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This is the text-only, incomplete version of my official guides. Don't comment anything on it yet, I will add more eye candy and anchor later.

Kael, the Invoker



(image later)
I. Forewords
II. Hero Summary
III. Hero Skills
IV. Skill builds and Item build
V. Spell combos
VI. Hero synergies, Strategies and Tactics
VII. Replays and Acknowledgment


I. Forewords

I am well aware that there are 3 published guides on Invoker already, and all are of high quality (Val, i.am.hybrid and Nightguest). However, I still want to write another guide with the ambition of covering all possible ways to build with Invoker. Hope you like it, and welcome any feedback.

Also, I am not a dedicated or hardcore gamer - not that busy, but don't have that much free time to engage in competitive DotA too. So I take no guarantee that my guide will work in competitive scene, although I sincerely hope that you competitive DotA players may benefit from my guide somehow.

II. Hero Summary
1. Hero background, Introduction and basic statistics



2. Role discussion
Invoker is one of most, if not the most, versatile spellcasters in the whole DotA, whose potential only scales better as the game progress. He can serve at a supporter, a ganker, an AoE-disabler and even a hardcore DPS-er. However, some roles he can obviously fulfill at a much greater degree than others, so you should use your common sense and your current team's lineup to determine his role in each game.

3. Pros and Cons
Pros:
+ Versatile spellcaster
+ Have 10 spells instead of 4, all are powerful
+ Do not lose his power as the game progress

Cons:
- Very squishy, low base movespeed (not that slow with W though)
- Have no attribute bonus
- Require intense micro and keen focus (aka not noob-friendly)
- Item dependant, mana intensive


III. Hero Skills
1. Invoke System:
Unlike other heroes, Invoker has an Invoke system to make use of his spells. Each spell requires 3 reagents to invoke, different combination of reagents (regardless of order) will result in different spell, and most important of all, you can only have maximum of two spells at the same time. More details can be found here.

2. Spell Discussion:



+Cold Snap (QQQ) :
Contrary to what you may believe, Cold Snap is one very powerful spell, especially early game. This spell usually turns a gank around, bring death to the hunter, especially hunters who rely on their physical attack, thus drawing creep aggro.
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+Ghost Walk (QQW):
Your most reliable escaping skill. Although without maxing Wex this spell will slow you down, as well as dust and wards are now incredibly common, an instant invisible skill is invaluable at times.
(image later)


+Tornado(QWW):
Your best AoE disable thus far. Also the longest non-global nuke ingame (3100 range!)
(image later)


+EMP (WWW):
Your only precious manaburn skill. Despite having delay time of 4-2 seconds, this skill will guarantee you a peaceful laning time with mana-intensive heroes (most str and agi casters, even Zeus)

Hide it here...

Profit.

Hide it...

Profit again.



+Alacrity (WWE):
Your branded buff. Increase any hero's dps potential by many times, including you. However it's not always a good idea to place it on you, placing it on your main carry is always preferable.


+Chaos Meteor (WEE):
Your most damaging AoE skill thus far. However, smart foes will not stay too long in the meteor track, so you should treat it as a deterrent and chaos creator in clashes.


+Sun Strike (EEE):
Your only precious global skill. With it you can aid your teammate from afar, or even killsteal. The only drawback: damage is split equally among all targets in the area.


+Forge Spirit (QEE):
Your only summon skill, and one of your best skill in your entire arsenal of spells. When both Q and E reaches level 4, you are able to summon 2 instead of one little bodyguards.


+Ice Wall (QQE):
The most powerful slow in the entire game. 80% slow for 12 second is just ridiculous. Also provide some nice DOT too, however it requires some proper timing and positioning



+Deafening Blast
(QWE):
Your hardcore, easy to remember, easy to use, powerful disable. Compliments very well with your other spells.
(more image soon!)

IV. Skill build and Item build

The Disable Master build
(pictures to come!)
...
Keep maxing Quas and Wex alternatively, get one level of Exort and Invoke whenever you can.
Or you can maxing Wex over Quas, that's good too.

Items:


>>



Skill Justification: this is arguably the best, and most versatile build for Invoker. One level of Quas early so you'll have nice regen and a handy Cold Snap at lv2. Maxing Quas and Wex (or Wex first) simultaneously so you have decent movespeed and regen, which helps you a lot in laning phase. Your most used spell will be (in order):
+




Item Justification: Aghanim's is now the new standard for him, cooldown reduction on Invoke is really invaluable. Boots are no-brainer, also you shouldn't have any problem with his movespeed since Wex is learned. Luxury includes: Hex/ Orchid for more disable, Heart if you're feeling too squishy, Shiva for even more tankiness and a useful slow. An Eye is overkill, but I'll list it here too.

The Everyone-Beloved Supporter Build



Maxing Exort along with Quas until both get to lvl4. You can switch to Quas - Wex afterward. Get Invoke whenever you can for obvious reason.

Items:

>>




Skill Justification: the main catch of this build is Forge Spirit. This is also an easier, less intense way to play Invoker - after all, a supporter does not have that much pressure. Your most used spells should be:
-




The Killing Machine Build

Maybe take one level of Quas for Ghost Walk, or even not if you're confident. Maxing Exort then Wex, get Invoke whenever you want.

Items:

>>



Skill Justification:
this build is the least useful of the 3, however it will guarantee you a good time when you have good teammates. Being a hardcore dps-er, you won't be using your spell much, instead the attack speed and attack bonus from reagents, as well as your very damaging spell. Your most used spells should be:
-




Item Justification: the aim of this build is to stack as much AS and Damage as possible. An Orchid is plain perfect for that purpose. Afterward you may consider an Aghanim's, however if you don't cast spell that much, opt for an MKB or AC instead. Glass canon, yes, so you may want Str Tread or Bracers.

Items to consider:

Dagger - some of your spells will work wonderful with a dagger, so don't hesitate to get it if you want to! Just remember that you should finish your first core first.

Eul's - +ms is always welcome, especially if you are not going Wex. An extra disable does not hurt, too!

Force Staff - works as blink, however shorter range. Has nice bonus too.

Refresher - What the hell? Are you mad? No I'm not. Repeat your devastating combo, especially one with Meteor, is no joke. Situational though.

Hood > Pipe/ Linken/ BKB - Getting own by spellcasters? Get these, although you are supposed to be the one who wreak havoc on them. Linken is a must-have to counter Doom, you don't want to be "a 1500 hp creep".

Mask of Madness - should work great with your Killing Machine build. The lifesteal is always awesome.

Bloodstone - Nice mana regen is nice, however the healing part is kinda waste since you're not supposed to die first.

Items I advised against

Tanking items, aka Blademail, Vanguard - it's just pointless. You are not supposed to tank, you should stay behind and wreak havoc. A heart, however, is advised if you have troubles staying alive.

Hardcore DPS items, aka Basher, Buriza, Butterfly, even Bfury - you should not get it. Remember although you're a dpser, you are an int dpser. Orchid is your best bet. MKB to counter evasion, AC for wonderful AS, and that's it.

Orbs, aka Maim, Corruption, Mana Burn etc. - Although other orbs may sound promising, Lifesteal and/or Frost Attack is usually enough.

Vlad's - unless you are a supporter AND your hard carry ask you to make one, you should, otherwise don't make it.

V. Spell Combos
(each combo will have images soon!)
3-spells combo

1. Tornado + EMP + Ice Wall

2. Forge Spirit + Cold Snap + Ghost Walk/ Ice Wall

3. Deafening Blast + Meteor + Sun Strike

4-spell combo

1. Tornado + EMP + Ice Wall + Cold Snap

2. Forge Spirit + Cold Snap + Ice Wall + Sunstrike

3. Deafening Blast + Meteor + Sun Strike + Alacrity

VI. Hero synergies, strategies and tactics

1. Synergies

Cold Snap - Any hero with summons: Enigma, Furion
Ghost Walk - The slow from GW, although inferior to Ice Wall, allows aiming disabler lane more accurate hit: Lina, TS, Kunkka, PotM etc.
Tornado - allows aiming disabler lane more accurate hit: Lina, TS, Kunkka, PotM etc.
EMP - Good standalone spell.
Alacrity - good for early domination of hardcore carry: PA, Void etc.
Chaos Meteor - works best with AoE disablers: ES, Treant, Enigma, Magnus, even Void!
Sunstrike - Good standalone spell.
Ice Wall - allows aiming disabler lane more accurate hit.
Deafening Blast - Good against physical DPS

2. Strategies and Tactics


Your biggest handicap is that you can only have 2 invoked spells at a time. So, you may want to Invoke 2 spells beforehand, and have the reagents required for third skill ready. This way, when entering combat, just unleashing your first 2 skills and immediately press 'R', unleashing your 3rd spells. That makes a 3-spell combo. When you have your Aghanim's, you may use your 4th spells 2 seconds later. That makes a 4-spell combo.

In longer clash, however, you may have the chance to roll between your spells. It would require a lot of micro and focus, but don't sweat - the calmer you are, the faster and more precise you do it.

There is, however, one exception when you can have 4 spells combo right from lv2 Invoke - The Everybody-Beloved Support Build. At level 11, you should have 1 level of Wex, 4 Quas and Exort, and 2 Invoke. This allows you to summon Forge Spirit beforehand, then switch to another skill so you have 2 different skills, and one ready to be invoked. This is why that build is easiest, most noob-friendly for starter - an easy 4-spells combo.

Your role early game (until level 11, when you can actually do something noticeable) should be farming and getting as much exp as you can. Leveling up means everything to you, don't get underleveled too much. It is advisable to take 1 level of Ghost Walk to escape, although you still have tons of other disable to escape with: Tornado, Ice Wall.

However, that does not mean you are completely useless until level 11. You can assist them with Cold Snap (if you have any), EMP + Tornado simple combo, harass with EMP, or assist/ get kills with Sun Strike. Don't get too much involved though.


VII. Replays and Acknowledgment





Kael the Invoker
Author: Omnia Vanitas
Map Vers.: 6.64

Invoker: Strategies and Tactics

Invoke your way to success!

Date Posted: 10/28/09
Last Comment:05/11/2009
Total Votes: 0
Current Rating: 0.00
Views: 2842



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