
ROBOT'S GUIDE TO WINVOKER

~Invoker's Story
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.
~Invoker's IntroductionIn this guide, I will explain everything about Invoker from how the hell he works to how to go on a rampage almost once every public game. If you want to know how to be a successful Invoker, then read. I'm serious. A little reading helps you improve your game. Don't believe me? 1v1 me Invoker vs. Invoker without reading a guide on him and get OWNED YOU FUCKING LAZY NOOB.
~Invoker's Info & StatsPros:
Strength: 19 +1.7
Agility:20 +1/9
Intelligence: 22 +2.5
Keep in mind that not only does Invoker gain stats like a normal hero, but whenever you level one of his orbs, you gain 2 of the orb's respective attributes.
How to use Invoker's spells:
This is for you noobs that just can't comprehend how to play Invoker at all, whether it be due to your inexperience or just you being a retard.
Anyway, you activate up to three orbs at a time, and when you invoke with 3 orbs up, depending on the combination, you get a new spell to use at your disposal, cool, right? Yep. That's what makes him cool. He has ten fucking spells. Say it with me. TEN. FUCKING. SPELLS. And the best part? they are all useful in their own ways, some in more ways than others, but nevertheless they are all AWESOME.
Also, whenever you activate and orb, you get increased HP regen for Quas, Movement+attack speed for Wex, and attack damage for Exort.
[+Great at nuking, escaping, saving, initiating, pushing, ganking, and sometimes carrying]
[+Once mastered, arguably the best hero ever]
[+Feels great once you land awesome combos. Like seriously you feel like a fucking boss.]
Cons:
[-Hard to master]
[-If you suck, you get flamed for sucking with an "easy" hero]
[-If you own, you get called a pussy for picking an "easy" hero]
For complete stats, click below:

~The Guide
Quas
Allows manipulation of ice elements and grants a permanent strength bonus. Each Quas instance provides increased health regeneration.
Active: Instances of Quas added: 1 (up to 3 maximum)
Passive: HP Regeneration Per Instance of Quas: 1/2/3/4/5/6/7
Passive: Strength Bonus: 2/4/6/8/10/12/14
So, when do you activate Quas?
That's right, when you have some off time from attacking/fighting and need to regen some health, or you have put yourself in a shitty situation where you, the team's main nuker, are sitting there taking damage, and for some reason all of your fucking CC's and escapes are on cooldown at the same time. Idiot.
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Wex
Allows manipulation of storm elements and grants a permanent agility bonus. Each Wex instance provides increased attack speed and movement speed.
Active: Instances of Wex added: 1 (up to 3 maximum)
Passive: Attack Speed Bonus Per Instance of Wex: 2%/4%/6%/8%/10%/12%/14%
Passive: Bonus movement speed Per Instance of Wex: 1%/2%/3%/4%/5%/6%/7%
Passive: Agility Bonus: 2/4/6/8/10/12/14
So, when do you activate Wex?
That's right, when you want to get somewhere FAST! OR WANT TO TAKE DOWN A TOWER OR ROSHAN FAST!
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Exort
Allows manipulation of fire elements and grants a permanent intelligence bonus. Each Exort instance provides increased attack damage.
Active: Instances of Exort added: 1 (up to 3 maximum)
Passive: Bonus Damage Per Instance of Exort: 3/6/9/12/15/18/21
Passive: Intelligence Bonus: 2/4/6/8/10/12/14
So, when do you activate Exort?
EVERY FUCKING TIME YOU ARE ATTACKING SOMETHING AT FULL HEALTH. YOU BETTER HAVE EXORT INVOKED UNLESS YOU ARE INVOKING ALL OF YOUR OTHER SPELLS.
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Invoke
Combines the properties of the elements currently being manipulated, creating a new spell at the Invoker's disposal. The invoked spell is determined by the combination of Quas, Wex and Exort.
Manacost: 20/40/60/80 (0 with scepter)
Cooldown: 22/17/12/5 (16/8/4/2 with scepter)
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Now, let's look at Invoker's bread and butter. His real spells. All 10 of them.
Let's start with Cold Snap

Cold Snap (QQQ)
Ability- Target Unit
Affects- Enemies
Damage- Magical
Ability invokes if Invoker has 3 Quas instances. Invoker draws the heat from an enemy, chilling them to their very core for a duration based on Quas. 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.
Stun Duration: 0.4
Damage: 60
Cold Snap Duration (based on Quas level): 3 / 3.5 / 4 / 4.5 / 5 / 5.5 / 6
Stun Duration upon taking damage: 0.4
Bonus Damage upon taking damage: 30
Cooldown Between Stuns (based on Quas level): 0.7715 / 0.7430 / 0.7145 / 0.6860 / 0.6575 / 0.6290 / 0.6005
Range: 1000
CD: 20
Mana cost: 100
Pretty straight-forward.
Use this to: Kill a single target, interrupt a big channeled spell like enigma black hole, piss of an earthshaker who is trying to fissure but can't so he spams his fuckin Q CLICK UNTIL HE HAS HAD ENOUGH AND FREAKS THE FUCK OUT ON HIS TEAM AND SCREAMS IN ALL CAPS BECAUSE HE IS TOO WEAK TO USE HIS MIC. LIKE A REAL FUCKING MAN.
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Ghost Walk

Ability- No Target
Affects- Self
Ability invokes if Invoker has 2 Quas and 1 Wex instances. 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.
Slow Radius: 400
Slows Enemy (based on Quas level): 20% / 23% / 26% / 30% / 33% / 36% / 40%
Slows Self (based on Wex level): 30% / 25% / 20% / 15% / 10% / 5% / 0%
Duration: 120
*note that the slow effect does apply to magic immune enemies. So this is your chance to finally chase down that faggot shadow fiend that just bkbs the second he sees one of your team because he is a fucking pussy. HOW IS YOUR 5 SECONDS OF IMMUNITY WORKING WHEN YOU CAN'T FUCKING MOVE?
You will basically be using this to escape. If the enemy team is full of fucks who don't like killing Invoker and don't carry dust, you can use it to slow them while your slow fucking team catches up to you, or if for some reason your ice wall and deafening blast are down, you can use it to keep the enemy team burning in your meteor's path of destruction
For this to be used to it's full potential, you have to be FUCKING FAST.
This is me before I got fast: http://www.youtube.com/watch?v=Fu0_3RVcN_A
This is me now: http://www.youtube.com/watch?v=D75EgUrO4Gw
Which would you rather be?
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Ice Wall(QQE)
Ability- No Target
Affects- Enemies
Damage- Magical
Ability invokes if Invoker has 2 Quas and 1 Exort instances. 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.
Duration (based on Quas): 3 / 4.5 / 6 / 7.5 / 9 / 10.5 / 12
Movement Slow (based on Quas): 20% / 40% / 60% / 80% / 100% / 120% / 140%
Damage Per Second (based on Exort): 6 / 12 / 18 / 24 / 30 / 36 / 42
Cooldown: 25
Mana Cost: 175
Ice Wall is, in my opinion, the most slept on spell in Invoker's arsenal.
Ice wall is pretty much the best slow in the game once it is landed, even when you only have 4 or 5 into quas, the movement speed reduction is huge.
The damage on the spell is shit, and is just there so exort actually does something to the spell, but the damage is not why you invoke it.
Using Ice Wall can be tricky. It lays down perpendicular to the way you are facing, directly in front of you.
I cannot tell you the number of times I have gotten a double kill off of some noobs trying to gank my under my tower middle lane by simply ice walling and running into the trees, while throwing a coldsnap on one of them. 5 seconds of a tower pelting their face is just funny to watch.
Ice wall can also be useful while chasing. You use your forcestaff or blink and catch up and just lay down the ice wall and that guy is NOT getting away. Like not even close. He will hardly move and inch before he dies. It's fucking aggravating as hell if you are him.
So to recap: Ice wall is used mainly for Escaping/Chasing. Remember that if your coldsnap is on cooldown when moving in for a kill, icewall is your other big movement speed killer. It is just as good as using coldsnap, minus the damage if you are simply ganking someone. My biggest piece of advice on this spell is to not forget you have it. Like during a fight when you've casted meteor tornado sunstrike emp forge spirits alacrity and coldsnap and you are just searching for something to cast, cast this. It can really swing the odds in your team's favor.
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EMP (WWW)
Ability- Target Point
Affects- Enemies
Damage- HP Removal - Unless it kills them, then it is pure.
Ability invokes if Invoker has 3 Wex instances. Invoker builds up a charge of electromagnetic energy at a targeted location which automatically detonates after a duration based on the level of Wex. The detonation covers an area, draining mana based on the level of Wex. Deals damage for each point of mana drained.
Delay (based on Wex): 3.7 / 3.4 / 3.15 / 2.85 / 2.6 / 2.3 / 2
Radius: 675
Damage (based on Wex): 0.5x mana burned
Mana Drain (based on Wex): 100 / 150 / 200 / 250 / 300 / 350 / 400
Cooldown: 30
Mana Cost: 125
EMP is just one of those spells. One of those spells that inflicts anger in all 5 of your foes every single time it hits. When you build the Wex Quas build and you gank early, they could not go smoother; every time. Say you gank a leshrac and a venomnancer on the enemies top lane. Tornado them then EMP while they are in the air, and they will land with no mana. Now coldsnap one and if your teammate(s) are paying attention in lane, the two half HP heroes with no mana can do nothing but cry.
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Alacrity(WWE)
Ability- Target Unit
Affects- Allies
Damage- Physical
Ability invokes if Invoker has 2 Wex and 1 Exort instances. 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.
Duration: 9
Increased Attack Speed (based on Wex): 20% / 30% / 40% / 50% / 60% / 70% / 80%
Increased Damage (based on Exort): 20 / 30 / 40 / 50 / 60 / 70 / 80
Range: 650
Cooldown: 15
Mana Cost: 100
I mean... I think this spell is pretty self explanatory. With a high wex you can make someone a fucking walking machine gun.
The possibilities of this spell are endless. It works on Sylla's spirit bear - which, thanks to his demolish, you can MELT towers with ease. I think it is one of the strongest uses of the spell. With a simple crystalis you can crit for ~500 dmg and just focus someone down who has been coldsnapped so easily. Not to mention you will do tons of damage thanks to forge spirits' armor reduction.
Like I said, this spell is pretty self explanatory: use it for pushing down towers real fast, taking down an enemy 1v1, and when fighting Roshan.
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Sunstrike (EEE)
Ability- Target Point
Affects- Enemies
Damage- Pure
Ability invokes if Invoker has 3 Exort instances. Sends a catastrophic ray of fierce energy from the sun at any targeted location, incinerating all enemies standing beneath it once it reaches the Earth. Deals damage based on the level of Exort, however this damage is spread evenly over all enemies hit.
Delay: 1.7
Radius: 175
Range: Global
Damage (based on Exort): 100 / 162.5 / 225 / 287.5 / 350 / 412.5 / 475
Cooldown: 30
Mana Cost: 175
Ah yes, Sunstrike; my favorite ability. Having an exort invoker in combination with a lane with 2 stunners can often times seal the deal in public games. 2 stunners in 1 lane is already a big advantage, but having the extra 2-300 dmg drop down on the idiot who stepped up's face is just the icing on the cake.
I literally can not fathom the number of sunstrikes I have hit in my life time. I could try to give you a number, but you wouldn't believe me.
Not only can sunstrike guarantee kills, It can be so fucking clutch catching that bounty that just invised, or that bitch who thought it was safe to TP to fountain when the sunstrike was just WAITING FOR HIS BITCH ASS TO LAND..
Protip: If some noob is tping away from your team because you can't stun him, odds are he is tping right to the back of the fountain area. Throw the suntrike there ASAP. If hes low it will kill him, and you are an instant God for the game. It is the easiest sunstrike you will ever hit, but maybe the best feeling.
Also, a friend and I love to pick Ancient Apparition with Invoker. Some INT hero can be in fountain with 700 HP and you can just kill him right there. How fucking mad would you be if you were at full HP in fountain then all of a sudden you instantly died and you couldn't even see it coming... No where is safe when playing against an Exort Invoker.
http://www.youtube.com/watch?v=yqSc9sbjEFE
There is a video with a bunch of sunstrikes from Dendi. Some better than others, but it's the best video I could find.
Here are some match ID's and times of some of my favorite sunstrikes that I have landed:
ID 14266750
Time 5:04-5:22
Sunstrike the fountain to kill the leshrac that got sent back by Chen.
ID 22083634
Time 35:20
Sunstriking the fountain to kill the axe who talked as he tp'd away

ID 12770882
Time Not sure - I can't load the replay ATM... I post it later
I sunstrike a Bounty Hunter who thought invis would make him safe at the radiant tier 1 tower on bottom lane.
These aren't even the best sunstrikes. I'm sure you all have seen some sick ones. I'd even go as far as to say I've probably hit you with a sick one... BITCH.
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Chaos Meteor(EEW)
Ability- Target Point
Affects- Enemies
Damage Type- Magical
Ability invokes if Invoker has 2 Exort and 1 Wex instances. 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.
Main Radius: 275
Main Damage Per 0.5 Seconds (based on Exort): 57.5 / 75 / 92.5 / 110 / 127.5 / 145 / 162.5
Meteor Range (based on Wex): 465 / 615 / 780 / 930 / 1095 / 1245 / 1410
Additional Damage Per Second (based on Exort): 11.5 / 15 / 18.5 / 22 / 25.5 / 29 / 32.5
Cooldown: 55
Mana Cost: 200
BEHOLD THE METEOR says the invoker as he lays it on your whole team because you idiots bottlenecked at the ancient camps.
Meteor is just a wrecking machine. A common combo is Tornado>Meteor>Deafening Blast. The tornado is used to hold the enemies in place just as the meteor falls down, and the deafening blast is used to keep enemies in the rolling hot ball of fiery death.
This is taken from a DotA 1 video:
http://www.youtube.com/watch?v=y5ASm0CXFPE
It's only a triple kill, but as you can see the combo I was just talking about can destroy pretty much anyone.
If you went with the uncommon EW build, Meteor is one of your main spells. You can alacrity yourself and if you land a good meteor your damage is simply insane. Off the charts, even.
Meteor is only to be used when you know it will hit, due to its long cooldown. So don't go throwing meteors out like a coldsnap. Although that is a pretty good combo now that I mention it...
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Forge Spirit (EEQ)
Ability- No Target
Affects- N/A
Ability invokes if Invoker has 2 Exort and 1 Quas instances. Invoker forges a spirit embodying the strength of fire and fortitude of ice. Damage, health, and armor are based on the level of Exort while attack range, mana, and duration are based on the level of Quas. The elemental's scorching attack is capable of melting the armor of enemy heroes. If both Quas and Exort are level 4 or higher, Invoker will create two spirits instead of one.
Number of Forge Spirits Summoned: 1 (2 if both Quas and Exort are level 4 or higher)
Forge Spirits' Duration (based on Quas): 20 / 30 / 40 / 50 / 60 / 70 / 80
Forge Spirits' Mana (based on Quas): 100 / 150 / 200 / 250 / 300 / 350 / 400
Forge Spirits' Attack Range (based on Quas): 300 / 400 / 500 / 600 / 700 / 800 / 900
Forge Spirits' Damage (based on Exort): 29 / 38 / 47 / 56 / 65 / 74 / 83
Forge Spirits' HP (based on Exort): 300 / 400 / 500 / 600 / 700 / 800 / 900
Forge Spirits' Armor (based on Exort): 2 / 3 / 4 / 5 / 6 / 7 / 8
Cooldown: 30
Mana Cost: 75
They have a sub-skill as well:
Melting Strike
Melts away the armor of heroes hit by the spirit's attack if the spirit has enough mana. Each successive hit increases the amount of armor melted.
Armor removed per hit: 1
Maximum armor removed: 10
Duration: 5
These little guys are cute aren't they? No. They aren't fucking cute and if you aren't careful they'll shred that armor to scrap metal. On top of that, you are about to get sunstriked... Cute.
Spirits have an excellent armor reduction stacking debuff. You can combine them with alacrity and coldsnap in a 1v1 for an easy kill. You can literally use just the spirits to kill someone with really low base health. You can just Attack-Click down a lane and get farm while you retreat to base at low hp. You can push towers with them. They are your best friends and you had better respect them.
On a serious note, you should be stutter stepping when attacking with spirits. This means attacking, then moving closer to the target while their attacks are on cooldown. It is fairly simple to do, and with enough practice you can kill people with just the spirits. It is quite funny and can elevate... SPIRITS! WOO U DID NOT SEE THAT COMING DID YOU?
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Deafening Blast(QWE)
Ability- Target Point
Affects- Enemies
Damage- Magical
Ability invokes if Invoker has 1 Quas, 1 Wex and 1 Exort instances. Invoker unleashes a mighty sonic wave in front of him, dealing damage to any enemy unit it collides 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.
Stun Duration (based on Quas): 0.25 / 0.5 / 0.75 / 1 / 1.25 / 1.5 / 1.75
Attack Prevention Duration (based on Wex): 1 / 1.5 / 2 / 2.5 / 3 / 3.5 / 4
Damage (based on Exort): 40 / 80 / 120 / 160 / 200 / 240 / 280
Range: 1000
Cooldown: 40
Mana Cost: 200
This is Invoker's big utility spell. He utilizes all of his elements and combines them to deal damage, move their position, and disarm them all at once.
I've already mentioned to use it with meteor.
You can use it to interrupt channeling spells, including TP's.
DONT FUCKING PUSH PEOPLE OUT OF BLACK HOLE.
This ability CAN be used to push people down/up cliffs. So use it carefully. It is great in 1v1 situations where they have burned all their spells.
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~ConclusionIn conclusion, you should just take it one play at a time. Focus on early game in the early game, mid game in the mid game, and late game in the late game. Don't try to play like you are super fed when you are 3 and 0 and you try and tower dive. You are still and Int character with shit for armor. Don't be too cocky with your play, but don't be a pussy either. Remember that you are only strong when you DO SHIT THE RIGHT WAY.
~CreditsThanks to Ramomar for this template, thanks to all the Invokers who have stomped me in the past that have inspired me to get some vengeance and learn to play this hero. I really enjoy him. Also thanks to Inkarnate, my friend who pretty much guided me to almost everything I know about Invoker. Credits to Dota 2 wiki for the images of the heroes and items.
~Changelog07/02/2009
- Change #1 - Guide Created - 6/24/2012
- Change #2 - Made some edits on the items, added in other skill builds. Changed up some formatting - 10/2/2012
Replays:
I'll post some replays soon. I promise.
Note: I got this template from Ramomar. He has posted it here: http://www.playdota.com/forums/showthread.php?t=274706
Author: Rappinrobot
Map Vers.: 6.74c
Winvoker
Guide to playing Invoker in DotA 2
Last Comment:19/04/2013
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