Elemental Fury - A guide to playing The Invoker
Created by Amplirage on 2008-09-04
Last modified: -
Viewed 222718 times

Gives 1 HP regen per level per instance.
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

Gives 2% AS and 1% MS per level per instance.
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

Gives 3 damage per level per instance.
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

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: 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 goes from 0.8 to 0.6 seconds based on Quas.
Cooldown: 20 sec.
Mana Cost: 100
Ghost Walk (V)

Key Combo: QQW + R
Description: 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.
• The slow effect works on magic immune units.
Cooldown: 60 sec.
Mana Cost: 300
Tornado (X)

Key Combo: QWW + R
Description: 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.
Cooldown: 25 sec.
Mana Cost: 150
EMP (C)

Key Combo: WWW + R
Description: 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 700 area, draining up to 400 mana based on Wex. Deals 0.5 damage for each point of mana drained.
• Affects magic immune units.
Cooldown: 25 sec.
Mana Cost: 125
Alacrity (Z)

Key Combo: WWE + R
Description: 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 80 based on Exort for 8 seconds. Cooldown: 15 sec.
Mana Cost: 50
Chaos Meteor (D)

Key Combo: WEE + R
Description: Invoker pulls a flaming meteor from space onto the targeted location. Upon landing, the meteor rolls forward dealing up to 260 damage per sec based on Exort for up to 1550 range based on Wex. Deals minor residual damage to units that get hit.
Cooldown: 55 sec.
Mana Cost: 200
Sun Strike (T)
Key Combo: EEE + R
Description: 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 75-450 damage based on Exort which is spread over all enemy units within its 200 AoE.
Cooldown: 30 sec.
Mana Cost: 175
Forge Spirit (F)

Key Combo: QEE + R
Description: 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 elementals 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 one.
• If both Quas and Exort are level 4 or higher, 2 spirits are summoned.
Cooldown: 30 sec.
Mana Cost: 75
Ice Wall (G)

Key Combo: QQE + R
Description: 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.
Cooldown: 20 sec.
Mana Cost: 175
Deafening Blast (B)

Key Combo: QWE + R
Description: Invoker unleashes a mighty sonic wave in front of him, dealing up to 280 damage to any enemy unit it collides with based on Exrot. 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.
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)

Item Build:
1.
Power Treads (1450)
60 Movement Speed
25 Attack Speed
10 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.

Orchid Malevolence (5025)
20 Intelligence
30 Attack Speed
45 Damage
225% Mana Regeneration
Active: Soul Burn
Silences a target unit and amplifies the damage it takes by 20%. Amplified damage is dealt at the end of the duration as magic damage. Lasts 5 seconds. 100 manacost. 25 seconds cooldown. 900 cast range.
3x Oblivion Staff
3.

Stygian Desolator (4400)
60 Damage
Passive: Corruption
Causes attacks to place a buff that reduces armor by 6. Lasts 5 seconds. Orb effect.
Mithril Hammer + Mithril Hammer + Stygian Desolator Recipe Scroll
4.

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. Doesn't stack with itself.
Messerschmidt's Reaver + Vitality Booster + Heart of Tarrasque Recipe Scroll
5. Guinsoo`s Scythe of Vyse
6.

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

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.

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

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
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
- Exort
- Wex
- Exort
- Wex
- Exort
- Invoke
- Wex
- Exort
- Quas
- Quas
- Invoke
- Exort
- Wex
- Exort
- Wex
- Invoke
- Wex
- Exort
- Wex
- Invoke
- Quas
- Quas
- Quas
- Quas
- 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 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
- The meteor is used best when other heroes are stuck in between you and and the creeps. Shown in the screenshot below:

- 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.


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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 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:


- Ice wall can also save towers:

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 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.
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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.
- 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.
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- 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
- 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.
- 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.
- 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.
- 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.
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- 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.

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
- Exort
- Quas
- Exort
- Quas
- Exort
- Invoke
- Wex
- Wex
- Exort
- Wex
- Invoke
- Quas
- Exort
- Wex
- Quas
- Invoke
- Exort
- Quas
- Exort
- Wex
- Quas
- Invoke
- Wex
- Quas
- 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.
- Chaos Meteor(view the Battlemage section for more information on Chaos Meteor)
- EMP(view the Battlemage section for more information on EMP)
- Ice Wall(view the Battlemage section for more information on Ice Wall)
- Deafening Blast(view the Battlemage section for more information on Deafening Blast)
- Sun Strike(view the Battlemage section for more information on Sun Strike)
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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 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.
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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.
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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.
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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
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Item Builds For Balanced Kael
For clarification regarding Item Game please view the other Item Game in the Battle Mage section.
Logical items derived from Game(dream builds)
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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.
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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.
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Lane scenarios
- 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.
- 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.
- 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.
- 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.
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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:
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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:
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END OF EARLY GAME. GOOD JOB.






















