Weaves magic with an array of spell combos
With an intricate arsenal of spells at his disposal, Invoker can adapt to any battle situation. Each configuration of his three spell components yields of one of ten spells, meaning he's never without a way to destroy or escape his enemies.
勝率 45.9%
ピック率 14.1%
Attributes
418 +57.2/lvl
228 +48/lvl
19 +2.6/lvl
14 +1.8/lvl
19 +4/lvl
統計
Damage:
3 - 11 + 1.3/レベル (40.7 - 48.7 レベル 30)
Range:
600
Armor:
-1 + 0.3/レベル (7.7 レベル 30)
Movement:
285
役割
Carry
Escape
Nuker
Initiator
Durable
Disabler
Support
Pusher
ファセット
Agnostic
勝率: 46.0%
ピック率: 34.0%
Your orbs passively grant Damage Over Time, Attack Speed and Attack Damage when leveled.
Quas
Passively grants attacks a damage over time on hit.
DAMAGE PER SECOND:
3/6/9/12/15/18/21
DURATION:
2
Wex
Passively grants attack speed.
ATTACK SPEED:
5/10/15/20/25/30/35
Exort
Passively grants bonus attack damage.
BONUS ATTACK DAMAGE:
3/6/9/12/15/18/21
Elitist
勝率: 45.9%
ピック率: 66.0%
Your active orbs grant Lifesteal, Movespeed and Spell Amplification.
Quas
Each Quas instance imbues Invoker's attacks with Flat Lifesteal.
LIFESTEAL PER INSTANCE:
2/4/6/8/10/12/14
Wex
Each Wex instance provides increased movement speed.
MOVE SPEED PER INSTANCE:
0.6%/1.2%/1.8%/2.4%/3%/3.6%/4.2%
Exort
Invoker applies a debuff that increases Spell Damage taken by the target for each Exort instance that lasts 4 seconds.
SPELL AMPLIFICATION PER INSTANCE:
2%/3%/4%/5%/6%/7%/8%
Abilities
Mastermind
When Invoker denies a lane creep, he gets 25% of the XP.
Quas
Allows manipulation of ice elements.
PASSIVE:No
DISPELLABLE:basic
strength bonus:1
2x Quas/Wex/Exort passive effects
Wex
Allows manipulation of storm elements.
PASSIVE:No
agility bonus:1
2x Quas/Wex/Exort passive effects
Exort
Allows manipulation of fire elements.
PASSIVE:No
bonus damage per instance:2 / 4 / 6 / 8 / 10 / 12 / 14
intelligence bonus:1
2x Quas/Wex/Exort passive effects
Invoke
Combines the properties of the elements currently being manipulated to create a new spell for Invoker to use. Invoke cooldown is reduced by 0.3 seconds for each orb level.Click the help button to see the list of possible spells.
PASSIVE:No
max invoked spells:2
cooldown reduction per orb:0.3
7
Cold Snap
Invoker draws the heat from an enemy, chilling them to their very core for a duration based on the level of Quas. The enemy will take damage and be briefly frozen. Further damage taken in this state will freeze the enemy again, dealing bonus damage and healing invoker. The enemy can only be frozen so often, but the freeze cooldown decreases based on the level of Quas.
AFFECTS:unit
PASSIVE:No
DISPELLABLE:basic
DEBUFF:yes
duration:3 / 3.4 / 3.8 / 4.2 / 4.6 / 5 / 5.4 / 5.8
freeze duration:0.4
freeze cooldown:0.8 / 0.77 / 0.74 / 0.71 / 0.68 / 0.65 / 0.62 / 0.59
freeze damage:8 / 16 / 24 / 32 / 40 / 48 / 56 / 64
freeze heal:13 / 26 / 39 / 52 / 65 / 78 / 91 / 104
damage trigger:10
-5s Cold Snap Cooldown
18
90
Ghost Walk
Invoker manipulates the ice and electrical energies around him, rendering his body invisible and gaining health and mana regen. The elemental imbalance created as a consequence slows nearby enemies based on the level of Quas, and slows Invoker as well based on the level of Wex.
PASSIVE:No
DEBUFF:yes
duration:60
area of effect:450
enemy slow:-20 / -25 / -30 / -35 / -40 / -45 / -50 / -55
self slow:-15 / -10 / -5 / 0 / 5 / 10 / 15 / 20
aura fade time:2
health regen:10 / 15 / 20 / 25 / 30 / 35 / 40 / 45
mana regen:2.5 / 5 / 7.5 / 10 / 12.5 / 15 / 17.5 / 20
disable time:3
32
175
Tornado
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. Travels further based on the level of Wex. Holds enemies in the air for a duration based on the level of Quas. Deals base damage plus added damage based on levels in Wex. DISPEL TYPE: Basic Dispel
PASSIVE:No
DISPELLABLE:basic
travel distance:1500 / 1800 / 2100 / 2400 / 2700 / 3000 / 3300 / 3600
travel speed:1000
area of effect:200
vision distance:200
end vision duration:1.75
lift duration:1.2 / 1.4 / 1.6 / 1.8 / 2 / 2.2 / 2.4 / 2.6
base damage:50
quas damage:0 / 0 / 0 / 0 / 0 / 0 / 0
wex damage:45 / 90 / 135 / 180 / 225 / 270 / 315 / 360
-4s Tornado Cooldown
27
140
E.M.P.
Invoker builds up a charge of electromagnetic energy at a targeted location which automatically detonates after 2.9 seconds. The detonation covers an area, draining mana based on the level of Wex. Deals damage for each point of mana drained. If EMP drains mana from an enemy hero, Invoker gains 25 of the mana drained.
AFFECTS:area
PASSIVE:No
delay:2.9
area of effect:675
mana burned:100 / 175 / 250 / 325 / 400 / 475 / 550 / 625
damage per mana pct:60
self mana restore pct:25
Aghanim`s Shard Upgrade
Increases damage for each point of mana drained by EMP and pulls enemy units into the EMP's center at 175 units per second.
damage per mana pct:+50%
27
125
Alacrity
強烈なエネルギーの波を味方に注ぎ、 Wex のレベルに応じて攻撃速度を、Exort. のレベルに応じてダメージを増加させる。
AFFECTS:unit
PASSIVE:No
DISPELLABLE:basic
BUFF:yes
bonus attack speed:10 / 22 / 34 / 46 / 58 / 70 / 82 / 94
bonus damage:10 / 22 / 34 / 46 / 58 / 70 / 82 / 94
duration:9
+30 Alacrity Damage/Speed
15
90
Chaos Meteor
指定した場所に空から燃え盛る隕石を落とす。 地面に着弾すると隕石は前に転がり、 Exortのレベルに応じた持続ダメージを与え、 Wexのレベルに応じた距離を転がる。 隕石に当たったユニットは少しの間火がつき、Exortのレベルに応じた追加ダメージを受ける。
PASSIVE:No
DISPELLABLE:basic
land time:1.3
area of effect:275
travel distance:465 / 615 / 780 / 930 / 1095 / 1245 / 1410 / 1575
travel speed:300
damage interval:0.5
vision distance:500
end vision duration:3
main damage:55 / 80 / 105 / 130 / 155 / 180 / 205 / 220
burn duration:3
burn dps:10 / 15 / 20 / 25 / 30 / 35 / 40 / 45
meteor count:1
Aghanim`s Shard Upgrade
Causes 1 extra Chaos Meteors to land alongside the primary cast at slight angles. Reduces cooldown by 50 seconds.
+2 Chaos Meteors
50
200
Sun Strike
Sends a catastrophic ray of fierce energy from the sun at any targeted location, incinerating all enemies standing beneath it once it reaches the earth. Deals damage based on the level of Exort, however this damage is spread evenly over all enemies hit.
AFFECTS:area
PASSIVE:No
delay:1.7
area of effect:175
damage:200 / 250 / 300 / 350 / 400 / 450 / 500 / 550
vision distance:400
vision duration:4
cataclysm cooldown:100
cataclysm min range:160
cataclysm max range:200
Aghanim`s Scepter Upgrade
Creates a Cataclysm when Sun Strike is double tapped. Puts it on a 100 second cooldown. Creates 2 visible Sun Strikes within 160-200 range of each enemy hero. Additionally Increases the level of Quas, Wex and Exort by 1.
cataclysm count:2
23
175
Forge Spirit
Invoker forges a spirit embodying the strength of fire and fortitude of ice. Damage and armor are based on the level of Exort while attack range, health, and duration are based on the level of Quas. The elemental's scorching attack is capable of melting the armor of enemy heroes. Spawns two spirits when Quas and Exort are at least level 4.
PASSIVE:No
spirit damage:22 / 32 / 42 / 52 / 62 / 72 / 82 / 92
spirit mana:100 / 150 / 200 / 250 / 300 / 350 / 400 / 450
spirit armor:0 / 1 / 2 / 3 / 4 / 5 / 6 / 7
spirit attack range:300 / 365 / 430 / 495 / 560 / 625 / 690 / 755
spirit duration:20 / 30 / 40 / 50 / 60 / 70 / 80 / 90
armor per attack:0.8 / 0.9 / 1 / 1.1 / 1.2 / 1.3 / 1.4 / 1.5
spirit count:1
extra spirit count quas:0 / 0 / 0 / 1 / 1 / 1 / 1 / 1
extra spirit count exort:0 / 0 / 0 / 1 / 1 / 1 / 1 / 1
+50 Forged Spirit Attack Speed
27
75
Ice Wall
Quas のレベルに応じて、自身の前方に凍りの壁を作り出す。壁から放出される冷気で、周囲の敵はQuas のレベルに応じた大幅な減と、Exort のレベルに応じた毎秒のダメージを受ける。
PASSIVE:No
duration:3 / 4.5 / 6 / 7.5 / 9 / 10.5 / 12 / 13.5
movement slow:-20% / -40% / -60% / -80% / -100% / -120% / -140% / -160%
slow duration:2
damage per second:6 / 12 / 18 / 24 / 30 / 36 / 42 / 48
wall place distance:200
num wall elements:15
wall element spacing:80
wall element radius:105
Aghanim`s Shard Upgrade
Allows Ice Wall to be a Vector Target ability with 1100 cast range. Increases wall length by 320.
+50 Ice Wall DPS
23
125
Deafening Blast
Invoker unleashes a mighty sonic wave in front of him, dealing damage to any enemy unit it collides with based on the level of Exort. The sheer impact from the blast is enough to knock those enemy units back for a duration based on the level of Quas, then disarm their attacks for a duration based on the level of Wex.
PASSIVE:No
travel distance:1000
travel speed:1100
radius start:175
radius end:225
end vision duration:1.75
damage:60 / 100 / 140 / 180 / 220 / 260 / 300 / 340
knockback duration:0.2 / 0.4 / 0.6 / 0.8 / 1 / 1.2 / 1.4 / 1.6
disarm duration:1.25 / 2 / 2.75 / 3.5 / 4.25 / 5 / 5.75 / 6.5
radial count:1
Radial Deafening Blast
36
250
才能
+50 Ice Wall DPS
-4s Tornado Cooldown
+50 Forged Spirit Attack Speed
-5s Cold Snap Cooldown
+2 Chaos Meteors
+30 Alacrity Damage/Speed
Radial Deafening Blast
2x Quas/Wex/Exort passive effects
戦略
Quas Exort: Sunstrike opponents fountain to check opponents items and infer lanes.
Quas Exort: Look around the map as much as you can for potential Sunstrike kills.
Quas Exort: You can use Sunstrike here and there to secure ranged creep last hit.
Quas Wex: Use Tornado and EMP to secure a last hit or deny a creep, and burn opponents mana at the same time.
Quas Exort: Use Forged Spirits to control runes.
If you play Quas Wex, then control active runes and look for opportunities to rotate once you have Boots and Spirit Vessel.
If you play Quas Exort, then avoid rotating and running around. Farm, pressure opponents' tower and look for Sun Strikes.
After ganking few times with Spirit Vessel, consider going back for Hand of Midas if the game slows down.
When not much is happening, you can easily split push with summons or by dumping spells from fog.
Don't forget to use Alacrity on yourself or right-clicking ally in the fights. Works well with Cold Snap.
Use Forged Spirits or Sunstrike to scout if opponents are missing.
Invoker is great at enabling team to take Roshan early due to Alacrity, Forged Spirits and Cold Snap.
Aghanims Scepter is a huge powerspike if you have a setup within the team, such as Chronosphere.
対抗戦略
Identify which Invoker type you are playing against, by looking at invoked spells and orbs above Invoker. Quas Exort Invoker is farm and burst oriented and uses the Sunstrike ability early on. While Quas Wex is ganking and control oriented and uses Tornado + EMP and Cold Snap + Urn of Shadows combinations.
Invoker is squishy and the only real defense he has are his spells. Try to gank him early in the game with Smoke of Deceit and Dust of Appearance.
Opt for anti-magic damage items against Invoker
Dodging or surviving Invoker's opening combination of spells, makes him weak for 5 to 10 seconds depending on the cooldown of his Invoke ability.
Keep in mind that Invokers Tornado dispels. Active rune buffs and many spells are countered by it.
Aghanim's Scepter grants Invoker Cataclysm spell. Be aware of it and be mindful about your hero's position during it.
伝承
In its earliest, and some would say most potent form, magic was primarily the art of memory. It required no technology, no wands or appurtenances other than the mind of the magician. All the trappings of ritual were merely mnemonic devices, meant to allow the practitioner to recall in rich detail the specific mental formulae that unlocked a spell's power. The greatest mages in those days were the ones blessed with the greatest memories, and yet so complex were the invocations that all wizards were forced to specialize. The most devoted might hope in a lifetime to have adequate recollection of three spells--four at most. Ordinary wizards were content to know two, and it was not uncommon for a village mage to know only one--with even that requiring him to consult grimoires as an aid against forgetfulness on the rare occasions when he might be called to use it. But among these early practitioners there was one exception, a genius of vast intellect and prodigious memory who came to be known as the Invoker. In his youth, the precocious wizard mastered not four, not five, not even seven incantations: He could command no fewer than ten spells, and cast them instantly. Many more he learned but found useless, and would practice once then purge from his mind forever, to make room for more practical invocations. One such spell was the Sempiternal Cantrap--a longevity spell of such power that those who cast it in the world's first days are among us still (unless they have been crushed to atoms). Most of these quasi-immortals live quietly, afraid to admit their secret: But Invoker is not one to keep his gifts hidden. He is ancient, learned beyond all others, and his mind somehow still has space to contain an immense sense of his own worth...as well as the Invocations with which he amuses himself through the long slow twilight of the world's dying days.