Developer's Blog

Remember me ?             Register


       
A Guide to
Kael, the Invoker




Introduction

"The Invoker is a highly advanced skilled hero with a very unique style of leveling up. Having three elemental reagents with him -- Quas, Wex & Exort when combined allow him to summon new spells at will. He has disappeared from the DotA scene for at least 40 versions and is only a shadow of his former self. He was the epitome of imbalance and I believe he is still capable of wrecking havoc on opposing teams. He is a very well adapted hero once he reaches his full potential and can be the most destructive hero in the game. Although most INT caster heroes lose their effectiveness late game, the Invoker does not."


Hero's Story



"Quas. Wex. Exort. The essence of a storm. The heart of a blizzard. The soul of a phoenix. After his people were broken and scattered to the corners of the earth, Kael was left with only the relics of his once great world. Thirsting for vengeance, he sold his own soul to Ner'Zhul, and in exchange acquired near limitless power. Taking on the mantle of the Blood Mages of old, the Invoker strode into war with nothing but the elements at his command. He can fuse the elements into deadly incantations, tearing apart the very heavens in his fury. His genius knows no bounds, and the Sentinel shall come to know the rage of the Invoker."


Skills Description


Quas (Q)
0.75 HP regen per level per instance.

Level 1 – 0.75 HP (02.25 HP)
Level 2 – 1.50 HP (04.50 HP)
Level 3 – 2.25 HP (06.75 HP)
Level 4 – 3.00 HP (09.00 HP)
Level 5 – 3.75 HP (11.25 HP)
Level 6 – 4.50 HP (13.50 HP)
Level 7 – 5.25 HP (15.75 HP)


Wex (W)
Gives 2% AS and 1% MS per level per instance.

Level 1 – 02% AS and 1% MS (06% AS and 03% MS)
Level 2 – 04% AS and 2% MS (12% AS and 06% MS)
Level 3 – 06% AS and 3% MS (18% AS and 09% MS)
Level 4 – 08% AS and 4% MS (24% AS and 12% MS)
Level 5 – 10% AS and 5% MS (30% AS and 15% MS)
Level 6 – 12% AS and 6% MS (36% AS and 18% MS)
Level 7 – 14% AS and 7% MS (42% AS and 21% MS)


Exort (E)
3 damage per level per instance.

Level 1 – 03 Damage (09 Damage)
Level 2 – 06 Damage (18 Damage)
Level 3 – 09 Damage (27 Damage)
Level 4 – 12 Damage (36 Damage)
Level 5 – 15 Damage (45 Damage)
Level 6 – 18 Damage (54 Damage)
Level 7 – 21 Damage (63 Damage)


Learn Invoke(R)
Combines the properties of the elements currently being manipulated creating a new spell at Invoker’s disposal. The invoked spell is determined by the combinations of Quas, Wex, and Exort.
Level 1/2/3/4 – Invoke 1/2/2/2 Spell(s)

Cooldown: 30/25/15/05
Manacost: 20/40/60/80
Upgrade: 16/08/04/02 CD | 0 Manacost at all levels


Invoked Spells


Deafening Blast QWE B
Invoker unleashes a mighty sonic wave in front of him, dealing up to 280 damage to any enemy unit it collides with based on Exort. The sheer impact from the blast is enough to knock those enemy units back for a maximum of 1.75 seconds based on Quas, in addition to preventing their attacks for a further 1-4 seconds based on Wex.

Quas – 0.25/0.50/0.75/1.00/1.25/1.50/1.75
Wex – 1.0/1.5/2.0/2.5/3.0/3.5/4.0
Exort – 40/80/120/160/200/240/280

Cooldown: 40
Manacost: 200


Cold Snap QQQ Y
Invoker draws the heat from an enemy, chilling them to their very core for up to 6 seconds based on Quas. Any damage taken in this state will briefly stun them for 0.4 seconds and deal 30 damage. Triggers cooldown goes from 0.8 to 0.6 seconds based on Quas.

Quas – 3.0/3.5/4.0/4.5/5.0/5.5/6.0 (Duration)
Quas – 0.8/0.8/0.7/0.7/0.7/0.6/0.6 (Cooldown)

Cooldown: 20
Manacost: 100


Ghost Walk QQW V
Invoker manipulates the ice and electrical energies around him, rendering his body invisible. The elemental imbalance created as a consequence slows nearby enemies by up to 40% based on Quas, and Invoker from 30% to 0% based on Wex.

Quas – 10/15/20/25/30/35/40%
Wex – 30/25/20/15/10/5/0%

Cooldown: 60
Manacost: 300


Ice Wall QQE G
Generates a wall of solid ice directly in front of invoker for up to 10 seconds. The bitter cold emanating from its greatly slows nearby enemies based on Quas and deals up to 30 damage each second based on Exort.

Quas – 20/40/60/80/100/120/140%
Wex – 5/10/15/20/25/30/35

Cooldown: 20
Manacost: 125


Alacrity WWE Z
Invoker infuses an ally with an immense surge of energy, increasing their attack speed to a maximum of 160% based on Wex for 5 seconds.

Wex – 40/60/80/100/120/140/160%
Exort - 20/30/40/50/60/70/80

Cooldown: 15
Manacost: 50


Tornado WWQ X
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. Deals 375 damage based on Wex and Quas, with distance up to 3100 based on Wex. Holds enemies in the air for up to 2.2 seconds based on Quas.


Quas – 85/110/125/140/157.5/172.5/187.5 (Damage)
Wex – 85/110/125/140/157.5/172.5/187.5 (Damage)

Quas – 1.00/1.20/1.40/1.60/1.80/2.00/2.2 (Duration)
Wex – 700/1100/1500/1900/2300/2700/3100 (Range)

Cooldown: 25
Manacost: 150


EMP WWW C
Invoker builds up a charge of electromagnetic energy at a targeted location which automatically detonates after 2-4 seconds based on Wex. The detonation covers a 700 area, dealing up to 300 damage based on Exort and draining up to 400 mana based on Wex.

Wex – 100/150/200/250/300/350/400 (Mana Burn)
Wex - 050/075/100/125/150/175/200 (Damage = Mana Burned)
Wex - 4/3.67/3.33/3/2.67/2.33/2 (Delay)

Cooldown: 25
Manacost: 125


Sun Strike EEE T
Sends a catastrophic ray of fiery energy from the sun at any targeted location after 1.7 second delay, incinerating all enemies standing beneath it. Deals 75-450 damage based on Exort which is spread over all enemy units within its 200 AoE.

Wex – 75/137.5/200/262.5/325/387.5/450

Cooldown: 30
Manacost: 175


Chaos Meteor EEW D
Invoker pulls a flaming meteor from space onto the targeted location. Upon landing, the meteor rolls forward dealing up to 260 damage per sec based on Exort for up to 1550 range based on Wex. Deals minor residual damage to units that get it.

Wex – 465/615/780/930/1095/1245/1410 (Range)
Exort – 40/55/70/85/100/115/130 (every 0.5 seconds)
Exort - 8/11/14/17/20/23/26 (Burn DPS)

Cooldown: 55
Manacost: 200


Forge Spirit EEQ F
Invoker forges a spirit embodying the strength of fire and fortitude of Ice. Attack range, damage, and life is based on Exort while mana, duration, and armor is based on Quas. The elementals scorching attack is capable of melting the armor on enemy heroes by 1 each hit to a maximum of 10 for 5 seconds. By maxing Quas and Exort. Invoker is capable of creating 2 spirits instead of one.

Lava Spawn
Attack Range: 300/400/500/600/700/800/900 (Exort)
Hit Points: 300/400/500/600/700/800/900 (Exort)
Damage: 29/38/47/56/65/74/83 (Exort)
Armor: 1/2/3/4/5/6/7 (Quas)
Mana Base: 100/150/200/250/300/350/400 (Quas)
Duration: 20/30/40/50/60/70/80 (Quas)

Mana Regen: 4
Movement Speed: 320

Cooldown: 30
Manacost: 75


Invoked Spells & Usage



MAJOR CON
If the skill is in cooldown, it will remain in cooldown. The skill will not refresh if it is invoked again.
You will also falter every time you cast one of your reagents.

Deafening Blast
Combination: QWE
Strategics: This is both an offensive and defensive ability. This skill possesses an old skill called “pacifist” (Classic Necronomicon 6.0x Era). It prevents enemies from attacking which helps greatly against heroes who rely more on their normal attacks (Phantom Assassin, Faceless Void, etc.). You should use this spell to either initiate or to disrupt the flow in flow.
Mechanics: The skill deals magical damage and knocks enemies back to about 100 range for a maximum of 1.75 seconds. Enemy heroes may still cast spells though after the knock back stun.


Cold Snap
Combination: QQQ
Strategics: Enemy heroes can get permastunned with this coupled with you and an ally’s attack but don’t attack if you can invoke another skill. You can make use of this when your allies have their own means of generating attackspeed. With 6 seconds, you can potentially inflict 200 damage on a single target.
Mechanics: A negative buff on enemy units and it lasts a maximum 6 seconds. Any damage taken in this state will briefly stun them for 0.4 seconds and deal 30 damage. Triggers cooldown goes from 0.8 to 0.6 seconds based on Quas.


Ghost Walk
Combination: QQW
Strategics: Mainly used for escaping and backstabbing but is easily countered by truesight. You should use this skill together with 3 levels of Wex to achieve your maximum movespeed.
Mechanics: Invoker becomes invisible and can move freely slowing enemy units around him. The cooldown of invisisbilty is 100 seconds. You can break invisibility if you initiate an active command. The effect of Ghost Walk is easily recognized by the icy effects on opponents and it goes through Magic Immunity.


Ice Wall
Combination: QQE
Strategics: Great for escaping and great for stopping enemies in their tracks. This skill is more of a disable since they hardly escape making great use of AoE spells. If you have dagger, you can blink in front of heroes and use it to block enemy escape routes for a few seconds. I don't find this spell useful except as a last resort when your spells are under cooldown.
Mechanics: Creates a wall of ice in front of Invoker, you cannot target its position. Ally units may pass this without a problem but enemy units are slowed by a large amount and receive very little damage from this.


Alacrity
Combination: WWE
Strategics: You can use this on yourself if you are better suited than the closest ally. Use it on heroes that revolve around their attack and use it when they are already attacking to make use of those 5 seconds. Tiny is a great example of an ally who will usually need it.
Mechanics: Affects ally units only and increases their attackspeed and damage for 5 seconds.


Tornado
Combination: WWQ
Strategics: Use it to initiate a lot of team fights combined with EMP.
Mechanics: The longest range nuke in game with 3100. This skill needs two reagents to reach its full damage and lifts enemies into the air (2.2 secs max based on Quas).


EMP
Combination: WWW
Strategics: Use it in middle of battles. Early game harassment.
Mechanics: Deals magical damage. It gives 300 damage and burns up to 400 mana and affects units within 700 range. Has a 2~4 second detonation where units within its range are pushed back to a certain degree.



Sun Strike
Combination: EEE
Strategics: The skill is great to use once Invoke has been learnt where you should have 2 levels of Exort dealing 160 damage and so on. It is best used to help allies on the opposite lanes for harassment especially when your allies are single targeting stunners. But this has the longest cooldown of any of his nuking spells with 60 seconds because of it being global to avoid spamming. Compare this skill with Lina’s Light Strike Array or Leshrac’s Split Earth, good timing is all you need to land a perfect strike.
Mechanics: Maximum damage is 450 and it deals magical damage; the 450 damage will split if there are more than 2 targets in an area of 200. The skill is global and you can target in unexplored or fogged areas.


Chaos Meteor
Combination: EEW
Strategics: This is your strongest spell in your arsenal and it is great for farming due to its damage overtime. This skill kills creeps instantly almost throughout the game so it never really runs out of power. Because of its damage overtime and the way the meteor moves, it forces enemy heroes to scatter during team battles.
Mechanics:


Forge Spirit
Combination: EEQ
Strategics: As soon as they are available, use them as bodyguards. Commonly used together with Cold Snap.
Mechanics: Look in Skills Descriptions. This skill revolves around summons that can be purged or dispelled. They decrease the armor of HEROES ONLY. Only one group of spirits can be summoned at one time.


Skill Build with Justifications



True Gank Invoker
Quas4,6,10,14,15,16,18
Wex1,3,5,8,9,11,13
Exort19,20,21,22,23,24,25
Invoke2,7,12,17

This is the most ideal Invoker Skill Build I trust since the cooldown nerf of the Exort Spells and the EMP combination change.

This skill build utilizes 3 spells to get the job done. Early game is all about being efficient. Cold Snap, EMP, & Tornado all have a "short cooldown" and a "cheap manacost". Effective against teams and effective to use during ganks.


Why is Wex and Quas superior?
  • Wex grants attackspeed. You can last hit just as well as any other hero in DotA without any damage bonus. Exort is overrated because of its damage bonus BUT it always comes down to who can kill the creeps first.
  • Wex grants movespeed. Being able to outrun your opponents is very important especially since you don't have any other escape mechanisms early game. By mid game, you can already outrun anybody be it fleeing or chasing.
  • Exort makes you a carry because you have to level up on a consistent basis. For a caster hero, this is very counter-productive.

Exort Spells Fail!
  • Exort Spells fail too much and, due to the cooldown nerf, is unreliable in a real game. Exort Spells are useful late game to scatter the opposing team.
  • Sun Strike requires a lot of timing to begin with. If you miss, you can say farewell to 175 mana and wait another 30 secs. But wait there's another catch! If there are more than two targets, the damage is split! Very unreliable.
  • Chaos Meteor is easy to dodge and has an insane waiting period. This skill is more helpful for killing creeps and nothing else.
  • Forge Spirits is the best skill in the Exort arsenal but this is just one. Combine it with Cold Snap and anything related and that makes it two spells for one target.
  • IT ALL COMES DOWN TO ONE TARGET! This is why Exort fails as a starting reagent.

Wex/Quas Spells are more team-oriented!
  • EMP burns off mana in an AoE. Enemies either scatter and get picked off or they endure it. Mana is important early game, no mana no kill means more chances to survive an attack.
  • Tornado is a better skill than Sun Strike. Multiple adjacent targets, disables and is long range with a 25 second cooldown. More helpful than a single Sun Strike.
  • Cold Snap runs better with Wex due to your attackspeed boost. Not only that, movespeed allows you to chase down opponents to some extent.
  • Ghost Walk allows you to hunt and with Wex being maximized, you are no longer slowed.



Item Build with Justifications



Strength – 19 + 1.4 | Agility – 20 + 1.9 | Intelligence – 22 + 2.5
Attack Range: 600 | Movement Speed: 280

Invoker’s lowest stat growth is his strength. He doesn’t gain any attribute bonuses to help him out so we can only fix this through items. His survivability is a question because you give enemies a lot of reasons to target you first.

Wards are essential for the team and they are essential to your survivability; buy them when necessary. TP Scrolls are always essential. You will need Empty Bottle to replenish both health mana.

Bracers/Magic Wand – Magic Wand is essential for Invoker since this Invoker will be joining clashes. A single bracer is recommended for early game purposes since the components of Aghenim's Scepter can increase health through Ogre Axe and Point Booster.

Phase Boots – Provides improved IAS and Movespeed. Although the armor component has been removed, the phase ability helps make you versatile. Wex Wex Wex, you move faster than all heroes in-game. Mass movespeed is key to survival.

Aghenim's Scepter – Decreases the cooldown of Invoke by a large margin. Decreases mana cost of Invoke to 0. This is the new standard of Invoker, being able to cast spell after spell without waiting. Although mana can be an issue, it is easily fixed with items like Guinsoo's Scythe of Vyse or Linken Sphere.


Some Further Item-Discussion


The items added here are more of extension items than Luxury.

Guinsoo’s Scythe of Vyse – the new and improved but expensive sheepstick actually helps out due to that Ultimate Orb added into the recipe. The stats provided and the much needed Hex adds to your versatility for the team.

Linken Sphere – this is your first major stat item if you face a lot of single targeting stunners. The much needed survivability and the mana regen helps you remain with your teammates during team battles. The new Linken Sphere can actually block spells that can lead to your demise.

Eul’s Scepter of Divinity – a great item but Guinsoo’s Scythe of Vyse beats this due to the stat gain. In comparison, you don’t need the cyclones since it doesn’t complement your skills. You don’t need the movespeed since Wex already provides it and since Linken Sphere has better regen, you simply don’t need it. This is more of a utility item if your team needs the extra disable.

Eye of Skadi *Luxury* – if your teammates are not in need of Guinsoo’s Scythe of Vyse or Linkin Sphere then it might be more advisable to go for this. The components of Eye of Skadi are very helpful for the Invoker. Invoker makes use of the health, mana, armor, strength, agility and intelligence. You can become a DPS hero with Orchid Malevolence (not to ignore Guinsoo), survive longer with Satanic while invoking Alacrity on yourself and invoking Cold Snap on an enemy. Used mostly in pubs since DPS means everything in pubs.

Orchid Malevolence – this is another utility item for the Invoker and just like Eul’s Scepter, you get it when your team needs it. The damage amplification can potentially kill a single target once focused fired and is actually helpful against heroes like Faceless Void. This item has become the alternative to AC in terms of IAS for INT heroes since the recipe change.


Invoker Spell Synergy & Techniques


This list is not exclusive and may expand.

Your play style is to be played like Earthshaker (You stop pushes and render enemies helpless) and Zeus (You stay away from enemy fire while casting your spells); both of these guys have one thing in common and that is to join a gank when you can and supporting your teammates.

Animation-Canceling:
Invoker has no casting animation when casting a spell but he does laugh after he succeeds in doing so. Because he has no casting animation, this enables you to hit the opponent after casting a spell and you can move freely at the same time. Take advantage of this.

Channel Disrupt:
You can disrupt channeling spells with Deafening Blast and EMP due to their knock back effect although Deafening is highly favored. Tornado also works because of the cyclones so the same goes with Eul’s Scepter. You can also use Cold Snap for its mini-stun effect and of course if you have sheepstick, use it.

Rune Check:
Haste is great, in a way, that all you need is 3 levels of Exort and any two combinations of nukes with you. Double Damage is great since you all you need are 3 levels of Wex for the AS and MS. Regen is your greatest asset early game if you are low on mana. And get Invisibility to run away or set up Ice Wall or any other spell for that matter. But in most cases, give it to someone who needs it the most.

Ghost Hunting:
Simply activate Ghost Walk and hunt for victims with some of your deadly combinations (although limited before level 20) but be wary of True Sight. Ghost Walk lasts longer than the cooldown of the spell but your presence is easily recognizable by a frost effect on enemies and you need 3 levels of Wex to get your movespeed up early on. You can scout and escape with this.

Cold Snap-Alacrity:
This contains Cold Snap and Alactriy (...they really do). Cast Alacrity first and then Cold Snap and watch your ministuns fly. This combination lasts a few seconds but the cooldowns are short so an ally with a stun should be assisting. If an ally is better off with Alacrity then give it to him.

Forge Spirit Frenzy:
These are helpful against towers and they are better than heroes early on. This works by conjuring a Lava Spawn and casting Cold Snap on an enemy or casting Alacrity on the Lava Spawn, but either way the damage should hurt for a short time. I no longer use this combination except late game.


Invoker Strategies


Invoking – You can’t do much before level 10 because you can’t invoke more than one spell and it takes almost all your mana to cast two/three spells. But with the help of Magic Wand and Bottle, you can stay in battle.

Invoking is split into stages based on the Skill Build I recommended:

Level 1 (1 Invoke, 30 CD): EMP & Cold Snap are your best skills early game and they are rather cheap. Use them to harass opponents back and forth. Cold Snap only when an ally is able to assist.

Level 2/3 (2 Invokes, 25/15 CD): Tornado Blast is part of your arsenal. You become a ganker so join your team.

Level 4 (2 Invokes, 5 CD): You can spam all spells as long as you have your regen items here. At level 25, you can do almost anything. Use Lava Spawns at this point. Use Deafening Blast to win team fights and use Chaos Meteor on creep waves. Exort Spells are key late game.
Laning – You can reach level 5 with ease by lane denying your opponents by pulling neutrals against your creeps; this works only for the Scourge Top and Sentinel Bottom. Use Quas when you need the regen (combined with Tango), Wex to attack and move more swiftly. Pair up with someone who can disable for strong lane control.

Soloing – You can solo quite well with Invoker. Mid is actually much harder to do a solo because you don't have a lot of cover and escape routes are limited; you can get ganked from all sides and Invoker early game has no natural escape mechanism.

Getting Ganked – Activate Wex for the movement speed bonus after you Invoke your main spell. Use EMP and run, hopefully they get hit. If the gank fails, go on the offensive with Cold Snap and Tornado Blast, EMP should be available again.

Ganking – You should have Invoke Level 2. EMP+Tornado Blast are very strong against multiple targets. Use Cold Snap if an enemy hero is surrounded.

Farming – You will spend time last hitting early game. Tornado Blast can be good for farming but use it sparingly.

Pushing – Invoker is a good pusher and a great one when he maximizes all skills. You can mow down creeps with Chaos Meteor and you can cast Ice Wall to slow down the opposition.

5v5 Battles (defensive) – Always have Lava Spawns when they are available. With 10 Spells in your arsenal, you’d be giving enemies a difficult time. Ice Wall effectively annoys opponents and prevents them from doing anything beyond its border. Use two nukes to effectively kill creep waves.

5v5 Battles (offensive) – Always have Lava Spawns when they are available. Tornado Blast is an initiating move followed by EMP. This combination alone can wreck havoc on a time with low mana. Follow it up with Chaos Meteor & Deafening Blast. Invoke Cold Snap and use Ice Wall if need be. To chase down enemy heroes, use Ghost Walk. Use Tornado Blast again or Sun Strike for heroes that flee too far.

Replays




Credits & Conclusion


  • Arhat for the great headers. He's taken much of his time just to make them and I appreciate all of his efforts.
  • Baconzilla for the great title header of Kael.
  • Beast_pete for introducing the new template.
  • IceFrog for creating the Invoker.







Kael the Invoker
Author: i.am.hybrid
Map Vers.: 6.63b

Kael's Guide to Infinity!

Kael's Guide to Infinity!

Date Posted: 10/08/09
Last Comment:17/02/2011
Total Votes: 54
Current Rating: 7.36
Views: 46253



Login to post a comment