per Proc: 0.4
Trigger Cooldown ( Quas):
0.77/0.74/0.71/0.69/0.66/0.63/0.60 (Upgradable by Aghanim's Scepter. /0.57)
Debuff Duration ( Quas): 3/3.5/4/4.5/5/5.5/6 (Upgradable by Aghanim's Scepter. /6.5)
Cooldown: 20
Manacost: 100
Notes:
1. Ability invokes when Invoker has 3 Quas instances.
2. Cold Snap immediately triggers on the target upon cast, so the next proc can only happen after the trigger cooldown.
3. Every time the effect triggers, the target is stunned and damaged.
4. Only triggers on damage equal to or greater than 10 (after reductions).
Only triggers on damage equal to or greater than 10 (after reductions).
5. Cold Snap does not trigger on self-inflicted damage, and on damage flagged as HP Removal.
6. With its current trigger cooldown and debuff duration, it can trigger up to 4/5/6/7/8/9/10(/11) times (including the initial trigger upon cast).
7. Can deal up to 28/70/126/196/280/378/490(/616) damage (before reductions) when triggering as often as possible.
This is one of your best laning spells which if used correctly, can make you a scary hero to lane against. Combined with your high attack damage and your Forge Spirits damage and minus armor, you can easily melt enemy heroes in your lane. This skill provides extra damage to every skill and auto attack received by the enemy also mini-stunning them in the process. This means that this skill synergize with damage over time like Ignite, Urn of Shadows Soul Release, and even your Chaos Meteor since this keeps the opponent repeatedly mini-stunned.
Ghost Walk
Description
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 slows Invoker as well based on the level of Wex.
Cast Animation: 0+0
Fade Time: 0
Slow Radius: 400
Enemy Move Speed Slow ( Quas):
20%/25%/30%/35%/40%/45%/50% (Upgradable by Aghanim's Scepter. /55%)
Self Move Speed Change ( Wex):
-30%/-20%/-10%/0%/+10%/+20%/+30% (Upgradable by Aghanim's Scepter. /+40%)
Duration: 100
Cooldown: 45
Manacost: 200
Notes:
1. Ability invokes when Invoker has 2 Quas and 1 Wex instances.
2. Ghost Walk DOES NOT INTERRUPT Invoker's channeling spells upon cast.
3. The movement speed slow on the enemies is provided by an aura. Its debuff lingers for 2 seconds.
4. The slow debuff places some particles on the affected units, allowing them to know that Invoker is nearby.
5. Invisibility is lost upon reaching the cast point of spells or items, or upon launching an attack.
6. Ghost Walk allows Invoker to pass through other units, including wards but not buildings.
7. Invoker can pick up or drop items without breaking the invisibility.
This is your primary escape mechanism but honestly this skill is quite unreliable in the early game since it slows Invoker until you have at least 4 levels on your Wex orb(or 3 levels of Wex + Aghanim's Scepter) and it has a very high manacost of 200. But in the late-game it provides Invoker almost maximum movement speed. But use this skill with caution since going near enemy units will slow them and place a debuff(they will leave white footsteps as they walk) so they will be aware that you are nearby. You can also stay invisible indefinitely since the duration is longer than its cooldown. You can also use this to chase if you have sufficient levels on your Wex orb but I don't suggest using this trick every time since it may put you in a bad situation that you don't have this ready when the time you desperately need to escape.
Ice Wall
Description
Generates a wall of solid ice directly in front of Invoker for a duration based on the level of Quas. The bitter cold emanating from it greatly slows nearby enemies based on the level of Quas and deals damage each second based on the level of Exort.
Damage Type: Magical
Cast Animation: 0.05+0
Wall Spawn Distance: 200
Wall Length: 1200
Wall Width: 105
Damage per Second ( Exort): 6/12/18/24/30/36/42 (Upgradable by Aghanim's Scepter. /48)
Move Speed Slow ( Quas):
20%/40%/60%/80%/100%/120%/140% (Upgradable by Aghanim's Scepter. /160%)
Wall Duration ( Quas): 3/4.5/6/7.5/9/10.5/12 (Upgradable by Aghanim's Scepter. /13.5)
Slow Duration: 2
Cooldown: 25
Manacost: 175
This skill is quite hard to use PROPERLY since it requires you to be near to the place you want to place this wall on which means the chance that you will get focused by the enemy team will be higher but if you can somehow put a nice Ice Wall off, that can cause a lot of trouble to the enemy team. This skill offers the following uses:
Disengaging- having a teamfight then suddenly the tide has turned against your team? Just go to a tight passage way then place an Ice Wall. The 160% slow is enough for your team to escape since it will basically slow enemies to a crawl unless they have skills or items that will let them pass the wall without touching it.
Area Denial- I'm 110% sure that no one wants to pass through an enemy Ice Wall. If u think a 50% slow is broken well this skill provides a 160% slow. So this means that if they can't pass the wall without walking straight into it, they will find a way around it which denies them a place which can be favorable for your team. Another good example is preventing the enemy team from sieging high ground by placing an Ice Wall in the front of your tier 3 tower.
Kiting- this skill will make heroes like Sven, Ursa, and Tiny cry because this skill ensures that they will be kited for days as long as you can place it on their tracks unless they have a Black King Bar.
Chasing- this is quite hard to pull off since the Ice Wall will always be in front of Invoker. So how you can hit an enemy your are chasing with this skill? Be sure that your aware of how long is your wall so you can be sure if you can hit the enemy or not. If u can hit him/her, slightly turn to the left or right as you chase them then use Ice Wall. If you somehow do it correctly, they will be hit by the tip of the wall,slowing them in the process allowing you to reach them.
EMP
Description
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 Wex. Deals damage for each point of mana drained. If EMP drains mana from an enemy hero, Invoker gains 50% of the mana drained.
Damage Type: Magical
Cast Animation: 0.05+0
Cast Range: 950
Effect Radius: 675
Effect Delay: 2.9
Mana Burned ( Wex): 100/175/250/325/400/475/550 (Upgradable by Aghanim's Scepter. /625)
Damage per Burned Mana: 60%
Self Mana Gain per Burned Mana: 50%
Cooldown: 30
Manacost: 125
Notes:
1. Ability invokes when Invoker has 3 Wex instances.
2. Applies the mana loss first, and then the damage.
3. Invoker only gains the mana when it burns mana from heroes. Mana burned on illusions and other units does not restore mana.
4. The damage and the restored mana are dependent on the amount of mana burned on the enemies. This means if the enemy had no mana left to burn, it deals no damage to it and does not restore Invoker's mana.
5. Fully affects invisible units, but not invulnerable or hidden units.
6. Can deal up to 60/105/150/195/240/285/330(/375) damage to each affected unit (before reductions).
7. Can restore up to 50/87.5/125/162.5/200/237.5/275(/312.5) mana for Invoker from EACH affected hero.
8. The visual effects and the sound during the 2.9 seconds effect delay are visible and audible to everyone.
This skill is one of my favorite skills of Invoker because it gives him so much mana sustain in fights as long as you hit multiple enemies with it. But this skill doesn't give you much mana back until you at least leveled your Wex orb to level 4(or level 3 + Aghanim's Scepter). This provides Invoker the mana capacity to bombard the enemy team with his spells while having the needed mana in case the fights get longer. This can be also used to deny a certain are just like Ice Wall since the 500 mana loss per hero is not a joke. This can leave heroes like Faceless Void, Sven, and Chaos Knight with little to no mana left.
Tornado
Description
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 Wex. Holds enemies in the air for a duration based on the level of Quas. Deals base damage plus added damage based on levels in Wex.
Damage Type: Magical
Cast Animation: 0.05+0
Cast Range: 2000
Effect Radius: 200
Travel Distance ( Wex):
800/1200/1600/2000/2400/2800/3200 (Upgradable by Aghanim's Scepter. /3600)
Base Damage: 70
Bonus Damage ( Wex): 45/90/135/180/225/270/315 (Upgradable by Aghanim's Scepter. /360)
Cyclone Duration ( Quas): 0.8/1.1/1.4/1.7/2.0/2.3/2.6 (Upgradable by Aghanim's Scepter. /2.9)
Cooldown: 30 (Talent Tree ---> 15)
Manacost: 150
Notes:
1. Ability invokes when Invoker has 2 Wex and 1 Quas instances.
2. The Tornado travels at a speed of 1000 and always travels the full distance, so it takes 0.8/1.2/1.6/2/2.4/2.8/3.2(/3.6) seconds to reach the max distance.
3. The Tornado can hit units up to 1000/1400/1800/2200/2600/3000/3400(/3800) range away (travel distance + 200 effect radius).
4. Applies a Cyclone effect on the affected units, so it applies a basic dispel on them, turns them invulnerable and fully disables them for its duration.
5. The damage is applied upon losing the Tornado debuff. Can deal up to 115/160/205/250/295/340/385(/430) damage to each affected unit (before reductions).
6. While in the air, other units may pass below the cycloned units.
7. The Tornado provides 200 radius flying vision as it travels. This vision does not last.
8. Also provides the same vision for 1.75 seconds after reaching its final destination.
9. Does not lift Roshan, but damages and interrupts him for a split second.
10. The Tornado blocks neutral creep camps.
This is your main initiation skill so keep that in mind. This skill allows you to reach opponents from far distance as long as you hit them with this. This skill got nerfed badly in the last patches because way back then this skill gives a lot of vision which is broken for scouting but you can still use this to scout even though not as good as it used to be but it is still something. This allows you to setup your other skills like Ice Wall, Chaos Meteor even Sun Strike. Keep in mind that this skill provides a basic dispel which means it can purge rune buffs like Rune of Haste buff or other buffs like Guardian Angel which means it is like an AoE Diffusal Blade in my opinion. This skill also deals decent damage and has a quite short(kinda short) cooldown so you can use this as a semi-decent farming tool to clear large creepwaves.
Alacrity
Description
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.
Cast Animation: 0.05+0
Cast Range: 650
Attack Speed Bonus ( Wex): 10/25/40/55/70/85/100 (Upgradable by Aghanim's Scepter. /115)
Attack Damage Bonus ( Exort): 10/25/40/55/70/85/100 (Upgradable by Aghanim's Scepter. /115)
Duration: 9
Cooldown: 15
Manacost: 45
Notes:
1. Ability invokes when Invoker has 2 Wex and 1 Exort instances.
In my games, this skill is my most used skill of Invoker since its cheap manacost and low cooldown means that you can use this on flash farming, buffing teammates(to be honest I rarely buff teammates with this unless they have an auto-attack damage that is very higher compared to mine), pushing towers(this skill combined with 3 Wex instances and your Forge Spirits will melt towers), taking Roshan or just buffing my auto-attack damage in teamfights. The bonus 110 auto-attack damage and attack speed is just broken for its low manacost and low cooldown.
Sun Strike
Description
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 Type: Pure
Cast Animation: 0.05+0
Cast Range: Global
Effect Radius: 175
Effect Delay: 1.7
Damage ( Exort): 100/162.5/225/287.5/350/412.5/475 (Upgradable by Aghanim's Scepter. /537.5)
Cooldown: 25
Manacost: 175
Notes:
1. Ability invokes when Invoker has 3 Exort instances.
2. The damage is spread evenly among all affected units within the targeted area, including creeps.
3. Damage is only spread among units which are damaged by Sun Strike. All unaffected units do not soak up any damage.
4. Does not affect wards, buildings, invulnerable or hidden units.
5. Provides 300 radius flying vision at the targeted point for 5.5 seconds upon cast.
6. The visual effects and the sound during the 1.7 seconds effect delay are visible and audible to allies only.
This skill is my favorite skill if I'm running an Exort- Quas Invoker. This type of Invoker build is very slow right so ganking sidelanes will be hard,right? Say no more because the damage of this skill is often enough to help your teammates in the sidelanes but I strongly suggest use this to secure lasthits on enemy heroes even if it means kill stealing from your allies(your a midlaner anyway, so that is allowed). This skill allows Invoker to get levels fast if he secures kills since even if you are not near the target as long as you killed him/her with this, you will get the experience. Landing this skill requires practice though since you need to predict which way the opponent is going and how much time will he/her take to reach the point where you want to place the Sun Strike unless your allies use a disable to hold the opponent in place. This skill deals pure damage and pierces spell immunity so you can use this to snipe enemies even they have their BKBs on. Oh and this skill is just so fun to use because the feeling of sniping and enemy healing on their fountain is even better than ******* seriously.
Forge Spirit
Description
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.
Cast Animation: 0.05+0
Number of Forged Spirits: 1 (Talents 2)
Spirits Attack Damage ( Exort): 22/32/42/52/62/72/82 (Upgradable by Aghanim's Scepter. /92)
Spirits Attack Range ( Quas): 300/365/430/495/560/625/690 (Upgradable by Aghanim's Scepter. /755)
Spirits Max Health ( Quas):
300/400/500/600/700/800/900 (Upgradable by Aghanim's Scepter. /1000)
Spirits Max Mana ( Exort): 100/150/200/250/300/350/400 (Upgradable by Aghanim's Scepter. /450)
Spirits Armor ( Exort): 0/1/2/3/4/5/6 (Upgradable by Aghanim's Scepter. /7)
Spirits Duration ( Quas): 20/30/40/50/60/70/80 (Upgradable by Aghanim's Scepter. /90)
Cooldown: 30
Manacost: 75
Notes:
1. Ability invokes when Invoker has 2 Exort and 1 Quas instances.
2. Casting Forge Spirit replaces the spirits from the previous cast, no matter who they are owned by.
3. The spirits are always summoned next to Invoker at a random position around him, but always facing east upon spawn.
4. Forged Spirits possess the Melting Strike ability.
5. Already summoned spirits do not get their stats upgraded when Quas or Exort is leveled. Their stats are set on what they were upon spawn.
This skill is the next skill you will use the most after Alacrity. This synergizes well with your Cold Snap since there will be multiple units to attack the enemy target, causing them to be repeatedly mini-stunned and the minus armor that this spirits provide makes sure that you can pound the enemy with your auto-attacks. The damage that this spirits deal is often underrated but the longer they hit a target the more damage they will deal. This skill combined with alacrity makes Invoker a very good pusher since this spirits are too tanky which means they can tank creep waves and they deal a very respectable damage. This also serves as your bodyguards in the early game since they can block skillshot abilities for you like Sacred Arrow or Meat Hook and also it is guite discouraging to gank an Invoker with his Forge Spirits summoned and his Cold Snap ready.
Chaos Meteor
Descrition
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 further based on the level of Wex. Units hit by the meteor will also be set on fire for a short time, receiving additional damage based on the level of Exort.
Damage Type: Magical
Cast Animation: 0.05+0
Cast Range: 700
Effect Radius: 275
Travel Distance ( Wex):
465/615/770/920/1070/1220/1370 (Upgradable by Aghanim's Scepter. /1520)
Effect Delay: 1.3
Effect Interval: 0.5
Main Damage per Interval ( Exort):
57.5/75/92.5/110/127.5/145/162.5 (Upgradable by Aghanim's Scepter. /180)
Burn Damage per Second ( Exort):
11.5/15/18.5/22/25.5/29/32.5 (Upgradable by Aghanim's Scepter. /36)
Burn Duration: 3
Cooldown: 55
Manacost: 200
Notes:
1. Ability invokes when Invoker has 2 Exort and 1 Wex instances.
2. The Chaos Meteor needs 1.3 seconds to land. It lands at the targeted point, not at Invoker's position.
3. Can hit units up to 1440/1590/1745/1895/2045/2195/2345(/2495) range away (cast range + travel distance + radius). The area between Invoker and the targeted point is unaffected.
4. The visual effects and the sound during the 1.3 seconds effect delay (the meteor falling from the sky) are visible and audible to everyone.
5. The Chaos Meteor rolls at a speed of 300 and always rolls the full distance, so it takes 1.55/2.05/2.56/3.06/3.56/4.06/4.56(/5.06) seconds to reach the max distance.
6. After landing, the meteor deals its main damage and places the burn debuff to units within its effect radius in 0.5 second intervals, starting immediately upon landing.
7. The main damage can hit a unit up to 4/5/6/7/8/9/10(/11) times and thus can deal up to 230/375/555/770/1020/1305/1625(/1980) damage (before reductions).
8. The burn debuff deals damage in 1 second intervals, starting 1 seconds after the debuff is placed, resulting in 3 instances for each debuff.
9. The debuffs from each interval fully stack and do not refresh each other. So a unit can be affected by 4/5/6/7/8/9/10(/11) instances of the burn debuff per cast.
10. One instance of the burn debuff can deal up to 34.5/45/55.5/66/76.5/87/97.5(/108) damage (before reductions).
11. All possible instances of burn damage per unit together can deal up to 138/225/333/462/612/783/975(/1188) damage (before reductions).
12. The whole Chaos Meteor, main and burn damage, can deal up to 368/600/888/1232/1632/2088/2600(/3168) damage (before reductions) when a unit is hit by all possible instances.
13. The Meteor provides 400 radius flying vision while it is rolling. This vision does not last.
14. Also provides the same vision for 3 seconds after reaching its final destination.
15. The meteor blocks neutral creep camps after it has landed. Does not block camps during the effect delay.
This meatball is your most damaging skill but it has the longest cooldown on all skills on your kit which is almost 1 minute. This can deal a lot of damage if the opponent will be damaged by the meteor for the whole duration even though is it very unlikely to happen. This synergizes well with AoE disables, your Deafening Blast and even with your Cold Snap. Just like Tornado you can use this to clear big waves of creeps but use this only if you think there won't be a reason for you to use it in the next few minutes.
Deafening Blast
Description
Invoker unleashes a mighty sonic wave in front of him, dealing damage to any enemy unit it collides with based on the level of 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.
Damage Type: Magical
Cast Animation: 0.05+0
Cast Range: 1000
Starting Radius: 175
Travel Distance: 1000
End Radius: 225
Damage ( Exort): 40/80/120/160/200/240/280 (Upgradable by Aghanim's Scepter. /320)
Knockback Distance ( Quas):
45.6/88.6/133.5/171.5/205/242.1/274.3 (Upgradable by Aghanim's Scepter. /302.67)
Knockback Duration ( Quas): 0.25/0.5/0.75/1/1.25/1.5/1.75 (Upgradable by Aghanim's Scepter. /2)
Disarm Duration ( Wex): 1.25/2/2.75/3.5/4.25/5/5.75 (Upgradable by Aghanim's Scepter. /6.5)
Cooldown: 40
Manacost: 300
Notes:
1. Ability invokes when Invoker has 1 Quas, 1 Wex and 1 Exort instances.
2. Deafening Blast travels at a speed of 1100 and always travels the full distance, which takes 0.91 seconds.
3. The blast can hit units up to 1225 range away (1000 travel distance + 225 end radius).
4. The complete area is shaped like a cone.
5. Applies a non-disabling Forced Movement, so affected enemies can still use spells and items during it and their channeling spells are not interrupted.
6. The knockback and disarm are applied at the same time.
7. When the talent for it is chosen, Deafening Blast releases its blasts towards every direction around Invoker, no matter what point is targeted. A total of 12 blasts are released. One blast is released towards the targeted point, while the other eleven are adapted to it, with 30 degree angles between them. A unit can only be hit by one blast per cast, so when a unit stands between two, only one hits it.
8. Can knock units over impassable terrain. During the knockback, all trees the units collide with get destroyed.
9. Does not knock back Roshan, but damages and disarms him.
This skill is broken until it received LOTS OF NERFS in the last patches. When the AoE Deafening Blast is released, it is like a bigger version of Ravage with a disarm but now is doesn't interrupt channeling spells and u can cast spells during the knockback, the disarm and the knockback are applied in the same time (this sucks because before after the knockback your opponents can't do **** because they will be disarmed which makes this an anti-carry skill) but now the disarm is only the reliable thing with this skill even though the AoE damage is still something but quite ... you know..meh it is not that ok (but still ok-ish). This skill is the skill you will rarely use in the early game because the manacost is a whopping 300. You can also use this after using Tornado on creeps to clear them without attacking them but like Chaos Meteor be aware of the situation because this skill even is is nerfed badly is still good against carries. But the most common way to use this sell is to use this with your Chaos Meteor to push the enemy while the meteor rolls onto him/her,causing high amounts of damage.
In this situation I will discuss my chosen path in the talent tree and the situations you might consider to go to other paths of the tree.
STARTING ITEMS
This is my favored starting items... So why Wraith Band? Invoker is an intelligence hero right? Well yeah he is but with Exort he can hit like a truck so the extra damage from the null because is more than enough. Since the recent nerf to Invoker that lowered his base agility, the Wraith Band became an option since Invoker needs to hit an enemy frequently to proc Cold Snap which is his main laning spell. And since Invoker is a natural Ring of Basilius carrier since the aura buffs his Forge Spirits, Wraith Band is good to combine with the basi ring.
This item build is the item build that I use most of the time before the nerf to his agility. I think is build is for the Quas Wex since QW Invoker lacks damage. But still an item build to go if you want.
I would only recommend this item build if you are facing a Zeus in the lane. Since this build ensures you will rack up wand charges since most Zeus players will use his Arc Lightning to grab lasthits since the auto-attacks of Zeus and his backswing.....SUCKS...
Only go for this build if you are facing a Razor in the mid lane because the extra movement speed is required since razor will most be likely use his Static Link to zone you out of the lane and since Invoker is very slow, not buying an early boots will ensure that you will be bullied for the next 2-3 minutes.
EARLY GAME ITEM SELECTION
Pretty self-explanatory. As an Exort- Quas Invoker, you won't get you early levels of your Wex orb so you are pretty sluggish so the extra movement speed can be life saving.
This item is not necessary for Invoker but because of the nerf to his starting intelligence, you will find yourself quite mana-starved most of the time because you will use Forge Spirits most of the time to secure lasthits and discourage ganks. So if you are low on mana, ferrying a couple of these will help.
I usually buy this after getting the first bounty rune to have extra regen with my pooled tangoes. That's all I can say. Oh it can save you trips from base so you won't miss experience.
This item is very useful for midlaners since midlaners tend to trade spells most of the time and the damage block of this cheap item can save your *** from ganks. Also gives a nice source of mana regen.
Buy this item if you are facing a midlaner who spams a spells a lot like Phantom Assassin, Zeus etc.
This item is considered a CORE item for an Exort- Quas Invoker(at least for me). This ensures you will have a solid source of experience and gold that can help you get back in the game after an awful start. Also combined with Sun Strike, this ensures you will have an experience lead to your opposing heroes.
This is one of my favorite early game items for Invoker since this item buffs your Forge Spirits by a lot and helps you push the lane. Also gives you a solid mana regeneration.
Always carry a TP scroll. That's one of the main rules in Dota. For just 50 gold this item can be used for quickly getting back to the lane to farm or escape from enemy heroes or to assist other lanes even though using your Sun Strike to assist your team is the better call.
Buy this item if you need the extra movement speed to add with your boots also good if you are facing a Razor in the lane. Also you can turn this into a Eul's Scepter of Divinity or a Drum of Endurance which both items are good on Invoker.
MID-GAME ITEMS
This is my preferred boots for an Exort- Quas Invoker. This boots gives the movement speed that he badly need since Invoker is very slow. Also this allows you to split push very well which is very good since Invoker is a very good pusher because of his spells.
This is my preferred mobility item for Invoker. This allows you to position yourself since most of your spells are position based and this also can be used for escaping and chasing purposes.
I rarely buy this item on almost every hero but now I buy this most of the time when playing Invoker since this provides a cheap source of movement speed, attack speed, health, mana, and more which is good for early skirmishes and good for pushing especially when you use its active.
I don't buy this item every game because I like to go Aghanim's Scepter after my Drum of Endurance but you can buy this item if you to snowball yourself through solo pickoffs since this allows you to set up a Sun Strike into Chaos Meteor into Deafening Blast combo which almost instakills any hero at that point of the game. But I buy this if I need the active to remove pesky silences and other debuffs.
HOW TO USE THE "EUL'S COMBO"?
This combo allows you to instakill heroes which allows you to get high levels and additional gold. But using this skill requires you to know the delay of the Sun Strike and Chaos Meteor and how long does the active of this skill lasts. Here's how you use it:
1. Be sure you have Chaos Meteor and Sun Strike are already Invoked.
2. Find a lone enemy which is far from creeps (why far from creeps? because simply you dont wan't the Sun Strike to hit the creeps too which drastically reduces its damage).
3. Quickly use the Eul's on the chosen enemy.
4. After 1 second, use Sun Strike and Chaos Meteor under the cyclone then quickly Invoke Deafening Blast (QWER).
5. As soon as the enemy lands, quickly hit him with your Deafening Blast.
6. Hit with your auto attacks if required.
This item is the item that is 100% required(at least for me) in all of your Invoker games. This gives you solid stats and drastically reduces the cooldown and removes the manacost of Invoke which is nice since with you constantly switching spells, the 60 mana will be quite a lot after a long time. But the thing I like second about this Aghanim's Scepter upgrade is it makes your Invoked spells one level stronger than what they are used to be. Which means example you have level 6 of your 3 orbs, buying Aghanim's Scepter will theoretically give you the spells with the benefits of lvl 7 spells and if your orbs are maxed it will give beyond that which kinda sounds like level 8 Quas, Wex,and Exort which makes your teamfight presence stronger.
LATE-GAME ITEMS
This item is a CORE in the late-game for Invoker since this reduces the cooldowns of all of your spells and items which is a godsend for Invoker. Also gives the most mana on all the items you can buy on the shop. Also allows you to life steal a percentage of the damage your spells are dealing which is nice since you, most of the time will nuke the enemy with spells which heals you if you have this item which gives you extra survivability.
Ahh..... Refresher Orb... After Aghanim's Scepter this item is my second favorite item for Invoker because this basically allows you to bombard enemies with your spells provided you have fast hands which allows you for some godlike combos that can wipe the enemy team. Also gives you health regeneration and a lot of scaling mana regeneration. But when the game goes super late, just let this item stay in the backpack until the times comes that you need to use it since it just gives you scaling mana regeneration which you don't need much so you can carry more stat-giving items.
This item is not 100% required in the late-game but if you find the need to lock a specific hero down, buying this will do the trick. A good replacement of Eul's Scepter of Divinity in case if you go for one.
Also not an item you will buy in 100% of your games but if you need to protect yourself from physical damage or if the carry of the enemy team hurts so much, this item will reduce his/her damage output. Also the active can be used to see through the fog of war to prevent enemies from juking you.
Usually i buy this item as a 7th item because there are lots of items that are more important than this one. But a good investment if you have spare gold because it allows you to TP to your comrades to go to places you otherwise can't TP into because there are no ally creeps there for example the jungle.
Another item to buy if you have some gold to spare. U will only buy this if you have the necessary gold(oh save buyback first) because the bonuses that it provide are quite negligible since Alacrity fills what you need but if you have the gold to spend, go for it.
Sometimes you just can't avoid being controlled or disabled by the enemy team and this item solves that problem. But don't buy this unless you really need to since it gives negligible stats. Still a nice item to have in the backpack when the game goes super late.
This item is common for Quas- Wex Invoker but it is also good for Exort- Quas Invoker since the active and the stats it gives is very good though it comes with a very high price. This allows you to scale through late-game and to deal with evasion-based heroes like Windranger , Phantom Assassin , Brewmaster etc. Also a good counter to heroes like Puck, Storm Spirit, Morphling, and Faceless Void.
Situations that you will need this item is quite rare. But if you just need to protect your self from a high damage enemy carry like Phantom Assassinor Clinkz but still have the need for an additional nuke, buy this item if you want. You can also use the active on your teammates to save them.
I will only recommend this item for one reason: to kite an enemy carry. But if you don't need that, there are many superior items than this one.
Blink Dagger is more superior than this one but this item allows you to deal with heroes that other your blink dagger can't do **** with like Clockwerk or Pudge. Also unlike blink dagger, this item provides nice stats especially if you upgrade it.
Go for this item if you are having problems with heroes that have BKB-piercing single target spells like Rupture, Duel and Doom otherwise skip this because it gives "meh" stats.
A good investment in the late-game if you have extra money to spend and you want an extra item in your backpack since you can just TP to a lane, summon your forge and this necro units and with Alacrity, towers will just melt. Also the melee necro unit is very good against invisible heroes like Bounty Hunter or Riki. The necro units also gives a good mana-burn which is good against certain heroes like Medusa.
This item is good if you are in a situation that you need to defend the base against mega creeps. Also allows you to hit hard and the active can be used on your tank or to yourself to discourage enemies from focusing you. Also good against illusion-based heroes like Phantom Lancer.
THERE ARE A LOT OF ITEMS THERE IN THE STORE THAT CAN BE GOOD FOR EXPERIMENTING SO I WILL LEAVE THOSE FOR YOU TO FIND OUT. :)
In this section I will discuss some heroes you can meet in the midlane, what they can do, the threats they pose to you, and how to deal with them. Even Invoker can win most matchups, there are some heroes that can be tricky to lane against and can beat you in the lane. Take note that all of the things you can see here are only experienced based and some of this things may be right or wrong depending on your perception.. GUYS I'M JUST 4000+ MMR but I have faced 5K-6K players in my matches so I'm pretty confident of what I will say.
SO THATS ALL FOLKS!!! THAT IS MY Invoker GUIDE. I HOPE THIS GUIDE WILL HELP YOU IN USING Invoker. IF THERE ARE WRONG CONTENT, SUGGESTIONS, GRAMMATICAL ERRORS, CORRECTIONS ETC. PLEASE COMMENT DOWN BELOW TO LET ME KNOW. IF YOU THINK THIS GUIDE HELPED YOU OUT, PLEASE PUT A THUMBS UP SINCE THAT WILL HELP ME A LOT BECAUSE IN THAT WAY I CAN KNOW THAT MY GUIDES ARE HELPING PEOPLE OUT. OH BTW HERE ARE SOME GOOD Invoker PLAYERS (I SUGGEST YOU WATCH THEIR GAMEPLAY TO LEARN MORE ABOUT THE HERO) TO GIVE A YOU SOMETHING TO STUDY.
Newbee.Sccc
Liquid.Miracle-
OG.Ana
THIS IS GIL BOT SIGNING OUT! BYE AND GOODLUCK IN YOUR FUTURE DOTA 2 GAMES! :) ^_^[/color]
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