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Kael-The Invoker

Created by Moon_Raven on 2008-07-11
Last modified: 2008-08-27
Viewed 117465 times

Rating: 1010101010

Hello everybody, a invoker strategy is finally here! I decided to write a strategy for invoker because nobody else did.This strategy is very detailed because it is meant to be useful to newbies in first place so it contains many details that some players don't need. Invoker seems very complex to everyone, especially newbies and I will try to explain him in as much detail as possibly.So...Quas-the spirit of the ice...Wex-spirit of the storm...Exort-the spirit of fire...The Invoker uses them all to burn his enemies,summon fire minions or turn invisible...I bring you Kael, The Invoker!

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 (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
Comment: Ok so invoker has quite different spells than other dota heroes.I will call Quas, Wex, and Exort powers in my guide and fully axplain how they work.

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
Comment: Same as above.To be explained.
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
Comment: To be explained...And by the way you don't have to bother reading all invokes,I will explain them all later.
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


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)
Comment: Lol.I am expected to comment this.What a confusing spell this is...The information about levels doesn't display so here it is: Level 1 - 1 invoke |20 mana|30 sec cooldown Level 2 - 2 invokes|40 mana|30 sec cooldown Level 3 - 2 invokes|60 mana|15 sec cooldown Level 4 - 2 invokes|80 mana| 5 sec cooldown Note that none of these spells can destroy trees.
Skill Build

Skill Build:

Item Build

Item Build:

1.View Details for Ancient Tango of Essifation
Ancient Tango of Essifation
Active: Eat Tree
Eats a tree to restore 115 HP over 16 seconds. Purge will end the effect even though the status icon will remain.
Note: Stacks with itself in inventory. 3 charges.
A basic regeneration item.
2.View Details for Boots of Travel
Boots of Travel
100 Movement Speed

Active: Teleport
- Teleports you to an allied non-hero unit or building
- Casting time: 3 seconds
- Manacost: 75 mana
- Cooldown: 60 seconds
- Shares cooldown with Scroll of Town Portal

Note: Movement speed bonus does not stack with Boots of Travel, Phase Boots, Power Treads, Tranquil Boots or Boots of Speed.
Double clicking teleports you to your fountain.
Boots of Speed + Boots of Travel Recipe Scroll
I really don't want to be precise to say buy this instead of Power Threads because they are both really good and useful in their own ways.If you wan more solo Invoker an more kills,buy threads,if you want a real,skill-required support invoker,take these
3. Guinsoo`s Scythe of Vyse
Very nice.+to int gives _ to mana,mana regeneration and damage and the Hex is a very useful disable,especially agains chaneling foes like Rylai or Lion,or works with anybody to silence and slow them.
4.View Details for Orchid Malevolence
Orchid Malevolence
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)
Same as guinsoo's,except more damage-oriented item.Good for those who want solo builds or more damage and kills.The skill is a silence that has same uses as hex
5.View Details for Radiance
60 Damage

Passive: Burn Damage
Deals 45 damage per second. 650 AoE.
Note: Clicking Radiance will toggle Burn Damage on and off.
Sacred Relic + Radiance Recipe Scroll
The extra damage is great,Evasion is useful sometimes,but the radiance effect is wonderful with ghost walk!
6.View Details for Animal Courier
Animal Courier
Active: Summon Animal Courier
- Creates an Animal Courier to carry items
- 5 manacost
- Animal Courier has 45HP, 0 armor and magic immunity

**Gives 150 gold to each enemy player when killed
**Does not drop items it is holding when killed
**Respawns 3 minutes after being killed, items inaccessible during that time

I don't buy this, but it can be useful sometimes,especially to newbies.I don't buy it because invoker item components are a bit expensive so he doesn't have gold each 2 minutes to buy another item.
Skill Build

Early Game:

Skill build:

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

The skill build is in Early game because Invoker skills aren't modified yet.


Ok, so let's begin! First to explain the three powers: Quas,Wex and Exort.They don't require mana and don't have a cooldown.Invoker can have up to 3 powers active at the same time.You cast a power by pressing Q,W or E for Quas Wex and Exort in that order.You can see which powers are active by looking what balls are spinning around invoker:


Powers -These are three quases

Note that hotkey using is very important to invoker.And now the effects...

  • Quas:0.75 Hp regeneration per second per instance
  • Wex:2% attack speed and 1 % movement speed per level per instance
  • Exort +3 damage per level per instance

This may seem confusing to someone but here's what this means.Let's take Exort for example. You gain bonus damage: 3 * Exort skill level * number of exorts active

So if you have all three exort powers active at exort level 2,the bonus damage is 3*2*3 = 18 bonus damage.Same goes for Quas and Wex and here's a table.





Skill lvl 1

2.25 Hp

6As 3Ms


Skill lvl 2

4.5 Hp

12As 6Ms


Skill lvl 3

6.75 Hp

18As 9Ms


Skill lvl 4

9 Hp

24As 12Ms


Skill lvl 5

11.25 Hp

30As 15Ms


Skill lvl 6

13.5 Hp

36As 18Ms


Skill lvl 7

15.75 Hp

42As 21Ms


So at maxed level when you turn on exorts, you have +63 damage, which is quite impressive,and when you turn on Quases you gain a totally superstrong 15.75 Hp per second!That's a lot.The attack and movement speed aren't so amazing but when you have to escape fast turn on wexes.

Powers-how to use them

Simple.The most amazing thing with these skills is that lags and delay can't mess it up.So if you need regeneration quickly,just press "q" three times as fast as you can and three quases will be turned on.Because of this,you may change your power in seconds according to what you need.So if you aren't attacking anything but aren't full health,turn on quases quickly.Then just before attacking switch to exorts and when you are just attacking creeps in a lane turn on quas again.Switch between them in seconds.The point is that you have insane regeneration when you need it and don't have to buy regeneration items.Level 1 quas is better than a ring of regeneration and maxed exort is like a sacred relic!Use them wisely.When you are moving across the map and are full hp,turn on wexes for more movement speed.

Note:Quas,Wex and Exort are still skills, so if you use them while moving,you will stop.

Skill build explanation

The skill build may seem strange to some people,but it is quite simple and logic.Max exort and quas before wex and take invokes as soon as you can.An important thing is to decide which one to max first-exort or quas.I know i've put exort in the skill build because I usually max it first, but then again, I sometimes max quas.It depends on your lane opponents.If you are heavily nuked by tinker, or up against annoying hearstopper aura of Dirge,or when you see you need more healing, level up quases! If you decide to play aggressively then take exorts. If you want to max wexes first...Well i strongly recommend quas and exort because they are more useful and you get some good invokes with them later on.So the skill build isn't strict, it is just important that you level exort and quas first, and it is not very important which one you level first.But enough of these powers, let's see what can our friend Kael really do!


Pros and Cons:


  • Has more spells then any other DotA hero and he has spells for every situation he can fall into.
  • A great range of 600
  • Good damage
  • Good attack speed
  • Great for all stages of game,only tactics change
  • Most people don't know to use him effectively(a pro or con?)


  • Slow movement speed of 280
  • Probably the hardest hero to use in DotA
  • A bit lower on Hp
  • Balanced now(Not imba to play with anymore:()

And has no bigger weaknesses.At least as far as you buy him good items and play him good.

Note that although invoker has some good damage spells and good damage with right use of powers and if you buy him certain items, i play and build invoker as a support hero. A support hero is not the one who gets most kills and godlike streaks, but he triples the teams effectiveness.That means my invoker is not a solo hero.The key is to help you team get kills, not get the kills by yourself.Good examples of support heroes are Dazzle the Shadow Priest and Omniknight(although he doesn't have to be one).Yor team will like you if you play like this.You should pick him in 2vs2 games because I found him most effective that way, and never pick him 1 vs 1 because you will maybe own early game and then later you are dead.Of course, should you want to play a "Battle Invoker", take Wex and Exort, this guide generally guides you towards support, but there are notes about Battle ones too.

Start of the game

You picked or randomed invoker.There's a bit lag to preload his resources.Buy a Boots of Speed and if you have money buy thisAncient Tango of Essifation.In smaller games where you have even more money start buying items for power threads.Now you have to choose your lane.I prefer going top lane if sentinel or bottom if scourge,but its not that bad if you go vice versa.I know it is usually harder in these lanes, but you will see how much easier it is to damage enemy hero here.Also note that many people go bottom sentinel and top scourge, and thay hate bottom scourge and top sentinel, so chances are you will solo in these lanes (which is usually good). I just don't think mid is such a good idea because: A) Harder to attack and kill enemy. B)Most ranged heroes go mid and you don't want to play against those. Of course you can go mid if opposing team has all nukers and ranged heroes but that's usually not the case. Take exort, turn it on and you can block your creeps if you want to but I don't do that because that makes enemy retreat a bit and I want him to be nearby so I can attack him.

Lane situations

vs 1 melee hero - this is a great situation! Just keep attacking him with exort turned on until you kill him or he retreats to heal. When he returns you do it again and again until he leaves or swaps lane:)

vs 2 melee - this is a more or less good situation but you have to be more careful if they have good nukes like tinker or tiny do.Still attack them to force them to retreat and heal, losing exp. Don't focus on one hero, attack them both.

vs 1 ranged - now note that invoker has range of 600 so no hero except techies and sniper have that range, and techies has a weak attack and sniper has to skill rifle modifications or what its called.That means they won't have the upper hand, you are both ranged, but still you should be more careful when attacking him because he can just start to attack you too and you don't really need that.

vs 2 ranged - 0_o! This can mean trouble if they are heavy nukers like tinker and vengeful spirit. Ask for a swap, bring an ally or stay alone with extreme caution.

Game tactics till level 7

Easy.Just focus your attacks on enemy when there are no enemy creeps near you. Note that his creeps will attack you as soon as you click him, not attack him so take care. With your good range you should be able to take his hp down quite quickly using exort, especially if they are melee heroes. If they damage you, just switch to quases quickly to regenerate, and when you are high hp again, switch back to exort and continue to attack enemy. If you are lucky, you will get a kill, but most of the times you will just make him retreat to his base. That is good because he loses exp, last hits and denies .Push and damage tower as much as you can.If you are heavily damaged and have tangoes you dont have to retreat to base, just eat a tree and turn on quases. You will regenerate quite quickly. Deny and last hit as much as possible (using exort makes it easier but if you are damaged don't switch to exort just to score more last hits, being in good hp is your priority).

So just attack the enemy like this:



See his hp in the screenshot above. Now he must either stay back a lot ,or he has to go and heal. And if you have the opportunity to kill like below, do it:




Note that Specter and Tree aren't playing bad, it's just they are melee against you, ranged, so they can't do anything about it, especially early game. I picked invoker first, so they should had chosen better heroes to counter me.


Level 2- Invoke spell

When you hit level two take invoke spell. This is the part when invoker gets really complicated. If you asked your self what are all those spells above under invoke, here's the answer.Invoke isn't a regular skill like others (lol, neither are quas wex and exort). Invoke gives you another spell that is called invoke and is placed here:


For now you can only use one slot for invokes, but at level ten when you get invoke level 2, you can have 2 invokes at the same time. The invoke you get is determined by combinations of powers you have currently active. You must have 3 powers active or otherwise invoke won't work. Type "-invokelist" without "" of course, it displays this text:

  • Sun Strike [EEE] - [T]
  • Chaos Meteor [EEW] - [D]
  • Forge Spirit [EEQ] - [F]
  • Cold Snap [QQQ] - [Y]
  • Ghost Walk [QQW] - [V]
  • Ice Wall [QQE] - [G]
  • Alacrity [WWE] - [Z]
  • Tornado [WWQ] -[X]
  • EMP [WWW] - [C]
  • Deafening Blast [QWE] - [B]

These are all your spells now! You have Quas, Wex, Exort and these 10 invokes! You don't level them up, they become more and more powerful as you level powers which are used to invoke them. So for example Chaos meteor is created by combining 2 exorts and 1 wex, you can't level it up, but as you level exort your meteor will do more damage and as you level up Wex your meteor will last longer. If you want a new spell fast here is how to get it:

  1. You press the "powers" combination that is displayed in colours in the invoke list. So if you want, let's say, Forge Spirit, press QEE.
  2. Press "R". That's invoke hotkey. Note that now your invoke has a 30 second cooldown so you can't really spam all your spells. Always make sure invoke is ready to use before deciding to invoke a new spell.Invoked Forge Spirit
  3. You invoked the new spell, now to use it just press the spell hotkey which is displayed in the last brackets in the invokelist. So in case of Forge Spirit you should press F and you summoned a fire elemental!

I hope you understand how whole process of invoking goes because it is very important. You cant remember all of the combinations and hotkeys now, I suggest writing them on a paper and placing the paper near your computer, or just put "-invokelist" on copy-paste. After a few matches you won't need that any more. I will explain each invoke as you start using them. You won't use some invokes that are weak for you now, so I will explain them when the time comes...

Now let's take a look at a few invokes:


Sunstrike-ExortExortExort-Full code:EEERT

Here is damage table:

Exort level

Sunstrike Damage















Luckily when numbers end with .5, the damage is rounded up on the higher number so you do 1 damage more(lol)!

Now there are some important things about sunstrike:

  • It activates after a 1.7 second delay, but is not a channelling spell
  • It covers an Area of 200
  • The damage in the table is the total damage which is spread across all targets in the area you cast sunstrike on. So if you have, let's say, exort level 3, your sunstrike will do 200 total damage. If you cast it on an area with only 1 enemy in it, the enemy will take 200 damage. If you cast it on an area with 2 enemies within it, each enemy will take 100 damage etc.
  • The small area, delay and the damage being spread, all make sunstrike difficult to use.
  • Something that you may not have realized is that Sun shines everywhere on the map, so you can get a sunstrike anywhere you want!
  • Bad for farming.
The main use of this spell is to damage you opponents(really?), but you can use it in different ways too, especially after map 6.54 when IceFrog lowered the colldown and mana cost, the cooldown is now only 30 seconds, and the mana cost is 175 mana. If you have enough mana you can use this spell for scouting for runes if you really need them. You can also help your allies anywhere on the map (and steal kills), you just need to practice casting it...Keep your eyes open for:"OMG 30 HP HAHAHAHAHAHAHA". Just cast a Sunstrike and shut the guy up.

Here are some screenshots to demonstrate how to use sunstrike effectively and to give an idea of how small 200 Area of Effect is is:

Do not cast it like this, on 5 targets(75/5 damage per target is 15 damage per target, so you better attack them with Techies, you will do more damage :P) :


cast it like this, on 1 target:


Note the small area.When chasing enemies, cast sunstrike ahead of their path because of the 1.7 casting delay.

Meteor-WexExortExort-Full code:WEERD

The damage is based on exort level and range is based on Wex level. It is very difficult(read "impossible") to make a fully accurate table for meteor damage but here are some approximate values:

Exort level

Meteor Damage per second
















Range isn't really that important now because when you cast meteor on a hero, he will run back for a 1-2 sec (which is the worst thing to do because meteor is heading that way) and then stop and move aside or towards you again so more range wouldn't help.The meteor is slow so casting it to chase an enemy who is a lot ahead of you is not very promising. As to how to use meteor...The key is to make the enemy take damage from it as much as possible. The meteor has similar sped to most heroes so if you cast meteor so that it goes over the same path as the enemy does, you enemy will take massive damage.This is one of your most important spells early on, becuase of its high damage for level two. Note that if enemy has Linken`s Spheredo not click on the enemy to cast it, but click on ground near him so linkens cannot block it.

I didn't put ranges in the table (after all, how can I measure the range?), but here are some screenshots, first is wex level one, second wex level 2 etc.:








For screenshots about casting meteor perfectly see Mid game strategy, Meteor casting trick.I didn't want to post same screenshots 2 times.

For Battle Invokers: This may be one of your important spells through the whole game, but remember that IceFrog raised the cooldown to 70 seconds so you can't spam it.

Cold Snap -QuasQuasQuas-Full code:QQQRY

This is my second favourite invoke. Here's the table:

Quas Level

The spell lasts


3 seconds


3.5 seconds


4 seconds


4.5 seconds


5 seconds


5.5 seconds


6 seconds

The text for this invoke is maybe a bit confusing. It mentions some things like trigger cooldowns and similar things. Here's how the spell works:

  1. You cast it on an enemy
  2. He gets a buff that can also be seen above his head as a small blue fire.
  3. For the duration of the buff (see table above) any attack on that enemy, including yours, ally's,creep's and neutral's attacks, does extra 30 damage and stun him for 0.4 seconds

Note that cooldown trigger goes from 0.8 seconds at quas level 1 to 0.6 seconds at quas level 7, the cooldown trigger is for how long after the first attack that stunned the enemy can this work again. So if you have 10 creeps attacking him, he won't take extra damage for every creeps attack, but will take extra damage and the stun after the trigger cooldown (0.8-0.6 seconds). At Quas maxed, the enemy will be free to move just 0.2 seconds after he is stuned again becausethe stun lasts 0.4 seconds and the trigger cooldown is 0.6 seconds, so he will be "stun immune" just for 0.2 seconds. Use this invoke when the enemy is surrounded by creeps, or when you are chasing him and there is no time for other chasing skills.I hope you understood this because I wrote this paragraph 10 times until it was less confusing that the spell tooltip. 


Forge Spirit--QuasExortExortFull code:QEERF

Another great invoke. These fire elementals are quite tough later on. Here's the table:


power levels=>

























































20 sec

30 sec

40 sec

50 sec

60 sec

70 sec

80 sec

















# of elementals created








The "power levels" in the top row are levels of exort for Range, Damage, and life and levels of Quas for mana Duration and armor. So, for example, if you have exort level 4 and quas level 2 for range life and damage look at power level 4 and for mana, duration and armor look in power level 2. I hope this table is clear for reading. Note that you must have both exort and quas on at least level 4 to create two spirites. 0_o! Two spirites!?¡¿!? They are extremely powerful when you max exort and quas and can easily take on two creep waves alone. The Melting strike ability reduces enemy heroes armor and costs 40 mana with 0 seconds cooldown. Not something special but with two elementals attacking an enemy hero you can easily get -10 to armor which is something! Use this a lot (whenever you have enough mana).

Note: Balanced now:( I loved the six Elementals+ cold snap...So here are some important notes about cahnge of this spell:

  • When you cast Forge Spirit, all other Forged Spirits will die:(
  • Note that you gain 2 spirits at level 4 Quas and Exort now, not 7, so you you should level your skills a bit differently if you like this very much.
  • 9.Quas
  • 10.Quas
  • 11.Quas
  • There.Now you get two Spirits quite early
  • THey are still extremely powerful on maxed level quas and exort with same damageas in the table( as far as I know)
Battle Invokers: You should use these to boost your damage to the target.


Ghost Walk-QuasQuasWex-Full Code:QQWRV

This is my favourite Kael's spells.Here's how it works.You cast it and turn invisible. You are slowed by:

Wex level








You are slowed by







You are not slowed

Enemies around you are slowed by:


Quas level








Enemies are slowed by








The mana cost is 300!!! OMG? No. It is not strange. The mana cost is huge because, well it is becuase you slow enemies a bit, but the main reason is...:The Ghost Walk lasts for about 2,5 minutes! Yes, you heard it right. You are invisible until you attack, cast spell, use item and other actions that break invisibility or 2 minutes and 30 seconds. This is such a great spell. Only Rikimaru has better invisibility, and he doesn't slow opponents. Slowing can be a downside sometimes because they can see you are near, but then again, what can they do about it? They must go buy wards or thwrow some AoE spells/When you are in trouble, press QQWRV and you become invisible and slow opponents. Use it when your opponents are running. And this is the reason for radiance. If you are invisible and slow all who approach you, they can't escape except run to a tower. When you have radiance, they take damage, can't escape and can't stop you (they can buy wards and gems later) , so you just follow them until they die. Use this to save allies (look at screenshots at action 2). As you see this invoke has many uses and is one of the most powerful invoker spells. Use it wisely.

Note:60 second cooldown is kind of large!!!

Note#2:Even if you don't know Full Codes of other invokes, learn at least this one so you can cast it in second when you need it, and you will need it a lot.

Battle Invokers: It is really not important which Invoker typr you play, this is a must have invoke, so take it!

Ice Wall-QuasQuasExort-Full Code:QQERG

Here's the chart for duration:

Quas level



Ice wall duration

  3 sec

12 sec

It has become a bit shorter since last update, hehe. I tried to figure out the time, but it is on many decimals so all you neeed to know is min,max and the higher, the better.

The slow depends on Quas too but it is really imposible to figure out % at each level, slow is really ok at quas level 1 and at level 7 it is amazing. Enemies can hardly move! The damage per second is approximately like below:6/12/18/24/30/36/42

Exort level








Damage per second








but the damage is really not that important to my style of play. Because my invoker is a support hero, the slow is the important thing. This invoke is one of the hardest ones to use. Many players think it is cast like Dark Seer's ultimate which is a targeted one, but that is not true. Ice wall is NOT a targeted or channelling invoke, which means you just press "G" and it is executed. The ice wall appears in front of you like this:
Icewall basic

Icewall Angled

So what's the use of this invoke? It has dozen of uses. First, it can be used to farm when you have exort leveled up nicely. You cast it like this:

Icewall Farm

Now make creeps following you to always go through the wall. 30 damage* 10 seconds is 300 damage!You can cast it while running so enemy will have to step through the wall.Using it while chasing isn't an option because you cast it directly in front of yourself so enemy will still be ahead of you and won't step through the wall.You can use this invoke to save allies as well!

Note: It is spread really long to the left and right of you and it can cover the whole lane easily.

Note#2: 140 manacost is really small for this good invoke.

That's it! You won't be using other invokes yet because some really important parameters of those skill depend on Wex,which is low-leveled.So enough of these theory, let's do something!


Using your first invokes 

First of all, you should always have an ally with you From level 7 on. Not because you will get killed (you can always use ghost walk) or because you can't kill alone, but because you will be much more effective. But no allies until level 7 and Invoke level two. Until then, damage the enemy with exorts. If he thinks you can't have Invoke till level 5, great. Either way, when he gets low hp and/or turns around to retreat to base, cast the already invoked meteor and pawn his head and get First Blood and nice extra gold.



As for the allies, any ally is a good friend of invoker, but for some really nice ones see the conclusion part of this strategy. So if you are alone, you can do nice, but you and your ally can beat many two other heroes,and even three heroes at the same time at late game.I personally like melee allies because they have nice damage and skills, but all heroes fit in.So here's how it goes:

  1. You spot a target. These should be 2 heroes in a lane who aren't suspecting an attack. You could go against one hero, but double kills are kind of nice to hear, and you two can beat most two other hero combinations alone.
  2. Ask an ally to come with you. Say what to do quickly and who the targets are. So you say:"Ursa,go Rylai and Luna,I cast cold snap u overpower.Rylai first."(rylai first cause of her ulti and cold snap for same reason).That should be enough to get him to understand the attack. Of course that he will get a kill,but ,as I said before, my invoker build isn't for geting most kills. It is designed to win the game.
  3. Suprise the enemy. Play smart. Make an invoke before you attacked and make sure your invoke skill is ready so you can make another invoke and cast it quickly. You should choose which invokes to use depending on which heroes you are up against.

Here are some screenshots that show two good actions.You don't have too look at them , but it will help you to get an idea of when to use which invokes.

Action #1-Icewall

Identify Rooftrelen as our target with your ally:


He will run when attacked(smart) and he has much Hp so we need a good slow. Have your icewall invoked when you feel it will be required and cast it like this:


Notice that in screenshot above Tree is surrounded with a mess of creeps and Naix has moved to stop him from escaping when he saw i cast icewall. Because slowed, Tree cant do much to get out. Of course you shouldn't attack him near tree's cuz of his invisibility.

Switch to exort, attack and:


Don't get upset about your mates getting kills. That is the most important part of being a support hero. You always get an assist and be happy about it. Your mates will always say "gj" or "thx" or "you are so cool!" or something and you will win the game so it's no problem.

Action#2-Saving allies

Naix is in trouble! He is hit by spectre's dagger and slowed. 2 Enemies are chasing him:


Spectre has boots and increased movement speed while on shadow path and naix is slowed by the dagger so she would surely catch him and kill him. But I pop in with ghost walk :)


The ghost walk is slowing them so they can't reach naix who is running towards base.

So you continue with this strategy untill level 10 which is the end of Early game for Invoker.As for the items, when you have enough money buy next items in that order:Robe of the MagiGloves of HastePower Treads .Now form here you choose whether to go forGuinsoo`s Scythe of Vyse or Orchid Malevolence.I recommend Malevolence to those who want to have good damage and attack speed and go for more kills, but I personally like Guinsoo's more because of the extra stats.I usually go for Guinsoo's but as I said you can take Orchrid if you really want to(either way, you can buy both in late game) . So for

Guinsoo`s Scythe of VyseVoid StoneUltimate OrbMystic Staff

Orchid MalevolenceRobe of the MagiSobi MaskQuarterstaffRobe of the MagiSobi MaskQuarterstaffRobe of the MagiSobi MaskQuarterstaff

, everything in that order. Now for those who are still reading, don't worry, mid strategy is quite short!


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315 By stunffs 2011-05-26


314 By KNIGHTRIDER5 2011-04-18

nice me quite a lot

313 By [D]Didrasox 2011-03-02

Wow a lot of dumbasses commenting on this guide saying its crap or wtv...
Have you guys even tried playing with Kael?
@298 Please think before you comment. Its true that invoker has many types of builds but when you have many excellent nuking skills, there is really no point of life steals.
@307 When using meteor in early game, people usually don't have boots unless they bought it in the start. The meteor is almost as fast as a normal move speed character and kills them. Please know your facts

312 By HyPeRhEaT215 2010-11-25

The arcane ring tip is correct... But there's another reason behind it, if you're going for orchid, two sobi masks can give you better regen than a clarity potion... so you don't need a waste of item space

311 By AbC x 2010-11-19

@307 youre more dumb la if your meteor doesnt hit.If you know what youre doing pls tell us in detail.
IMO this is one of the guides that touches on everything.Little things left unexplained.It's a very good guide.

310 By 2010-11-19

Nice guide! Thanks!!

309 By Reigarde 2010-08-22

@307, if they get to use another path, it just goes to show how stupid you are with metoer . use some gank tactics, stuns etc wont you ?

308 By GawDzilla23 2010-08-22

They won't if they're as dumb as you.

307 By dreamer83 2010-08-22

this guide is think the opponent wont see the meteor and use another path?common sense la!!come on man!!

306 By Bleef 2010-08-04

all of my dota friends really think that invoker is the strongest hero in dota...
So thanks to this guide,,,mAybe now i could use invoker

305 By Toupis 2010-07-10

Great, man who really knows what is he writing about! My words!

304 By Ghost 2010-07-06

5 warnings actually.

given he deliberately spammed.

303 By silentzero 2010-07-06


302 By StrDhan 2010-06-03

lol mines attack type satanic and AC only

and no other skill only forge spirits, alacrity and sun strike (for ks)

301 By BlowThaCandlesOut 2010-05-27

Its Meteor, Blast, THEN Tornado

300 By nigielee 2010-05-27

erm, isn't it Tornado, THEN chaos meteor then blast?

299 By stephen_0416 2010-04-25

huskar is easy to use XD........

298 By bennyhungry 2010-04-07

lifesteal is incredibly useful for a dps invoker. alacrity + helm of the dominator and you'll be getting back CHUNKS of life. literally.

very extensive and informative guide though. i had to learn invoker all by myself and it took a while until i could own with it. cheers

297 By jed_dragonclan 2010-04-05

nc guide!!!!! im beleive on u but i suggest u should put an aganims to lower the cd of invoke.. :D good work!

296 By bhvaxalan 2010-02-07

aganims should be a must for invoker!!!
you didn't even mention it!