Bio
Invoker | |
Play "I am a beacon of knowledge blazing out across a black sea of ignorance." | |
Role: | Carry / Nuker / Disabler / Escape / Pusher |
Lore Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Invoker In its earliest, and some would say most potent form, magic : | 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: | Dennis Bateman ( Responses Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs v • d • e Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Bane ) |
Abilities
No Target
Self
Notes:
- The cast of Quas is not registered as a spell cast and thus does not proc any on-cast effects.
- Quas interrupts Invoker`s channeling Warlock channeling Upheaval Channeling an ability causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another spells upon cast.
- Quas can be leveled 7 times, at levels 1/3/5/7/9/11/13.
- Invoker can only have up to 3 instances up at any time. The orbs floating above Invoker are visible to everyone.
- If he already has 3 instances, the oldest instance is replaced. The order of instances can be seen in the HUD as status buff icons, the oldest one being on the left.
- Restores health in the form of health regeneration “ Play Life becomes death becomes new life. As it should be. Click to listen— Treant Protector ” Health (also known as HP, which can be short for: health pool or health points) represents the life , so it regenerates 0.1/0.3/0.5/0.7/0.9/1.1/1.3 health per Quas instance in 0.1 second intervals.
- Can restore up to 60/180/300/420/540/660/780 health in one minute per Quas instance.
- This is how much health regeneration Invoker gains from 1, 2 and 3 Quas instances:
- 1 Quas Instance: 1/3/5/7/9/11/13 health regeneration
- 2 Quas Instances: 2/6/10/14/18/22/26 health regeneration
- 3 Quas Instances: 3/9/15/21/27/33/39 health regeneration
No Target
Self
Notes:
- The cast of Wex is not registered as a spell cast and thus does not proc any on-cast effects.
- Wex interrupts Invoker`s channeling Warlock channeling Upheaval Channeling an ability causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another spells upon cast.
- Wex can be leveled 7 times, at levels 1/3/5/7/9/11/13.
- Invoker can only have up to 3 instances up at any time. The orbs floating above Invoker are visible to everyone.
- If he already has 3 instances, the oldest instance is replaced. The order of instances can be seen in the HUD as status buff icons, the oldest one being on the left.
- This is how much attack speed The frequency with which units attack is measured in attack speed. A unit s attack speed can be modified by items, agility, abilities, and auras. Contents 1 Base attack time 2 Attack speed representation 3 Attack and movement speed DPS multiplier when chasing Minimum (pursuer MS / target MS) Ratio for Maximum Chase DPS Movement speed (sometimes abbreviated as move speed or MS) is the speed at which a unit can move. Movement speed Invoker gains from 1, 2 and 3 Wex instances:
- 1 Wex Instance: 2/4/6/8/10/12/14 attack speed and 1%/2%/3%/4%/5%/6%/7% movement speed
- 2 Wex Instances: 4/8/12/16/20/24/28 attack speed and 2%/4%/6%/8%/10%/12%/14% movement speed
- 3 Wex Instances: 6/12/18/24/30/36/42 attack speed and 3%/6%/9%/12%/15%/18%/21% movement speed
No Target
Self
Notes:
- The cast of Exort is not registered as a spell cast and thus does not proc any on-cast effects.
- Exort interrupts Invoker`s channeling Warlock channeling Upheaval Channeling an ability causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another spells upon cast.
- Exort can be leveled 7 times, at levels 1/3/5/7/9/11/13.
- Invoker can only have up to 3 instances up at any time. The orbs floating above Invoker are visible to everyone.
- If he already has 3 instances, the oldest instance is replaced. The order of instances can be seen in the HUD as status buff icons, the oldest one being on the left.
- This is how much attack damage Invoker gains from 1, 2 and 3 Exort instances:
- 1 Exort Instance: 4/8/12/16/20/24/28 attack damage
- 2 Exort Instances: 8/16/24/32/40/48/56 attack damage
- 3 Exort Instances: 12/24/36/48/60/72/84 attack damage
No Target
Self
Notes:
- This is an innate ability and does not need to be learned.
- A button is located right above the ability icon. It opens a list which shows the required combination for every invoked ability.
- Invoke interrupts Invoker`s channeling Warlock channeling Upheaval Channeling an ability causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another spells upon cast.
- The arrangement of element instances does not matter.
- When already having two spells invoked, invoking a new spell replaces the older spell.
- New invoked spells are always placed in the 4th ability slot.
- The previously invoked spell is moved to the 5th slot in the process, while the previous spell in the 5th slot is lost.
- When invoking a spell which is already invoked, Invoke neither costs mana, nor goes on cooldown.
- If the re-invoked ability was in the 5th ability slot, it moves into the 4th, swapping position with the other invoked ability.
- When not using legacy or custom hotkeys, the hotkey for the spell in the 4th slot is always D and the spell in the 5th slot is always F.
- The Aghanim`s Scepter upgrade does not improve the passive bonuses granted by Quas, Wex and Exort. It makes invoked spells consider them one level higher than what they are.
- This means that it does not grant Invoker any of the abilities Quas, Wex and Exort when they are not learned yet.
Videos
Info
Invoker is a ranged Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by intelligence Intelligence is the attribute that grants mana, mana regeneration and spell damage amplification. For each point of intelligence a hero gets: 11 Mana 0.04 Mana regeneration 0.07% Spell damage Additionally, intelligence heroes also get 1 hero Main Mechanics Attributes Table Release Dates Grid Layout Heroes are the essential element of Dota 2, as the course of the match is dependent on their intervention. During who is very difficult to master. He is unique in that he possesses a total of 14 abilities in his arsenal; three of them - Quas, Wex, and Exort - are reagents and one is his special ultimate Abilities are unique skills that heroes and creeps have access to on the battlefield. They range from simple passive effects, to devastating explosions of energy, to complex, terrain changing feats. All heroes have four or Invoke. The three abilities he learns throughout leveling up can have three instances, which serve as the basic ingredients or components for him to create a new ability using his ultimate. Once the reagents or elements are combined, he can invoke one out of ten different abilities. All of his invoked abilities are capable of a multitude of actions, from damaging enemies to aiding his allies, and even saving himself from danger. His three reagents can be upgraded up to level 7 which determines the power and potency of his invoked abilities, making it more powerful than an ordinary spell. Because of this, he can be played in almost any role possible. Invoker can be a carry The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the , semi-carry, ganker The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the , pusher The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the , initiator The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the or even support The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the . His three reagents provide a passive bonus per instance, allowing for specialization at early levels and situational boosts at later levels. His extremely flexible nature allows him to use many different combinations of items effectively but also make him dependent on solid builds and a good gold advantage.
Invoked abilities
EMP
Tornado
Alacrity
Ghost Walk
Deafening Blast
Chaos Meteor
Cold Snap
Ice Wall
Forge Spirit
Sun Strike
Target Unit
Enemies
Magical
Notes:
- Ability invokes when Invoker has 3 Quas instances.
- Cold Snap immediately triggers on the target upon cast, so the next proc can only happen after the trigger cooldown.
- Every time the effect triggers, the target is stunned and damaged.
- Only triggers on damage equal to or greater than 10 (after reductions).
- Cold Snap does not trigger on self-inflicted damage, and on damage flagged as HP Removal.
Carl, the Invoker
Recommended Roles |
Carry Nuker Disabler Escape Pusher |
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 spells⃢₀ₔfour at most. Ordinary wizards were content to know two, and it was not uncommon for a village mage to know only one⃢₀ₔwith 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 Cantrap⃢₀ₔa 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.
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