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. Forging Spirits of ice and fire to melt away the armor of enemies with great Alacrity while Snapping their heat-deprived cold bodies. Conjuring an Ice Wall to stop foes in their paths before vanishing into thin air, chilling nearby enemies like a Ghost Wandering through their ranks. Lifting enemies off the ground with a Tornado that reaches through half the battlefield, while charging up an Extractive Mana Pulse for the whirling foes to land into. Pulling down a gigantic Meteor from space to crush enemies along a path while at the same time unleashing a Deafening Blast to push them along meteor's path. And last but not least, predicting enemy movement and using the Sun to Strike enemies from anywhere on the map. Whatever magic he chooses, one thing is certain: All shall come to bow before the Arsenal Magus. | |
Roles: | Carry Nuker Disabler Escape Pusher |
Complexity: | |
Adjectives: | Cape, Fiery, Icy, Parent, Nose Legs ( 2 )
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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.
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.
Alias:
Kid
Voice:
Innate Abilities[]
Passive Component
Strength Bonus: 1/2/3/4/5/6/7
Instances per Cast: 1
Spell Lifesteal Bonus per Instance: 2%/3%/4%/5%/6%/7%/8%
Creep Spell Lifesteal Multiplier: 0.2
- Interrupts Invoker's channeling abilities upon cast.
- Quas can be leveled up 7 times and follow the upgrading restrictions of regular ability level per hero level for ability.
- This restriction is removed when the hero is at LEVEL 14.
- This restriction is removed when the hero is at
- Invoker can only have up to 3 active instances 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 spell lifesteal bonus value is stored at the moment of the Invoked ability cast and is not changed by swapping the regents after.
- Stacks additively with other spell lifesteal sources.
- Does not affect item abilities.
- Grants the following bonuses:
- 2%/3%/4%/5%/6%/7%/8% ( 4%/6%/8%/10%/12%/14%/16%) spell lifesteal bonus bonus per instance.
- 0.7/1.4/2.1/2.8/3.5/4.2/4.9 main attack damage bonus passively.
- 22/44/66/88/110/132/154 health bonus passively.
- 0.09/0.18/0.27/0.36/0.45/0.54/0.63 health regeneration bonus passively.
Passive Component
Agility Bonus: 1/2/3/4/5/6/7
Instances per Cast: 1
Cooldown Reduction Bonus per Instance: 1%/2%/3%/4%/5%/6%/7%
Move Speed Bonus per Instance: 0.6%/1.2%/1.8%/2.4%/3%/3.6%/4.2%
Illusion Notes:
Illusions copy the current reagents and benefit from the movement and attack speed bonus.
- Interrupts Invoker's channeling abilities upon cast.
- Wex can be leveled up 7 times and follow the upgrading restrictions of regular ability level per hero level for ability.
- This restriction is removed when the hero is at LEVEL 14.
- This restriction is removed when the hero is at
- Invoker can only have up to 3 active instances 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 cooldown reduction bonus value is stored at the moment of the Invoked ability cast and is not changed by swapping the regents after.
- Stacks multiplicatively with other cooldown reduction sources.
- Does not affect item abilities.
- Grants the following bonuses:
- 1%/2%/3%/4%/5%/6%/7% ( 2%/4%/6%/8%/10%/12%/14%) cooldown reduction bonus per instance.
- 0.6%/1.2%/1.8%/2.4%/3%/3.6%/4.2% ( 1.2%/2.4%/3.6%/4.8%/6%/7.2%/8.4%) movement speed bonus per instance.
- 0.7/1.4/2.1/2.8/3.5/4.2/4.9 main attack damage bonus passively.
- 0.17/0.33/0.5/0.67/0.83/1/1.17 main armor bonus passively.
- 1/2/3/4/5/6/7 attack speed bonus passively.
Passive Component
Intelligence Bonus: 1/2/3/4/5/6/7
Instances per Cast: 1
Spell Amp Bonus per Instance: 1%/2%/3%/4%/5%/6%/7%
Illusion Notes:
Illusions copy the current reagents, but do not benefit from the flat attack damage bonus.
- Interrupts Invoker's channeling abilities upon cast.
- Exort can be leveled up 7 times and follow the upgrading restrictions of regular ability level per hero level for ability.
- This restriction is removed when the hero is at LEVEL 14.
- This restriction is removed when the hero is at
- Invoker can only have up to 3 active instances 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 outgoing spell damage amplification bonus value is stored at the moment of the Invoked ability cast and is not changed by swapping the regents after.
- Does not affect item abilities.
- Grants the following bonuses:
- 1%/2%/3%/4%/5%/6%/7% ( 2%/4%/6%/8%/10%/12%/14%) spell damage amplification bonus per instance.
- 0.7/1.4/2.1/2.8/3.5/4.2/4.9 main attack damage bonus passively.
- 12/24/36/48/60/72/84 mana bonus passively.
- 0.05/0.1/0.15/0.2/0.25/0.3/0.35 mana regeneration bonus passively.
- 0.1/0.2/0.3/0.4/0.5/0.6/0.7% base magic resistance bonus passively.
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.
Max Invoked Abilities: 2
Invoke Cooldown Reduction per Regeant 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.
- 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.
- Interrupts Invoker's channeling abilities upon cast.
- The arrangement of element instances does not matter.
- When already invoked two abilities, invoking a new ability replaces the older one.
- 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 fourth, swapping position with the other invoked ability.
- The cooldown of previously invoked abilities is saved and is affected by all cooldown reduction sources.
- 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.
- The level of all invoked abilities now increases by 1.
- All invoked abilities have 8 levels by default, but the 8th level can only be unlocked with Aghanim's Scepter.
- Does not improve the passive bonuses granted by Quas, Wex, and Exort.
- / This ability is not acquirable. However, the acquired Invoked abilities' values are based on Invoker's current level of Quas / Wex / Exort, not upon ability cast.
Invoke Cooldown per total of Orbs (Quas / Wex / Exort) Level | |||||||||||||||||||||
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Orbs Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
Cooldown | 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 |
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 and healing Invoker. The enemy can only be frozen so often, but the freeze cooldown decreases based on the level of Quas.
Damage per Proc (Quas): 8/16/24/32/40/48/56/64
Self Heal per Proc (Quas): 13/26/39/52/65/78/91/104
Stun Duration per Proc: 0.4
Min Trigger Damage Threshold: 10
Trigger Cooldown (Quas): 0.8/0.77/0.74/0.71/0.68/0.65/0.62/0.59
Debuff Duration (Quas): 3/3.4/3.8/4.2/4.6/5/5.4/5.8
Increases the level of all Invoked abilities by 1 and unlocks the 8th ability level.
Sadron's Protracted Frisson.
- Ability invokes with 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.
- 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.
- On each trigger, Cold Snap first applies the damage, then the stun debuff.
- With its current trigger cooldown and debuff duration, it can trigger up to 4/5/6/6/7/8/9/10 times, including the initial trigger upon cast.
- Can deal up to 32/80/144/192/280/384/504/640 damage (before reductions) when triggering as often as possible.
- Always heals for the full amount per instance, regardless of how much damage the target actually takes.
- Does not continue to heal Invoker at full health.
- The heal value can be affected by lifesteal manipulation source but not heal manipulation.
- Can heal up to 52/130/234/312/455/624/819/1040 health when triggering as often as possible.
Ghost Walk
Ability
No Target
No Target
Affects
Self / Enemies
Self / Enemies
Fade Time: 0
Enemy Move Speed Slow (Quas): 20%/25%/30%/35%/40%/45%/50%/55%
Self Move Speed Change (Wex): -15%/-10%/-5%/0%/5%/10%/15%/20%
Self Health Regen Bonus (Quas): 10/15/20/25/30/35/40/45
Self Mana Regen Bonus (Wex): 2.5/5/7.5/10/12.5/15/17.5/20
Regen Disable Duration: 3
Aura Linger Duration: 2
Duration: 60
Increases the level of all Invoked abilities by 1 and unlocks the 8th ability level.
Myrault's Hinder-Gast.
- 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 10/15/20/25/30/35/40/45 seconds.
- The debuff places some particles on the affected units, indicating Invoker is nearby.
- Invisibility is lost upon reaching the cast point of abilities or items, or reaching Invoker's attack point.
- Grants phased movement while fully invisible, and allows Invoker to path through other units, including wards, but not through buildings.
- Can pick up or drop items without breaking invisibility.
- Can regenerate up to 620/930/1240/1550/1860/2170/2480/2790 and 10/20/30/40/50/60/70/80 health and mana respectively for the entire duration.
- Player-based damage, regardless of factions, fountain-based and Roshan-based damage greater than 0 (before reductions) disables the health and mana regeneration for 3 seconds.
- Does react on fully negated damage (e.g. Kinetic Field)
- Does not react on self-damage and damage flagged as HP Removal.
Wall Spawn Distance: 200
Wall Length: 1120
Damage per Second (Exort): 6/12/18/24/30/36/42/48 ( 56/62/68/74/80/86/92/98)
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
Increases the level of all Invoked abilities by 1 and unlocks the 8th ability level.
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.
- 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 its own movement speed slowing aura. Its debuff lingers for 2 seconds.
- The damage is independent of the movement speed 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 ( 168/248/408/518/720/860/1104/1274) damage to a single unit (before reductions) within the area for the entire duration.
- Ice Wall is not a pathing blocker. Any unit can pass through it.
Ice Wall Damage Calculations per Level of Quas and Exort | ||||||||
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Exort / Quas | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
1 | 18 | 24 | 36 | 42 | 54 | 60 | 72 | 78 |
2 | 36 | 48 | 72 | 84 | 108 | 120 | 144 | 156 |
3 | 54 | 72 | 108 | 126 | 162 | 180 | 216 | 234 |
4 | 72 | 96 | 144 | 168 | 216 | 240 | 288 | 312 |
5 | 90 | 120 | 180 | 210 | 270 | 300 | 360 | 390 |
6 | 108 | 144 | 216 | 252 | 324 | 360 | 432 | 468 |
7 | 126 | 168 | 252 | 294 | 378 | 420 | 504 | 546 |
8 | 144 | 192 | 288 | 336 | 432 | 480 | 576 | 624 |
E.M.P.
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 E.M.P. drains mana from an enemy hero, Invoker gains 25% of the mana drained.
Effect Delay: 2.9
Base Mana Burned: 25
Mana Burned per Wex Level: 75
Burned Mana as Mana Restored: 25%
Increases the level of all Invoked abilities by 1 and unlocks the 8th ability level.
Increases damage for each point of mana drained by E.M.P. and pulls enemy units into the E.M.P.'s center at 175 units per second.
Endoleon's Malevolent Perturbation.
- Ability invokes with 3 Wex instances.
- E.M.P. first applies the mana burn, and then the damage.
- The damage dealt and mana restored values are dependent on the amount of mana burned from enemy heroes. E.M.P. neither deals damage nor restore Invoker's mana if the enemy hero had no mana left to burn.
- Treats illusions and creep-heroes as creeps.
- Fully affects invisible units and units in the Fog of War, but not invulnerable or hidden units.
- Per affected enemy hero:
- Can burn up to 100/175/250/325/400/475/550/625 mana.
- Can restore up to 25/43.75/62.5/81.25/100/118.75/137.5/156.25 mana.
- Can deal up to 60/105/150/195/240/285/330/375 ( 90/157.5/225/292.5/360/427.5/495/562.5) damage (before reductions).
- The visual effects and the sound during the 2.9 seconds effect delay are visible and audible to everyone.
- E.M.P. now pulls enemies within the radius at a speed of 175 towards middle of the radius.
- The effect is provided by an aura and its debuff does not linger.
- With the whole duration, E.M.P can push enemies for a total distance of 507.5.
- Affects the Tree Dance unit, but does not unperch it.
- Pull affected enemies over impassable terrain, but does not grant unobstructed movement.
- However, it does not pull affected enemies when they are affected by other disabling forced movement sources.
- Does not impede affected enemies at all and they can still turn, attack, and cast abilities.
- Successive casts while a previous cast is still active do not affect already pulled enemies.
- expr
- Mana burned:
25 + (75 × Wex)
- Damage:
ΣManaBurned × 0.6 ( 0.9)
- Self mana restored:
ΣManaBurned × 0.25
- 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.
- The Tornado travels at a speed of 1000 and always travels the full distance, so it takes 1.5/1.8/2.1/2.4/2.7/3/3.3/3.6 seconds to reach the max distance.
- With the travel distance and effect radius, Tornado can hit units up to 1700/2000/2300/2600/2900/3200/3500/3800 range away.
- Tornado first applies the basic dispel, the cyclone, then the damage on the affected units.
- Affected units are fully disabled and invulnerable for its duration.
- While cycloned, the affected unit is moved upward with a height of ≈450 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 95/140/185/230/275/320/365/410 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 his attack orders.
Alacrity
Ability
Target Unit
Target Unit
Affects
Allies
Allies
- ↓↓ Double-tapping automatically targets self.
- Grants regular flat bonus attack damage.
- Cannot be cast on Couriers.
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 Range: Global
Effect Delay: 1.7
Damage (Exort): 200/250/300/350/400/450/500/550
Creates a Cataclysm when Sun Strike is double tapped. Puts it on a 100 second cooldown. Creates visible Sun Strikes within - range of each enemy hero.
Also increases the level of all Invoked abilities by 1 and unlocks the 8th ability level.
Also increases the level of all Invoked abilities by 1 and unlocks the 8th ability level.
Modifiers [?]
modifier_invoker_sun_strike
Undispellable
modifier_invoker_sun_strike_cataclysm_thinker
Undispellable
modifier_invoker_sun_strike_cataclysm
Undispellable
Harlek's Incantation of Incineration.
- Ability invokes with 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: 100/125/150/175/200/225/250/275 damage.
- 3 Units: 66.67/83.33/100/116.67/133.33/150/166.67/183.33 damage.
- 4 Units: 50/62.5/75/87.5/100/112.5/125/137.5 damage.
- 5 Units: 40/50/60/70/80/90/100/110 damage.
- Provides a 5.5-second 400 radius flying vision at the targeted point upon cast.
- The visual effects and the sound during the 1.7 seconds effect delay are visible and audible to allies only.
- ↓↓ Double-tapping now sends Sun Strikes to every hero and the Tempest Double on the map.
- Treat other clones, illusions and creep-heroes as creeps.
- Uses the 100-second cooldown when self-targeted, and the regular cooldown when area-targeted.
- When Invoker is invulnerable, he is unable to cast abilities on himself, hence being unable to ↓↓ Double-tapping to activate Cataclysm.
- These Sun Strikes are fully visible and audible to the enemy during its effect delays.
- For invulnerable targets, although not affecting them, these Sun Strike are now placed next to them, but not for hidden targets.
- expr
- Damage:
150 + (50 × Exort)
- Damage:
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.
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
Increases the level of all Invoked abilities by 1 and unlocks the 8th ability level.
Culween's Most Cunning Fabrications.
Forged Spirit | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Summoned Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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- Does not update any values of already summoned Forged Spirit(s) upon leveling Exort and/or Quas.
- Casting Forge Spirit replaces all existing spirit(s) from a previous cast, no matter who they are owned by (e.g. from Holy Persuasion etc.), creating new ones based on the current level.
- Forge Spirit has the Melting Strike ability
- The spirit(s) are always summoned next to Invoker at a random position with an 84 distance around him facing to the east.
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.
Effect Delay: 1.3
Effect Interval: 0.5
Main Damage per Interval (Exort): 55/80/105/130/155/180/205/220
Burn Damage per Second (Exort): 10/15/20/25/30/35/40/45
Burn Duration: 3
Increases the level of all Invoked abilities by 1 and unlocks the 8th ability level.
Modifiers [?]
modifier_invoker_chaos_meteor_land
Undispellable
modifier_projectile_vision
Undispellable
modifier_invoker_chaos_meteor_burn
Tarak's Descent of Fire.
- 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 500 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 main damage and burn debuff is applied separately, but they each can hit a unit up to 4/5/6/7/8/9/10/11/ times.
- The following Chaos Meteor damage calculations are all before reductions:
- The main damage can deal up to 220/400/630/910/1240/1620/2050/2420 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.
- One instance of the burn debuff can deal up to 30/45/60/75/90/105/120/135 damage.
- All possible instances of burn damage per unit together can deal up to 120/225/360/525/720/945/1200/1485 damage.
- Therefore, the whole Chaos Meteor, main and burn damage, can deal up to 340/625/990/1435/1960/2565/3250/3905 damage when a unit is hit by all possible instances.
- TALENT2 extra meteors are now 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.
Damage (Exort): 60/100/140/180/220/260/300/340
Knockback Distance (Quas): 34.82/72.88/108.43/137.63/171.5/201.61/226.84/253.94
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
Increases the level of all Invoked abilities by 1 and unlocks the 8th ability level.
Modifiers [?]
modifier_invoker_deafening_blast_knockback
Death
modifier_invoker_deafening_blast_disarm
Death
Buluphont's Aureal Incapacitator.
- 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.
- Deafening Blast first applies the knockback and disarm at the same time, then the damage.
- Affected units are moved in 0.03-second intervals, for 6/13/20/26/33/40/46/53 times.
- The knockback distance calculation is split up into two sections — the first one-third and the remaining two-thirds intervals.
- In the first one-third intervals, the affected units are moved linearly by a distance of 6 per interval, up to 2/4/6/8/11/13/15/17 times, for a total of 12/24/36/48/66/78/90/102 distance.
- expr
(6)( ⌊(Quas × 20/9 )⌋ )
- For the remaining two-thirds of the intervals — 4/9/14/18/22/27/31/36 (
i
) times, the units are moved exponentially with 0.98 times the speed of each previous interval. - The remaining intervals together (on each level) moves the affected units by a distance of 22.82/48.88/72.43/89.63/105.5/123.61/136.84/151.94, and can be defined as:
- expr, where
i
is the remaining intervals. - This can be calculated by taking the total intervals and subtracting the number of intervals in the first third.
- In the first one-third intervals, the affected units are moved linearly by a distance of 6 per interval, up to 2/4/6/8/11/13/15/17 times, for a total of 12/24/36/48/66/78/90/102 distance.
- 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 a conclusion, the knockback starts at a speed of 200 and decreases exponentially.
- TALENTThe 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.
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.
Max Stacks: 20
Armor Reduction per Attack (Exort): 0.8/0.9/1/1.1/1.2/1.3/1.4/1.5
Debuff Duration: 5
Increases the level of all Invoked abilities by 1 and unlocks the 8th ability level.
- 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.
- EXPR
0.7 + (0.1 × Exort)
Talents[]
Hero Talents | ||
---|---|---|
2x Quas/ Wex/ Exort passive effects | 25 | Radial Deafening Blast |
+30 Alacrity Damage/Speed | 20 | +2 Chaos Meteors |
-5s Cold Snap Cooldown | 15 | +50 Forged Spirit Attack Speed |
-4s Tornado Cooldown | 10 | +50 Ice Wall DPS |
Recent Changes[]
<div> <div class="updatetablehead"> <div id="version">Version</div><div id="description">Description</div> </div> <div class="updatetablebody">
- Increased strength gain from 2.4 to 2.6.
- Reduced base attack damage from 2‒10 to 1‒9.
- Redcued base health regeneration from 1 to 0.5.
- Reduced Cold Snap self-heal per proc from 16/32/48/64/80/96/112/128 to 13/26/39/52/65/78/91/104.
- Reduced E.M.P. burned mana as mana restored from 50% to 25%.
- Reduced base health regeneration from 1.5 to 1.
- Reduced Wex movement speed bonus per instance from 0.8%/1.6%/2.4%/3.2%/4%/4.8%/5.6% to 0.6%/1.2%/1.8%/2.4%/3%/3.6%/4.2%.
- Reduced Tornado base damage from 70 to 50.
- Aghanim's Shard upgrade:
- E.M.P.
- Pull no longer pierces debuff immunity if applied before the debuff immunity source is applied.
- Reduced pull linger duration from 0.5 to 0.
- E.M.P.
</div> </div>
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.
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 a deadly upgrade, giving him a welcome boost in power.
- 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.
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.
- 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, E.M.P., 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.
Dota Plus Progress[]
Main Article: Hero Challenges
Relics track a hero's actions and statistics, and display in-game notifications when a milestone is reached. They are only available to Dota Plus subscribers.
Relics | Voice Lines | |
---|---|---|
Bronze |
||
Silver |
||
Gold |
||
Platinum |
| |
Master |
| |
Grandmaster |
|
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.
- There was an easter egg boss fight versus Invoker was added to the 6.49 DotA map to hint at his upcoming release in 6.50.
- Invoker is (or used to be) a Magus like Rubick, who calls him the ▶️ ▶️ ▶️ Arsenal Magus. This title may be a reference to the Old Invoker.
- 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.
- When Chaos Meteor is cast, ▶️ "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.".
- When purchasing 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, although Invoker used generic Blood Mage's voice lines instead of Kael's.
- Skywrath Mage's responses when meeting Invoker may also be related to this, as Dragonus was also a high 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 abilities.
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