|Ability Name||Ability Description||Details|
|Quas||Allows manipulation of ice elements and grants a permanent strength bonus. Each Quas instance provides increased health regeneration.||Active: Instances of Quas added: 1 (up to 3)|
Passive: HP Regeneration Per Instance of Quas: 1/2/3/4/5/6/7
|Wex||Allows manipulation of storm elements and grants a permanent agility bonus. Each Wex instance provides increased attack speed and movement speed.||Active: Instances of Wex Added: 1 (up to 3)|
Passive: Attack Speed Bonus Per Instance of Wex: 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.||Active: Instances of Exort Added:1 (up to 3)|
Passive: Bonus Damage Per Instance of Exort: 3/6/9/12/15/18/21
|Invoke||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.|
Upgraded by Aghanim's Scepter: Decreases cooldown and removes mana cost.
So begins a new age of knowledge.
|Number of Invoked Spells Allowed: 2
Cooldown: 22/17/12/5 (16/8/4/2*)
|Invoken Name||Invoke Description||Details|
|Cold Snap||Ability invokes when Invoker has 3 Quas instances. 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.|
Sadron's Protracted Frisson.
|Range: 1000 |
Stun Duration: 0.4
|Ghost Walk||Ability invokes when Invoker 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 based on the level of Quas, and modifies Invoker's movement speed as well based on the level of Wex.|
|Slow Radius: 400|
Slows Enemy (based on Quas level): 20%/25%/30%/35%/40%/45%/50%
|Ice Wall||Ability invokes when Invoker has 2 Quas and 1 Exort instances. 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.|
Killing Wall of Koryx.
|Wall Spawn Distance: 200|
Wall Length: 1200
|EMP||Ability invokes when Invoker has 3 Wex instances. 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 50% of the mana drained.|
Endoleon's Malevolent Perturbation.
|Tornado||Ability invokes when Invoker has 2 Wex and 1 Quas 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. 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.|
Claws of Tornarus.
Tornado Distance (based on Wex): 800/1200/1600/2000/2400/2800/3200
|Alacrity||Ability invokes when Invoker has 2 Wex and 1 Exort instances. 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.|
Gaster's Mandate of Impetuous Strife.
Attack Speed Bonus (based on Wex): 20/30/40/50/60/70/80
|Sun Strike||Ability invokes when Invoker has 3 Exort instances. 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.|
Harlek's Incantation of Incineration.
|Forge Spirit||Ability invokes when Invoker has 2 Exort and 1 Quas instances. 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.|
Culween's Most Cunning Fabrications.
|Forge Spirits' Duration (based on Quas): 20/30/40/50/60/70/80|
Forge Spirits' Mana (based on Quas): 100/150/200/250/300/350/400
|Chaos Meteor||Ability invokes when Invoker has 2 Exort and 1 Wex instances. 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.|
Tarak's Descent of Fire
|Main Radius: 275|
Meteor Delay: 1.3
|Deafening Blast||Ability invokes when Invoker has 1 Quas, 1 Wex and 1 Exort instances. Invoker unleashes a mighty sonic wave in front of him, dealing damage to any enemy unit it collides 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. When Quas, Wex, and Exort are all at level 7, this spell becomes a non-targeted instant cast spell that releases a total of 12 Deafening Blasts around Invoker.|
Buluphont's Aureal Incapacitator
Radius: 175 (Start)/225 (End)
|Ability Name||Ability Description|
Invoked Spells are results of Kael combining Quas, Wex, Exort with his Ultimate. The order of instance is not important.
- Note: Using an invoked spell uses the instance up.
- Typing "-il" (Invoker List) in chat will bring up the full list of skills, instances required to invoke the spell and the hotkey for each spell.
|Invoke: Quas, Quas, Quas||
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.
|Invoke: Quas, Quas, Wex||
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.
|Invoke: Quas, Wex, Wex||
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.
|Invoke: Wex, Wex, Wex||
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 675 area, draining up to 400 mana based on Wex. Deals 0.5 damage for each point of mana drained.
|Invoke: Wex, Wex, Exort||
Invoker infuses an ally with an immense surge of energy, increasing their attack speed to a maximum of 80% based on Wex and damage up to 80 based on Exort for 9 seconds.
|Invoke: Wex, Exort, Exort||
Invoker pulls a flaming meteor from space onto the targeted location. Upon landing, the meteor rolls forward dealing up to 290 damage per second based on Exort for up to 1410 range based on Wex. Deals minor residual damage to units that get hit.
|Invoke: Exort, Exort, Exort||
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 100-475 damage based on Exort which is spread over all enemy units within its 175 AoE.
|Invoke: Quas, Exort, Exort||
Invoker forges a spirit embodying the strength of fire and fortitude of ice. Armor, damage and life is based on Exort while Mana, duration, and attack range 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.
|Invoke: Quas, Quas, Exort||
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.
|Invoke: Quas, Wex, Exort||
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.
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.
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.
Invoker is one of the hardest hero to get along with. You need the coordination of Q,W,E, and R at the same time. Fusing all the spells and helping yourself as well as your team to last longer in teamfights. If you are new to invoker, please dont try going straight towards matchmaking. You need to practise in lobby to get familiar with all those spells. There are many tips to go through invoker. If you want enough health regeneration and more attack, You can take Quas and Exort as your main orbs. This is highly used in present days and is more popular build. However, your attack speed is the problem as well as escape rate is too low. This build focuses on initiation as well as nuking opponents. Sniping low health heroes with sunstrike can gain fast experience and you can dominate other opponents. Another build is Quas and Wex. This build can be seen sometimes in many games but it is not much popular. However, this build focuses upon initiation from tornado and EMP, attack speed, movement speed and especially escape. With EMP, you can gain mana steal from your opponents reducing their mana to a certain point. However, it is harder to get last hit and you cannot deal much damage. Last but not least, the third build is Wex and exort. This build is rarely seen in present days and is not favourable in ranked matches.
|Forged Spirit||The spirits summoned by Invoker's Forge Spirit ability. Abilities are listed below and stats are detailed to the right.||
|Melting Strike||Melts away the armor of heroes hit by the spirit's attack if the spirit has enough mana. Each successive hit increases the amount of armor melted.||Armor Removed per Hit: 1|
Maximum Armor Removed: 10