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THE FURY OF THE ELEMENTS
Nightguest's guide to Invoker

Updated for 6.61b


English isn't my native language. Feel free to point out any mistakes.



Table of Content

1. Introduction
2. Statistics
3. Pros and Cons
4. Skills
5. The Meteor Build
6. The Support Build
7. The Forged Spirit Build
8. Good Allies and Worst Enemies
9. The Tools of the Trade
10.Replays
11.Conclusion

Introduction

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.

Statistics




Pros and Cons

Pros
  • Very fun to play
  • Very strong hero in the hands of a good player
  • Has ten powerful spells
  • No casting animation
  • Very flexible hero
  • Great last-hitting and denying through Exort
  • Big MS bonus through Wex
  • Nice regen through Quas

Cons
  • Very weak hero in wrong hands
  • Little to no armor
  • No attribute points
  • Very fragile

Skills

Reagents

Quas [Q]
Gives 0.75 HP regen per level per instance.

Use it when you are wounded and out of combat or when you're going to die from a "damage over time" spell.

Wex [W]
Gives 2% AS and 1% MS per level per instance.

Use it when chasing, escaping or traveling. It can be used for fighting as well but I'll explain this later.

Exort [E]
Gives 3 damage per level per instance.

Use it when fighting.

Invoke

Invoke [R]
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.

Mana Cost: 20(0*)/50(0*)/80(0*)/110(0*)
Cooldown: 30(16*)/25(8*)/12(4*)/5(2*)
Effect: Can have 1/2/2/2 invoked spells

Notes:
The -invokelist command will give you list of spells that may be invoked.
The arrangement of instances does not matter.
Can be improved by Aghanim's Scepter (* shows the improved values).


Invoked Skills

Cold Snap [Y] [QQQ]
Skill invokes if Kael has 3 Quas instances. 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 between stuns goes from 0.8 to 0.6 seconds based on Quas.

Mana Cost: 100
Cooldown: 20
Casting Range: 1000

Notes:
Damage type: magical
Effect of Quas level:
- duration: 3 / 3.5 / 4 / 4.5 / 5 / 5.5 / 6 seconds
- stun cooldown: 0.7715 / 0.7430 / 0.7145 / 0.6860 / 0.6575 / 0.6290 / 0.6005 seconds


Use it ONLY when your target is attacked by creeps, your forged spirits or your mates. It interrupts channeling spells and prevents enemies with long casting animation like Raigor from casting spells.




Ice Wall [G] [QQE]
Skill invokes if Kael has 2 Quas and 1 Exort instances. Generates a wall of solid ice directly in front of Invoker for up to 12 seconds. The bitter cold emanating from it greatly slows nearby enemies based on Quas and deals up to 42 damage each second based on Exort.

Mana Cost: 125
Cooldown: 20

Notes:
Damage type: magical
Effect of Quas level:
- slow: 20% / 30% / 40% / 50% / 60% / 70% / 80%
- duration: 3 / 4.5 / 6 / 7.5 / 9 / 10.5 / 12
Effect of Exort level:
- damage per second: 6 / 12 / 18 / 24 / 30 / 36 / 42
The slow effect works on magic immune units.
The effect stays for 4 seconds after the enemy leaves the wall's AoE.


Use it when you or you mates are being chased or in the middle of a big battle to create chaos and cripple the enemy team.


The wall can be cast sidewards to help chasing but it's really hard to master.


Beware - there are abilities that allow enemies to go through the wall unaffected. Some are really situational but I've decided to post them anyway.

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Note that Banehallow and Ish'kafel will still get damaged by the wall.


Ghost Walk [V] [QQW]
Skill invokes if Kael 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 by up to 40% based on Quas, and Invoker from 30 to 0% based on Wex.

Mana Cost: 300
Cooldown: 60

Notes:
Effect of Quas level:
- enemy slow: 10% / 15% / 20% / 25% / 30% / 35% / 40%
Effect of Wex level:
- self slow: 30% / 25% / 20% / 15% / 10% / 5% / 0%
The slow effect works on magic immune units.
Summoning reagents will break the Ghost Walk.


Use it as escape mechanism but watch out for True Sight. You can also use it to help your chased buddy escape by slowing your enemies.



EMP [C] [WWW]
Skill invokes if Kael has 3 Wex instances. 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, draining up to 400 mana based on Wex. Deals 0.5 damage for each point of mana drained.

Mana Cost: 125
Cooldown: 25
Casting Range: 1000
Area of Effect: 700

Notes:
EMP deals magic damage if it is about to kill a target, in other cases it uses direct HP removal.
Damage deals before mana burn.
Effect of Wex level:
- mana burn: 100 / 150 / 200 / 250 / 300 / 350 / 400
- delay: 4 / 3.67 / 3.33 / 3 / 2.67 / 2.33 / 2 seconds
Affects magic immune units.


This spell is perfect against mana dependent heroes with low mana pools like Raigor and Zeus. Use it at the beginning of big fights where it will deal around 1000 pure damage and burn around 2000 mana. Enemies will always try to evade it when possible because of the 2-4 seconds delay so make sure to slow or disable them or just hide the EMP.

Cast EMP over the trees...



...and your enemies won't see it.


The area of effect of EMP:


It looks that the EMP is not in the center of the AoE because the lightening ball is floating.


Tornado [X] [WWQ]
Skill invokes if Kael has 1 Quas and 2 Wex instances. 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.

Mana Cost: 150
Cooldown: 25
Casting Range: 2000
Area of Effect: 200

Notes:
Damage type: magical
Tornado will reveal fog of war
Damage calculation: 120 base + 21.5 per level of Quas + 21.5 per level of Wex
Effect of Quas level:
- duration: 0.6 / 0.85 / 1.1 / 1.35 / 1.6 / 1.85 / 2.2 seconds
Effect of Wex level:
- distance: 640 / 1050 / 1460 / 1870 / 2280 / 2690 / 3100


Use it for harassing, farming, scouting or chasing.


Tornado can also buy you enough time to escape from a dangerous situation.



Alacrity [Z] [WWE]
Skill invokes if Kael has 2 Wex and 1 Exort instances. Invoker infuses an ally with an immense surge of energy, increasing their attack speed to a maximum of 90% based on Wex and damage up to 80 based on Exort for 6 seconds.

Mana Cost: 50
Cooldown: 15
Casting Range: 650

Notes:
Effect of Wex level:
- bonus speed of attack: 30% / 40% / 50% / 60% / 70% / 80% / 90%
Effect of Exort level:
- bonus damage: 20 / 30 / 40 / 50 / 60 / 70 / 80


Use it on your team's main carry when he is ALREADY attacking.



Sun Strike [T] [EEE]
Skill invokes if Kael has 3 Exort instances. Sends a catastrophic ray of fierce energy from the sun at any targeted location after a 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.

Mana Cost: 175
Cooldown: 30
Casting Range: Global

Notes:
Damage type: magical
Damage is spread evenly between targets in the AoE.
Reveals the fog of war for a brief period.
Effect of Exort level:
- damage: 75 / 137.5 / 200 / 262.5 / 325 / 387.5 / 450


Use it to kill low-hp heroes. Never NEVER use it on creeps. Note the 1.7 sec delay - you must predict where your target is going to be 1.7 seconds after you cast Sun Strike. Make sure you won't hit enemy creeps.

The low-hp Razor will be on the red "X" after 1.7 sec so I cast Sun Strike.


After 1.7 seconds...


Here low-hp Pudge thinks he will kill me by just blowing one more hit but I cast Sun Strike and draw first blood. This shows the advantage of having no casting animation.


You can also use Sun Strike to check if the enemy team is fighting Roshan but if they are they will know you saw them.


Chaos Meteor [D] [EEW]
Skill invokes if Kael has 1 Wex and 2 Exort instances. Invoker pulls a flaming meteor from space onto the targeted location. Upon landing, the meteor rolls forward dealing up to 260 damage per second based on Exort for up to 1550 range based on Wex. Deals minor residual damage to units that get hit.

Mana Cost: 200
Cooldown: 55
Casting Range: 700
Area of Effect: 300

Notes:
Damage type: magical
Chaos Meteor lands with 1.7 seconds delay.
Deals main damage to enemy units under meteor (300 AoE) every 0.5 seconds and burns enemies for 3 seconds, dealing lesser damage.
Chaos Meteor has 310 MS.
Effect of Wex level:
- meteor range: 465 / 615 / 780 / 930 / 1095 / 1245 / 1410
Effect of Exort level:
- main damage: 40 / 55 / 70 / 85 / 100 / 115 / 130 every 0.5 seconds
- burn damage: 8 / 11 / 14 / 17 / 20 / 23 / 26 per second


Use it to deal tons of damage to enemy heroes, to create chaos and scatter the enemy team in big fights or to clear large creep waves.



Forge Spirit [F] [EEQ]
Skill invokes if Kael has 1 Quas and 2 Exort instances. 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 elemental's 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 1.

Mana Cost: 75
Cooldown: 30

Notes:
If both Quas and Exort are level 4 or higher, 2 spirits are summoned.
Only one group of spirits can be summoned at one time
Forged Spirits have an autocast orb attack which reduces enemy's armor by 1 per hit and costs 40 mana.
Effect of Quas level:
- duration: 20 / 30 / 40 / 50 / 60 / 70 / 80 seconds
- armor: 2 / 3 / 4 / 5 / 6 / 7 / 8
- mana: 100 / 150 / 200 / 250 / 300 / 350 / 400
Effect of Exort level:
- damage: 29 / 38 / 47 / 56 / 65 / 74 / 83
- attack range: 300 / 400 / 500 / 600 / 700 / 800 / 900
- life: 300 / 400 / 500 / 600 / 700 / 800 / 900


The forged spirits are your personal bodyguards. They are perfect for intercepting hooks and arrows. They can deal tons of damage due to their armor-reducing attacks. Use them to block your enemies path when you're being chased. The only problem is that this skill is pretty useless until both Quas and Exort are level 4 or higher.



Deafening Blast [B] [EWQ]
Skill invokes if Kael has 1 Quas, 1 Wex and 1 Exort instances. 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.

Mana Cost: 200
Cooldown: 40
Casting Range: 1000
Area of Effect: 250

Notes:
Damage type: magical
Effect of Quas level:
- knockback duration: 0.25 / 0.5 / 0.75 / 1 / 1.25 / 1.5 / 1.75 seconds
Effect of Wex level:
- attack prevention duration: 1 / 1.5 / 2 / 2.5 / 3 / 3.5 / 4 seconds
Effect of Exort level:
- damage: 40 / 80 / 120 / 160 / 200 / 240 / 280
This skill interrupts channeling spells.


Use this skill to cripple your enemies greatly. Deafening Blast can buy you time to escape from a dangerous situation. It can also be used in combination with Chaos Meteor to deal TONS of damage. I'll explain this later. Take a look at the following picture for now.


It can also be used to kill low-hp targets because it's your most sure-to-hit damage spell.



Diagram

The following diagram will help you learn the hotkeys of your spells and how to invoke them or it will confuse you even more.


Anura is the original author of this. I just took it and reworked it a bit. 10x Anura!

The Meteor Build

This build is meant to deal tons of damage.

Skill Build



Explanation:

You take Invoke whenever possible for obvious reasons.
You take Exort whenever possible to boost the damage of the spells you will use along with your physical damage.
You take Quas as your secondary reagent to boost the knockback from Deafening Blast witch will result in more damage from Chaos Meteor. Leveling Quas will also boost your Forged Spirits, Cold Snap, Ice Wall and Ghost Walk.
You take one early level of Wex to give you access to all your spells.

Strategy

Early game

If possible go for solo mid. The faster you gain experience the better. It's not crucial though and a double lane is acceptable. Try always to have 3 Exorts activated when last-hitting and denying. It will help you outfarm your opponents. Harass your opponents when possible. If you get harassed summon 3 Quases every time you don't intend to last hit or deny. At level 2 invoke Sun Strike and use it to kill low-hp heroes all over the map. Remember that Sun Strike has global range. At level 7 invoke Chaos Meteor and Deafening Blast. Whenever possible participate in a gang. When fighting cast Chaos Meteor on your enemies and when the meteor hits them cast Deafening Blast to knockback them in the meteor's general direction. Finish low-hp heroes with Sun Strike. Don't forget that with 3 Exorts the Invoker deals really nice physical damage. Use Ghost Walk or Ice Wall to escape gangs.

Middle game

Always try to have Chaos Meteor and Deafening Blast invoked when they are not in cooldown. This is your main combo. Start to run into other lanes and gang people with it. After casting meteor and blast you can cast Cold Snap if necessary. It synergies very well with the DoT damage from Chaos Meteor. Always try to finish low-hp enemies with Sun Strike. When Chaos Meteor and Deafening Blast are in cooldown fight with Cold Snap and Ice Wall. Ice Wall deals some DoT damage witch helps Cold Snap. Also you can use it to hit and run around against melee heroes, to prevent enemies from escaping and to help allies who are being chased. Use Ghost Walk to escape gangs but ALWAYS watch out for True Sight. You can also use it to help your allies escape by slowing the chasers. Always summon 3 Exorts when you are fighting and 3 Quases when you are wounded and out of combat. Summon 3 Wexes when you are traveling with full HP.

Late game

Try always to have your Forged Spirits summoned. When a big fight occurs use Chaos Meteor, Deafening Blast and EMP and then throw every spell you got (use your spells as written in the skills section). Never use Tornodo on targets that are being damaged by Chaos Meteor. Try to create as much chaos as possible. Don't forget to use your items. When you reach level 23 forget about Exort and summon 3 Wexes when fighting. You will deal a little less DPS with you physical attacks but moving 15-21% faster is a BIG DEAL and btw you won't be using your physical attack very much.


Item Build

Starting Items



Feel free to change them as you wish.

Core Build



Rush Aghanim's. It give's you nice HP and MP bonus and it allows you to throw more spells in battle. You can skip the bracers if you are doing well.

Luxuries



Shiva's Guard fixes the "little to no armor" issue. The -AS aura is great and the AoE damage + slow is really nice. Eul's and Guinsoo's give you extra disables and their bonuses are great. BoT helps you farm, push and defend. The 90 MS bonus in perfect for a hero with 280 MS. Heart gives you the survivability you need at the end of the game.

Situational Items

These items can be bought in certain situations. They are the same for all builds.

Black King Bar
Get this if you are being disabled a lot, though staying out of the disablers range should do the trick.

Linken's Sphere
The same as above but it can stop only one spell. The extra stats and the hp/mana regen are nice and you can put the Perseverance is good use.

Necronomicon
Get this if your team experience problems with invisible heroes and there is no better wearer. The archer's aura helps your forged spirits a little and the demons can do nice damage combined with Ice Wall or Cold Snap.

Ghost Scepter
You can get this if you are playing against many DPSers and you're not threatened by nukers. It also helps against Riki because you can cast it while in the smoke screen. The bonus stats are nice too.


Rejected Items

They are the same for all builds because late game you're the same no matter witch build you took.

DPS items
You are not meant to be a DPS carry. Sure it looks tempting because of Exort and Wex but the power of the Invoker lies in his spells. Let someone else carry. You are also really fragile without your survivability items.

Stygian Desolator
This should be listed with the items above but I've decided to write about it separately because of the Forged Spirits. 60 bonus damage and -6 armor combined with the armor-reducing attacks of the spirits is nice but it is not what you need. You are really fragile and this item doesn't help you survive. The spirits will reduce your opponents armor enough and as I said you are not a DPS carry.

Cranium Basher
You can land some stuns with Alacrity but you should always cast it on the team's carry when possible. If you need stun just use Cold Snap.

Mjolnir
You can land some chains with Alacrity but you should always cast it on the team's carry when possible. And 6300 gold for 35 agility and 35 dmg is just awful.

Yasha
2250 gold and 1 item slot just for the 10% MS is a bad idea. You have enough spells to slow or disable your opponents.

Eye of Skadi
You have enough spells to slow or disable your opponents so you don't really need the extra slow and 6150 gold is too much for the bonus stats it gives.

Lothar's Edge
You won't benefit very much from the bonus AS and damage. Use Ghost Walk instead of buying this item because of the Wind Walk.

Satanic
Nice survivability item but Heart of Tarrasque is just better for the Invoker.

Kalen's Dagger
It gives you no survivability and delays better items. Also it will separate you from the Forged Spirits.

Refresher Orb
You don't have the mana to support it. It also gives you no survivability.

Vanguard
It gives you nice survivability early-mid game but it delays your core build witch increases your performance on the battlefield and helps you stay alive as well.

Power Treads
You don't benefit from the IAS very much. Both Phase Boots and Boots of Travel are better.

Phase Boots
I don't really reject this item. I'm just saying that BoT is better. Phase Boots give you nice armor and MS. The Phase ability is nice too but BoT's teleport is just way better. It helps farming, pushing and defending witch is more important.


The Support Build

This build is meant to cripple the enemy team.

Skill Build



Explanation:

One early point in Exort at level 1 gives you access to all your spells at level 4 and helps you last hit and deny early game.
You take one point in Quas at level 2 for the regen and to invoke Cold Snap at level 3.
After that you take Invoke whenever possible for obvious reasons.
Wex is maxed for the MS, EMP, Tornado's range and damage and the disable from Deafening Blast.
Quas is your secondary reagent because of Tornado, Cold Snap and Ice Wall.

Strategy

Early game

Do not go solo. Try always to have 3 Exorts activated when last-hitting and denying. If you get harassed summon 3 Quases every time you don't intend to last hit or deny. At level 3 invoke Cold Snap and use it when needed. At level 7 invoke EMP and Tornado and begin to burn your enemies' mana. Make sure to hide the EMP whenever possible. In fights cast EMP over your opponents and then cast Tornado. Note that the EMP will strike your enemies even if they are in the air. Use Cold Snap against divers. Ice Wall and Ghost Walk will save you and your mate from gangs.

Middle game

Always try to have EMP and Tornado invoked when they are not in cooldown. This is your main combo. Start to run into other lanes and gang people with it. After casting EMP and Tornado you can cast Ice Wall to stop your enemies from escaping. Use Cold Snap when necessary. Cast Ghost Walk to escape from dangerous situations but ALWAYS watch out for True Sight. You can also use Ghost Walk to help your allies escape by slowing the chasers. Always summon 3 Wexes when fighting or traveling and 3 Quases when you're wounded and out of combat.

Late game

If you are at least level 23 try to have your Forged Spirits summoned at all times. When a big fight occurs use Chaos Meteor, Deafening Blast and EMP and then throw every spell you got (use your spells as written in the skills section). Never use Tornodo on targets that are being damaged by Chaos Meteor. Try to create as much chaos as possible. Don't forget to use your items.


Item Build

Starting Items



Feel free to change them as you wish.

Core Build



You need the bracers for the extra survivability. Guinsoo gives you an extra disable and the bonus to int and str is nice. If you're not doing very well go for Eul instead of Guinzoo. It will help you survive because of the Cyclone and the MS bonus. The mana regen is nice too.

Luxuries



Shiva's Guard fixes the "little to no armor" issue. The -AS aura is great and the AoE damage + slow is really nice. Aghanim's Scepter helps you throw your spells faster. Eul/Guinzoo gives you an extra disable. BoT helps you push and defend. The 90 MS bonus in perfect for a hero with 280 MS. You need HoT for the extra survivability - after all you have no attribute bonuses.

Situational Items

These items can be bought in certain situations. They are the same for all builds.

Black King Bar
Get this if you are being disabled a lot, though staying out of the disablers range should do the trick.

Linken's Sphere
The same as above but it can stop only one spell. The extra stats and the hp/mana regen are nice and you can put the Perseverance is good use.

Necronomicon
Get this if your team experience problems with invisible heroes and there is no better wearer. The archer's aura helps your forged spirits a little and the demons can do nice damage combined with Ice Wall or Cold Snap.

Ghost Scepter
You can get this if you are playing against many DPSers and you're not threatened by nukers. It also helps against Riki because you can cast it while in the smoke screen. The bonus stats are nice too.


Rejected Items

They are the same for all builds because late game you're the same no matter witch build you took.

DPS items
You are not meant to be a DPS carry. Sure it looks tempting because of Exort and Wex but the power of the Invoker lies in his spells. Let someone else carry. You are also really fragile without your survivability items.

Stygian Desolator
This should be listed with the items above but I've decided to write about it separately because of the Forged Spirits. 60 bonus damage and -6 armor combined with the armor-reducing attacks of the spirits is nice but it is not what you need. You are really fragile and this item doesn't help you survive. The spirits will reduce your opponents armor enough and as I said you are not a DPS carry.

Cranium Basher
You can land some stuns with Alacrity but you should always cast it on the team's carry when possible. If you need stun just use Cold Snap.

Mjolnir
You can land some chains with Alacrity but you should always cast it on the team's carry when possible. And 6300 gold for 35 agility and 35 dmg is just awful.

Yasha
2250 gold and 1 item slot just for the 10% MS is a bad idea. You have enough spells to slow or disable your opponents.

Eye of Skadi
You have enough spells to slow or disable your opponents so you don't really need the extra slow and 6150 gold is too much for the bonus stats it gives.

Lothar's Edge
You won't benefit very much from the bonus AS and damage. Use Ghost Walk instead of buying this item because of the Wind Walk.

Satanic
Nice survivability item but Heart of Tarrasque is just better for the Invoker.

Kalen's Dagger
It gives you no survivability and delays better items. Also it will separate you from the Forged Spirits.

Refresher Orb
You don't have the mana to support it. It also gives you no survivability.

Vanguard
It gives you nice survivability early-mid game but it delays your core build witch increases your performance on the battlefield and helps you stay alive as well.

Power Treads
You don't benefit from the IAS very much. Both Phase Boots and Boots of Travel are better.

Phase Boots
I don't really reject this item. I'm just saying that BoT is better. Phase Boots give you nice armor and MS. The Phase ability is nice too but BoT's teleport is just way better. It helps farming, pushing and defending witch is more important.


The Forge Spirit Build

This build is meant to deal great single-target damage.

Skill Build



Explanation:

On level 9 your skill build must be 4 Exort 4 Quas and 1 Invoke in order to summon 2 Forged Spirits. Exort is leveled first for last-hitting and denying. The point in Invoke at level 10 will allow you to have two skills invoked at a time. Then you max Exort for the damage of the spirits and Quas for their duration, survivability and mana along with the boost of Ice Wall and Cold Snap. You'll want one point in Wex on level 17 in order to gain access to all your spells and then 2 points in Invoke to cast them more rapidly.

Notes:
If you desperately need Ghost Walk and Deafening Blast it's possible to take the first point in Wex at level 11.

Strategy

Early Game

If possible go for solo mid. The faster you gain experience the better. It's not crucial though and a double lane is acceptable. Try always to have 3 Exorts activated when last-hitting and denying. It will help you outfarm your opponents. Harass your opponents when possible. If you get harassed summon 3 Quases every time you don't intend to last hit or deny. At level 2 invoke Sun Strike and use it to kill low-hp heroes all over the map. Remember that Sun Strike has global range. At level 9 invoke Forged Spirit and use it. The spirits cost only 75 mana so keep them summoned. Whenever possible participate in a gang. When fighting use Ice Wall to slow your target and then attack with your hero and the spirits. Use Cold Snap if needed. The Ice Wall is your only escape mechanism but you can slow your chasers by blocking their path with the Forged Spirits.

Middle Game

Always try to have your Forged Spirits summoned and Ice Wall and Cold Snap invoked. Start to run into other lanes and gang people. Slow them with the Ice Wall witch will deal some nice damage than attack them with your hero and the spirits and finally cast Cold Snap. While your target is slowed the Forged Spirits will deal tons of damage damage. You can also use the wall to hit and run around against melee heroes and to help allies who are being chased. Always try to finish low-hp enemies with Sun Strike. Summon 3 Exorts when you are fighting and 3 Quases when you are not going to attack.

Late Game

Try always to have your Forged Spirits summoned. When a big fight occurs use Chaos Meteor, Deafening Blast and EMP and then throw every spell you got (use your spells as written in the skills section). Never use Tornodo on targets that are being damaged by Chaos Meteor. Try to create as much chaos as possible. Don't forget to use your items. When you reach level 23 forget about Exort and summon 3 Wexes when fighting. You will deal a little less DPS with you physical attacks but moving 15-21% faster is a BIG DEAL and btw you won't be using your physical attack very much.


Item Build

Starting Items



Feel free to change them as you wish.

Core Items



Rush Aghanim's Scepter for the great ultimate upgrade along with the nice HP and MP. When you get it you won't run out of mana at least if you're not playing against mana burners. Get the two bracers if you are not doing very well.

Luxuries



Eul's Scepter of Divinity gives you an extra disable witch is perfect to set up the Ice Wall and to get the spirits closer. The bonus MS is nice. Shiva's Guard fixes the "little to no armor" issue. The -AS aura is great and the AoE damage + slow is perfect for this build. Guinsoo gives you an extra disable and the bonus to int and str is nice. BoT helps you push and defend. The 90 extra MS is perfect for a hero with 280 base MS. Late game you'll need HoT for the extra survivability.

Situational Items

These items can be bought in certain situations. They are the same for all builds.

Black King Bar
Get this if you are being disabled a lot, though staying out of the disablers range should do the trick.

Linken's Sphere
The same as above but it can stop only one spell. The extra stats and the hp/mana regen are nice and you can put the Perseverance is good use.

Necronomicon
Get this if your team experience problems with invisible heroes and there is no better wearer. The archer's aura helps your forged spirits a little and the demons can do nice damage combined with Ice Wall or Cold Snap.

Ghost Scepter
You can get this if you are playing against many DPSers and you're not threatened by nukers. It also helps against Riki because you can cast it while in the smoke screen. The bonus stats are nice too.


Rejected Items

They are the same for all builds because late game you're the same no matter witch build you took.

DPS items
You are not meant to be a DPS carry. Sure it looks tempting because of Exort and Wex but the power of the Invoker lies in his spells. Let someone else carry. You are also really fragile without your survivability items.

Stygian Desolator
This should be listed with the items above but I've decided to write about it separately because of the Forged Spirits. 60 bonus damage and -6 armor combined with the armor-reducing attacks of the spirits is nice but it is not what you need. You are really fragile and this item doesn't help you survive. The spirits will reduce your opponents armor enough and as I said you are not a DPS carry.

Cranium Basher
You can land some stuns with Alacrity but you should always cast it on the team's carry when possible. If you need stun just use Cold Snap.

Mjolnir
You can land some chains with Alacrity but you should always cast it on the team's carry when possible. And 6300 gold for 35 agility and 35 dmg is just awful.

Yasha
2250 gold and 1 item slot just for the 10% MS is a bad idea. You have enough spells to slow or disable your opponents.

Eye of Skadi
You have enough spells to slow or disable your opponents so you don't really need the extra slow and 6150 gold is too much for the bonus stats it gives.

Lothar's Edge
You won't benefit very much from the bonus AS and damage. Use Ghost Walk instead of buying this item because of the Wind Walk.

Satanic
Nice survivability item but Heart of Tarrasque is just better for the Invoker.

Kalen's Dagger
It gives you no survivability and delays better items. Also it will separate you from the Forged Spirits.

Refresher Orb
You don't have the mana to support it. It also gives you no survivability.

Vanguard
It gives you nice survivability early-mid game but it delays your core build witch increases your performance on the battlefield and helps you stay alive as well.

Power Treads
You don't benefit from the IAS very much. Both Phase Boots and Boots of Travel are better.

Phase Boots
I don't really reject this item. I'm just saying that BoT is better. Phase Boots give you nice armor and MS. The Phase ability is nice too but BoT's teleport is just way better. It helps farming, pushing and defending witch is more important.


Good Allies and Worst Enemies

Good Allies




Magnataur
His ultimate and your Meteor + Blast combo can wipe the whole enemy team.

Enigma
The same as Magnus. Only a little harder to achieve.

Dark Seer
He will place your enemies perfectly for the Chaos Meteor. With an AoE slow you can wipe the whole enemy team.

Magina
With an EMP you can give Magina a head start for his ultimate.

Keeper of the Light
EMP will help Mana Leak and Chakra Magic will help you a lot until late game.


Worst Enemies




Doom Bringer
Doom... and you are out.
Counters: Linken's Sphere might help but he will just cast LVL before Doom. The best solution is to stay out of range until he casts Doom on someone else.

Faerie Dragon
He will evade most of your spells with Phase Shift. He will also silence you.
Counters: Use Guinzo and kill him while he can't cast Phase Shift or silence you.

Silencer
Meteor! Last Word... Deafening Blast! Last word... Invoke! Last Word... and you are dead.
Counters: Just stay out of the Last Word's AoE.

Blood Seeker
Permanent silence!!! He can also see you in Ghost Walk if you're below 40% HP.
Counters: Black King Bar should do the trick or just tell your mates to take him out quickly or try to disable and kill him before he silences you. If you're below 40% HP rely on Ice Wall for escaping instead on Ghost Walk.

Nerubian Assassin
He can kill you with no time to react.
Counters: Map awareness and wards.


The Tools of the Trade

Invoker Macro tool has been removed due to being an illegal (hack tool).

Macros aren't allowed at this forum, for any hero!

Moderator: Cp6uja




Replays

First Replay - A good pub game. I used the Meteor build. It shows the exact build with a good usage demonstration. [patch 1.23 ver. 6.61b]

Second Replay - We stomped a pub in about 25 minutes. You can see just the basic usage of the Support build. [patch 1.23 ver. 6.61b]

Third Replay - It shows the Forged Spirit build with a good usage demonstration. Pub game = leavers. [patch 1.23 ver. 6.61b]

Conclusion

I'd like to say thanks to everyone in the Playdota.com staff for creating a great map and community and to you for reading this guide and helping me to improve it.





Kael the Invoker
Author: Nightguest
Map Vers.: 6.61b

The Fury of the Elements

Nightguest's guide to Invoker

Date Posted: 08/01/09
Last Comment:30/07/2012
Total Votes: 378
Current Rating: 8.50
Views: 193131



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