Invoker Dota 2

Invoker Heroe Dota 2
Popularity :
9th
Win Rate :
50.63%
Invoker Heroe Dota 2
Invoker
- Carry, Nuker, Disabler, Escape, Pusher

Hero Invoker guide in Dota 2 - Full Review

Hero story of Invoker

The history of Invoker Dota 2 - the greatest magician. In its original, early form, which many call the most powerful, magic was primarily an art, an art of memory. The magic of that time did not need technology, staffs, magic wands. It only required the mind of the magician himself. All the magician needed was mnemonic techniques that helped the magician call to mind in precise detail the mental formulas that were able to reveal the mighty power of the spell. The most fabulous and most talented wizards of that time were gifted with an excellent memory. But nevertheless, the spells were so complex that all wizards had to choose their specialization in one direction. Strong and powerful magicians of that time in their entire life could memorize a maximum of three spells, and the most talented - four. Ordinary wizards could have mastered only two spells. The village magicians knew only one spell, and for that, in order to call to memory the spell, it took titanic efforts, a lot of tips with instructions. But among all the early magicians, there was one exception. A genius wizard with the most remarkable intelligence and a fantastic memory. He soon became known as - Invoker. At a young age, an intelligent and developed wizard, beyond his years, mastered not five or even seven spells, but ten. The power of this magician was limitless since he uttered these spells instantly. Invoker knew many other spells but considered them useless, so he cleared his mind of them in order to make room for more practical spells, in his opinion. One of the greatest spells Invoker used was Sempiternal Cantrap spell. This is a spell of longevity, and it has such tremendous power that even those who cast it on themselves in the first days of the world's existence still walk among us. The power of the spell split some magicians into atoms, those who were unlucky. Many or even almost all of these semi-immortals try to live quietly so that no one would find out their secret. But not Invoker, he is not one of those who will hide his secret and his strength. He is one of the most ancient, who knows the order of magnitude above the rest. There is, in his mind, still a place to reason about the meaning of his existence and the entire universe. Just as there is always room for new and old spells, with the help of which he amuses himself in the sunset of a dying world.

Dota 2 Invoker Hero Description

How to play for Invoker

The hero Invoker Dota 2, is a character who acts as the core of the team. For the Invoker, the mid lane is preferable, and can also act as a support for the players. The strong point of this character is his skills. He has ten abilities in its arsenal. You can choose an ability by combining the QUAS, WEX, EXORT orbs, and using the Invoke ultimate. A powerful character for the team because Invoker's counter pick is an important nuance for the opponent.

Abilities

  • All spheres of the Invoker mod have their own passive abilities. The power of the Invoker's abilities depends on how much one or another sphere is leveled up.
  • Sphere QUAS - passively increases Invoker's health recovery. It is also the primary attribute for the Cold Snap skill, during which the enemy receives microstans.
  • Sphere WEX - passively increases the speed of movement and attack of the hero. WEX is the main attribute of the E.M.P.
  • Sphere EXORT - passively increases character damage. An example of the EXORT three orb skill is Sun Strike. Damage from which will be distributed proportionally between all enemy heroes within the radius of destruction.
  • When buying an Aghanim's Scepter item, Invoker can use the Cataclysm spell. Two Sun Strikes will appear near each enemy.
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Abilities

Quas
Mana :
0
Cooldown :
0
Allows manipulation of ice elements. Each Quas instance provides increased health regeneration.
Wex
Mana :
0
Cooldown :
0
Allows manipulation of storm elements. Each Wex instance provides increased attack speed and movement speed.
Exort
Mana :
0
Cooldown :
0
Allows manipulation of fire elements. Each Exort instance provides increased attack damage.
Invoke
Mana :
0
Cooldown :
7
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.
Cold Snap
Mana :
100
Cooldown :
20
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
Mana :
200
Cooldown :
45
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
Mana :
150
Cooldown :
30
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
E.M.P.
Mana :
125
Cooldown :
30
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.
Alacrity
Mana :
60
Cooldown :
17
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
Mana :
200
Cooldown :
55
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
Mana :
175
Cooldown :
25
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
Mana :
75
Cooldown :
30
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.
Ice Wall
Mana :
175
Cooldown :
25
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
Mana :
300
Cooldown :
40
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.

Talent Tree

+40% Chaos Meteor Damage
10
-24s Ghost Walk Cooldown
-8s Cold Snap Cooldown
15
+60 DPS Ice Wall
+35 Alacrity Damage/Speed
20
-10s Tornado Cooldown
+2 Forged Spirit Armor Reduction
25
Radial Deafening Blast

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Socials

Main Attribute

Strength
18
+ 2.4
Agility
14
+ 1.9
Intelligence
15
+ 4.6

Main Stats

Movement speed :
280
Sight range :
1800/800
Armor :
1.96
Base attack time :
1.7
Damage :
44 - 50
Attack point :
0.4

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