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Intelligence 22 + 2.50
Agility 20 + 1.90
Strength 19 + 1.70
Damage 17 - 23
Movement Speed 280
Armor 1.8

In its earliest, and some would say most potent form, magic was primarily the art of memory. It required no technology, no wands or appurtenances other than the mind of the magician. All the trappings of ritual were merely mnemonic devices, meant to allow the practitioner to recall in rich detail the specific mental formulae that unlocked a spell's power. The greatest mages in those days were the ones blessed with the greatest memories, and yet so complex were the invocations that all wizards were forced to specialize. The most devoted might hope in a lifetime to have adequate recollection of three spells--four at most. Ordinary wizards were content to know two, and it was not uncommon for a village mage to know only one--with even that requiring him to consult grimoires as an aid against forgetfulness on the rare occasions when he might be called to use it. But among these early practitioners there was one exception, a genius of vast intellect and prodigious memory who came to be known as the Invoker. In his youth, the precocious wizard mastered not four, not five, not even seven incantations: He could command no fewer than ten spells, and cast them instantly. Many more he learned but found useless, and would practice once then purge from his mind forever, to make room for more practical invocations. One such spell was the Sempiternal Cantrap--a longevity spell of such power that those who cast it in the world's first days are among us still (unless they have been crushed to atoms). Most of these quasi-immortals live quietly, afraid to admit their secret: But Invoker is not one to keep his gifts hidden. He is ancient, learned beyond all others, and his mind somehow still has space to contain an immense sense of his own well as the Invocations with which he amuses himself through the long slow twilight of the world's dying days.


  • Ranged
  • Carry
  • Nuker
  • Initiator
  • Escape



Invoker quas hp1.png

Allows manipulation of ice elements and grants a permanent strength bonus. Each Quas instance provides increased health regeneration.

  • ABILITY: No Target
  • HP REGEN PER INSTANCE: 1 / 2 / 3 / 4 / 5 / 6 / 7
  • BONUS STRENGTH: 2 / 4 / 6 / 8 / 10 / 12 / 14


Invoker wex hp1.png

Allows manipulation of storm elements and grants a permanent agility bonus. Each Wex instance provides increased attack speed and movement speed.

  • ABILITY: No Target
  • ATTACK SPEED PER INSTANCE: 2% / 4% / 6% / 8% / 10% / 12% / 14%
  • MOVE SPEED PER INSTANCE: 1% / 2% / 3% / 4% / 5% / 6% / 7%
  • BONUS AGILITY: 2 / 4 / 6 / 8 / 10 / 12 / 14


Invoker exort hp1.png

Allows manipulation of fire elements and grants a permanent intelligence bonus. Each Exort instance provides increased attack damage.

  • ABILITY: No Target
  • DAMAGE PER INSTANCE: 3 / 6 / 9 / 12 / 15 / 18 / 21
  • BONUS INTELLIGENCE: 2 / 4 / 6 / 8 / 10 / 12 / 14


Crystal maiden freezing field hp1.png

Combines the properties of the elements currently being manipulated, creating a new spell at the Invoker's disposal. Click the help button to see the list of possible spells. Upgradable by Aghanim's Scepter.

  • ABILITY: No Target
  • MAX SPELLS: 1 / 2 / 2 / 2
  • SCEPTER COOLDOWN: 16 / 8 / 4 / 2

Cold Snap

Invoker cold snap hp1.png

Invoker draws the heat from an enemy, chilling them to their very core for a duration based on the level of Quas. The enemy will take damage and be briefly frozen. Further damage taken in this state will freeze the enemy again, dealing bonus damage. The enemy can only be frozen so often, but the freeze cooldown decreases based on the level of Quas.

  • ABILITY: Target Unit
  • AFFECTS: Enemy Heroes
  • DAMAGE: Magical

Ghost Walk

Invoker ghost walk hp1.png

Invoker manipulates the ice and electrical energies around him, rendering his body invisible. The elemental imbalance created as a consequence slows nearby enemies based on the level of Quas, and slows Invoker as well based on the level of Wex.

  • ABILITY: No Target
  • RADIUS: 400
  • DURATION: 100


Invoker emp hp1.png

Invoker builds up a charge of electromagnetic energy at a targeted location which automatically detonates after a duration based on the level of Wex. The detonation covers an area, draining mana based on the level of Wex. Deals damage for each point of mana drained.

  • ABILITY: Target Point
  • DAMAGE: Pure
  • RADIUS: 675
  • BURN DAMAGE: 50%


Invoker alacrity hp1.png

Invoker infuses an ally with an immense surge of energy, increasing their attack speed based on the level of Wex and their damage based on the level of Exort.

  • ABILITY: Target Unit
  • AFFECTS: Allied Heroes

Chaos Meteor

Invoker chaos meteor hp1.png

Invoker pulls a flaming meteor from space onto the targeted location. Upon landing, the meteor rolls forward, constantly dealing damage based on the level of Exort, and rolling further based on the level of Wex. Units hit by the meteor will also be set on fire for a short time, receiving additional damage based on the level of Exort.

  • ABILITY: Target Point
  • DAMAGE: Magical
  • LAND TIME: 1.3
  • RADIUS: 275
  • DAMAGE TICK: 0.5
  • BURN TIME: 3

Sun Strike

Invoker sun strike hp1.png

Sends a catastrophic ray of fierce energy from the sun at any targeted location, incinerating all enemies standing beneath it once it reaches the Earth. Deals damage based on the level of Exort, however this damage is spread evenly over all enemies hit.

  • ABILITY: Target Point
  • DAMAGE: Pure
  • RADIUS: 175
  • DELAY: 1.7

Forge Spirit

Invoker forge spirit hp2.png

Invoker forges a spirit embodying the strength of fire and fortitude of ice. Damage, health, and armor are based on the level of Exort while attack range, mana, and duration are based on the level of Quas. The elemental's scorching attack is capable of melting the armor of enemy heroes. If both Quas and Exort are level 4 or higher, Invoker will create two spirits instead of one.

  • ABILITY: No Target

Ice Wall

Invoker ice wall hp1.png

Generates a wall of solid ice directly in front of Invoker for a duration based on the level of Quas. The bitter cold emanating from it greatly slows nearby enemies based on the level of Quas and deals damage each second based on the level of Exort.

  • ABILITY: No Target
  • DAMAGE: Magical