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Invoker
Invoker icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
18 + 2.4
14 + 1.9
15 + 4.6
Level 0 1 15 25 30
Health 200 560 1220 1940 2220
+0.25 +2.05 +5.41 +9.01 +10.41
Mana 75 255 1023 1719 2019
+0 +0.75 +3.97 +6.87 +8.12
Armor 0 2.33 6.77 11.93 13.85
Damage Block -
Magic Resistance 25%
Status Resistance 0%
Damage 29‒35 44‒50 108‒114 166‒172 191‒197
Attack Rate 0.59/s 0.67/s 0.83/s 1.01/s 1.08/s
Attack Range Ranged 600 (800)
Attack Speed ▶️ 100 (1.7s BAT)
Attack Animation 0.4+0.7
Projectile Speed 900
Movement Speed ▶️ 285
Turn Rate Takes 0.175s to turn 180°. 0.6
Collision Size 24
Vision Range (G) 1800 • 800
Legs 2
Gib Type Default
Ability Upgrades
Upgradable by Aghanim's Scepter.

Upgradable by Aghanim's Shard.
Invoke
Sun Strike
Chaos Meteor
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.
Quas
Wex
Exort
Placeholder Slot
Placeholder Slot
Invoke
Invoke
Roles: Carry Carry Nuker Nuker Disabler Disabler Escape Escape Pusher Pusher
Complexity: ★★★


Invoker is available in Ability Draft Notes 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.

Bio[]

Invoker minimap icon.pngCarl, the Invoker
▶️ "I am a beacon of knowledge blazing out across a black sea of ignorance."
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.

Abilities[]

Quas
Does not proc any on-cast effects when cast. Can be used by illusions. QQ
Quas icon.png
Ability
No Target
Affects
Self
Allows manipulation of ice elements. Passively grants +2 Strength per level. Each Quas instance provides increased health regeneration.
Cast Animation: 0+0
Instances of Quas per Cast: 1
Health Regen Bonus per Quas Instance: 1/2/3/4/5/6/7
Passive Strength Bonus: 2/4/6/8/10/12/14
Talent Self Bonus Factor per Instance: (Talent 3)
Cooldown: 0
Mana: 0
Can be used by illusions.
Illusion Notes:
Has the same active reagents and benefits from the health regeneration bonus.
Buff/Debuff
Modifiers [?]
modifier_invoker_quas_instance
Undispellable
Ability Draft Notes
Ability Draft Notes:
This ability is not available in Ability Draft.

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 (Talent 180/360/540/720/900/1080/1260) health per Quas instance in one minute.
  • The passive Strength attribute symbol.png 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.
  • This is how much health regeneration Invoker gains from 2 and 3 Quas instances:
    • 2 Quas Instance: 2/4/6/8/10/12/14 (Talent 6/12/18/24/30/36/42) health regeneration.
    • 3 Quas Instance: 3/6/9/12/15/18/21 (Talent 9/18/27/36/45/54/63) health regeneration.


Wex
Does not proc any on-cast effects when cast. Can be used by illusions. WW
Wex icon.png
Ability
No Target
Affects
Self
Allows manipulation of storm elements. Passively grants +2 Agility per level. 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: 1/2/3/4/5/6/7
Move Speed Bonus per Wex Instance: 0.8%/1.6%/2.4%/3.2%/4%/4.8%/5.6%
Passive Agility Bonus: 2/4/6/8/10/12/14
Talent Self Bonus Factor per Instance: (Talent 3)
Cooldown: 0
Mana: 0
Can be used by illusions.
Illusion Notes:
Has the same active reagents and benefits from the movement and attack speed bonus.
Buff/Debuff
Modifiers [?]
modifier_invoker_wex_instance
Undispellable
Ability Draft Notes
Ability Draft Notes:
This ability is not available in Ability Draft.

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 attribute symbol.png 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:
      • 1.6%/3.2%/4.8%/6.4%/8%/9.6%/11.2% (Talent 4.8%/9.6%/14.4%/19.2%/24%/28.8%/33.6%) movement speed
      • 2/4/6/8/10/12/14 (Talent 6/12/18/24/30/36/42) attack speed
    • 3 Wex Instance:
      • 2.4%/4.8%/7.2%/9.6%/12%/14.4%/16.8% (Talent 7.2%/14.4%/21.6%/28.8%/36%/43.2%/50.4%) movement speed
      • 3/6/9/12/15/18/21 (Talent 9/18/27/36/45/54/63) attack speed


Exort
Does not proc any on-cast effects when cast. Can be used by illusions. EE
Exort icon.png
Ability
No Target
Affects
Self
Allows manipulation of fire elements. Passively grants +2 Intelligecne per level. Each Exort instance provides increased attack damage.
Cast Animation: 0+0
Instances of Exort per Cast: 1
Attack Damage Bonus per Exort Instance: 2/4/6/8/10/12/14
Passive Intelligence Bonus: 2/4/6/8/10/12/14
Talent Self Bonus Factor per Instance: (Talent 3)
Cooldown: 0
Mana: 0
Can be used by illusions.
Illusion Notes:
Has the same active reagents for camouflaging purposes.
Does not benefit from the flat attack damage bonus.
Buff/Debuff
Modifiers [?]
modifier_invoker_exort_instance
Undispellable
Ability Draft Notes
Ability Draft Notes:
This ability is not available in Ability Draft.

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.
  • This is how much bonus attack damage Invoker gains from 2 and 3 Exort instances:
    • 2 Exort Instance: 4/8/12/16/20/24/28 (Talent 12/24/36/48/60/72/84) bonus attack damage.
    • 3 Exort Instance: 6/12/18/24/30/36/42 (Talent 18/36/54/72/90/108/126) bonus attack damage.


The invoke list which appears when clicking on the SPELLS button.
It appears right above the HUD.

Invoke
Invoke icon.png
Ability
No Target
Affects
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.
Cast Animation: 0+0
Max Spells: 2
Invoke Cooldown Reduction per Orb Level: 0.3
Cooldown: 7
Upgradable by Aghanim's Scepter.
Aghanim's Scepter Upgrade:
Additionally Increases the level of Quas, Wex and Exort by 1.
Ability Draft Notes
Ability Draft Notes:
This ability is not available in Ability Draft.
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 icon.png 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[]


Cold Snap
Cold Snap icon.png
Affects
Enemies
Damage
Magical
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 (With Aghanim's Scepter /64)
Stun Duration per Proc: 0.4
Trigger Cooldown (Quas): 0.83/0.8/0.77/0.74/0.71/0.68/0.65 (With Aghanim's Scepter /0.62)
Debuff Duration (Quas): 3/3.5/4/4.5/5/5.5/6 (With Aghanim's Scepter /6.5)
Cooldown: 20 (Talent 12)
Mana: 100
Does not pierce spell immunity.
Neither attempts to damage nor stun on proc if debuff was placed before spell immunity and when not dispelled.
Buff/Debuff
Modifiers [?]
modifier_invoker_cold_snap
modifier_invoker_cold_snap_freeze
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.
  • 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)


Ghost Walk
Ghost Walk icon.png
Ability
No Target
Affects
Self / Enemies
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% (With Aghanim's Scepter /55%)
Self Move Speed Change (Wex): -15%/-10%/-5%/0%/5%/10%/15% (With Aghanim's Scepter /20%)
Aura Linger Duration: 2
Duration: 100
Cooldown: 45 (Talent 21)
Mana: 200
Does not pierce spell immunity.
Does nothing to spell immune units despite the debuff lingering.
Buff/Debuff
Modifiers [?]
modifier_invoker_ghost_walk_self
Death
modifier_invoker_ghost_walk_enemy
Death
Myrault's Hinder-Gast.

Notes:

  • Ability invokes when Invoker has 2 Quas and 1 Wex instances.
  • 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)%


Ice Wall
Ice Wall icon.png
Ability
No Target
Affects
Enemies
Damage
Magical
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.
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 (With Aghanim's Scepter /48)
Move Speed Slow (Quas): 20%/40%/60%/80%/100%/120%/140% (With Aghanim's Scepter /160%)
Aura Linger Duration: 2
Wall Duration (Quas): 3/4.5/6/7.5/9/10.5/12 (With Aghanim's Scepter /13.5)
Cooldown: 25
Mana: 125
Does not pierce spell immunity.
Debuff is immediately removed when affected units turn spell immune.
Buff/Debuff
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:

  • Ability invokes when Invoker has 2 Quas and 1 Exort instances.
  • 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)


EMP
EMP icon.png
Affects
Enemies
Damage
Magical
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 (With Aghanim's Scepter /625)
Damage per Burned Mana: 60%
Self Mana Gain per Burned Mana: 50%
Cooldown: 30
Mana: 125
Buff/Debuff
Modifiers [?]
modifier_invoker_emp
Undispellable
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.
  • 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


Tornado icon.png
Affects
Enemies
Damage
Magical
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.
Cast Animation: 0.05+0
Cast Range: 2000
Effect Radius: 200
Travel Distance (Wex): 800/1200/1600/2000/2400/2800/3200 (With Aghanim's Scepter /3600)
Base Damage: 70
Bonus Damage (Wex): 45/90/135/180/225/270/315 (With Aghanim's Scepter /360)
Cyclone Duration (Quas): 0.85/1.1/1.35/1.6/1.85/2.1/2.35 (With Aghanim's Scepter /2.6)
Cooldown: 30 (Talent 20)
Mana: 150
Buff/Debuff
Modifiers [?]
modifier_projectile_vision
Undispellable
modifier_invoker_tornado
Claws of Tornarus.

Notes:

  • Ability invokes when Invoker has 2 Wex and 1 Quas instances.
  • 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.
  • 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 icon.png 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)


Alacrity
Alacrity icon.png
Affects
Allies
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): 10/22/34/46/58/70/82 (With Aghanim's Scepter /94)
(Talent 40/52/64/76/88/100/112 With Aghanim's Scepter /124)
Attack Damage Bonus (Exort): 10/22/34/46/58/70/82 (With Aghanim's Scepter /94)
(Talent 40/52/64/76/88/100/112 With Aghanim's Scepter /124)
Duration: 9
Cooldown: 17
Mana: 100
Buff/Debuff
Modifiers [?]
modifier_invoker_alacrity
Gaster's Mandate of Impetuous Strife.

Notes:

  • Ability invokes when Invoker has 2 Wex and 1 Exort instances.
  • Ability formulas:
    • Attack speed bonus: -2 + (12 × Wex) + Talent 30
    • Attack damage bonus: -2 + (12 × Exort) + Talent 30


Sun Strike
Sun Strike icon.png
Ability
Target Area N/A
Affects
Enemies
Damage
Pure
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 (With Aghanim's Scepter /537.5)
With Aghanim's Scepter Cataclysm Min Distance: 160
With Aghanim's Scepter Cataclysm Max Distance: 200
With Aghanim's Scepter Cataclysm Sun Strikes per Target: 2
Cooldown: 25 (With Aghanim's Scepter 100)
Mana: 175
Upgradable by Aghanim's Scepter.
Aghanim's Scepter Upgrade:
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.
Buff/Debuff
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.
  • 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 icon.png Aghanim's Scepter, ↓↓ Double-tapping sends 2 Sun Strikes to every hero (including the Arc Warden Tempest Double minimap icon.png 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)


Forged Spirit
Invoker Forged Spirit model.png
Summoned Creep
300/400/500/600/700/800/900
+0.25
Upgradable by Aghanim's Scepter.
/1000HP
100/150/200/250/300/350/400
+4
Upgradable by Aghanim's Scepter.
/450MP
Level 3
Duration Ability Duration 20/30/40/50/60/70/80 (Upgradable by Aghanim's Scepter. /90)
Armor Armor 0/1/2/3/4/5/6 (Upgradable by Aghanim's Scepter. /7)
Magic Resistance 0%
Status Resistance 0%
Attack Damage ▶️ Default
22/32/42/52/62/72/82 (Upgradable by Aghanim's Scepter. /92)
Attack Range Ranged 300/365/430/495/560/625/690 (Upgradable by Aghanim's Scepter. /755)
Acquisition Range 900
Attack Speed 0.74 attack(s) per second.
?
100 • 1.35s BAT
(Talent 150)
Attack Animation 0.2+0.4
Projectile Speed 1000
Movement Speed 320 (100)
Turn Rate Takes 0.209s to turn 180°. 0.5
Collision Size 16
Vision Range (G) 1200800
Bounty Gold 3246
Experience 31
Model Scale 1
Abilities Melting Strike

Forge Spirit
Forge Spirit icon.png
Ability
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
Number of Forged Spirits (Quas and Exort): 1/1/1/2/2/2/2 (With Aghanim's Scepter /2)
Spirit Attack Damage (Exort): 22/32/42/52/62/72/82 (With Aghanim's Scepter /92)
Spirit Attack Range (Quas): 300/365/430/495/560/625/690 (With Aghanim's Scepter /755)
Spirit Max Health (Quas): 300/400/500/600/700/800/900 (With Aghanim's Scepter /1000)
Spirit Max Mana (Exort): 100/150/200/250/300/350/400 (With Aghanim's Scepter /450)
Spirit Armor (Exort): 0/1/2/3/4/5/6 (With Aghanim's Scepter /7)
Spirit Duration (Quas): 20/30/40/50/60/70/80 (With Aghanim's Scepter /90)
Cooldown: 30
Mana: 75
Buff/Debuff
Modifiers [?]
modifier_forged_spirit_stats
Death
modifier_kill
Death
Culween's Most Cunning Fabrications.

Notes:

  • Ability invokes when Invoker has 2 Exort and 1 Quas instances.
  • 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 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)


Chaos Meteor
Chaos Meteor icon.png
Affects
Enemies
Damage
Magical
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 (With Aghanim's Scepter /1575)
Number of Meteors: 1 (With Aghanim's Shard 3)
Effect Delay: 1.3
Effect Interval: 0.5
Main Damage per Interval (Exort): 52/71/90/109/128/147/166 (With Aghanim's Scepter /185)
(Talent 72.8/99.4/126/152.6/179.2/205.8/232.4 With Aghanim's Scepter /259)
Burn Damage per Second (Exort): 10/14/18/22/26/30/34 (With Aghanim's Scepter /38)
(Talent 14/19.6/25.2/30.8/36.4/42/47.6 With Aghanim's Scepter /53.2)
Burn Duration: 3
With Aghanim's Shard Chaos Meteor Spread Distance: 200
With Aghanim's Shard Chaos Meteor Angle: 30°
Cooldown: 55 (With Aghanim's Shard 40)
Mana: 200
Upgradable by Aghanim's Shard.
Aghanim's Shard Upgrade:
Causes two extra Chaos Meteors to land alongside the primary cast at slight angles. Reduces cooldown by 15 seconds.
Does not pierce spell immunity.
Attempts to deal damage if debuff was placed before spell immunity and when not dispelled.
Buff/Debuff
Modifiers [?]
modifier_invoker_chaos_meteor_land
Undispellable
modifier_projectile_vision
Undispellable
modifier_invoker_chaos_meteor_burn
Tarak's Descent of Fire.

Notes:

  • Ability invokes when Invoker has 2 Exort and 1 Wex instances.
  • 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 main damage can hit a unit up to 4/5/6/7/8/9/10/11 times and thus can deal up to 208/355/540/763/1024/1323/1660/2035 (Talent 291.2/497/756/1068.2/1433.6/1852.2/2324/2849) damage.
  • 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 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 icon.png 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.
  • Ability formulas:
    • Travel distance: No formula
    • Main damage per interval: 33 + (19 × Exort) × Talent 1.4
    • Burn damage per second: 6 + (4 × Exort) × Talent 1.4


Deafening Blast
Deafening Blast icon.png
Affects
Enemies
Damage
Magical
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
Number of Blasts: 1 (Talent 12)
Damage (Exort): 20/60/100/140/180/220/260 (With Aghanim's Scepter /300)
Knockback Distance (Quas): 45.6/88.6/133.5/171.5/205/242.1/274.3 (With Aghanim's Scepter /305.14)
Knockback Duration (Quas): 0.2/0.4/0.6/0.8/1/1.2/1.4 (With Aghanim's Scepter /1.6)
Disarm Duration (Wex): 1.25/2/2.75/3.5/4.25/5/5.75 (With Aghanim's Scepter /6.5)
Talent Deafening Blast Angle: (Talent 30°)
Cooldown: 40
Mana: 300
Does not pierce spell immunity.
Knockback persists if debuff was placed before spell immunity.
Disarm can be dispelled by spell immunity only.
Buff/Debuff
Modifiers [?]
modifier_invoker_deafening_blast_knockback
Death
modifier_invoker_deafening_blast_disarm
Death
Buluphont's Aureal Incapacitator.

Notes:

  • Ability invokes when Invoker has 1 Quas, 1 Wex and 1 Exort instances.
  • 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 intervals, which is 2/4/6/8/11/13/15/17 times, units are moved linearly, by a distance of 6 per interval.
    • For the remaining of the intervals - 4/9/14/18/22/27/31/36, the units are moved exponentially with 0.98 times the speed of the previous interval.
    • 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 at level 1 Quas.
    • 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 icon.png Roshan back, but damages and disarms him.
  • The Radial Deafening Blast Talent 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)


Forged Spirit[]

Melting Strike
Not disabled by Break. Does not pierce spell immunity.
Melting Strike (Forged Spirit) icon.png
Ability
Passive
Melts away the armor of heroes hit by the spirit's attack. Each successive hit increases the amount of armor melted.
Armor Reduction per Attack (Exort): 0.8/0.9/1/1.1/1.2/1.3/1.4 (With Aghanim's Scepter /1.5)
Max Stacks: 20
Duration: 5
Does not pierce spell immunity.
Debuff persists if it was placed before spell immunity.
Buff/Debuff
Modifiers [?]
modifier_melting_strike
Undispellable
modifier_forged_spirit_melting_strike_debuff
Death
Leveling up this ability levels another ability at the same time.
Both Melting Strike and Forge Spirit are linked abilities.

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 effects25Radial Deafening Blast
+30 Alacrity Damage/Speed20-10s Tornado Cooldown
-8s Cold Snap Cooldown15+50 Invoker Forged Spirit icon.png Forged Spirit Attack Speed
+40% Chaos Meteor Damage10-24s 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%.
    • Ability formula: -40% + (10 * Wex)%-20% + (5 * Wex)%
  • Reduced Ice Wall mana cost from 175 to 125.
  • Increased Alacrity mana cost from 60 to 100.
  • Invoker Forged Spirit icon.png Forged Spirit
    • Melting Strike
      • Armor reduction per stack is now 0.8/0.9/1/1.1/1.2/1.3/1.4/1.5, based on Exort, instead of a static 1.
        • Ability formula 0.7 + (0.1 *Exort)
      • No longer has an armor reduction cap of 20.
      • Now has a max stack count of 20. [?]
  • Talent Talents:
Level 15 right talent changed: +1 Melting Strike armor reduction ➜ +50 Invoker Forged Spirit icon.png 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 Notes 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.
    • Ability formula: 0.5 + (0.3 * Quas)0.6 + (0.25 * Quas)
  • 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.
      • Ability formula: 40 + (17.5 * Exort)33 + (19 * Exort)
    • 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.
      • Ability formula: 8 + (3.5 * Exort)6 + (4 * Exort)
  • Deafening Blast
    • Reduced damage from 40/80/120/160/200/240/280/320 to 20/60/100/140/180/220/260/300.
      • Ability formula: 0 + (40 * Exort)-20 + (40 * Exort)
    • Reduced knockback duration from 0.25/0.5/0.75/1/1.25/1.5/1.75/2 to 0.2/0.4/0.6/0.8/1/1.2/1.4/1.6.
      • Ability formula: 0 + (0.25 * Quas)0 + (0.2 * Quas)
  • Talent 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.
  • Increased Cold Snap trigger cooldown from 0.77/0.74/0.71/0.69/0.66/0.63/0.60/0.57 to 0.83/0.80/0.77/0.74/0.71/0.68/0.65/0.62.
    • Ability formula: 0.8 - (0.02875 * Quas)0.83 - (0.03 * Quas)
  • Alacrity
    • Reduced attack speed bonus from 10/25/40/55/70/85/100/115 to 10/22/34/46/58/70/82/94.
      • Ability formula: -5 + (15 * Wex)-2 + (12 * Wex)
    • Reduced attack damage bonus from 10/25/40/55/70/85/100/115 to 10/22/34/46/58/70/82/94.
      • Ability formula: -5 + (15 * Exort)-2 + (12 * Exort)

Recommended Items[]

Starting items:

  • Tango icon.png Tango gives health regeneration to help Invoker stay longer in lane.
  • Faerie Fire icon.png 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 icon.png 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 icon.png 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 icon.png 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 icon.png 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 icon.png 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 icon.png 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 1 icon.png 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 icon.png Magic Wand gives Invoker stats and larger charge storage when upgraded from Magic Stick icon.png Magic Stick. A full charge Wand can allow Invoker to cast any of his spells.
  • Aghanim's Scepter icon.png 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 icon.png 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 icon.png Arcane Blink, which highly decreases all of his spells' mana requirements.
  • Octarine Core icon.png 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 icon.png Refresher Orb turns Invoker into an unstoppable nuker. Two back to back spell combos will kill just about any hero.


Situational items:

  • Phase Boots icon.png 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 icon.png 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 icon.png 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 icon.png Spirit Vessel for increased damage and healing counters.
  • Scythe of Vyse icon.png 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 icon.png Drum of Endurance further increases Invoker's attack and movement speed, and provides him with extra attributes and mana regeneration.
  • Force Staff icon.png 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 icon.png Bloodthorn, upgraded from Orchid Malevolence icon.png 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 icon.png 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 icon.png Spirit Vessel, upgraded from Urn of Shadows icon.png 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 icon.png 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[]

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 minimap icon.png 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 icon.png 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 minimap icon.png 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:
    • ▶️ "Carl!"
    • ▶️ "Throughout the eons I have been known by many names…but my true name of power…is Carl."
    • ▶️ "Behold before you, the illustrious, the imperious, ingenious arch-mage… CARL."
  • Undying uses the name Carl once, when meeting an allied Invoker on the battlefield, and even then only 5% of the time:
  • Mirana uses the name Carl once, when killing an enemy Invoker, and even then only 5% of the time:
  • 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.

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