Invoker/Guide

Playstyle
Invoker is one of the most difficult to learn heroes in the game, but also one of the most flexible and powerful casters. As such, his skill floor is not impossibly high, however, his skill ceiling is almost unparalleled, and thus he takes significant amounts of practice in order to learn. Because of his need for quick levels and gold, he is usually played as a mid hero. Due to Invoker's heavy level requirement in order to be effective, it is generally advised to focus on leveling two orbs and getting a value point in the third, rather than trying to level all three equally. While Invoker can be more flexible if he can cast strong spells in all categories, the lack of specialization also limits his potency in areas where his team might need him to be strong. Invoker can only truly reach his full strength at level 25, and as such he needs to be able to effectively contribute to teamfights before reaching that point.

+
This build primarily focuses on bringing disables and crowd control to the table, at the cost of striking power and a reduced mana pool due to lack of Exort. Invokers using this build focus on casting EMP and Tornado in teamfights in order to disrupt the enemy and destroy their ability to cast spells, while using Cold Snap for single-target disable. It also specializes in ganking, allowing players to use Ghost Walk to roam and Cold Snap and Ice Wall for single-target disable. With a value point in Exort, Invoker can also utilize Alacrity to boost the attack speed of himself or an ally, and use Deafening Blast for additional disable. This build is usually best combined with teammates who already have damage, but are lacking crowd control such as Zeus, Ursa, Leshrac, and many others.

+
This build improves Invoker's nuking and disable potential, but leaves him lacking in reach. The main objective is to get 4 levels in each skill so that you have access to two Forge Spirits, which can be done at level 8 by skipping leveling your ultimate. Two Forge Spirits, in combination with Cold Snap, can inflict tremendous amounts of damage on a single target, which can get you kills against lone enemies without escape abilities. Invoker can also use Sun Strike, Chaos Meteor and Deafening Blast to great effect, inflicting large amounts of Magical and Pure damage on enemies. This build is normally suited best against meele-heavy lineups, or lineups that have many heroes that need to be closer to their opponents. Some hero examples are Luna, Gyrocopter, and Necrophos, among others.

+
This build gives Invoker a combination of striking power and reach, but leaves him unable to disable opponents effectively and results in a comparatively frail caster due to lack of Quas. Invoker should generally focus on nuking targets or providing utility via Alacrity, which can greatly increase the right-clicking power of an ally or Invoker himself. This build gives Invoker the ability to deal large amounts of damage with Sun Strike, Chaos Meteor and Deafening Blast, as well as a measure of crowd control via EMP and a long-reaching Tornado. This ability build is most effective against heroes that are excellent at kiting their enemies, such as Drow Ranger and Sniper. However, it is also extremely potent if your allies have strong initiators such as Clockwerk, Jakiro, and Faceless Void.

General

 * Many of Invoker's spells are linear AoE effects, which can be devastating in chokepoints.
 * Many of Invoker's spells have strong synergy with each other. Understanding how to combo them is key to playing Invoker well.
 * All of Invoker's spells have fairly long cooldowns.


 * Quas raises Invoker's strength, and therefore raises his maximum health.
 * Active Quas orbs gives health regeneration, which is especially useful for staying in lane.


 * Wex raises Invoker's agility, and therefore armor. This is not very useful for Invoker.
 * Active Wex orbs increase Invoker's movement speed, and can be useful for chasing down enemies.


 * Exort raises Invoker's intelligence, and therefore his attack damage.
 * Active Exort orbs gives even more damage.
 * Players often level up Exort first to make last-hitting easier in lane.


 * Invoke should usually be leveled as soon as it is available, as reducing the cooldown can let you be ready to bring a third spell to bear on short notice. At higher levels, being able to bring a spell to bear every five seconds makes Invoker a very dangerous threat in teamfights.
 * Whenever a new spell is Invoked, the oldest of his two currently Invoked spells is removed from selection. Beware of which spell combinations you wish to execute, and queue them through Invoke accordingly.
 * The above can be facilitated more easily by switching the spell orders as needed. If the oldest currently Invoked spell is Invoked, it will swap positions with the newest one without putting Invoke on cooldown, allowing Invoker to immediately queue another spell for Invoke. This can be crucial for quickly ordering spell combinations if a required spell for that combo is already the oldest Invoked spell.
 * Careful not invoke a spell that's still on cooldown, as this will waste Invoke's cooldown. Since the ability icon disappears after being replaced, players will have to rely on instinct and experience to know whether or not a spell is on cooldown.
 * If you want to cast three spells in quick succession, it can help to have the orbs for the third spell prepared before casting the other two. This allows you to cast your first two spells and then Invoke the third immediately once the oldest Invoked spell is on cooldown. This can let you cast nuke-heavy combos such as Sun Strike + Chaos Meteor + Deafening Blast, as the first two spells have delays that allow you to queue up the third so that you can land all three on a target simultaneously.
 * With an, it is possible to Invoke spells every two seconds once you hit level 16 or higher. If your reflexes are good enough, you can barrage the enemy with spells as quickly as you can queue them up. However, this is only truly useful in the late-game once all of your orbs have been leveled up enough for their associated spells to be truly potent.


 * Cold Snap has strong utility in the early and mid-game, however it decreases in effectiveness once the enemy gets spell immunity to dispel it or prevent you from casting it on them in the first place.
 * Using Cold Snap on an enemy under attack by creeps will cause that enemy to be stunlocked from creep attacks.
 * Cold Snap stuns upon cast, and has a long 1000 range. This is useful for interrupted channeled spells and items.
 * Cold Snap is very strong when combined with any spell that deals damage over time, as each small damage instance procs the mini-stun and damage.
 * Forge Spirits have strong synergy with Cold Snap, as each spirit's individual attacks (as well as your own) can proc the mini-stun, and both spells are based on Quas. When attacking a target afflicted with Cold Snap, try to stagger the Forge Spirits so that they attack at different intervals, in order to increase the chances of proccing the mini-stun.
 * Cold Snap can greatly impede the attack and cast animations of enemy players, preventing them from retaliating for the duration of the debuff.
 * A unit under the effect of Cold Snap cannot cast spells with a cast time higher than/cannot perform attacks with an attack time higher than 0.37/0.34/0.31/0.29/0.26/0.23/0.20(/0.17) seconds, assuming Cold Snap always triggers exactly when off cooldown.


 * While using Ghost Walk, Invoker's footprints can be seen when he is close to an enemy. This will reveal his presence to the other team.
 * Ghost Walk can be used as an escape ability, or to sneak up for a gank.
 * Without a few levels in Wex, Invoker is very slow while using Ghost Walk.
 * At least 4 levels of Wex in order to negate the movement penalty.
 * Consider shifting to three Wex orbs before going invisible to offset the movement penalty.
 * With higher levels of Wex, Invoker is faster than normal with Ghost Walk, allowing him to chase down or ambush enemies.
 * Using any items or queuing any orbs will break invisibility. As such, if the goal is to run away, do not change orbs or activate Phase Boots, as doing either instantly reveals Invoker.
 * Ghost Walk can also be used as a roaming and ganking spell, as its extremely long duration relative to the spell's short cooldown allows Invoker to remain invisible indefinitely with enough mana.
 * With enough levels in Wex, Invoker can maintain up to a 61% movement speed bonus with Ghost Walk (up to 40% from the spell, and a maximum of 21% from three active Wex orbs), making him extremely fast and able to move around the map quickly.


 * Ice Wall is a strong slow and damage-over-time spell that works best if the enemy is forced to stand in a particular area. The slow and wall duration is based on Quas, while the damage over time is based on Exort.
 * Placing Ice Wall in the middle of a teamfight can greatly inhibit the positioning and mobility of enemy heroes should they decide to commit to battle. The tremendous slow can easily trap any hero who does not have spell immunity or a Haste buff, giving Invoker's team a powerful edge.
 * Ice Wall is best used as a disengagement spell, as it drastically slows chasing enemies and give teammates time to escape and its wide area prevents enemy players from easily getting around it to avoid the slow. It can also be used against solo enemies attempting to escape, as it can lock them down in position for casting your other spells.
 * Invoker requires good positioning in order to use this spell offensively, as the wall is placed right in front of him upon casting the spell. As such, it is recommended to get a Blink Dagger to position the wall effectively.
 * Cold Snap has strong synergy with this spell, as both spells are based primarily on Quas. Using Cold Snap on an opponent who is already in the wall causes them to take the mini-stun every second and prevent them from moving outside of the damage and slow zone, effectively pinning them in place.


 * Due to its delay, EMP can be hard to land on enemies. However, its long cast range and wide effect radius also make it difficult to avoid. When attempting to cast EMP on enemy heroes, it is best to hit them with a set-up spell first.
 * Tornado has the strongest synergy with EMP since it can disable multiple enemy heroes for up to 2.9 seconds, and both spells are based on Wex. Hitting the enemy team with a Tornado while simultaneously deploying EMP can virtually guarantee connecting the spell.
 * While it loses much of its potency in the late game due to mana pools getting larger, EMP can still greatly disrupt enemies at all stages of the game. Destroying the mana on low-intelligence heroes, particularly strength and agility casters, can render them impotent in the early- and mid-game, while doing so in the late-game can hinder an enemy carry's ability to cast spells (such as or ) or use item abilities that require mana (such as ).
 * Experienced players will reserve their to recharge their mana right after being hit, so don't assume an EMP will disable them for good.


 * Tornado is Invoker's most powerful crowd-control and set-up ability, as its long range allows him to disable the entire enemy team from long range, and remove buffs from them, setting them up for subsequent spells. Its range and damage is based on Wex, while the cyclone duration is based on Quas.
 * Remember that enemies are completely invulnerable while cycloned, so you still need to time your spells to hit after they land. The cyclone duration is based on Quas, so be mindful of how many levels of Quas you have as well.
 * Because it applies cyclone to enemies hit with the spell, Tornado is a strong ability for purging powerful enemy buffs. Enemies relying on combat buffs such as, and  can be easily countered with a single well-placed Tornado that hits multiple heroes. In single-encounter situations it can also remove powerful buffs such as , ,  and.
 * Tornado's extremely long range allows good Invoker players to snipe fleeing enemies with good prediction. You can use it to interrupt Town Portal scrolls, or simply outright kill enemy players who are at low enough health.
 * Keep in mind that Tornado provides flying vision along its path as it travels, so it can be used as a scouting spell of sorts if you need to find an enemy in the fog of war. You and your team can subsequently use this vision in combination with your other spells, such as following up a successful cyclone with a global range Sun Strike, or revealing a channeling Town Portal Scroll and interrupting it with Cold Snap.


 * Alacrity is a very strong single-target buff on a low cooldown that greatly amplifies the physical damage output of a friendly carry, one of Invoker's summons, or Invoker himself. The attack speed buff is based on Wex, while the damage bonus buff is based on Exort.
 * Alacrity is not very useful in the early game due to its scaling, however it is extremely strong in the late game once you or your teammates have more damage output. Increasing the damage and attack speed of your team's hard carry can allow them to inflict large amounts of physical damage against their targets.
 * Keep in mind that this spell can be cast on all allied units, not just heroes. As such, you can use it on allied summons, such as Lone Druid's Spirit Bear and Warlock's Golems, as well as siege creeps, depending on the situation.


 * Sun Strike is a deadly nuke with global range, which is perfect to kill fleeing Heroes. Its damage is based purely on Exort.
 * Sun Strike is one of Invoker's most useful spells, as it has utility at all points in the game. During the laning stage, Invoker can use it to add his striking power to a gank, especially if combined with a friendly stun that holds an enemy in place for more than 1.7 seconds. Once past the laning stage, it can be used to snipe fleeing enemies or check Roshan's pit.
 * Sun Strike's delay makes it hard to land on enemies, so some set-up or prediction is required in order to use it well. If you can predict an enemy player's movements, you can finish them off from across the map if they're already at low health.
 * One very useful way to use Sun Strike is to target it on the enemy's fountain if you or your teammates cannot finish off a teleporting enemy hero in time. As they are most likely going to arrive in their fountain, you can kill them inside their own base while they are still at low health.
 * Beware that Sun Strike splits its damage evenly among all struck enemy units, so if more than one enemy is within its effect radius the spell loses at least half of its potency. As such, smart enemy players clump up alongside their own low-health teammates in order to prevent Sun Strike from killing them.
 * Sun Strike can pierce spell immunity. This means that if an enemy hero attempts to activate spell immunity and then teleport out (such as or ), you can still damage them and potentially kill them before they can escape.


 * Forge Spirit is one of Invoker's signature spells, allowing him to summon one or two Forge Spirits to do his bidding. Its attributes are affected by Quas and Exort.
 * In general, players who wish to specialize in using Forge Spirits level up at least 4 each of Quas and Exort, getting the ability to summon two of them as early as level 8. Forge Spirits can bring a great amount of offensive potential to the table, allowing Invoker to use them to harass, push, or scout.
 * One of the strongest aspects of Forge Spirits is that they reduce enemy heroes' armor with each attack, increasing their vulnerability to physical damage at the same time as they are dealing that damage. This makes them very strong at killing enemy heroes with enough lockdown, such as from Cold Snap.
 * Beware that each Melting Strike attack requires expending mana from the Forge Spirits' mana pool, so the amount of armor that they can reduce is dictated by how many Quas levels Invoker has.
 * Forge Spirits make good targets for Alacrity, as they can deal tremendous amounts of damage when focusing a single target, whether in a teamfight or while pushing.
 * Forge Spirits usually last longer than the cooldown on summoning them, based on how many levels of Quas Invoker has learned. As such, leveling Quas can allow Invoker to have the Forge Spirits active while having different spells on Invoke, which can allow Invoker to have two spells for immediate use and a third queued to Invoke, while the Forge Spirits are active.
 * Summoning Forge Spirits while there are active instances immediately destroys them, with no gold or experience bounty for enemy heroes. Be sure to re-summon your Forge Spirits if they are about to be killed by the enemy, in order to deny them any gold or experience they may earn from killing them.


 * Chaos Meteor summons a meteor that, after a delay, rolls forward and deals damage and inflicts a burn debuff to all enemies it passes through. Its roll distance is based on Wex, while its damage and burn are based on Exort.
 * Due to the delay, Chaos Meteor is best combined with a set-up spell, such as Tornado or the active from Eul's Scepter of Divinity. Unlike sun Strike, Chaos Meteor does not have a global range that allows room for prediction.
 * In order to get the most from a single meteor, it is best to try to keep enemies inside of the meteor itself for as long as possible. Spells that can forcibly displace the enemy such as Deafening Blast synergize well with Chaos Meteor as the target also gets disabled for the duration of the displacement.
 * Chaos Meteor has the longest cooldown out of all of Invoker's spells. Be careful about when you cast it, as you have to wait almost a minute to cast it again.


 * Deafening Blast is Invoker's most general-purpose nuke and disable. It stuns and pushes based on Quas, disarms based on Wex, and deals its nuke damage based on Exort.
 * In general, Deafening Blast is best utilized with levels in Quas and Exort for the stun, push and nuking power. Wex applies the disarm after the stun, which is situationally useful depending on the target, but for general purpose Quas and Exort are more important.
 * Never underestimate the disarm portion of Deafening Blast, however. If cast against an enemy carry in a teamfight, it can render them unable to attack at a critical juncture, all the more so if they have already used their spell immunity beforehand.
 * With seven or more levels in each orb, Deafening Blast sends an omni-directional wave around Invoker, inflicting its wave in all directions. With good positioning, Invoker can disable entire teams with this spell.
 * The displacement due to the push can be extremely powerful in the right situation. Cast in the right direction, Deafening Blast can push enemies over impassable terrain, or in the direction of teammates.
 * With seven or more levels in each orb, Deafening Blast sends out an omni-directional wave that hits all targets around Invoker. With good positioning, it is possible to nuke and disable the entire enemy team with this spell.