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The Invoker
A guide by Motas

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.

Here are Invoker's skills if you need them

Quas (Q)

Level 1 - 0.75 HP regen per instance.
Level 2 - 1.50 HP regen per instance
Level 3 - 2.25 HP regen per instance
Level 4 - 3.00 HP regen per instance
Level 5 - 3.75 HP regen per instance
Level 6 - 4.50 HP regen per instance
Level 7 - 5.25 HP regen per instance
Mana Cost:
Cooldown:
Wex (W)

Level 1 - Gives 2% AS and 1% MS per instance.
Level 2 - Gives 4% AS and 2% MS per instance.
Level 3 - Gives 6% AS and 3% MS per instance.
Level 4 - Gives 8% AS and 4% MS per instance.
Level 5 - Gives 10% AS and 5% MS per instance.
Level 6 - Gives 12% AS and 6% MS per instance.
Level 7 - Gives 14% AS and 7% MS per instance.
Mana Cost:
Cooldown:
Exort (E)

Level 1 - 3 damage per instance.
Level 2 - 6 damage per instance.
Level 3 - 9 damage per instance.
Level 4 - 12 damage per instance.
Level 5 - 15 damage per instance
Level 6 - 18 damage per instance
Level 7 - 21 damage per instance
Mana Cost:
Cooldown:
Invoke (R)
Combines the properties of the elements currently being manipulated, creating a new spell at Invokers disposal. The invoked spell is determined by the combination of Quas, Wex and Exort.
Level 1 - 1 Invoke, 30 cd.
Level 2 - 2 Invokes, 25 cd.
Level 3 - 2 Invokes, 12 cd.
Level 4 - 2 Invokes, 5 cd.
Mana Cost: 20(0*)/50(0*)/80(0*)/110(0*)
Cooldown: 30(16*)/25(8*)/12(4*)/5(2*)
(*) indicates values with Aghanim’s Scepter

________________________________________

Spell Combinations:

Cold Snap (Y)

Key Combo: QQQ + R

Description: 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.
Cooldown: 20 sec.
Mana Cost: 100
Uses:
Cold Snap should be used when the enemy is surrounded by creeps (or your spirits). This will keep them stunned and taking bonus damage.

________________________________________

EMP (C)

Key Combo: WWW + R

Description: 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.
Cooldown: 25 sec.
Mana Cost: 125
Uses:
EMP should be used at the beginning of team fights as well as in ganks, it limits your foes abilities to cast spells in defense or offense.

________________________________________

Sun Strike (T)

Key Combo: EEE + R

Description: Sends a catastrophic ray of fiery 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.
Cooldown: 30 sec.
Mana Cost: 175
The DotA sun must be pretty close!
Uses:
Sun Strike can be used for early harassment as well as killing heroes that say "omg 5 hp left lol" with proper timing.

________________________________________

Ghost Walk (V)

Key Combo: QQW + R

Description: 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.
Cooldown: 60 sec.
Mana Cost: 300
Uses:
Ghostwalk is mainly used to escape, but it can also be used to chase and help allies escape.

________________________________________

Ice Wall (G)

Key Combo: QQE + R

Description: 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.
Cooldown: 20 sec.
Mana Cost: 125
Uses:
Ice Wall is used to prevent foes from crossing terrain without sustaining damage. It slows pretty well to allow for ganks as well.

________________________________________

Tornado (X)

Key Combo: WWQ + R

Description: 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.
Cooldown: 25 sec.
Mana Cost: 150
Uses:
Tornado is used for pursuing enemies or escaping

________________________________________

Alacrity (Z)

Key Combo: WWE + R

Description: 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 8 seconds. Cooldown: 15 sec.
Mana Cost: 50
Uses:
Use Alacrity on your team carry when they are already attacking, can be put on your spirits as well.

________________________________________

Forge Spirit (F)

Key Combo: EEQ + R

Description: 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.
Cooldown: 30 sec.
Mana Cost: 75
Uses:
Pushing, Farming, they work well all game if used correctly, they can (at max level) outrange a tower.

________________________________________

Chaos Meteor (D)

Key Combo: EEW + R

Description: 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 hit.
Cooldown: 55 sec.
Mana Cost: 200
Uses:
Use Meteor in conjunction with other spells for a devastating combo, can be used to net a First Blood if used correctly.

________________________________________

Deafening Blast (B)

Key Combo: QWE + R

Description: Invoker unleashes a mighty sonic wave in front of him, dealing up to 280 damage to any enemy unit it collides with based on Exrot. 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.
Cooldown: 40 sec.
Mana Cost: 200
Uses:
A great stun/disable to be used with other spells, can be used to help escape.


Here are some of the advanced statistics on the Invoker
-Affiliation: Neutral
-Attack Animation: 0.4 / 0.7
-Damage: 44 - 50
-Casting Animation: 0
-Armor: 1.9
-Base Attack Time: 1.7
-Movespeed: 280
-Missile Speed: 900
-Attack Range: 600
-Sight Range: 1800 / 800

Hero Pros and Cons

Every hero has his advantages and disadvantages in the game. Invoker happens to have so many styles of play that he has many advantages and a bunch of disadvantages too.
This is a list of the general Pros and Cons of the Invoker

PROS/ADVANTAGES

(+)Extremely versatile and can fit in almost any game.
(+)Great mid, and late game.
(+)Rather balanced and all- around.
(+)If mastered, becomes an advantage for the team
(+)Has the potential to become a very powerful Caster.
(+)Can push very well with certain combos.
(+)Very fun and rewarding to play.
(+)Has multiple spells that can be chained into a destructive combo.
(+)A great asset in team battles.

CONS/DISADVANTAGES

(-)Low hp makes him an easy target.
(-)Hard to master, takes time.
(-)Requires really really fast fingers (in certain situations).
(-)Hard to aim spells to maximum effect.
(-)Mostly AOE spells that are easy to dodge.
(-)Poor Early game.
(-)2nd lowest base movement speed in game (next to techies)


N00b Section
If you are new to Invoker, continue reading, if not, go down until you hit the skill build section.

Let's start by looking at the Invoker's skills

Notice the weird thing about the Invoker? He has no stats at all, just skills that can be leveled up 7 times and an Ultimate that levels up 4 times. That is what is unique about him, what a normal hero would call 'spells' is in fact what the Invoker's Ultimate is for - Invoke.
Okay, to start, look at the spell description for Quas, Wex, or Exort. I'll start with Exort, what does it mean when it says 3 damage per level per instance?
It means one level of Exort deals 3 damage per level. If it's level one, that's 3 damage. The Invoker has 3 slots available for the "orbs" to go into as shown below.

Note that using hotkeys is very important to invoker. And now the effects...
-Quas (Q):0.75 Hp regeneration per second per instance
-Wex (W):2% attack speed and 1 % movement speed per level per instance
-Exort (E): +3 damage per level per instance
Here-s the mathematical formula for all you nerds out there. Exort will be used in the first example.
3 instances * 3 damage per instance * level of Exort = 9 bonus damage
So if you have all three exort reagents active at exort level 2,the bonus damage is 3*2*3 = 18 bonus damage. The same goes for Quas and Wex.
Here's a table to help you understand better.

Quas Wex Exort
Skill lvl 1 2.25 Hp 6As 3Ms +9
Skill lvl 2 4.5 Hp 12As 6Ms +18
Skill lvl 3 6.75 Hp 18As 9Ms +27
Skill lvl 4 9 Hp 24As 12Ms +36
Skill lvl 5 11.25 Hp 30As 15Ms +45
Skill lvl 6 13.5 Hp 36As 18Ms +54
Skill lvl 7 15.75 Hp 42As 21Ms +63

So at maxed level when you turn on Exort, you have +63 damage, which is quite impressive. When you turn on Quas you gain a totally imba 15.75 Hp per second! The attack and movement speed of Wex don’t seem that great, but combined with Boots of Speed, Boots of Travel, or even Phase Boots, you become one of the fastest heroes in the game.

4 different ways to play Invoker
Throughout my experience with Invoker, I have found that there are basically 3 main types of Invoker you will see and play (with variations). They are:
QW (Quas Wex) (Support)
QE (Quas Exort) (Push/DPS)
WE (Wex Exort) (Semi-Carry/ Pusher)
QWE (Quas-Wex-Exort) (???)
Side Note: Each of these types of builds will be provided with and without Scepter.
What does this mean?
Take the first instance for example. QW Invoker levels Quas and Wex as much as possible from the beginning to the end. This maximizes the potential of 3 or 4 spells, these spells are in fact your ultimate. In each of these builds, invoke should be obtained at level 3.
How does Invoke work?


I explained above that the Invoker has 3 "slots" open for his reagents, for example, if you activate Quas 3 times, it looks like this:

If you were to push the Invoke button, you will get an icon that looks like this:

So what is this? This is Cold Snap, one of the ten spells that invoke can give you.
Ok, time to get back on subject.

QW Invoker (W/O Scepter)

Pros
(+)Good Early game regen in certain situations
(+)Fast movement speed for escape/traveling
Cons
(-)Loses some farming capabilities
Spells used mainly in this build:

Tornado

Uses:
-Escaping
-Setting up combos with team
-Stopping escapes
Advanced Stats:

-Damage type: magical
-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

EMP

Uses:
-Depleting enemy mana before team fight
-Harassment early game (not recommended)
Advanced Stats:

-Damage type: pure
-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.

Ghostwalk

Uses:
-Escaping
-Chasing
-Saving an Ally
Advanced Stats:

-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.


Skill Build (QW)
Get Invoke at level 2 and then whenever you can.
Level your reagents depending on the early situation, for example:
A harassed Invoker
1. Quas
2. Invoke
3. Wex
4. Quas
5. Quas
Etc.
If not:
1. Quas
2. Invoke
3. Wex
4. Wex
5. Quas
Etc.


Core Item Build:
( or )
Early Game (Lvls 1-10)
( or )
As far as early game is concerned, get the following:
If you randomed Invoker:

If you chose Invoker:

Your Goals for Early Game
-Survive
-Farm
-Survive (in this order)
Laning Situations
1 Melee: This is cake for you, just peg him with your normal attack as harassment, deny and last hit like usual. Be sure to watch out for stuns/disables and you should do fine.

2 Melee: This one's a little harder, just watch out for stuns/disables and be very cautious, you can still harass with your normal attack.

1 Range: Make sure they aren't hitting you without you noticing, hit them when you have a chance but play on the cautious side.

2 Range: Call for a lane swap or tough it out. This one is a lot harder, keep your guard up and stay alert, you may need help from a teammate on this one.

1 of each: You can attack the Melee hero, just be careful for combos they may set up, again, don't get too close and you'll be just fine.
Note: An ally with a stun or disable will help you greatly in this section of the game

Advanced Early Lane techniques
Ok, so you're in the lane and you've hit level 3 and you just got your second Reagent; many options are open to you:
Option 1-Invoke Tornado (WWQ) and harass
Option 2-Invoke EMP (WWW) and harass
Option 3-Invoke Cold Snap (QQQ) and harass (not recommended)
Option 4-Invoke Ghostwalk (QQW) and escape (not recommended)
K, so for QW Invoker, these are your options.
Option 1 is decent compared to the others.
Why are the others bad?
They aren't necessarily bad but I'll show you why each one isn't suited for early game (They work better later in the game).
Cold Snap

This skill is placed on the enemy for up to 6 seconds based on Quas, which means in the early game stage, it won't hold them that long. The ministuns and increased damage may help if they have been stunned, but that's not likely the case. It's not good at all, don't even do it.

EMP

Ok, so the description says it burns up to 400 mana based on Wex, this doesn't mean it will early game, especially when Wex is level 1 or 2. It takes 2-4 seconds based on Wex, again, enemies can easily walk out of the area in 4 seconds making it not viable for harassment. Its good for keeping the enemy away from the lane for a while. Again, if used with a stun, go for it, if not, be careful when using it. It does work well if you want the enemy to back out of a lane, denying them some experience. You'd hate to waste 125 mana if you miss.

Ghostwalk

This skill costs a whopping 300 MANA, thus not making it great for anything early game except for escaping. The other problem is that this skill slows you even more than your pathetic movement speed, you'll need boots to make this work.

Now for the other option:
Tornado

Tornado does damage based on Quas and Wex, so it doesn't matter which one you level. The equation for the damage Tornado does is like this:
Damage calculation: 120 base + 21.5 per level of Quas + 21.5 per level of Wex
So, at level 3, Tornado will do 120+21.5+21.5=163 damage
The best part is that the damage will only increase as you level Quas and Wex.

When you end early game, your items should be somewhere around here:

= + +
If you are going for
Than you should have


If not, then you should be close.

Mid Game (Lvls 11-15)

Your Goals for Mid Game
-Teamfights
-Farm
-Teamfights

Teamfights
A combo you should be aware of
EMP + Tornado

Since EMP takes a while to activate, cast it and then immediately cast Tornado to keep the enemies near EMP, they take damage from Tornado and lose mana from EMP.
As the QW Invoker, your role is to support your team. When your team enters the fight, help them out with the EMP + Tornado combo, from there, attack them until one of two situations occur.

Situation 1
Enemy team is running because your team outplayed them.
Actions to be taken by you
-Cast Tornado on the fleeing enemies to trap them and then destroy them with your team
Or
-Cast Ghostwalk on yourself to slow enemies allowing your team to catch them, if needed cast Tornado from here.

Situation 2
Your team is fleeing because the enemy outplayed youďŒ.
Actions to be taken by you
-You are not as important as your team carry, sacrifice yourself to save your carry
Or
-Cast Ghostwalk to slow your enemies to let your allies escape
Or
-Cast Tornado to slow enemies (can be done from Ghostwalk preferably)

End of Mid Game
You should have:


Or




Late Game(16-25)
By the time you end the game, you'll want these



Or




Goals for Late Game
-Win the game
-Win all teamfights in order to win the game
-Push, push, push
As far as late game is concerned:
-Get Sheepstick
-Don't die
-Help support as much as possible

If the game drags on too much, get this:
+ =
+ + =
+ =
So, you ultimate goal for Invoker is:



Or



Note: The bracers can be exchanged for other items to fit the battle.


QW Invoker (With Scepter)

-Play Invoker the way mentioned above
-The only thing different is the item build
-This is how you’re supposed to play Invoker
-QW Invoker specializes in windwalk/long distance aoe/mana drain. Puck can fill that role better, with a silence.
-Scepter allows you to fill this role + even more along with other roles
Item Build
In order, first get your starting items.

Then go for
, and
Skill Build
-Level Wex and Quas to power up your Tornado like usual, get one level of Exort right before you get Scepter.
-This allows you to have all of Invoker’s Spells at your disposal.
-Once Quas and Wex are done, continue leveling Exort.
-Using the other spells will greatly increase your role as support
-Great combos open up for you such as:
-
-This will really hurt late game with Exort leveled.
-The trick is having fast fingers and memorization.
-Invoker is most powerful at level 25

QE Invoker (W/O Scepter)

Pros
(+)Good Early game regen in certain situations
(+)Great Farming capabilities early game
Cons
(-)Loses movement and attack speed (not a lot though)

Spells used mainly in this build:

Forge Spirits

Uses:
-Pushing
-Harassing
-Setting up combos with team
-DPS-ing (in a way)
Advanced Stats:

-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

Cold Snap

Uses:
-To be used with Forge Spirits
-Can be used to single out one enemy hero
-Great when used on heroes that are already being attacked
Advanced Stats:

-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

Ice Wall

Uses:
-Escaping
-Chasing (a little harder)
-Saving an Ally
Advanced Stats:

-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

Optional:
Sun Strike

Uses:
-Killing heroes
-Harassing early game
Advanced Stats:

-Damage type: magical
-Damage is spread evenly between targets in the AoE.
-Effect of Exort level:
-- damage: 75 / 137.5 / 200 / 262.5 / 325 / 387.5 / 450


Skill Build (QE)
Get Invoke at level 3 and then whenever you can.
Level your reagents depending on the early situation, for example:
A harassed Invoker
1. Exort
2. Quas
3. Invoke
4. Quas
5. Quas
Etc...
If not
1. Exort
2. Quas
3. Invoke
4. Exort
5. Exort
Etc...

Core Item Build:
( or )
Early Game (Lvls 1-10)
( or )
As far as early game is concerned, get the following:
If you randomed Invoker:

If you chose Invoker:

A very nice item to get around lvl 5:

It adds to the armor of your spirits as well as making you push better.
Your Goals for Early Game
-Survive
-Farm
-Survive (in this order)
Laning Situations
1 Melee: This is cake for you, just peg him with your normal attack as harassment, deny and last hit like usual. Be sure to watch out for stuns/disables and you should do fine. Forge Spirits make your job easier in this case due to more harassment

2 Melee: This one's a little harder, just watch out for stuns/disables and be very cautious, you can still harass with your normal attack. Same as above with Forge Spirits

1 Range: Make sure they aren't hitting you without you noticing, hit them when you have a chance but play on the cautious side.

2 Range: Call for a lane swap or tough it out. This one is a lot harder, keep your guard up and stay alert, you may need help from a teammate on this one.

1 of each:You can attack the Melee hero, just be careful for combos they may set up, again, don't get too close and you'll be just fine.
Note: An ally with a stun or disable will help you greatly in this section of the game

Another Note: Forge Spirits award players with quite a bit of money and exp if killed, treat them like a hero and don't just throw them out.

Advanced Early Lane techniques
Ok, so you're in the lane and you've hit level 3 and you just got Invoke; many options are open to you:
Option 1-Invoke Sun Strike (EEE) and harass
Option 2-Invoke Forge Spirits (EEQ) and harass
Option 3-Invoke Ice Wall (QQE) and harass (not recommended)
Option 4-Invoke Cold Snap (QQQ) and harass (not recommended)
K, so for QE Invoker, these are your options.
Option 1 is decent, but Option 2 has a lot more bonuses.

Why are the others bad?
They aren't necessarily bad but I'll show you each one and why (They work better later in the game).

Cold Snap

This skill is placed on the enemy for up to 6 seconds based on Quas, which means in the early game stage, it won't hold them that long. The ministuns and increased damage may help if they have been stunned, but that's not likely the case. It's not good at all, don't even do it early game. This works great late game when your spirits are attacking the enemy hero, but that's not until mid or late game.

Sun Strike

From the description, you basically get the idea, it does 75-450 damage based on Exort which is spread over all enemy units within its 200 AoE. For example: If there are 3 units that are hit by a 450 damage Sun Strike, it will do:
450/3 = 150 damage to each unit. As opposed to: 450/1 = 450 damage to one unit
It's up to you to decide if its worth it. You'd hate to waste 175 mana if it doesn't do what you want

Ice Wall

Description: 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.
Lets look at the numbers first:
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
You can tell by these stats that Ice Wall isn’t good early game, it should be used late game when it deals a lot of damage and slows really well
Now for the other option:

Forge Spirits

The stats of the spirits change depending on Quas and Exort, so it doesn’t matter which one you level. The stats for each spirit works like this:
If both Quas and Exort are level 4 or higher, 2 spirits are summoned.
-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
So, this spell stacks well late game. Two spirits having 8 armor, 400 mana, 83 damage, 900 attack range, and 900 health is not something to joke around with. With the right combos, these things are dangerous, even lethal. But as far as early game works, use the spirits to harass the enemy or even kill them.

When you end early game, your items should be somewhere around here:

= + + + (recipe)
Or, if going for


If not, then you should be close.
Mid Game (Lvls 11-15)

Your Goals for Mid Game
-Teamfights
-Farm
-Teamfights

Teamfights
A combo you should be aware of
Ice Wall + Forge Spirits

This combo works great on single enemies as well as groups. If you can surprise them and lock them into Ice Wall, summon the Forge Spirits and kill them.
As the QE Invoker, your role is to push down towers as well as be a Semi-DPSer(this role is served much better by many other heroes).
Note: Kelen’s Dagger is a must for team fights to catch the enemy team off guard.
Situation 1
Enemy team is running because your team outplayed them.
Actions to be taken by you
• Blink in front of the enemy team and slow them with Ice Wall. Proceed to destroy the enemy team.
Situation 2
Your team is fleeing because the enemy outplayed youďŒ.
Actions to be taken by you
• You are not as important as your team carry, sacrifice yourself to save your carry
Or
• Cast Ice Wall to slow your enemies
Or
• Blink away to save yourself (this can be done after Ice Wall)
Or
• Use your Forged Spirits to hold off the enemy for a few seconds

End of Mid Game
You should have:


or

Or




Late Game(16-25)
By the time you end the game, you’ll want these



Or



Luxury Items for QE Invoker

Desolater stacks well with the Forged Spirits armor burn, as well as adding extra damage to your attack. This is about as close to a DPSer as you’re gonna get. The game is usually over by the time you get this, it is a must if the game is really lasting this long.
Note: Invoker is not a DPSer, he is a pseudo DPSer, he may feel like one, but he isn’t, let the carry’s do it for you.

Bloodstone works great to keep you pumped with more health and mana.
Goals for Late Game
• Win the game
• Win all teamfights in order to win the game
• Push, push, push
As far as late game is concerned:
• Get to luxury’s fast
• Don’t die
• Push down everything


QE Invoker (With Scepter)


• Play Invoker the way mentioned above
• The only thing different is the item build
• This is how you’re supposed to play Invoker
• QE Invoker specializes in Single Target Damage and nukes. Rhasta and Atropos fill that role better.
• Scepter allows you to fill this role + even more.
Item Build
In order, first get your starting items.

Then go for
, and
Skill Build
• Level Exort and Quas to power up your Spirits like usual, get one level of Wex right before you get Scepter.
• This allows you to have all of Invoker’s Spells at your disposal.
• Once Exort and Quas are done, continue leveling Wex.
• Using the other spells will greatly increase your role as pusher/pseudo-DPS
• Great combos open up for you
• The trick is having fast fingers and memorization.
• Invoker is most powerful at level 25


WE Invoker (W/O Scepter)


Pros
• Keeps movement speed up to escape ganks/travel
• Great Farming capabilities early game
Cons
• Bad regen in early game
Spells used mainly in this build:

Alacrity

Uses:
• Pushing
• Killling
• Helps the team carry a lot
Advanced Stats:

• 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

Chaos Meteor

Uses:
• Destroys entire creep waves
• Can be used with other spells for devastating combos
Advanced Stats:

• Damage type: magical
• Deals main damage to enemy units under meteor (300 AoE) every 0.5 seconds and burns enemies for 3 seconds, dealing lesser damage.
• 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

Optional:
Sun Strike

Uses:
• Killing heroes
• Harassing early game
Advanced Stats:

• Damage type: magical
• Damage is spread evenly between targets in the AoE.
• Effect of Exort level:
• - damage: 75 / 137.5 / 200 / 262.5 / 325 / 387.5 / 450


Skill Build (WE)
Get Invoke at level 2 and then whenever you can.
1. Exort
2. Wex
3. Invoke
4. Exort
5. Exort
Etc‌
Take Exort whenever possible to up farming capabilities

Core Item Build: ??????????????????????
( or )
Early Game (Lvls 1-10)
( or )
As far as early game is concerned, get the following:
If you randomed Invoker:

If you chose Invoker:


Your Goals for Early Game
• Survive
• Farm
• Survive (in this order)
Laning Situations
1 Melee: This is cake for you, just peg him with your normal attack as harassment, deny and last hit like usual. Be sure to watch out for stuns/disables and you should do fine.
2 Melee: This one’s a little harder, just watch out for stuns/disables and be very cautious, you can still harass with your normal attack.
1 Range: Make sure they aren’t hitting you without you noticing, hit them when you have a chance but play on the cautious side. You can outrange most ranged heroes except for sniper and techies.
2 Range: Call for a lane swap or tough it out. This one is a lot harder, keep your guard up and stay alert, you may need help from a teammate on this one.
1 of each: You can attack the Melee hero, just be careful for combos they may set up, again, don’t get too close and you’ll be just fine.
Note: An ally with a stun or disable will help you greatly in this section of the game

Advanced Early Lane techniques
Ok, so you’re in the lane and you’ve hit level 3 and you just got Invoke; many options are open to you:
Option 1-Invoke Sun Strike (EEE) and harass
Option 2-Invoke Chaos Meteor (EEW) and harass
Option 3-Invoke Alacrity (WEE) and harass
K, so for WE Invoker, these are your options.
All of the options are viable
Sun Strike

From the description, you basically get the idea, it does 75-450 damage based on Exort which is spread over all enemy units within its 200 AoE. For example: If there are 3 units that are hit by a 450 damage Sun Strike, it will do:
450/3 = 150 damage to each unit. As opposed to: 450/1 = 450 damage to one unit
It’s up to you to decide if its worth it. You’d hate to waste 175 mana if it doesn’t do what you want

Chaos Meteor

Ok, so the meteor deals up to 260 damage per sec based on Exort and up to 1550 range based on Wex. Deals minor residual damage to units that get hit.

The first think you need to know about meteor is the way it works:
1. It rolls the direction you are facing:

2. Crosses unpathable terrain
This spell takes a little practice in order to perfect. Learning how to aim the meteor is a great thing to figure out and is vital to play as Invoker.
Alacrity

This is a situational spell that can completely change the outcome in seconds. 90% attack speed and 80 damage. That’s no laughing matter.
Example:
You are being attacked by a tank in your lane and are passed the creep wave, you both have about equal health. Cast Alacrity on yourself, you can turn the battle completely around in seconds and perhaps even kill the enemy.
Using this spell on your team carry will seriously give you a great advantage. It gives the carry double the DPS for 9 seconds! Activate it and watch the carry pwn everyone.
Note: the carry should already be attacking when you activate it. It works great on other heroes when tackling Roshan as well.
When you end early game, your items should be somewhere around here:

= + + + (recipe)
Or, if going for

??????
If not, then you should be close.
Mid Game (Lvls 11-15)
?????????
Your Goals for Mid Game
• Teamfights
• Farm
• Teamfights
Teamfights
As the WE Invoker, your role is to push down towers as well as be a Support/Semi-DPSer(this role is served much better by many other heroes).
Situation 1
Enemy team is running because your team outplayed them.
Actions to be taken by you
• Use meteor in their direction and allow it to mop up the enemy team that stray near it.
Situation 2
Your team is fleeing because the enemy outplayed youďŒ.
Actions to be taken by you
• You are not as important as your team carry, sacrifice yourself to save your carry
Or
• Use meteor to distract and possibly detour your opponents.
Or
• Run and hope you don’t die 
End of Mid Game
You should have:


??????????

Or


??????????

Late Game(16-25)
By the time you end the game, you’ll want these

????????


Or

????????
Luxury Items for WE Invoker
??????????

Bloodstone works great to keep you pumped with more health and mana.
Goals for Late Game
• Win the game
• Win all teamfights in order to win the game
• Push, push, push
As far as late game is concerned:
• Get to luxury’s fast
• Don’t die
• Push down everything


WE Invoker (With Scepter)

• Play Invoker the way mentioned above
• The only thing different is the item build
• This is how you’re supposed to play Invoker
• WE Invoker specializes in Single Target Damage long range and nukes. Zeus and Lina fill that role better.
• Scepter allows you to fill this role + even more.
Item Build
In order, first get your starting items.

Then go for
, and
Skill Build
• Level Exort and Wex to power up Meteor like usual, get one level of Quas right before you get Scepter.
• This allows you to have all of Invoker’s Spells at your disposal.
• Once Exort and Wex are done, continue leveling Quas.
• Using the other spells will greatly increase your role as pusher/support
• Great combos open up for you
•
• The trick is having fast fingers and memorization.
• Invoker is most powerful at level 25


I'm getting the pictures uploaded soon, as well as the fonts etc...

Plz comment on builds that may need improvement.





Kael the Invoker
Author: Motas
Map Vers.: 6.61c

Fury of the Elements

Wreak Havoc on the Enemy Team

Date Posted: 08/16/09
Last Comment:15/09/2009
Total Votes: 0
Current Rating: 0.00
Views: 1806



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