Allows manipulation of ice elements. Passively grants +1 Strength per level. Each Quas instance imbues Invoker's spells with Spell Lifesteal.
Wex
Mana :
0
Cooldown :
0
Allows manipulation of storm elements. Passively grants +1 Agility per level. Each Wex instance provides increased cooldown reduction and movement speed.
Exort
Mana :
0
Cooldown :
0
Allows manipulation of fire elements. Passively grants +1 Intelligence per level. Each Exort instance imbues Invoker's spells with Spell Amplification.
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 :
90
Cooldown :
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.
Ghost Walk
Mana :
175
Cooldown :
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.
Tornado
Mana :
140
Cooldown :
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.\n\nDISPEL 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 25% of the mana drained.
Alacrity
Mana :
90
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 :
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 :
125
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 :
250
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.