
A Guide to
Kael, the Invoker

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
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.
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.
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.
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.
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.
Tornado
Combination: WWQ
Strategics: Use it to initiate a lot of team fights combined with EMP.
EMP
Combination: WWW
Strategics: Use it in middle of battles. Early game harassment.
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.
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.
Forge Spirit
Combination: EEQ
Strategics: As soon as they are available, use them as bodyguards. Commonly used together with Cold Snap.
Skill Build with Justifications
True Gank Invoker
Quas – 4,6,10,14,15,16,18
Wex – 1,3,5,8,9,11,13
Exort – 19,20,21,22,23,24,25
Invoke – 2,7,12,17
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.
Item Build with Justifications
Strength – 19 + 1.4 | Agility – 20 + 1.9 | Intelligence – 22 + 2.5
Attack Range: 600 | Movement Speed: 280
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:
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.
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.
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.
Author: i.am.hybrid
Map Vers.: 6.63b
Kael's Guide to Infinity!
Kael's Guide to Infinity!
Last Comment:17/02/2011
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