Invoker

Ranged - Carry - Nuker - Initiator - Escape

Overview

22 + 2.50
20 + 1.90
19 + 1.70
13 - 19
280
1.8

Quas

Allows manipulation of ice elements and grants a permanent strength bonus. Each Quas instance provides increased health regeneration.


Wex

Allows manipulation of storm elements and grants a permanent agility bonus. Each Wex instance provides increased attack speed and movement speed.


Exort

Allows manipulation of fire elements and grants a permanent intelligence bonus. Each Exort instance provides increased attack damage.


Invoke

Combines the properties of the elements currently being manipulated, creating a new spell at the Invoker's disposal. Click the help button to see the list of possible spells. Upgradable by Aghanim's Scepter.


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. The enemy can only be frozen so often, but the freeze cooldown decreases based on the level of Quas.


Ghost Walk

Invoker manipulates the ice and electrical energies around him, rendering his body invisible. 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.


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 damage based on the levels of Quas and Wex.


EMP

Invoker builds up a charge of electromagnetic energy at a targeted location which automatically detonates after 2.6 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 50% of the mana drained.


Alacrity

Invoker infuses an ally with an immense surge of energy, increasing their attack speed based on the level of Wex and their damage based on the level of Exort.


Chaos Meteor

Invoker pulls a flaming meteor from space onto the targeted location. Upon landing, the meteor rolls forward, constantly dealing damage based on the level of Exort, and rolling further based on the level of Wex. Units hit by the meteor will also be set on fire for a short time, receiving additional damage based on the level of Exort.


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.


Forge Spirit

Invoker forges a spirit embodying the strength of fire and fortitude of ice. Damage, health, and armor are based on the level of Exort while attack range, mana, and duration are based on the level of Quas. The elemental's scorching attack is capable of melting the armor of enemy heroes. If both Quas and Exort are level 4 or higher, Invoker will create two spirits instead of one.


Ice Wall

Generates a wall of solid ice directly in front of Invoker for a duration based on the level of Quas. The bitter cold emanating from it greatly slows nearby enemies based on the level of Quas and deals damage each second based on the level of Exort.


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.



Bio

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.

Stats

25
15
1
Level
1,666
963
511
Hit Points
1,326
741
286
Mana
115-121
70-76
35-41
Damage
11
6
2
Armor
 
1800 / 800
Sight Range
600
Attack Range
900
Missile Speed

Abilities

Quas

Allows manipulation of ice elements and grants a permanent strength bonus. Each Quas instance provides increased health regeneration.


ABILITY: No Target
HP REGEN PER INSTANCE: 1 / 2 / 3 / 4 / 5 / 6 / 7
BONUS STRENGTH: 2 / 4 / 6 / 8 / 10 / 12 / 14

Wex

Allows manipulation of storm elements and grants a permanent agility bonus. Each Wex instance provides increased attack speed and movement speed.


ABILITY: No Target
ATTACK SPEED PER INSTANCE: 2 / 4 / 6 / 8 / 10 / 12 / 14
MOVE SPEED PER INSTANCE: 1% / 2% / 3% / 4% / 5% / 6% / 7%
BONUS AGILITY: 2 / 4 / 6 / 8 / 10 / 12 / 14

Exort

Allows manipulation of fire elements and grants a permanent intelligence bonus. Each Exort instance provides increased attack damage.


ABILITY: No Target
DAMAGE PER INSTANCE: 3 / 6 / 9 / 12 / 15 / 18 / 21
BONUS INTELLIGENCE: 2 / 4 / 6 / 8 / 10 / 12 / 14

Invoke

Combines the properties of the elements currently being manipulated, creating a new spell at the Invoker's disposal. Click the help button to see the list of possible spells. Upgradable by Aghanim's Scepter.

Mana Cost Mana Cost: 20/40/60/80
Cooldown Cooldown: 22/17/12/5


ABILITY: No Target
MAX SPELLS: 2 / 2 / 2 / 2
SCEPTER COOLDOWN: 16 / 8 / 4 / 2
SCEPTER MANA COST: 0

So begins a new age of knowledge.

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. The enemy can only be frozen so often, but the freeze cooldown decreases based on the level of Quas.

Mana Cost Mana Cost: 100
Cooldown Cooldown: 20


ABILITY: Unit Target
AFFECTS: Enemy Units
DAMAGE: Magical
INITIAL DAMAGE: 60
FREEZE DURATION: 0.4
BONUS DAMAGE: 30

Sadron's Protracted Frisson.

Ghost Walk

Invoker manipulates the ice and electrical energies around him, rendering his body invisible. 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.

Mana Cost Mana Cost: 200
Cooldown Cooldown: 35


ABILITY: No Target
RADIUS: 400
DURATION: 100

Myrault's Hinder-Gast.

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 damage based on the levels of Quas and Wex.

Mana Cost Mana Cost: 150
Cooldown Cooldown: 30


ABILITY: Point Target
DAMAGE: Magical
RADIUS: 200
DAMAGE: 70

Claws of Tornarus.

EMP

Invoker builds up a charge of electromagnetic energy at a targeted location which automatically detonates after 2.6 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 50% of the mana drained.

Mana Cost Mana Cost: 125
Cooldown Cooldown: 30


ABILITY: Point Target
DAMAGE: Pure
RADIUS: 675
BURN DAMAGE: 50%

Endoleon's Malevolent Perturbation.

Alacrity

Invoker infuses an ally with an immense surge of energy, increasing their attack speed based on the level of Wex and their damage based on the level of Exort.

Mana Cost Mana Cost: 45
Cooldown Cooldown: 15


ABILITY: Unit Target
AFFECTS: Allied Units
DURATION: 9

Gaster's Mandate of Impetuous Strife.

Chaos Meteor

Invoker pulls a flaming meteor from space onto the targeted location. Upon landing, the meteor rolls forward, constantly dealing damage based on the level of Exort, and rolling further based on the level of Wex. Units hit by the meteor will also be set on fire for a short time, receiving additional damage based on the level of Exort.

Mana Cost Mana Cost: 200
Cooldown Cooldown: 55


ABILITY: Point Target
DAMAGE: Magical
LAND TIME: 1.3
RADIUS: 275
DAMAGE TICK: 0.5
BURN TIME: 3

Tarak's Descent of Fire.

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.

Mana Cost Mana Cost: 175
Cooldown Cooldown: 30


ABILITY: Point Target
DAMAGE: Pure
RADIUS: 175
DELAY: 1.7

Harlek's Incantation of Incineration.

Forge Spirit

Invoker forges a spirit embodying the strength of fire and fortitude of ice. Damage, health, and armor are based on the level of Exort while attack range, mana, and duration are based on the level of Quas. The elemental's scorching attack is capable of melting the armor of enemy heroes. If both Quas and Exort are level 4 or higher, Invoker will create two spirits instead of one.

Mana Cost Mana Cost: 75
Cooldown Cooldown: 30


ABILITY: No Target

Culween's Most Cunning Fabrications.

Ice Wall

Generates a wall of solid ice directly in front of Invoker for a duration based on the level of Quas. The bitter cold emanating from it greatly slows nearby enemies based on the level of Quas and deals damage each second based on the level of Exort.

Mana Cost Mana Cost: 175
Cooldown Cooldown: 25


ABILITY: No Target
DAMAGE: Magical

Killing Wall of Koryx.

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.

Mana Cost Mana Cost: 200
Cooldown Cooldown: 40


ABILITY: Point Target
DAMAGE: Magical

Buluphont's Aureal Incapacitator.