In its earliest, and some would say most potent form, magic was primarily the art of memory. It required no technology, no wands or appurtenances other than the mind of the magician. All the trappings of ritual were merely mnemonic devices, meant to allow the practitioner to recall in rich detail the specific mental formulae that unlocked a spell's power. The greatest mages in those days were the ones blessed with the greatest memories, and yet so complex were the invocations that all wizards were forced to specialize. The most devoted might hope in a lifetime to have adequate recollection of three spells--four at most. Ordinary wizards were content to know two, and it was not uncommon for a village mage to know only one--with even that requiring him to consult grimoires as an aid against forgetfulness on the rare occasions when he might be called to use it. But among these early practitioners there was one exception, a genius of vast intellect and prodigious memory who came to be known as the Invoker. In his youth, the precocious wizard mastered not four, not five, not even seven incantations: He could command no fewer than ten spells, and cast them instantly. Many more he learned but found useless, and would practice once then purge from his mind forever, to make room for more practical invocations. One such spell was the Sempiternal Cantrap--a longevity spell of such power that those who cast it in the world's first days are among us still (unless they have been crushed to atoms). Most of these quasi-immortals live quietly, afraid to admit their secret: But Invoker is not one to keep his gifts hidden. He is ancient, learned beyond all others, and his mind somehow still has space to contain an immense sense of his own worth...as well as the Invocations with which he amuses himself through the long slow twilight of the world's dying days.
ROLE
Ranged - Carry - Nuker - Initiator - Escape
STATS
| LEVEL | 1 | 15 | 25 | ||
|---|---|---|---|---|---|
| HIT POINTS | 511 | 963 | 1,666 | SIGHT RANGE | 1800 / 800 |
| MANA | 286 | 741 | 1,326 | ATTACK RANGE | 600 |
| DAMAGE | 35-41 | 70-76 | 115-121 | MISSILE SPEED | 900 |
| ARMOR | 2 | 6 | 11 |
ABILITIES
1. Quas
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 |
2. Wex
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 |
3. Exort
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 |
4. Invoke
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.
| MANA COST: 20 / 40 / 60 / 80 | MAX SPELLS: 1 / 2 / 2 / 2 |
COOLDOWN: 22 / 17 / 12 / 5 | SCEPTER COOLDOWN: 16 / 8 / 4 / 2 |
| ABILITY: NO TARGET | SCEPTER MANA COST: 0 |
5. Cold Snap
| MANA COST: 100 | AFFECTS: ENEMY HEROES |
| COOLDOWN: 20 | DAMAGE: MAGICAL |
| ABILITY: TARGET UNIT | INITIAL DAMAGE: 60 |
| FREEZE DURATION: 0.4 | BONUS DAMAGE: 30 |
6. Ghost Walk
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.
| MANA COST: 200 | RADIUS: 400 |
| COOLDOWN: 60 | DURATION: 100 |
| ABILITY: NO TARGET |
7. Tornado
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. Travels further based on the level of Wex. Holds enemies in the air for a duration based on the level of Quas. Deals damage based on the levels of Quas and Wex.
| MANA COST: 150 | RADIUS: 200 |
| COOLDOWN: 30 | DAMAGE: 70 |
| ABILITY: TARGET POINT | DAMAGE: MAGICAL |
1. Combo with EMP, This skill first and then EMP second. It will make EMP hit perfectly to the target
2. To initiate a teamfight
3. To chase person
4. To harass enemies
8. EMP
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.
| MANA COST: 125 | DAMAGE: PURE |
| COOLDOWN: 30 | RADIUS: 675 |
| ABILITY: TARGET POINT | BURN DAMAGE: 50% |
9. Alacrity
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.
| MANA COST: 100 | ABILITY: TARGET UNIT |
| COOLDOWN: 15 | AFFECTS: ALLIED HEROES |
| DURATION: 9 |
10. Chaos Meteor
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.
| MANA COST: 200 | DAMAGE: MAGICAL |
| COOLDOWN: 55 | LAND TIME: 1.3 |
| ABILITY: TARGET POINT | RADIUS: 275 |
| DAMAGE TICK: 0.5 | BURN TIME: 3 |
11. Sun Strike
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.
| MANA COST: 175 | DAMAGE: PUREL |
| COOLDOWN: 30 | RADIUS: 175 |
| ABILITY: TARGET POINT | DELAY: 1.7 |
12. Forge Spirit
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.
| MANA COST: 75 | ABILITY: NO TARGET |
| COOLDOWN: 30 |
13. Ice Wall
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.
| MANA COST: 175 | ABILITY: NO TARGET |
| COOLDOWN: 25 | DAMAGE: MAGICAL |
14. Defeaning Blast
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.
| CASTING RANGE: 1000 | MANA COST:200 |
| COOLDOWN: 40 | RADIUS: 250 |
| DURATION: 1-4 |
SKILLBUILD
The skill build here I will make into 3 stage, early-mid-late.
Early Skill build:
Here i will give a very early skill build for invoker. this build is for Level 1-3. It is up to you to be whatever type you want in mid game because you can have 1 orb in early game and not increase that again in mid game. This build is a build before you have 2 slot of invoked skill.
1. Coldsnap type
Level 1: Quas
Level 2: Invoke > Coldsnap
Use coldsnap in early Game and the right click your opponent, harass him.
2. Full damage type
Lv1: Exort
Lv2: Wex
Lv3: Invoke > Alacrity
Always use alacrity and harass the enemy, this build have the highest damage of all hero in early game, use this build for easy right click kill
3. Mana Drain Type
Lv1: Wex
Lv2: Invoke: EMP
Use EMP to drain enemy's mana, this make your enemy's mana become empty and he can't use skills
4. Invis Type/ Safety First Type
1. Level 1: Quas
2. Level 2: Invoke > Coldsnap
3. Level 3 Wex, > GhostWalk
This build makes u have invisibility to escape in a desperate condition
There are several type of skillbuild for invoker, you can choose any combination of Quas-Wex-Exort you want. You can choose Quas-Wex type, Quas-Exort Type, or Wex-Exort Type. Note that all of this classification is only for Early-mid game because in late game you will use all of his skills. All of the three type have its own advantages and disadvantages. Here I will explain the differences:
| Quas-Wex | Quas-Exort | Wex-Exort | |
| Prime Attacking Combo | EMP-Tornado | Forge Spirit - Cold Snap | Defeaning Blast - Chaos Meteor |
| Defensive Skill | EMP-Tornado, Ghost Walk, Cold Snap, | Ice Wall, Cold Snap | EMP |
1. The most complete build is Quas-Wex, this build have a lot of Defensive spell like Ghostwalk, or Tornado which means you are hard to kill. This build primary attacking combo is EMP-Tornado which Drain Mana and make opponent cannot use skill with EMP and Preparing an attack for your teammate with Tornadoo, this is a perfect initiating combo because it wil make
-Your opponent don't have mana
-Your team are all ready to attack
2. The highest AoE Damage is Wex-Exort
This build focuses on Chaos Meteor to deal damages. If you can land Chaos Meteor perfectly, you will have a very high damage in AoE.
3. The highest Single Targetted Damage is Quas-Exort because you will have your underlings which help you to attack someone.
1. EMP Tornado Build/ Quas-Wex Build
Type 1: Balanced. Quas-Wex-Quas-Wex-Quas-Wex-Quas-Wex-Quas-Wex-
Type 2: Quas Oriented: Quas Max, Wex minimum
Type 3: Wex Oriented: Wex Max, Quas minimum
note: take Invoke whenever is available
I recommend you to choose the Wex Oriented build because: You will have high mobility/ movement speed, to make you easy to chase or escape. This build have the longest range of Tornado, which makes the Tornado's hit rate will be increased.
2. Forge Spirit Build/ Quas-Exort Build
Quas-Exort-Quas-Exort-Quas-Exort-Quas-Exort-Quas-Exort-Quas-Exort-
note: take Invoke whenever is available
Your combo: Cold snap + Right click (You+Forge Spirit)
You are always accompanied with Forge Spirit to help you attack someone. You can increase 1 level of Wex to make
1. Chaos Meteor
Use Chaos Meteor and then Right click (You+Forge Spirit)
2. Tornado
Use Tornado and then Right Click after the enemies have landed
3. Defeaning Blast
Use defeaning blast and then right click (You+Forge Spirit)
or combined:
Tornado-Defeaning Blast-Chaos Meteor, after that > Right click
3. Chaos Meteor Build/ Wex Exort
Exort Max, Wex Minimum, and then take 1 point of Quas to make Defeaning Blast
Your Combo: Defeaning blast-Chaos Meteor
This build have a very high AoE magical damage. Hard to land it properly.
Late Game:
Here I assume you are at least level 20+
Here I will give you a fullskill invoker combo:
| Combo | Call forge spirit, and ready to attack opponent, Use EMP-Tornado, your opponent will have their mana drained, and the use Defeaning Blast, and then use Chaos Meteor. And then go near your opponent and cast ice Wall. After that, use Alacrity and coldsnap, and then finish someone who is low hp with sunstrike |
ITEM BUILD
You can buy pretty much anything for invoker, it depends on your strategy. You can buy DPS items or supportive items, its all up to your strategy and your team's strategy.
DPS Item: You are become a carry to deal DPS Type Damage
Supportive item: You are a support for your team.
Here is a list of items that useful for invoker:
1. Phase Boots
Total cost: 1350
Recipe: Boots of Speed + 2 x Blades of Attack
| Active: Phase - Gives increased movement speed and lets you move through units. Phase is cancelled upon using another item or ability. Flat movement speed bonuses from multiple pairs of boots do not stack. PHASE DURATION: 4 PHASE MOVE BOOST: 16% + 55 Movement Speed + 24 Damage Cooldown: 8 |
If this is combined with wex, it will give a very high movement speed which will make you are hard to catch or makes you can easilly catch someone
2. Force Staff
Total cost: 2350
Recipe: Staff of Wizardy + Ring of Regen + Recipe
| Active: Force - Pushes any target unit 600 units in the direction it is facing. Double click to self-cast. + 10 Intelligence + 3 HP Regeneration Manacost: 25 Cooldown: 20 |
3. Schyte of Vyse
Total cost: 5675
Recipe: Mystic Staff + Ultimate Orb + Void Stone
| Active: Hex - Turns a target unit into a harmless critter for 3.5 seconds. Destroys illusions. + 10 Strength + 10 Agility + 35 Intelligence + 150% Mana Regeneration Manacost: 100 Cooldown: 35 |
4. Aghanim's Scepter
Total cost:: 4200
Recipe: Point Booster, Ogre Axe, Staff of Wizardy, Blade of Alacrity
| Passive: Ultimate Upgrade - Upgrades the ultimates of certain heroes. + 10 All Attributes + 200 Health + 150 Mana |
It will decrease your invoke's cooldown, that means that you can use more skill in certain time. That means that you will be stronger.
5. MKB
Total cost:: 5400
Recipe: Demon Edge + 2x Javelin
| Passive: Mini-Bash - Gives a chance to minibash and deal bonus damage. Passive: True Strike - Prevents your attacks from missing. + 88 Damage + 15 Attack Speed CHANCE TO MINI-BASH: 35% MINI-BASH DAMAGE: 100 |
Good Damage. It will give you 100% hit rate although you are on the lower ground.
Good Allies
Because invoker is a good initiator, then, all carry is your best friends,
1. Morphling
Have Waveform to be comboed with Your Skills. He also have high damage to finish enemies.
2. Weaver
This hero love to sneak into the middle of chaos and kill everybody inside the chaos. Because your skill is full of chaotic form, this hero is a match for you.
Non carry;
3. Shadow Shaman
Have 2 disables, 1 nuke, and 1 Pushing Skill. All of his skill can be comboed with your skills.


























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