Invoker |
"The universe depends on what I can remember of it." |
Role: | Carry / Nuker / Initiator / Escape |
Lore: | 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. |
Voice: | Responses |
|
[edit]Gameplay
The Invoker is the most well-rounded spellcasting hero, due to his massive array of spells. Using his three elemental reagents and his Invoke ability, the Invoker can utilize a total of 10 different spells. Due to his complexity and fragility, the Invoker is a bad choice for newer players. With some experience, however, he becomes a force to be reckoned with. The Invoker is capable of massive area of effect damage, powerful disabling spells, very strong summons, and potent enchantments. While other spellcasters tend to be focused in one area, the Invoker has the ability to change his role at will. His spells tend to start out weaker than comparable abilities, but since his reagents have 7 levels each his potential spell power is very high. Although mastering his spells takes perhaps the most practice of any hero, he is definitely worth the time.
At level 25, Invoker has 7 points each towards Quas, Wex, and Exort, and 4 points towards Invoke. Uniquely among heroes, Invoker does not possess the
Attribute Bonus ability (i.e., he cannot put points towards "Stats"). Instead, he gains a permanent attribute bonus to one of his stats each time he levels up Quas, Wex, or Exort.
[edit]Abilities
Quas
|
|
Ability | Affects | |
No Target | Self | |
|
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 maximum)
Passive: HP Regeneration Per Instance of Quas: 1/2/3/4/5/6/7
Passive: Strength Bonus: 2/4/6/8/10/12/14 |
|
|
Notes:
- Invoker can have only 3 of any instances.
- If there are already 3 instances, the oldest instance will be replaced.
- Quas can be leveled 7 times.
|
Wex
|
|
Ability | Affects | |
No Target | Self | |
|
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 maximum)
Passive: Attack Speed Bonus Per Instance of Wex: 2%/4%/6%/8%/10%/12%/14%
Passive: Bonus movement speed Per Instance of Wex: 1%/2%/3%/4%/5%/6%/7%
Passive: Agility Bonus: 2/4/6/8/10/12/14 |
|
|
Notes:
- Invoker can have only 3 of any instances.
- If there are already 3 instances, the oldest instance will be replaced.
- Wex can be leveled 7 times.
|
Exort
|
|
Ability | Affects | |
No Target | Self | |
|
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 maximum)
Passive: Bonus Damage Per Instance of Exort: 3/6/9/12/15/18/21
Passive: Intelligence Bonus: 2/4/6/8/10/12/14 |
|
|
Notes:
- Invoker can have only 3 of any instances.
- If there are already 3 instances, the oldest instance will be replaced.
- Exort can be leveled 7 times.
|
[edit]Invoked Skills Summary
[edit]Invoked Skills
|
Notes:
- Applies a stun (same duration as normal) and deals 60 damage immediately upon being cast, this does trigger the damage cooldown.
- The stun only triggers on damage greater than 10 after reductions.
- Does not trigger on self damage.
|
|
Notes:
- The slow effect works on magic immune units.
|
|
Notes:
- Damage type: Direct HP removal if the target will not die from the hit, else Pure.
- Damage deals before mana burn.
- Does not hit Invulnerable/Tornadoed units
|
Alacrity
|
|
Ability | Affects | Damage |
Target Unit | Allies | Physical |
|
Ability invokes if 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. |
Duration: 9
Increased Attack Speed (based on Wex): 20% / 30% / 40% / 50% / 60% / 70% / 80%
Increased Damage (based on Exort): 20 / 30 / 40 / 50 / 60 / 70 / 80
Range: 650 |
15 | 100 |
Gaster's Mandate of Impetuous Strife. |
|
|
Notes:
|
|
Notes:
- Damage is spread evenly between targets in the area of effect.
- Reveals the area it will hit before the damage impact
|
Forge Spirit
|
|
Ability | Affects | |
No Target | N/A | |
|
Ability invokes if 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 bothQuas and Exort are level 4 or higher, Invoker will create two spirits instead of one. |
Number of Forge Spirits Summoned: 1 (2 if both Quas and Exort are level 4 or higher)
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
Forge Spirits' Attack Range (based on Quas): 300 / 400 / 500 / 600 / 700 / 800 / 900
Forge Spirits' Damage (based on Exort): 29 / 38 / 47 / 56 / 65 / 74 / 83
Forge Spirits' HP (based on Exort): 300 / 400 / 500 / 600 / 700 / 800 / 900
Forge Spirits' Armor (based on Exort): 2 / 3 / 4 / 5 / 6 / 7 / 8 |
30 | 75 |
Culween's Most Cunning Fabrications. |
|
|
Notes:
- Only one group of spirits can be summoned at one time
- Forge Spirits possess 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.
- Melting Strike is an autocast unique attack modifier which reduces enemy's armor by 1 per hit (to a maximum of 10 for 5 seconds) and costs 40 mana.
|
|
Notes:
- Deals main damage to enemy units under meteor (275 radius) every 0.5 seconds and burns enemies for 3 seconds, dealing lesser damage.
- The meteor takes 1.3 seconds to fall to the ground and start dealing damage.
- The meteor has a movement speed of 300.
|
|
Notes:
- This ability interrupts channeling spells.
|
Forged Spirit
Forged Spirit |
|
Duration | 20 - 80 (Quas) |
Hit Points | 300 - 900 (Exort) |
Mana | 100 - 400 (Quas) |
Damage | 29 - 83 (Exort) |
Armor | 2 - 8 (Exort) |
Movement Speed | 320 |
Sight Range | 1200/800 |
Attack Range | 300 - 900 (Quas) |
Missile Speed | 1000 |
Attack Duration | 0.2+0.4 |
Base Attack Time | 1.5 |
Notes | Possess Melting Strike
33% magic resistance |
|
Melting Strike
|
|
Ability | Affects | |
Passive | Enemies | |
|
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
Duration: 5 |
| 40 |
|
|
[edit]Recommended Items
[hide]
Recommended Items |
|
Starting |
|
|
Early-game |
|
|
Core |
|
|
Situational |
|
|
|
[edit]Equipment
- In the earliest version of Invoker, the order of instances mattered when Invoke was cast. Invoker had access to 27 spells, including the 10 still in game. [1]
- The name "Carl", in Dota 2 Invoker's responses refers to a "leaked" changelog of DotA 6.72, in which "Kael", Invoker's original name, was mistakenly translated as "Carl".[2][3].
- His fun name in original Dota is Kal-el, an allusion to Superman.
- His original name is Kael, possibly based on the WarCraft Blood Elf Mage character, Kael'thas Sunstrider.
[edit]Update History
- Fixed Invoke not dispelling Curse of the Silent.
- Fixed Cold Snap triggering on self damage.
- Fixed Tornado dispelling various buffs it shouldn't (like Wind Walk).
- Added Legacy Key support for Invoker.
- Fixed Invoker's Quas, Wex, and Exort not giving Invoker bonus stats properly when upgraded.
- Fixed Invoker's Invoke to properly swap the invoked abilities in the 1st and 2nd slots if the spell already existing in the 2nd slot is invoked again.
- Fixed Cold Snap not being castable on Roshan.
- Fixed EMP cast range.
- Enabled Invoker in CM.
- Lane creeps will now stand still if they become unable to attack, such as when hit by Invoker's Deafening Blast, instead of charging past enemy creeps and towers.
- Fixed Quas, Wex, and Exort not giving Invoker bonus stats when upgraded.
- Fixed Invoke to properly swap the invoked abilities if the new spell already exists.
- Fixed Cold Snap not being castable on Roshan.
- Fixed EMP cast range.
- [Undocumented] Added new portrait and ability icons.
]Ability Change Log
6.74
- Chaos Meteor damage increased from 80+Exort*30 to 80+Exort*35.
- Chaos Meteor land time decreased from 1.5 to 1.3.
- EMP can no longer hit Invulnerable/Tornadoed units.
- EMP cooldown increased from 25 to 30 seconds.
- Sun Strike damage type changed from Magical to Pure.
- Sun Strike now reveals the area it will hit before the damage impact.
- Tornado cooldown increased from 25 to 30 seconds.
- Tornado Damage decreased from 77.5+(Wex+Quas)*23 to 70+(Wex+Quas)*20.
6.72
- No longer gets interrupted by casting orbs or Invoke.
- Base damage reduced by 5.
- Alacrity can now target mechanical units.
- Alacrity manacost increased from 50 to 100.
- Alacrity bonus damage & attack speed decreased from 30->90 to 20->80.
- Cold Snap now requires a minimum of 10 damage before it triggers.
- Ice Wall no longer affects magic immune units.
- Fixed some issues with how Invoke tracks your recently casted spells.
- It now always remembers the latest invoke spell even if it is one you already have. So if you have two and want to keep the oldest one, you can recast it and it will consider it the newest one.
6.71
- Cold Snap no longer triggers on self damage.
6.70
- Sun Strike kills now give XP to Invoker.
No comments:
Post a Comment