Hero
Invoker | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Weaves magic with an array of spell combos. | |
A competent wizard knows perhaps two spells; an exceptional one, three or four. Wielding the elements of Quas, Wex and Exort, the Invoker surpasses them all. He conjures Forge Spirits, Cold Snapping foes in moment intervals with Alacrity. Predicting every movement, the Invoker Sun Strikes any point in the world, then Vanishes away, leaving an impassable Ice Wall to dissuade pursuers. A strong Tornado throws opponents into the air. while an EMP awaits to deplete their mana upon landing. Advancing enemies are repelled with Deafening Blasts, giving Invoker more than enough time to crush them under a Meteor. Whatever magic he chooses, one thing is certain: All shall come to bow before the Arsenal Magus. | |
Roles: | Carry Nuker Disabler Escape Pusher |
Complexity: | ★★★ |
Invoker is available in Ability Draft, but due to his very unique nature, he has been heavily modified to work in that mode. See Invoker in Ability Draft for details.
Contents
Bio[]
▶️ "I am a beacon of knowledge blazing out across a black sea of ignorance."
Lore:
In its earliest, and some would say most potent form, magic was primarily the art of memory. It required no technology, no wands or appurtenances other than the mind of the magician. All the trappings of ritual were merely mnemonic devices, meant to allow the practitioner to recall in rich detail the specific mental formulae that unlocked a spell's power.
The greatest mages in those days were the ones blessed with the greatest memories, and yet so complex were the invocations that all wizards were forced to specialize. The most devoted might hope in a lifetime to have adequate recollection of three spells—four at most. Ordinary wizards were content to know two, and it was not uncommon for a village mage to know only one—with even that requiring him to consult grimoires as an aid against forgetfulness on the rare occasions when he might be called to use it.
But among these early practitioners there was one exception, a genius of vast intellect and prodigious memory who came to be known as the Invoker. In his youth, the precocious wizard mastered not four, not five, not even seven incantations: He could command no fewer than ten spells, and cast them instantly. Many more he learned but found useless, and would practice once then purge from his mind forever, to make room for more practical invocations. One such spell was the Sempiternal Cantrap—a longevity spell of such power that those who cast it in the world's first days are among us still (unless they have been crushed to atoms).
Most of these quasi-immortals live quietly, afraid to admit their secret: But Invoker is not one to keep his gifts hidden. He is ancient, learned beyond all others, and his mind somehow still has space to contain an immense sense of his own worth...as well as the Invocations with which he amuses himself through the long slow twilight of the world's dying days.
The greatest mages in those days were the ones blessed with the greatest memories, and yet so complex were the invocations that all wizards were forced to specialize. The most devoted might hope in a lifetime to have adequate recollection of three spells—four at most. Ordinary wizards were content to know two, and it was not uncommon for a village mage to know only one—with even that requiring him to consult grimoires as an aid against forgetfulness on the rare occasions when he might be called to use it.
But among these early practitioners there was one exception, a genius of vast intellect and prodigious memory who came to be known as the Invoker. In his youth, the precocious wizard mastered not four, not five, not even seven incantations: He could command no fewer than ten spells, and cast them instantly. Many more he learned but found useless, and would practice once then purge from his mind forever, to make room for more practical invocations. One such spell was the Sempiternal Cantrap—a longevity spell of such power that those who cast it in the world's first days are among us still (unless they have been crushed to atoms).
Most of these quasi-immortals live quietly, afraid to admit their secret: But Invoker is not one to keep his gifts hidden. He is ancient, learned beyond all others, and his mind somehow still has space to contain an immense sense of his own worth...as well as the Invocations with which he amuses himself through the long slow twilight of the world's dying days.
Voice:
Abilities[]
Notes:
- Quas interrupts Invoker's channeling abilities upon cast.
- Quas can be leveled 7 times, from level 1/3/5/7/9/11/13 on, respectively.
- Invoker can only have up to 3 instances up at any time. The orbs floating above Invoker are visible to everyone.
- 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.
- Can regenerate up to 60/120/180/240/300/360/420 (
180/360/540/720/900/1080/1260) health per Quas instance in one minute.
- The passive strength bonus effectively grants Invoker 40/80/120/160/200/240/280 health and 0.2/0.4/0.6/0.8/1/1.2/1.4 health regeneration.
Notes:
- Wex interrupts Invoker's channeling abilities upon cast.
- Wex can be leveled 7 times, from level 1/3/5/7/9/11/13 on, respectively.
- Invoker can only have up to 3 instances up at any time. The orbs floating above Invoker are visible to everyone.
- 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.
- The passive agility bonus effectively grants Invoker 0.33/0.67/1/1.33/1.67/2/2.33 armor and 2/4/6/8/10/12/14 attack speed.
- This is how much movement and attack speed Invoker gains from 2 and 3 Wex instances:
- 2 Wex Instance:
- 3 Wex Instance:
Notes:
- Exort interrupts Invoker's channeling abilities upon cast.
- Exort can be leveled 7 times, from level 1/3/5/7/9/11/13 on, respectively.
- Invoker can only have up to 3 instances up at any time. The orbs floating above Invoker are visible to everyone.
- 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.
- The passive intelligence bonus effectively grants Invoker 24/48/72/96/120/144/168 mana, 0.1/0.2/0.3/0.4/0.5/0.6/0.7 mana regeneration, and 2/4/6/8/10/12/14 main attack damage.
- This is how much bonus attack damage Invoker gains from 2 and 3 Exort instances:

The invoke list which appears when clicking on the SPELLS button.
It appears right above the HUD.
Invoke
Ability
No Target
No Target
Affects
Self
Self
Combines the properties of the elements currently being manipulated to create a new spell for Invoker to use. Invoke cooldown is reduced by 0.3 seconds for each orb level.
Click the help button to see the list of possible spells.
Click the help button to see the list of possible spells.
Cast Animation: 0+0
Max Spells: 2
Invoke Cooldown Reduction per Orb Level: 0.3
This ability is not available in Ability Draft.
Invoker is available in Ability Draft. For details, see here.
Invoker is available in Ability Draft. For details, see here.
So begins a new age of knowledge.
Notes:
- This is an innate ability and does not need to be learned.
- A SPELLS button is located right above the ability icon. It opens a list that shows the required combination for every invoked ability.
- Invoke interrupts Invoker's channeling abilities upon cast.
- The arrangement of element instances does not matter.
- When already having two abilities invoked, invoking a new ability replaces the older ability.
- New invoked abilities are always placed in the fourth ability slot.
- The previously invoked ability is moved to the fifth slot in the process, while the previous ability in the fifth slot is lost.
- When invoking an ability that is already invoked, Invoke does not go on cooldown.
- If the re-invoked ability was in the fifth ability slot, it moves into the 4th, swapping position with the other invoked ability.
- When not using custom or Legacy Keys, the hotkey for the ability in the fourth slot and fifth slot is always D and F respectively.
- Each level of Quas, Wex, and Exort reduces the cooldown for Invoke by 0.3 seconds.
- Cooldown of Invoke with each level of orbs: 6.7 / 6.4 / 6.1 / 5.8 / 5.5 / 5.2 / 4.9 / 4.6 / 4.3 / 4 / 3.7 / 3.4 / 3.1 / 2.8 / 2.5 / 2.2 / 1.9 / 1.6 / 1.3 / 1 / 0.7
- With Aghanim's Scepter, the level of all invoked abilities increases 1.
- All invoked abilities have 8 levels by default, but the 8th level can only be reached with Aghanim's Scepter.
- Does not improve the passive bonuses granted by Quas, Wex and Exort.
Invoked Abilities[]
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.
Cast Animation: 0.05+0
Cast Range: 1000
Damage per Proc (Quas): 8/16/24/32/40/48/56 (
/64)

Stun Duration per Proc: 0.4
Trigger Cooldown (Quas): 0.83/0.8/0.77/0.74/0.71/0.68/0.65 (
/0.62)

Debuff Duration (Quas): 3/3.5/4/4.5/5/5.5/6 (
/6.5)

Spell Immunity Notes:
Neither attempts to damage nor stun on proc if debuff was placed before spell immunity and when not dispelled.
Sadron's Protracted Frisson.
Notes:
- Ability invokes when Invoker has 3 Quas instances.
- Cold Snap immediately triggers on the target upon cast, so the next proc can only happen after the trigger cooldown.
- Every time the effect triggers, the target is stunned and damaged.
- On each trigger, Cold Snap first applies the damage, then the stun debuff.
- Only triggers on damage equal to or greater than 10 (after reductions).
- Cold Snap does not trigger on self-inflicted damage, and on damage flagged as HP Removal.
- 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).
- Can deal up to 32/80/144/224/320/432/560/704 damage (before reductions) when triggering as often as possible.
- Ability formulas:
- Damage per proc:
0 + (8 × Quas)
- Trigger cooldown:
0.86 - (0.03 × Quas)
- Debuff duration:
2.5 + (0.5 × Quas)
- Damage per proc:
Notes:
- Ghost Walk does not interrupt Invoker's channeling abilities upon cast.
- The movement speed slow on the enemies is provided by an aura. Its debuff lingers for 2 seconds.
- The slow debuff places some particles on the affected units, allowing them to know that Invoker is nearby.
- Invisibility is lost upon reaching the cast point of abilities or items, or upon launching an attack.
- Invoker can pick up or drop items without breaking the invisibility.
- Ability formulas:
- Enemy movement speed slow:
15% + (5 × Quas)%
- Self movement speed change:
-20% + (5 × Wex)%
- Enemy movement speed slow:
Cast Animation: 0.05+0
Wall Spawn Distance: 200
Wall Length: 1120
Wall Width: 105
Damage per Second (Exort): 6/12/18/24/30/36/42 (
/48)

Move Speed Slow (Quas): 20%/40%/60%/80%/100%/120%/140% (
/160%)

Aura Linger Duration: 2
Wall Duration (Quas): 3/4.5/6/7.5/9/10.5/12 (
/13.5)

Modifiers [?]
modifier_invoker_ice_wall_thinker
Undispellable
modifier_invoker_ice_wall_slow_aura
Undispellable
modifier_invoker_ice_wall_slow_debuff
Death
Killing Wall of Koryx.
Notes:
- The Ice Wall is always created in front of Invoker, perpendicular to the line between Invoker and a point 200 range right in front of him.
- Creates 15 wall segments, with a spacing of 80 between each, resulting in a total length of 1120.
- Each segment affects a 105 radius around itself.
- With the radius from both sides and the wall length, Ice Wall has an effective length of 1330.
- Each segment has a movement speed slowing aura. Its debuff lingers for 2 seconds.
- The damage is independent from the slow, so getting further than 105 radius away from a segment immediately stops the damage, while the slow still lingers.
- Deals damage in 1-second intervals, starting 1 second after cast, resulting in up to 3/4/6/7/9/10/12/13 possible instances.
- Can deal up to 18/48/108/168/270/360/504/624 damage to a single unit (before reductions), when it stays in range for its full duration.
- Ice Wall is not a pathing blocker. Any unit can pass through it.
- Ability formulas:
- Damage per second:
0 + (6 × Exort)
- Movement speed slow:
0 + (20 × Quas)%
- Wall duration:
1.5 + (1.5 × Quas)
- Damage per second:
EMP
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.
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 (
/625)

Damage per Burned Mana: 60%
Self Mana Gain per Burned Mana: 50%
Endoleon's Malevolent Perturbation.
Notes:
- Ability invokes when Invoker has 3 Wex instances.
- EMP first applies the mana burn, and then the damage.
- Restores Invoker's mana when it burns mana from heroes.
- Mana burned on illusions and other units does not restore mana.
- The damage and the mana restored 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.
- Fully affects invisible units, but not invulnerable or hidden units.
- Can deal up to 60/105/150/195/240/285/330/375 damage to each affected unit (before reductions).
- Can restore up to 50/87.5/125/162.5/200/237.5/275/312.5 mana for Invoker from each affected hero.
- The visual effects and the sound during the 2.9 seconds effect delay are visible and audible to everyone.
- Ability formulas:
- Mana burned:
25 + (75 × Wex)
- Damage per burned mana:
(25 + (75 × Wex)) × 0.6
- Self mana gain per burned mana:
(25 + (75 × Wex) × 0.5
- Mana burned:
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.
Notes:
- 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.
- With the travel distance and effect radius, Tornado can hit units up to 1000/1400/1800/2200/2600/3000/3400/3800 range away.
- Tornado first applies the basic dispel, then the cyclone on the affected units, turns them invulnerable and fully disables them for its duration.
- While cycloned, the affected unit is moved upwards and has no collision, other units may pass below the cycloned unit.
- 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).
- The Tornado provides 200 radius flying vision as it travels. This vision does not last.
- The same vision is also provided for 1.75 seconds after reaching its final destination.
- Does not lift Roshan, but damages and interrupts him for a split second.
- Ability formulas:
- Travel distance:
400 + (400 × Wex)
- Bonus damage:
0 + (45 × Wex)
- Cyclone duration:
0.6 + (0.25 × Quas)
- Travel distance:
Alacrity
Ability
Target Unit
Target Unit
Affects
Allies
Allies
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.
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 (
/537.5)

Creates a Cataclysm when Sun Strike is double tapped. Puts it on a 100 second cooldown. Creates 2 visible Sun Strikes within 160-200 range of each enemy hero.
Modifiers [?]
modifier_invoker_sun_strike
Undispellable
modifier_invoker_sun_strike_cataclysm_thinker
Undispellable
modifier_invoker_sun_strike_cataclysm
Undispellable
Harlek's Incantation of Incineration.
Notes:
- Ability invokes when Invoker has 3 Exort instances.
- The damage is spread evenly among all affected units within the targeted area, including creeps. Unaffected units do not soak up any damage.
- Does not affect wards, buildings, invulnerable or hidden units.
- This is how much damage Sun Strike deals when hitting a certain amount of units (before reductions).
- 2 Units: 50/81.25/112.5/143.75/175/206.25/237.5/268.75 damage.
- 3 Units: 33.33/54.17/75/95.83/116.67/137.5/158.33/179.17 damage.
- 4 Units: 25/40.63/56.25/71.88/87.5/103.13/118.75/134.38 damage.
- 5 Units: 20/32.5/45/57.5/70/82.5/95/107.5 damage.
- Provides 300 radius flying vision at the targeted point for 5.5 seconds upon cast.
- The visual effects and the sound during the seconds effect delay are visible and audible to allies only.
- With Aghanim's Scepter, ↓↓ Double-tapping sends 2 Sun Strikes to every hero (including the Tempest Double, but excluding other clones and illusions) on the map.
- Uses the extended cooldown when the ability is self-targeted, and the regular cooldown when area-targeted.
- These Sun Strikes are fully visible and audible to the enemy during their delays.
- The strikes are placed randomly around the target, using the given minimum and maximum distances.
- Ability formulas:
- Damage:
37.5 + (62.5 × Exort)
- Damage:
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Forge Spirit
Ability
No Target
No Target
Invoker forges a spirit embodying the strength of fire and fortitude of ice. Damage 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. Spawns two spirits when Quas and Exort are at least level 4.
Cast Animation: 0.05+0
Spirit Attack Damage (Exort): 22/32/42/52/62/72/82 (
/92)

Spirit Attack Range (Quas): 300/365/430/495/560/625/690 (
/755)

Spirit Max Health (Quas): 300/400/500/600/700/800/900 (
/1000)

Spirit Max Mana (Exort): 100/150/200/250/300/350/400 (
/450)

Spirit Armor (Exort): 0/1/2/3/4/5/6 (
/7)

Spirit Duration (Quas): 20/30/40/50/60/70/80 (
/90)

Culween's Most Cunning Fabrications.
Notes:
- Casting Forge Spirit replaces the spirits from the previous cast, no matter who they are owned by.
- The spirits are always summoned next to Invoker at a random position around him, but always facing east upon spawn.
- Forged Spirit possess the Melting Strike ability.
- Forged Spirits' stats are set upon spawn. They do not have their stats upgraded when Exort or Quas is leveled.
- Ability formulas:
- Spirits attack damage:
12 + (10 × Exort)
- Spirits attack range:
235 + (65 × Quas)
- Spirits max health:
200 + (100 × Quas)
- Spirits max mana:
50 + (50 × Exort)
- Spirits armor:
-1 + (1 × Exort)
- Spirits duration:
10 + (10 × Quas)
- Spirits attack damage:
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.
Cast Animation: 0.05+0
Cast Range: 700
Effect Radius: 275
Travel Distance (Wex): 465/615/780/930/1095/1245/1410 (
/1575)

Effect Delay: 1.3
Effect Interval: 0.5
Main Damage per Interval (Exort): 52/71/90/109/128/147/166 (
/185)
(
72.8/99.4/126/152.6/179.2/205.8/232.4
/259)

(


Burn Damage per Second (Exort): 10/14/18/22/26/30/34 (
/38)
(
14/19.6/25.2/30.8/36.4/42/47.6
/53.2)

(


Burn Duration: 3
Causes two extra Chaos Meteors to land alongside the primary cast at slight angles. Reduces cooldown by 15 seconds.
Spell Immunity Notes:
Attempts to deal damage if debuff was placed before spell immunity and when not dispelled.
Modifiers [?]
modifier_invoker_chaos_meteor_land
Undispellable
modifier_projectile_vision
Undispellable
modifier_invoker_chaos_meteor_burn
Tarak's Descent of Fire.
Notes:
- Chaos Meteor needs 1.3 seconds to land. It lands at the targeted point within the cast range, not at Invoker's position.
- The falling meteor visual effects and the sound during the 1.3 seconds effect delay are visible and audible to everyone.
- Chaos Meteor provides 400 radius flying vision while it is rolling. This vision does not last.
- Also provides the same vision for 3 seconds after reaching its final destination.
- With the cast range, travel distance and effect radius, it can hit units up to 1440/1590/1755/1905/2070/2220/2385/2550 range away. The area between Invoker and the targeted point is unaffected.
- Chaos Meteor rolls at a speed of 300 and always rolls the full distance, so it takes 1.55/2.05/2.6/3.1/3.65/4.15/4.7/5.25 seconds to reach the max distance.
- 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.
- On each interval, the meteor first applies the damage, then the debuff.
- The following Chaos Meteor damage calculations are all before reductions:
- The burn debuff deals damage in 1-second intervals, starting 1 second after the debuff is placed, resulting in 3 instances for each debuff.
- The burn 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.
- One instance of the burn debuff can deal up to 30/42/54/66/78/90/102/114 damage.
- All possible instances of burn damage per unit together can deal up to 120/210/324/462/624/810/1020/1254 damage.
- The whole Chaos Meteor, main and burn damage, can deal up to 328/565/864/1225/1648/2133/2680/3289 damage when a unit is hit by all possible instances.
- With the damage increasing
talent, one instance of the burn debuff can deal up to 42/58.8/75.6/92.4/109.2/126/142.8/159.6 damage.
- All possible instances of burn damage per unit together can deal up to 168/294/453.6/646.8/873.6/1134/1428/1755.6 damage.
- The whole Chaos Meteor, main and burn damage, can deal up to 459.2/791/1209.6/1715/2307.2/2986.2/3752/4604.6 damage when a unit is hit by all possible instances.
- With Aghanim's Shard, 2 extra meteors are launched with a 30° angle to the left and right of Invoker.
- The angle is based on Invoker's position. No matter the cast distance, the meteors always land and travel along offset by 30° from the centered meteor.
- The extra meteors land so that they are at least 200 range away from the centered meteor.
- This means when the targeted point is within 346 range of Invoker, they land further ahead of the centered meteor to keep a minimum distance of 200.
- This means, unlike the centered meteor, the extra meteors cannot land within 400 range of Invoker.
Deafening Blast
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.
Cast Animation: 0.05+0
Cast Range: 1000
Starting Radius: 175
Travel Distance: 1000
End Radius: 225
Damage (Exort): 20/60/100/140/180/220/260 (
/300)

Knockback Distance (Quas): 45.6/88.6/133.5/171.5/205/242.1/274.3 (
/305.14)

Knockback Duration (Quas): 0.2/0.4/0.6/0.8/1/1.2/1.4 (
/1.6)

Disarm Duration (Wex): 1.25/2/2.75/3.5/4.25/5/5.75 (
/6.5)

Spell Immunity Notes:
Knockback persists if debuff was placed before spell immunity.
Disarm can be dispelled by spell immunity only.
Modifiers [?]
modifier_invoker_deafening_blast_knockback
Death
modifier_invoker_deafening_blast_disarm
Death
Buluphont's Aureal Incapacitator.
Notes:
- Deafening Blast travels at a speed of 1100 and always travels the full distance, which takes 0.91 seconds.
- With the travel distance and end radius, Deafening Blast can hit units up to 1225 range away.
- The complete area is shaped like a cone.
- Applies a non-disabling Forced Movement, so affected enemies can still use abilities and items during it and their channeling abilities are not interrupted.
- The knockback and disarm are applied at the same time.
- This is how the knockback works:
- Affected units are moved in 0.03-second intervals.
- They are moved 6/13/20/26/33/40/46/53 times, defined as
(Quas × 20 / 3)
. - The knockback calculation can be split up into two sections - the first intervals and the remaining intervals.
- In the first 17 times, units are moved linearly, by a distance of 6 per interval. intervals, which is 2/4/6/8/11/13/15/
- For the remaining 36, the units are moved exponentially with 0.98 times the speed of the previous interval. of the intervals - 4/9/14/18/22/27/31/
- So the remaining intervals together (on each level) move the units by a distance of 22.82/48.88/72.43/89.63/105.5/123.61/136.84/151.94.
- The remaining intervals can be defined as Quas. at level 1
- Summed up, the total distance on each level is 34.82/72.88/108.43/137.63/171.5/201.61/226.84/253.94.
- As conclusion, the knockback starts at a speed of 200 and decreases exponentially.
- Can knock units over impassable terrain. During the knockback, all trees the units collide with get destroyed.
- Does not knock Roshan back, but damages and disarms him.
- The Radial Deafening Blast
talent releases blasts towards every direction around Invoker, no matter where it 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° angles between them.
- A unit can only be hit by one blast per cast. If an enemy unit stands within the areas of multiple blasts, it is only affected by one.
- Ability formulas:
- Damage:
-20 + (40 × Exort)
- Knockback distance: ?] [
- Knockback duration:
0 + (0.2 × Quas)
- Disarm duration:
0.5 + (0.75 × Wex)
- Damage:
Forged Spirit[]
Ability
Passive
Passive
Affects
Enemy Heroes
Enemy Heroes
Melts away the armor of heroes hit by the spirit's attack. Each successive hit increases the amount of armor melted.
Notes:
- Successive attacks fully refresh the whole stack's duration.
- A number on the debuff's icon shows the current amount of stacks, visible to everyone.
- The armor reduction is applied or increased after the attack damage is applied.
- Reduces the affected target's armor by 16/18/20/22/24/26/28/30 at max stacks.
- Only affects heroes and illusions, and nothing else.
- Ability formulas:
0.7 + (0.1 × Exort)
Talents[]
Hero Talents | ||
---|---|---|
3x Quas/ Wex/ Exort passive effects | 25 | Radial Deafening Blast |
+30 Alacrity Damage/Speed | 20 | -10s Tornado Cooldown |
-8s Cold Snap Cooldown | 15 | +50 Forged Spirit Attack Speed |
+40% Chaos Meteor Damage | 10 | -24s Ghost Walk Cooldown |
Recent Changes[]
Main Article: Invoker/Changelogs
Version
Description
- Increased movement speed from 275 to 285.
- Reduced Wex movement speed bonus per active instance from 1%/2%/3%/4%/5%/6%/7% to 0.8%/1.6%/2.4%/3.2%/4%/4.8%/5.6%.
- Rescaled Ghost Walk movement speed change on self from -30%/-20%/-10%/-0%/10%/20%/30%/40% to -15%/-10%/-5%/0%/5%/10%/15%/20%.
- Reduced Ice Wall mana cost from 175 to 125.
- Increased Alacrity mana cost from 60 to 100.
- Forged Spirit
Talents:
- Level 15 right talent changed: +1 Melting Strike armor reduction ➜ +50 Forged Spirit attack speed.
- Level 20 left talent: +35 Alacrity attack damage/speed reduced to +30.
- Level 25 left talent: 2.5x Quas regen, Wex speed, Exort damage increased to 3x.
Ability Draft:
- Reduced Lua error in Module:Ability_ID at line 61: Could not find Cargo data for "Wex". movement speed bonus per active instance from 1%/2%/3%/4%/5%/6%/7% to 0.8%/1.6%/2.4%/3.2%/4%/4.8%/5.6%.
- Rescaled Lua error in Module:Ability_ID at line 61: Could not find Cargo data for "Ghost Walk (AD)". movement speed change on self from -20%/0%/16%/30% to -15%/-5%/5%/15%.
- Reduced Lua error in Module:Ability_ID at line 61: Could not find Cargo data for "Ice Wall (AD)". mana cost from 175 to 125.
- Increased Lua error in Module:Ability_ID at line 61: Could not find Cargo data for "Alacrity (AD)". mana cost from 60 to 100.
- Increased health regeneration from 0 to 0.25.
- Reduced movement speed from 280 to 275.
- Rescaled Tornado cyclone duration from 0.8/1.1/1.4/1.7/2/2.3/2.6/2.9 to 0.85/1.1/1.35/1.6/1.85/2.1/2.35/2.6.
- Chaos Meteor
- Rescaled contact damage per interval from 57.5/75/92.5/110/127.5/145/162.5/180 to 52/71/90/109/128/147/166/185.
- Rescaled burn damage per second from 11.5/15/18.5/22/25.5/29/32.5/36 to 10/14/18/22/26/30/34/38.
- Deafening Blast
Talents:
- Level 15 right talent changed: +60 Ice Wall damage per second ➜ +1 Melting Strike armor reduction.
- Level 25 left talent changed: +2 Melting Strike armor reduction ➜ 2.5x Quas regen, Wex speed, Exort damage.
Recommended Items[]
Starting items:
- Tango gives health regeneration to help Invoker stay longer in lane.
- Faerie Fire is often bought to increase his starting damage for lasthitting, and to consume in an early fight, potentially avoiding death for a low cost.
Early game:
- Boots of Speed are important to get quickly, as Invoker has one of the lowest base movement speeds in the game. Getting a movement speed advantage over your opponent allows you to position yourself for casting your spells more easily.
- Magic Stick provides Invoker with additional mana and health with its charges, which is important on any frail caster. Using the charges can give Invoker enough health to survive an attempted gank, or allow him to cast one more spell to ensure a kill.
- Null Talisman increase Invoker's attributes, particularly his attack damage so that he can last-hit more easily. Not only that but it also helps reduce the mana required to cast on his abilities, reducing the downtime Invoker requires to fight back.
- Orchid Malevolence is opted for a usual Quas-Exort user who wants to look for early kills and helps him take the edge on taking down enemies who are reliant on abilities that provide spell immunity, invulnerability or even the chance to move.
Mid game:
- Hand of Midas should be picked up if Invoker had a good early game, especially with Quas-Exort build. It increases his experience gain which is incredibly important for Invoker.
- Orchid Malevolence is opted for a usual Quas-Exort user who wants to look for early kills and helps him take the edge on taking down enemies who are reliant on abilities that provide spell immunity, invulnerability or even the chance to move.
- Boots of Travel is a useful item, allowing Invoker to split push and farm with Forge Spirits, and teleport to team fights. It also gives him lots of movement speed.
- Magic Wand gives Invoker stats and larger charge storage when upgraded from Magic Stick. A full charge Wand can allow Invoker to cast any of his spells.
- Aghanim's Scepter improves Invoker's spells across the board and unlocks the deadly teamfight spell Cataclysm, giving him a welcome boost in power.
Late game:
- Blink Dagger is a very strong item to build on Invoker, as he requires good positioning in order to make the most of his spells. Its mobility greatly increases his offensive potential as well as survivability. This item can later be upgraded to Arcane Blink, which highly decreases all of his spells' mana requirements.
- Octarine Core is extremely strong on cast-heavy nukers, and can make Invoker a force to be reckoned with. The item grants a tremendous amount of health and mana, reduces the cooldowns on all of his spells as well as Invoke, making him much harder to bring down in fights.
- Refresher Orb turns Invoker into an unstoppable nuker. Two back to back spell combos will kill just about any hero.
Situational items:
- Phase Boots are the best boots for Quas-Exort Invoker, as the speed boost offsets his low base movement speed. Additionally, the bonus attack damage helps him farm creeps faster.
- Power Treads are the best boots for Quas-Wex Invoker (along with Boots of Travel), as they give him attributes and attack damage, making last hitting easier.
- Urn of Shadows helps Invoker gank as it keeps dealing damage to the targets, proccing Cold Snap to increase damage output and disabling time. Take Spirit Vessel for increased damage and healing counters.
- Scythe of Vyse gives good attributes and plenty of mana and mana regeneration, increasing Invoker's survivability while also giving him the mana he needs to cast his spells. Hex is also one of the strongest hard-disables in the game that can completely turn teamfights around.
- Drum of Endurance further increases Invoker's attack and movement speed, and provides him with extra attributes and mana regeneration.
- Force Staff is a very useful item. Its active ability can be used to escape, to chase enemies or to save teammates from sure death, as well as re-position yourself for your spells. As well, it provides Invoker with more intelligence and health regen, allowing him to cast spells more easily.
- Bloodthorn, upgraded from Orchid Malevolence, is considered if Invoker requires more hitting power rather than opting for more control, although it is plausible to take both. The active allows Invoker to constantly deal critical damage, combined with Alacrity would make him a formidable force against clueless foes.
- Eul's Scepter of Divinity is a great utility item, as it gives Invoker many powerful benefits for a cost-effective price. It increases his intelligence and gives him powerful scaling mana regen, allowing him to cast spells more frequently, and the increased base movement speed offsets his low mobility, making positioning for spells much easier. The Cyclone is also a very powerful disable and is often used to set up difficult-to-land spells such as Sun Strike, Chaos Meteor, EMP, and so on.
- Spirit Vessel, upgraded from Urn of Shadows and serving similar purpose, gives bonus health and movement speed. Furthermore, the active counters enemy healing so Invoker can gank better.
- Black King Bar is a good item to build on Invoker if you're constantly being focused or disabled by the enemy. The spell immunity allows you to stand on the front lines to cast your spells without being interrupted.
Gameplay[]
Audio[]
History[]
Equipment[]
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Trivia[]
- In the earliest version of Invoker, the order of instances mattered when Invoke was cast. Invoker, therefore, had access to 27 spells, including most of the 10 still in the game (though with some differences).[1] For more information, see here.
- Invoker is (or used to be) a Magus like Rubick, who calls him the ▶️ ▶️ ▶️ Arsenal Magus.
- Invoker's Deafening Blast cast response ▶️ "Sonic boom!" is a reference to the signature move of Guile from the Street Fighter fighting game series.
- Invoker (Along with some players and casters) sometimes jokingly refers to his Chaos Meteor as a meatball (▶️ "Behold the meatball!"), due to their highly similar appearance.
- One of Invoker's lines when he casts Chaos Meteor is ▶️ "Gallaron's Abyssal Carnesphere!" Carne is Portuguese, Spanish, Romanian, and Italian for meat, and a sphere is the geometric shape of a ball. So, "carnesphere" is another way of saying "meatball".
- Invoker's preferred style of spellcasting, involving the invocation of mnemonics, is inspired by the magic in Jack Vance's Dying Earth series. Further references to Vancian magic are in the alternate names for his spells, which involve verbose invocations such as "Sadron's Protracted Frisson" and "Killing Wall of Koryx.".
- Invoker's line for purchasing a Blink Dagger ▶️ "Dagger of the mind." references the "Dagger" monologue from Shakespeare's play, Macbeth.
- Invoker's respawn line ▶️ "Knowing me... knowing you." references the song by the band Abba, of the same name.[2]
- Invoker's voice actor, Dennis Bateman, also voices the Spy from Team Fortress 2. Invoker's killing response ▶️ "You die as you lived: insipid and ignorant." is a reference to this, as the Spy also has 2 similar killing responses: "You died as you lived: running away!" and "You died as you lived: morbidly obese!".
- As referenced in the details of his name, Invoker was known as Kael, or Kael'thas Sunstrider, in DotA. Kael'thas is best known as the Lord of the Blood Elves in the Warcraft universe.[3] The Invoker of DotA also makes use of his Warcraft 3 model and voice.
- Skywrath Mage's responses when meeting Invoker may also be related to this, as Dragonus was also a blood elf in DotA.
- The first letter of Quas, Wex and Exort refers to the key of a QWERTY keyboard they are by default bound to (Q, W, and E). In lore, they are most likely mnemonics used to invoke spells.
Name[]
- In DotA, Invoker's name is Kael,[4] based on the WarCraft Blood Elf Mage character, Kael'thas Sunstrider. His fun name is Kal-El, a pun conflating the name Kael with the birth name of Superman.
- In April 2011, a fake DotA 6.72 Chinese changelog[5] referred to Invoker as "卡尔" ("Kael", transliterated as "Kǎ'ěr"). A PlayDota forum member translated the changelog[6] with Google Translate, in an attempt to get a quick, rough translation. Google Translate mistakenly translated "卡尔" as "Carl". PlayDota forum members were at first confused, then entertained by the mistake. IceFrog, the lead developer of DotA and Dota 2, joked "Carl had it coming".[7]
- In December 2011, drafts of Invoker's Dota 2 lore referred to him as "Garral" twice, presumably a nod to "Carl". This name was excised upon Invoker's release in January 2012; the lore currently refers to him only as "the Invoker".
- Invoker's voice lines include the name Carl three times. Invoker has a small chance to speak one of these lines when his model is selected:
- Undying uses the name Carl once, when meeting an allied Invoker on the battlefield, and even then only 5% of the time:
- ▶️ "Carl, is that you?"
- Mirana uses the name Carl once, when killing an enemy Invoker, and even then only 5% of the time:
- ▶️ "Carl, meet Sagan." A pun on Carl Sagan. (Mirana's feline mount is named Sagan.)
- In summary, Invoker's real name was meant to be possibly Carl, hence the audio files that Mirana, Undying, and Invoker himself mentioned beforehand. The release of Young Invoker persona has confirmed this, in the item's description, that the real name of Invoker is indeed Carl.
Gallery[]
An early version of Invoker from Legacy DotA, where he had access to 27 spells.
Envisioning Invoker Loading Screen concept art