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Elemental Fury - A guide to playing The Invoker

Created by Amplirage on 2008-09-04
Last modified: -
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The Invoker, his name portrays the raw elemental firepower that this mage can harness. Be it casting devastating spells that turn tables of battles or empowering himself with the fury of the elements, the Invoker is not one to by trifled with. Foes who stand up against him are brought down by his sheer power and combinations of devastating spells capable of destroying even the strongest and toughest warriors. Cowards who run are sent to their makers with a sudden gust of fearsome wind or an explosion of solar radiation. Commanding the power of the elements, Fire, Ice and Lightning, the Invoker brings opponents to their knees in seconds. This hero made his first appearance in DotA some time ago as a very Imbalanced hero. He had a HUGE arsenal of spells at his fingertips. This was good and bad at the same time. Icefrog removed him and promised to remake him. Now, he is back, more balanced but still very powerful. The Invoker is by far one of the most versatile heroes in the game. He can be the team's DPSer, Caster, Ganker, Pusher, heck, he can tank quite a lot of damage too with his insane hp regeneration. His movement and attack speed can also bee boosted to suit your every need. Last and most important, he has a damage booster that can really turn him into a fearsome DPS caster that can out-match even some of the heroes that were made for DPS themselves. This is all good but there is a catch. Mastering the Invoker takes time, patience and micro skill. Do not get frustrated if you do not get the hang of him at the first few tries. This is what my guide is here for. My aim this time is to unveil the secrets of the Invoker to all players, pro and new players alike. Now, without further ado, I present my guide.
Kael

Kael - Invoker


Range: | Move Speed: 280
Primary: INT
Str: 19 + 1.7 | Agi: 20 + 1.9 | Int: 22 + 2.5
Damage: 39 - 45 | HP: 511 | Mana: 286
HP Regen: 0.82 | Mana Regen: 0.89
Attack Speed: 0.71 | Armor: 2
Quas
Quas (Q)
Gives 1 HP regen per level per instance. Upon leveling this skill Invoker will gain +2 Strength.
Level 1 - Gives 1 HP regen per second per instance.
Level 2 - Gives 2 HP regen per second per instance
Level 3 - Gives 3 HP regen per second per instance
Level 4 - Gives 4 HP regen per second per instance
Quas extends up to lvl 7 where it will give 7 HP regen per second per instance.
Kael can have only 3 of any instances.
Mana Cost: N/A
Cooldown: 0

Wex
Wex (W)
Gives 2% AS and 1% MS per level per instance. Upon leveling this skill Invoker will gain +2 Agility.
Level 1 - Gives 2% AS and 1% MS per instance.
Level 2 - Gives 4% AS and 2% MS per instance.
Level 3 - Gives 6% AS and 3% MS per instance.
Level 4 - Gives 8% AS and 4% MS per instance.
Wex extends up to lvl 7 where it will give 14% AS and 7% MS per instance.
Kael can have only 3 of any instances.
Mana Cost: N/A
Cooldown: 0
Exort
Exort (E)
Gives 3 damage per level per instance. Upon leveling this skill Invoker will gain +2 Intelligence.
Level 1 - Gives 3 damage per instance.
Level 2 - Gives 6 damage per instance.
Level 3 - Gives 9 damage per instance.
Level 4 - Gives 12 damage per instance.
Exort extends up to lvl 7 where it will give 21 damage per instance.
Kael can have only 3 of any instances.
Mana Cost: N/A
Cooldown: 0
Invoke
Invoke (R)
Combines the properties of the elements currently being manipulated, creating a new spell at Invokers disposal. The invoked spell is determined by the combination of Quas, Wex and Exort.
Level 1 - Can have 1 invoked spell.
Level 2 - Can have 2 invoked spells.
Level 3 - Can have 2 invoked spells.
Level 4 - Can have 2 invoked spells.
The -invokelist command will give you list of spells that may be invoked.
The arrangement of instances does not matter.
Can be improved by Aghanim's Scepter (* shows the improved values).



Spell Combinations:

Cold Snap (Y)

Key Combo: QQQ + R
Description: Skill invokes if Kael has 3 Quas instances. 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.
Damage type: magical
Effect of Quas level:
duration: 3 / 3.5 / 4 / 4.5 / 5 / 5.5 / 6 seconds stun cooldown: 0.7715 / 0.7430 / 0.7145 / 0.6860 / 0.6575 / 0.6290 / 0.6005 seconds
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.
Cooldown: 20 sec.
Mana Cost: 100


Ghost Walk (V)

Key Combo: QQW + R
Description: Skill invokes if Kael 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 by up to 40% based on Quas, and Invoker from 30 to 0% based on Wex.
Effect of Quas level on enemy slow: 20% / 23% / 26% / 30% / 33% / 36% / 40%
Effect of Wex level on self slow: 30% / 25% / 20% / 15% / 10% / 5% / 0%
The slow effect works on magic immune units.
Cooldown: 60 sec.
Mana Cost: 300


Tornado (X)

Key Combo: QWW + R
Description: Skill invokes if Kael has 1 Quas and 2 Wex 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. 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.
Damage type: magical
Damage calculation: 77.5 + ((Level of Quas+Level of Wex) * 23)
Effect of Quas level on duration: 0.8 / 1.1 / 1.4 / 1.7 / 2.0 / 2.3 / 2.5 seconds
Effect of Wex level on distance: 800 / 1200 / 1600 / 2000 / 2400 / 2800 / 3200
Cooldown: 25 sec.
Mana Cost: 150


EMP (C)

Key Combo: WWW + R
Description: Skill invokes if Kael has 3 Wex instances. 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.
Damage type: Direct HP removal if the target will not die from the hit, else Magic
Damage deals before mana burn.
Effect of Wex level:
mana burn: 100 / 150 / 200 / 250 / 300 / 350 / 400
delay: 3.7 / 3.4 / 3.15 / 2.85 / 2.6 / 2.3 / 2 seconds Cooldown: 25 sec.
Mana Cost: 125


Alacrity (Z)

Key Combo: WWE + R
Description: Skill invokes if Kael has 2 Wex and 1 Exort instances. Invoker infuses an ally with an immense surge of energy, increasing their attack speed to a maximum of 90% based on Wex and damage up to 90 based on Exort for 9 seconds.
Effect of Wex level on bonus speed of attack: 20% / 30% / 40% / 50% / 60% / 70% / 80%
Effect of Exort level on bonus damage: 20 / 30 / 40 / 50 / 60 / 70 / 80
Cooldown: 15 sec.
Mana Cost: 50


Chaos Meteor (D)

Key Combo: WEE + R
Description: Skill invokes if Kael has 1 Wex and 2 Exort instances. 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.
Damage type: magical
Deals main damage to enemy units under meteor (275 AoE) every 0.5 seconds and burns enemies for 3 seconds, dealing lesser damage.
Effect of Wex level on meteor range: 465 / 615 / 780 / 930 / 1095 / 1245 / 1410
Effect of Exort level:
main damage: 55 / 70 / 85 / 100 / 115 / 130 / 145 every 0.5 seconds
burn damage: 11 / 14 / 17 / 20 / 23 / 26 / 29 per second
The meteor takes 1.5 seconds to fall to the ground and start dealing damage.
The meteor moves at a speed of 300.
Cooldown: 55 sec.
Mana Cost: 200


Sun Strike (T)

Key Combo: EEE + R
Description: Skill invokes if Kael has 3 Exort instances. 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.
Damage type: magical
Damage is spread evenly between targets in the AoE.
You gain experience even if you kill a hero outside the 1200 experience range.
Effect of Exort level on damage: 100 / 162.5 / 225 / 287.5 / 350 / 412.5 / 475
Cooldown: 30 sec.
Mana Cost: 175


Forge Spirit (F)

Key Combo: QEE + R
Description: Skill invokes if Kael has 1 Quas and 2 Exort instances. 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.
If both Quas and Exort are level 4 or higher, 2 spirits are summoned.
Only one group of spirits can be summoned at one time
Forged Spirits have an autocast orb attack which reduces enemy's armor by 1 per hit and costs 40 mana.
Effect of Quas level:
- duration: 20 / 30 / 40 / 50 / 60 / 70 / 80 seconds
- attack range: 300 / 400 / 500 / 600 / 700 / 800 / 900
- mana: 100 / 150 / 200 / 250 / 300 / 350 / 400
Effect of Exort level:
- damage: 29 / 38 / 47 / 56 / 65 / 74 / 83
- armor: 2 / 3 / 4 / 5 / 6 / 7 / 8
- life: 300 / 400 / 500 / 600 / 700 / 800 / 900
Cooldown: 30 sec.
Mana Cost: 75


Ice Wall (G)

Key Combo: QQE + R
Description: Skill invokes if Kael has 2 Quas and 1 Exort instances. 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.
Damage type: magical
Effect of Quas level:
- slow: 20% / 40% / 60% / 80% / 100% / 120% / 140%
- duration: 3 / 4.5 / 6 / 7.5 / 9 / 10.5 / 12
Effect of Exort level on damage per second: 6 / 12 / 18 / 24 / 30 / 36 / 42
Cooldown: 20 sec.
Mana Cost: 175


Deafening Blast (B)

Key Combo: QWE + R
Description: Skill invokes if Kael has 1 Quas, 1 Wex and 1 Exort instances. 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.
Damage type: magical
Effect of Quas level on knockback duration: 0.25 / 0.5 / 0.75 / 1 / 1.25 / 1.5 / 1.75 seconds
Effect of Wex level on attack prevention duration: 1 / 1.5 / 2 / 2.5 / 3 / 3.5 / 4 seconds
Effect of Exort level on damage: 40 / 80 / 120 / 160 / 200 / 240 / 280
This skill interrupts channeling spells.
Cooldown: 40 sec.
Mana Cost: 200

Mana Cost: 20/40/60/80 (0 with Scepter)
Cooldown: 22/17/12/5 (16/8/4/2 with Scepter)
Skill Build
Item Build

Item Build:

1.View Details for Power Treads
Power Treads
(1400)
60 Movement Speed
30 Attack Speed
8 Selected Attribute

Active: Switch Attribute
Switches the attribute that receives a bonus. From Strength to Intelligence, Intelligence to Agility, and Agility to Strength.
Note: Can only carry one. Movement speed bonus doesn't stack with Boots of Travel, Phase Boots, Power Treads, or Boots of Speed.
Boots of Speed + Gloves of Haste + Boots of Elvenskin or Robe of the Magi or Belt of Giant Strength
2.View Details for Orchid Malevolence
Orchid Malevolence
(4125)
25 Intelligence
30 Attack Speed
30 Damage
150% Mana Regeneration

Active: Soul Burn
- Silences a target unit and amplifies the damage it takes by 30%
- Amplified damage is dealt at the end of the duration as magic damage
- Lasts 5 seconds
- 100 manacost
- 18 seconds cooldown
- 900 cast range
2x Oblivion Staff + Orchid Malevolence Recipe Scroll (775)
3.View Details for Stygian Desolator
Stygian Desolator
(4100)
60 Damage

Passive: Corruption
- Causes attacks to place a buff that reduces armor by 6 (works on buildings)
- Buff lasts 15 seconds
- Orb effect

2x Mithril Hammer + Stygian Desolator Recipe Scroll (900)
4.View Details for Heart of Tarrasque
Heart of Tarrasque
(5500)
40 Strength
300 HP
Passive: Health Regeneration
Regenerates 2% of max health each second. Only regenerates health when the bearer has not taken damage from a player owned source or Roshan in the last 6 seconds (ranged) or 4 seconds (melee). Doesn't stack with itself.
Messerschmidt's Reaver + Vitality Booster + Heart of Tarrasque Recipe Scroll
5. Guinsoo`s Scythe of Vyse
6.View Details for Shiva`s Guard
Shiva`s Guard
(4700)
30 Intelligence
15 Armor
Passive: Freezing Aura
Gives -25 Attack Speed to enemies. 1000 AoE.
Active: Arctic Blast
Emits a freezing wave around the caster. Enemies hit by the wave take 200 magic damage and have their movement speed slowed by 40% for 4 seconds. The wave extends at a speed of 300 to a max size of 744. 100 manacost. 30 second cooldown.
Note: Can be disassembled.
Plate Mail + Mystic Staff + Shiva's Guard
Skill Build

Early Game:

Amp’s Guide To the Invoker

 

Welcome to my second strategy in this site. If you liked my other guide, Yurnero - King of Blades, then I am sure you will enjoy reading this. WAIT!!. Before you begin reading, read this first, this are merely SOME of the ways to play the Invoker that are appropriate. The item build posted on top is NOT the only item build and make sure you READ THE GUIDE PROPERLY before you make any comments.

 

Before we start, I would like to introduce you to the Invoker.

in

Hero Location

The Invoker is located in the Scourge's Dusk Tavern as shown in this picture. Pick him by clicking on his icon.

Tavern

 

 

 

 

Hero Pros and Cons

 

Every hero has his advantages and disadvantages in the game. Invoker happens to have so many styles of play that he has many many advantages and quite a few disadvantages too.

This is a concise list of the general Pros and Cons of the Invoker

 

PROS/ADVANTAGES

 

  • Extremely versatile and can fit in almost any game.
  • Good early, mid, and late game.
  • Rather balanced and all- around.
  • Has the potential to become a very powerful DPSer.
  • Has the potential to become a very powerful Caster.
  • Can push very well with certain combos.
  • Very fun and rewarding to play.
  • Has multiple spells that can be chained into a destructive combo.
  • A great asset in team battles.


CONS/DISADVANTAGES

 

  • Low hp makes him an easy target.
  • Hard to master, takes time.
  • Requires really really fast fingers.
  • Hard to aim spells to maximum effect.
  • Mostly AOE spells that are easy to dodge.



THE MAIN BUILDS

bm

By far one of the most used and one of the best builds for him. Combines his abilities that DAMAGE and make him fast. The battle mage is the way to go if you are good at last hitting, farming and avoiding ganks without the use of skills.

 

Skill Build for BattleMage

 

  1. Exort
  2. Wex
  3. Exort
  4. Wex
  5. Exort
  6. Invoke
  7. Wex
  8. Exort
  9. Quas
  10. Quas
  11. Invoke
  12. Exort
  13. Wex
  14. Exort
  15. Wex
  16. Invoke
  17. Wex
  18. Exort
  19. Wex
  20. Invoke
  21. Quas
  22. Quas
  23. Quas
  24. Quas
  25. Quas

Notice the weird thing about the Invoker? He has no stats at all, just skills that resemble stats but stack up. That is what is unique about him. What a normal hero would call 'spells' would be in Invoker's ultimate skill which is - Invoke.

 

All that is done and good, but Why? Why did I choose this build? Okay, a few main reasons. Exort is useful throughout the game. Exort early gives you the damage boost you need to last hit, deny AND harrass other heroes with a few well placed hits. View the spell description again for clarification and see that it gives 3 damage per level, per instance. So, what does that mean?

The mechanics of invoker's spells work like this. He has 3 empty slots for the 'energy balls' to go. You can choose from either of the three of his spells to fill up the three empty energy slots. Or you can use the same skill like 'Exort x 3' to fill it up. So at level 1 that is 9 free additional damage.

Wex is there for both attack speed and movespeed. Although exort is better for last hitting, when fighting an opponent, wex sometimes comes in handy to land a few extra blows on the opponent. Also, Exort and Wex allows him to tap in to his skills that are his most fearsome branches of his ultimate such as

  • Chaos Meteor
  • EMP
  • Sun Strike

The two levels of Quas early are there for the regeneration for higher lane control and lane staying capabilities. To cut it short, it makes you heal faster. Also, it gives you Deafening Blast which is one of his top disables not only does it deal damage but it can completely disable heroes from attacking.

The Spells that Are Used Mainly in This Build

Chaos

Chaos Meteor

 

  • Used for farming and stopping massive creep pushes.
  • Meteor now has a longer cooldown and should be used sparingly. This is a recent update by icefrog to lessen the 'very-frequently-used' Deafening Blast+meteor combo.
  • Also can be used together with Deafening blast and EMP.
  • Also pushes very well.
  • This skill is one of his main damaging skills as it has a huge aoe.
  • The crater area is where the real damage is. Do not be fooled by the animation.
  • Timing and correct aiming is VERY important as this skill moves extremely slow.
  • Though, the huge aoe(Area of Effect) helps.

 

Range of Chaos Meteor

Chaos meteor

 

  • The meteor is used best when other heroes are stuck in between you and and the creeps. Shown in the screenshot below:

Creep usage

  • How else to keep him still besides creeps? To keep him from avoiding it?
  • The answer, my friends, is Guinsoo's scythe of vyse.
  • Simply hex him and cast the spell.
  • Extremely painful when used right before meteor.
  • How bout without Guinsoo? How can we stop him from running?
  • Fear not, the Invoker comes in built with many disables.
  • Some disables that can be used are: Deafening Blast(most common), Ice wall and Cold Snap.
  • Deafening blast is the easiest to use as you just need to knock them back against a tree line or creeps. Then use Chaos meteor.
  • Ice wall requires proper positioning. Casting it along the path of the fleeing hero is your best bet for success.
  • Cold snap on the other hand, requires you to Hit them. Only by hitting can you disable them multiple times, short periods but they add up.
  • The meteor can also go up and through uneven terrain so you can sneak a cheap shot at the opponents when they are pushing.

Abuse meteor

Application
_________________________________________________________________________________

Blast

Deafening Blast

  • Deafening blast works as a disable and quite a powerful and reliable nuke.
  • Not only that, it is also an aoe spell and can hit a few heroes if executed properly.
  • That 4 seconds of disable and the slight pushback period can turn the tables in team battles.
  • On top of that, the cooldown is really reasonable.
  • Deafening blast does not need a lot of skill to aim.
  • Just make sure you try your best to disable as many as possible.
  • It is also good to push them back against other units or trees so it works like a stun.
  • It synergises well with your chaos meteor.
  • Simply cast your meteor and then cast Deafening blast.
  • If you are really good at doing it, you should be able to make the deafening blast pushback go WITH the meteor and deal a ton of damage.
_________________________________________________________________________________

Ice
Ice Wall

  • It lasts a whopping 10 seconds.
  • The slow is instantaneus the moment the hero steps into the ice wall.
  • The Ice wall has many uses that are offensive AND defensive.
  • Offensive uses are to block the escape route of opponents. Shown here:
icewall

icewall2

  • Ice wall can also save towers:
_________________________________________________________________________________

EMP
EMP

  • EMP is a spell that can break hp and mana.
  • Casted in a team battle, it can deprive your opponents of the mana they need.
  • There are certain techniques of casting it.
  • Casting it into the fog nearby the opponents is a good option.
  • The spell is NOT A CHANNELING SPELL contrary to popular belief.
  • This means that immediately after casting you may attack while waiting for the EMP to charge.
  • While waiting for the EMP to charge, you and your team should try to keep the opponents still and dish out damage to them.
  • EMP can in fact get you a doublekill if you manage to damage two heroes enough before EMP explodes.
  • EMP deals Magical damage which is reduced by the target's Spell Resistance. 
  • The damage, but not the mana drain, is blocked by Spell Immunity
  • The damage is dealt before the mana is lost, so a Skeleton King killed this way can still revive.
  • It now deals half of the mana burned(max200 dmg) and is now used more as a disable than a damager.
  • A triple Wex skill. 


_________________________________________________________________________________

SUn

Sun Strike

  • Makes you something like zeus. You can finish off low hp heroes without even being anywhere near.
  • It can be shot ANYWHERE on the map. Explored and unexplored terrain.
  • Estimating the enemy's movement or next actions is crucial.
  • You only get one shot at it.
  • Sun strike has a duration but IS NOT a spell with a casting duration.
  • You are free to cast it and continue with whatever you are doing.
  • This way, you can participate in team battles without even being in the same lane.
  • Remember, it has a 200 aoe which is reasonable.
  • Watch the MS of the hero first. then estimate. It takes practice and skill.
    • Damage taken by unit in aoe = Damage of Sun Strike/Number of units in 200 aoe
    • Also, you may use the opponent's creeps against themselves. Cast it in front of them when they are fumbling around their own creeps.
    • If timed correctly after the hero manages to get past his creeps and continue on to base it will hit him full on, alone.
_________________________________________________________________________________


Early game Items

Here are the starting items for this particular hero build.

 

 Ring of Regeneration Ancient Tango of Essifation 
 Gauntlets of Ogre Strength Gauntlets of Ogre Strength 
     
     


Ring of regen and tangoes are the most important as you need to survive in your lane.

Since there have been many concurring item builds for the different heroes, I decided to make a game.

Yes, a game, to satisfy everybody, PICK either 1 of each item. For the Bracer and Null talisman, you may take 2.

Game

  • I take no credit for this ingeneous idea of creating something like this. Though I made this myself.
  • It is an idea from another guide and is particularly useful for heroes who never have the same skill build. For example: Invoker.


The recommended builds from the above game

Recommended. Completed. Dream builds.

 

 Power Treads Stygian Desolator 
 Guinsoo`s Scythe of Vyse Bloodstone 
 Radiance 

The Butterfly

 
     

 Monkey King Bar Boots of Travel 
 Eye of Skadi Orchid Malevolence 
 Linken`s Sphere The Butterfly 
     

 Buriza-do Kyanon Heart of Tarrasque 
 Stygian Desolator Assault Cuirass 
 Guinsoo`s Scythe of Vyse Power Treads 
     

  • All these builds depend on the games and the situation.
  • Anybody posting their own item builds there that are already here WILL get shot down.
  • Why most of the builds have deso instead of MKB? Read on:

Quote CF[X]:

I will not take into account the ministun on MKB, or the fact that reduced armor also 
benefits your creeps. I think of those two, the armor reduction for 
allies is the better bonus. An advantage to Desolator. 

Now, the calculations. Kael has 2 Bracers and Treads(Str) and is level 16. 
The target has 15 armor(Slardar's reduction rate), so I will multiply by 52.63. For Desolator, 
the target will 
have 9 armor, so I will multiply by 64.94. 


The attack/s done by Kael is: 

Deso - (1+.82IAS)/1.42(BAT) = 1.282 
MKB - (1+.97)/1.42 = 1.39 


General DPS of Kael would be 

with Deso - (216)(1.282) = 269 DPS 
factoring resistance - 269(64.94)/100 = 175 DPS 
factoring price : 175/4420 = 0.04 DPS/Gold 

with MKB - (231+30%(100))(1.39) = 361 
factoring resistance - 361(52.63) = 190 DPS 
factoring price : 190/6400 = 0.03 DPS/Gold 

Desolator wins with a 25% benefit


Strategy for Battlemage

  • Ah, so you randomed him eh. Or you picked him..
  • Good choice.
  • If you randomed him, grab a ring and then add tangoes and finally with the spare, get gaunlets.
  • If you picked him, grab a ring of regen and as many tangoes that you can get your hands on.
  • Click here for an amazing creep blocking guide by Caspian.
  • Creep block a lane. Invoker doesn't have any preferrences in lane.
  • If you have a melee hero who needs to farm give him the sentinel bottom or top lane.
  • Activate Exort three times that would give you +9 damage.
  • Exort is particularly useful early game as you need to last hit effectively to get your disable and ms items asap.
  • Try to get a lane with a disabler.
_________________________________________________________________________________

Lane scenarios

  1. One melee hero: Easy pickings for a ranged hero like you. Harrass him everytime he ventures a little too far to last hit/deny. Though, be EXTREMELY cautios as most likely after getting harrased a lot he will either call for a lane swap or a gank.
  2. Two melee heroes: Still rather easy if you handle yourself with care and if you are wary of your surroundings. Beware of melee heroes with ranged nukes or stuns such as Leoric or Sven.
  3. One Ranged hero: Both of you will be last hitting and denying as much as possible. Don't venture forth to harrass him. Just concentrate on last hitting.
  4. Two ranged heroes: Rather dangerous but still playable. Last hit and deny like a pro while staying out of the range of their spells or weapons.

_________________________________________________________________________________

  • The trick is to play cautiosly, deny and last hit properly.
  • Train on AI or with yourself if you are unsure or unfamiliar with Invoker's attack animation or damage.
  • Eat trees or stay back a little while staying in range of the creeps if you are damaged.

First Blood


  • Quite possible with invoker especially if you are teamed in the same lane with a disabler or somebody who can summon many units. Try it at level 6 at least.
  • Type "E,W,E" on your keyboard to activate two exorts and one wex. Then press Invoke. Chaos meteor will appear. Memorise the hotkey for Chaos meteor. Then press "EEE" again to maximise damage by summoning exort orbs again.
  • Harrass the opponent as much as you can without forcing him to return.
  • Get your lane partner to stun or disable him.
  • Summon your chaos meteor and hit.
  • This combo will deal a ton of damage to heroes with low hp and will kill them rather easy.
  • The trick is to make the meteor hit just in front of him. NOT ON THE OPPONENT.
  • This will make it roll on him for longer while still letting him eat the damage from the impact.

 

Balanced build

Also a very useful build that aims to use all his spells to his advantage. This build works toward a better balanced game. The gameplay will be very similar early, mid and late game and the roles of the Balanced build Kael is to push, stop pushes and to gank. He works better in a team rather than going solo.

Skill Build for Balanced

  1. Exort
  2. Quas
  3. Exort
  4. Quas
  5. Exort
  6. Invoke
  7. Wex
  8. Wex
  9. Exort
  10. Wex
  11. Invoke
  12. Quas
  13. Exort
  14. Wex
  15. Quas
  16. Invoke
  17. Exort
  18. Quas
  19. Exort
  20. Wex
  21. Quas
  22. Invoke
  23. Wex
  24. Quas
  25. Wex

Quas earlier on is because it is needed for the regeneration. It is safer than getting Wex early. The one point of wex right after level 6 is so you can use your Chaos meteor.

Exort is taken early because it is needed for last hitting. The excess levels of exort early may not be needed as Kael will mostly be casting while he mantains a reasonable damage.

 

Spells used mostly in this build

All the spells will be used. Or at least the ones that help push very well. I will list down the spells that are available to Invoker and YOU pick which ones you are inclined to use.

 

  1. Chaos Meteor(view the Battlemage section for more information on Chaos Meteor)
  2. EMP(view the Battlemage section for more information on EMP)
  3. Ice Wall(view the Battlemage section for more information on Ice Wall)
  4. Deafening Blast(view the Battlemage section for more information on Deafening Blast)
  5. Sun Strike(view the Battlemage section for more information on Sun Strike)

_________________________________________________________________________________

Freez

Cold Snap

  • Cold snap stuns the enemy multiple times that sort of acts like a slow.
  • It can be used to stop channeling spells(duh).
  • Works well in ganks as many units are hitting the same target.
  • Works well with Radiance as the immolation also can effect it.
  • When to cast Cold snap?
  • Cast it when your lane opponent tries to get a shot at you. This will make your creeps attack him.
  • When they start attacking, cast Cold Snap.
  • Multiple stuns will give you enough time to execute and position a combo or a chaos meteor strike.
  • Not good to be taken early because you don't have sufficient DPS to activate the stun often.
_________________________________________________________________________________

Ghost

Ghost Walk

  • Makes your hero invisible .
  • Slows opponents and Invoker himself
  • The slow on himself can be reduced to nil by increasing Wex
  • Used best in ganks and for escaping ganks.
  • Offensive usage would be to use ghost walk to walk beside the hero and slow him while your team pummels him.
  • Defensive would be to escape by using the invisibility.
  • The only downside is that the slow and the debuff can be clearly seen, making this skill almost worthless as a sneak attack.
  • The ammount of slow is rather irrelevant. But remember it always adds up to 40%, your slow+the opponent's slow.

_________________________________________________________________________________

Tornado

Tornado

  • Sweeps up opponents for a certain period, then drops them and deals damage.
  • Tornado is a mass team disable and can help your team position themselves properly such as activate their images or buff themselves.
  • Moves extremely fast and is almost unavoidable in the hands of a pro.
  • Makes sure NOBODY escapes from you.
  • Not much aiming is required as it has an aoe.
  • Used to catch up and damage fleeing enemy heroes. No escape.
  • Has a very high range and can be used on unpathable terrain.

_________________________________________________________________________________

 

Forge SPirit

Forge Spirit

  • Forges a spirit to help you battle.
  • The spirits are rather insignificant early game but late...they are MONSTERS.
  • Let me clue you in.
  • With your Quas and exort maxed, Kael can summon 2 spirits.
  • The spirits have 900 range, 900 hp and have a constant 83 damage.
  • Whats more, they stay longer in the battlefield. A whopping 80 seconds!
  • They can also burn armor and that makes these spirits one of the best summons in game.
  • Each hit burns 1 armor from the target, for a maximum of -10 armor.
  • These make him a great asset in team battles.
  • The -armor can really hurt and they can also help kill towers from afar without getting hurt.

_________________________________________________________________________________

 

 

Alacrity

Alacrity

  • Something like Clinkz's Strafe.
  • It increases a lot of attack speed for no penalty whatsoever.
  • Also increases damage by a lot.
  • Is now a skill that is made from Two Wex and 1 Exort.
  • Activate it during the first clash of team battles to dish out the damage before they start to run or before your team starts getting battered.
  • Alacrity's recent buff has just improved Invoker's abilities as a heavy DPS caster and is best used with three exorts as it already gives a additional 90% attack speed bonus. 
  • More like Troll Warlord than before, invoker only needs to unleash a disable spell then activate alacrity and hit to his heart's content.
  • Can also be used to backdoor(not recommended) and to destroy towers extra fast and get the gold.
  • Here are the IAS bonuses:
  •      Level of Wex    IAS bonus 
             1 30%
             2 40%
             3 50%
             4 60%
             5 70%
             6 80%
             7 90%

    Damage bonus(based on exort)
  •  Alacrity Damage Bonus  Exort Level 
     20 1
     30 2
     40 3
     50 4
     60 5
     70 6
     80 7

_________________________________________________________________________________

 Item Builds For Balanced Kael

For clarification regarding Item Game please view the other Item Game in the Battle Mage section.

The item game2

 

 Logical items derived from Game(dream builds)

 

 

 Boots of Travel Radiance 
 Bloodstone Mjollnir 
 Dagon Shiva`s Guard 
     


 

 Boots of Travel Radiance 
 Eye of Skadi Linken`s Sphere 
 Guinsoo`s Scythe of Vyse Shiva`s Guard 
     


 Power Treads Radiance 
 Eye of Skadi Satanic 
 Linken`s Sphere Assault Cuirass 
     


 

 

 Power Treads Radiance 
 Orchid Malevolence Shiva`s Guard 
 Satanic Bloodstone 
     



These are only some of the item builds that can be made. Mix and match and experiement yourself. Remember, for Kael, there is no definite way to play him. Be creative.

_________________________________________________________________________________

Strategy for a Balanced Kael

  • A balanced Invoker should have a balance between his spells and his DPS.
  • Both are the main factors that make this Invoker strong.
  • This Invoker is great at pushing and very good at ganking.
  • But early game, you may help with ganks but don't stray too far as you are rather fragile without your powerful disables.
  • Leave the early ganking to people like Nerubian Assasin.
  • Stay in your lane and last hit + deny.
  • Only difference this part from Battlemage is you harrass less.
  • If you do harrass, harrass using spells or a quick shot every now and then.
  • Be extra careful when you do it as you can't orb walk and this will result in his creeps attacking you when you get in range.
  • Eat trees when low on hp and don't push yet.
  • Stick to your tower and if you have overpushed past the river, hang back a bit and be wary.
  • NEVER start pushing yet. Defend and only hit to last hit or deny.
  • NEVER auto attack. It is the worst thing you can do.
  • Use your hp replenishing items sparingly as you may let your hp regenerate with the help of the ring.

 _________________________________________________________________________________

 

Lane scenarios

  1. One melee hero: Easy pickings for a ranged hero like you. Harrass him everytime he ventures a little too far to last hit/deny. Though, be EXTREMELY cautios as most likely after getting harrased a lot he will either call for a lane swap or a gank.
  2. Two melee heroes: Still rather easy if you handle yourself with care and if you are wary of your surroundings. Beware of melee heroes with ranged nukes or stuns such as Leoric or Sven.
  3. One Ranged hero: Both of you will be last hitting and denying as much as possible. Don't venture forth to harrass him. Just concentrate on last hitting.
  4. Two ranged heroes: Rather dangerous but still playable. Last hit and deny like a pro while staying out of the range of their spells or weapons.

 _________________________________________________________________________________

 

Goals for Early Game

  • Early game, the goals for BOTH of the build are the same.
  • The goals are to avoid getting killed and giving the other team a first blood.
  • Get the first blood kill for yourself or your teammate.
  • Don't let them push your first tower.
  • Get your items.
  • Level properly.


Item Goals

Battle Mage

Since the item builds are not SET, you should at least have:

  • Some starting items
  • Ms item of choice(completed or if Travel was chosen, Boots of Speed are acceptable)
  • Halfway or done with Disable items.
  • You may skip the survival items to DPS items if you're opponents are not immediate threats.

Example:

 

 Power Treads Guinsoo`s Scythe of Vyse 
 Bracer Ring of Regeneration 
 Mithril Hammer   
     
Something like this would be a VERY good achievement and you should not be dissapointed if you have anything different.

Balanced Invoker

 Since the item builds are not SET, you should at least have:

  • Starting items
  • Additional starting items
  • MS items of choice(if Travels was chosen, Boots of Speed are acceptable)
  • Radiance or halfway through.
  • If you are not owning badly, you may lay off Radiance until later and begin with caster items of buff placer items.

Example:

 

 Boots of Speed Ring of Regeneration 
 Null Talisman Sacred Relic 
     
     

 

 

END OF EARLY GAME. GOOD JOB.

 

 

 

 

 

 

 

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Comments

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557 By Amplirage 2011-04-20

Ahga sceptre is a valid choice for invoker. Don't hesitate to buy it...

556 By robie1133 2011-02-01

Why doesnt any1 get agha anymore

555 By delta14813 2011-01-09

Is it a good combo to use the armor piercing skill of lava spawn than using Meteor? Is forge spirit and Meteor Strike a good combo?

554 By HyPeRhEaT215 2010-11-25

I LOVE THE GUIDE VERY SIMILAR TO HOW I PLAY!!! It just depends on the sitch

553 By HyPeRhEaT215 2010-11-25

@550

it means that if you have 3, if you try to replace one, the first on you put will be removed... and if you want to change skill you have to change each of them then invoke...

552 By espiri2 2010-11-17

great guide

551 By OiOi-apparatus 2010-11-17

tis guide rocks ttm!

550 By newatdota 2010-11-09

When it says two invoked spells, how does this work? You can only have 3 instances at a time right? Sorry for the inconvenience!

549 By vol jin 96 bk4 2010-11-04

great guide

548 By HunterKing 2010-10-10

How long did this take u?
@543 yea ur right lol
but I still read the guide cuz I used Karl before, and failed

547 By ShadowNinja25 2010-09-15

IMBA...

546 By dice8up 2010-09-13

http://www.dotastrategy.com/images/smileys/cool.gifhttp://www.dotastrategy.com/images/smileys/biggrin.gif


love this

545 By dice8up 2010-09-13

h:)

544 By The Dastardly Sage 2010-09-07

Awesome guide!

543 By the486 2010-08-22

tats a lot of guide 2 lazy 2 read lol

542 By Reigarde 2010-08-03

@541, a lot of gay invokers have appeared in my games due to warkeys . above average players become gay asses when they have warkey . ice wall, inferno, nado then defeaning blast in quick succession .. but i feel this guide was honestl a great one .. it taught me many things,esp the alacrity + cold snap ..
its really cool, this combo ! :D

541 By PCad 2010-08-03

This hero is very special...
he doesn't have any stats...
then he has 10 spells...
then manacost of invoke is ZERO and cooldown is 2 SECONDS with aghanims scepter...
im gonna make agha scepter as a core item...
then you need ninja style fingers too...

540 By goku9595 2010-08-03

great guide!!!!
one of the better invoker guides and still stays relevant even though it was made a long time back
@ghost
ummm what are u talking about?

539 By Ghost 2010-07-08

delete all by user.
ban.

good work kid, 12 seconds of my life gone.
sure as hell beats your 3 minutes.

538 By jevonchris 2010-07-01

be creative guys!