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4 Votes

Reference - Invoker's Skills

June 18, 2012 by Dr.D
Comments: 0    |    Views: 21747    |   



Introduction

Since DOTAFire currently does not have Invoker's spells in their database, this guide is a (hopefully temporary) substitute that provides this information. This is not a full guide, nor is it intended to be.

~Dr. D



How to Use

Invoker's spells have only one level, but they scale based on the level of the reagents used( Quas, Wex, and Exort). Therefore, to get the actual value of a spell, simply plug in the reagent level where appropriate. For example:

  • 100(+10x) - Multiply the Quas level by 10 and add it to 100 to get the actual value.

  • 1(2 / 4 / 7 / 11 / 16 / 22 / 29) - The value at Wex Level 1, 2, ..., 7 is 2, 4, ..., 29 etc.

  • 50(+30x, 1337 at Level 7) - Multiply the Exort value by 30 and add it 50 to get the actual value, except at Exort Level 7, where the actual value is 1337.


To imitate database entries like the ones below, simply copy and paste the code at the appropriate link. The entry will link to the appropriate section in this guide.




Quas

Type:

Targets:


Passive / Active
Self

Allows manipulation of ice elements and grants a permanent strength bonus. Each Quas instance provides increased health regeneration.



Level

1


2


3


4


5


6


7

Mana

N/A


N/A


N/A


N/A


N/A


N/A


N/A

Cooldown

0


0


0


0


0


0


0

Range

N/A


N/A


N/A


N/A


N/A


N/A


N/A

AoE

N/A


N/A


N/A


N/A


N/A


N/A


N/A

Duration

N/A


N/A


N/A


N/A


N/A


N/A


N/A

Effect

+2 STR permanently, +1.0 HP/sec per instance


+4 STR permanently, +2.0 HP/sec per instance


+6 STR permanently, +3.0 HP/sec per instance


+8 STR permanently, +4.0 HP/sec per instance


+10 STR permanently, +5.0 HP/sec per instance


+12 STR permanently, +6.0 HP/sec per instance


+14 STR permanently, +7.0 HP/sec per instance


Notes:
  • Invoker can only have up to 3 instances of Quas, Wex, and Exort combined at any given time.
  • When there are 3 instances of Quas, Wex, and Exort combined and a new instance is invoked, the oldest existing instance is removed.



Wex

Type:

Targets:


Passive / Active
Self

Allows manipulation of storm elements and grants a permanent agility bonus. Each Wex instance provides increased attack speed and movement speed.


Level

1


2


3


4


5


6


7

Mana

N/A


N/A


N/A


N/A


N/A


N/A


N/A

Cooldown

0


0


0


0


0


0


0

Range

N/A


N/A


N/A


N/A


N/A


N/A


N/A

AoE

N/A


N/A


N/A


N/A


N/A


N/A


N/A

Duration

N/A


N/A


N/A


N/A


N/A


N/A


N/A

Effect

+2 AGI permanently, +2% attack speed and +1% movement speed per instance

+4 AGI permanently, +4% attack speed and +2% movement speed per instance

+6 AGI permanently, +6% attack speed and +3% movement speed per instance

+8 AGI permanently, +8% attack speed and +4% movement speed per instance

+10 AGI permanently, +10% attack speed and +5% movement speed per instance

+12 AGI permanently, +12% attack speed and +6% movement speed per instance

+14 AGI permanently, +14% attack speed and +7% movement speed per instance

Notes:
  • Invoker can only have up to 3 instances of Quas, Wex, and Exort combined at any given time.
  • When there are 3 instances of Quas, Wex, and Exort combined and a new instance is invoked, the oldest existing instance is removed.



Exort

Type:

Targets:


Passive / Active
Self

Allows manipulation of fire elements and grants a permanent intelligence bonus. Each Exort instance provides increased attack damage.


Level

1


2


3


4


5


6


7

Mana

N/A


N/A


N/A


N/A


N/A


N/A


N/A

Cooldown

0


0


0


0


0


0


0

Range

N/A


N/A


N/A


N/A


N/A


N/A


N/A

AoE

N/A


N/A


N/A


N/A


N/A


N/A


N/A

Duration

N/A


N/A


N/A


N/A


N/A


N/A


N/A

Effect

+2 INT permanently, +3 damage per instance


+4 INT permanently, +6 damage per instance


+6 INT permanently, +9 damage per instance


+8 INT permanently, +12 damage per instance


+10 INT permanently, +15 damage per instance


+12 INT permanently, +18 damage per instance


+14 INT permanently, +21 damage per instance


Notes:
  • Invoker can only have up to 3 instances of Quas, Wex, and Exort combined at any given time.
  • When there are 3 instances of Quas, Wex, and Exort combined and a new instance is invoked, the oldest existing instance is removed.



Invoke

Type:
Targets:



Active
None


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.


Level

1


2


3


4

Mana

20 (0)


40 (0)


60 (0)


80 (0)

Cooldown

22 (16)


17 (8)


12 (4)


5 (2)

Range

N/A


N/A


N/A


N/A

AoE

N/A


N/A


N/A


N/A

Duration

N/A


N/A


N/A


N/A

Effect

Invokes a new spell. Can hold up to 1 invoked spell.


Invokes a new spell. Can hold up to 2 invoked spells.


Invokes a new spell. Can hold up to 2 invoked spells.


Invokes a new spell. Can hold up to 2 invoked spells.


Notes:


Cold Snap (QQQ)

Type:
Targets:



Active
Enemy Units

Ability invoked if Invoker has 3 Quas instances. Invoker draws the heat from an enemy, chilling them to their very core. Further damage taken in this state will freeze the enemy again, dealing bonus damage. The enemy can only be frozen so often.

Mana

100



Cooldown

20



Range

1000



AoE

N/A



Duration

2.5(+0.5x)



Effect

Stuns a target for 0.4 seconds and damages it for 30 each time it takes damage. There is a 0.8(-0.0285x) second cooldown between the stuns.


Notes:
  • The damage dealt by Cold Snap is considered Magical damage.
  • Only damage greater than 10 (after all reductions) will trigger the stun from Cold Snap.
  • When cast, Cold Snap applies a 0.4 second stun and deals 60 Magical damage to the target. This triggers the stun cooldown.



Ghost Walk (QQW)

Type:
Targets:



Active
Self / Enemy Units
Ability invoked if Invoker has 1 Wex and 2 Quas instances. Invoker manipulates the ice and electrical energies around him, rendering his body invisible. The elemental imbalance created as a consequence slows nearby enemies, and slows Invoker as well.

Mana

200


Cooldown

60


Range

N/A


AoE

400


Duration

100


Effect

Renders Invoker invisible. In addition, slows nearby enemies by 16(20 / 23 / 26 / 30 / 33 / 36 / 40)% and slows Invoker by 35(-5x)%.


Notes:
  • The slowing effect works on magic immune units.



Ice Wall (QQE)

Type:
Targets:



Active
Enemy Units

Ability invoked if Invoker has 1 Exort and 2 Quas instances. Generates a wall of solid ice directly in front of Invoker. The bitter cold emanating from it greatly slows nearby enemies and deals damage each second.

Mana

175


Cooldown

25


Range

N/A


AoE

105


Duration

1.5(+1.5x)


Effect

Slows the movement speed of enemies by 0(+20x)% and deals 0(+6x) damage per second.


Notes:
  • The damage dealt by Ice Wall is considered Magical damage.



Tornado (QWW)

Type:
Targets:



Active
Enemy Units

Ability invoked if Invoker has 1 Quas and 2 Wex instances. 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.

Mana

150




Cooldown

30




Range

2000




AoE

200




Duration

0.5(+0.3x, 2.5 at Level 7)


Effect

Summons a tornado that travels up to 400(+400x) distance and suspends enemies caught in its path for a short amount of time. Upon landing, enemies suffer 70(+20x)(+20x) damage.


Notes:
  • The damage dealt by Tornado is considered Magical damage.
  • Units affected by Tornado are invulnerable for the duration of the spell.



Deafening Blast (QWE)

Type:
Targets:



Active
Enemy Units

Ability invoked if Invoker has 1 Quas, 1 Wex and 1 Exort instance. Invoker unleashes a mighty sonic wave in front of him, dealing damage to any enemy unit it collides with. The sheer impact from the blast is enough to knock those enemy units back, then disarm their attacks.

Mana

200


Cooldown

40


Range

1000


AoE

225


Duration

0(+0.25x) (Knockback) / 0.5(+0.5x) (Disarm)

Effect

Damages enemy units for 0(+40x), and applies knockback and disarm.


Notes:
  • The damage dealt by Deafening Blast is considered Magical damage.
  • Units affected will not be able to take any action during the knockback portion of Deafening Blast.



Forge Spirit (QEE)

Type:
Targets:



Active
None


Ability invoked if Invoker has 1 Quas and 2 Exort instances. Invoker forges a spirit embodying the strength of fire and fortitude of ice. The elemental's scorching attack is capable of melting the armor of enemy heroes.

Mana

75




Cooldown

30




Range

N/A




AoE

N/A




Duration

10(+10x)




Effect

Summons a Forged Spirit with 200(+100x) health, 20(+9x) damage, 1(+1x) armor, 0(+100x) mana, and 200(+100x) attack range. If both Quas and Exort are level 4 or higher, 2 Forged Spirits are summoned instead.


Notes:
  • Only one group of Forged Spirits can be summoned at one time.
  • Forged Sprits have the following abilities:


    Melting Strike


    Type:

    Targets:


    Auto-Cast
    Enemy Units
    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.


    Mana

    40


    Cooldown

    0


    Range

    200(+100x)


    AoE

    N/A


    Duration

    5


    Effect

    Reduces the target's armor by 1. Stacks up to 10 times.




EMP (WWW)

Type:
Targets:



Active
Enemy Units

Ability invoked if Invoker has 3 Wex instances. Invoker builds up a charge of electromagnetic energy at a targeted location which automatically detonates after a duration. The detonation covers an area, draining mana and dealing damage for each point of mana drained.

Mana

125


Cooldown

30


Range

950


AoE

675


Duration

4(3.7 / 3.4 / 3.15 / 2.85 / 2.6 / 2.3 / 2)

Effect

Burns 50(+50x) mana and deals 0.5 damage per point of mana drained.


Notes:
  • The damage dealt by EMP is considered Direct HP Removal if the target will not die from the damage. Otherwise, the damage is considered Magical damage.
  • The damage is dealt before the mana burn.
  • EMP does not affect cycloned units (such as through Tornado or Eul's Scepter of Divinity).



Alacrity (WWE)

Type:
Targets:



Active
Allied Units

Ability invoked if Invoker has 1 Exort and 2 Wex instances. Invoker infuses an ally with an immense surge of energy, increasing their attack speed and their damage.


Mana

100


Cooldown

15


Range

650


AoE

N/A


Duration

9


Effect

Increases target's attack speed by 10(+10x)% and damage by 10(+10x).


Notes:
  • Alacrity can target siege creeps.
  • Alacrity cannot target magic immune targets, but will not be dispelled upon the target becoming magic immune.



Chaos Meteor (WEE)

Type:
Targets:




Active
Enemy Units


Ability invoked if Invoker has 1 Wex and 2 Exort instances. Invoker pulls a flaming meteor from space onto the targeted location. Upon landing, the meteor rolls forward, constantly dealing damage, and rolling further. Units hit by the meteor will also be set on fire for a short time, receiving additional damage.

Mana

200




Cooldown

55




Range

700 (Cast) / 300 (465 / 615 / 780 / 930 / 1095 / 1245 / 1410) (Meteor)

AoE

275




Duration

3




Effect

Deals 40(+17.5x) damage to enemy units every 0.5 seconds and sets them on fire, causing them to take an additional 8(+3.5x) damage per second.


Notes:
  • The damage dealt by Chaos Meteor is considered Magical damage.
  • The meteor has a falling time of 1.3 seconds before the actual effect begins.
  • The meteor rolls forward at a speed of 300.



Sun Strike (EEE)

Type:
Targets:



Active
Enemy Units

Ability invoked if Invoker has 3 Exort instances. 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 that is spread evenly over all enemies hit.

Mana

175


Cooldown

30


Range

Global


AoE

175


Duration

1.7


Effect

After a short duration, deals 37.5(+62.5x) damage spread evenly over all enemy units hit.


Notes:
  • The damage dealt by Sun Strike is considered Pure damage.
  • Invoker gains experience for any heroes killed by this spell, even if they were outside of the 1200 experience range.
  • Sun Strike grants normal vision over the impact area before it lands.



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