
Invoker
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. <br><br>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. <br><br>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). <br><br>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.
Base STR
19 +2.5
Base AGI
14 +2
Base INT
20 +4
Move Speed
285
Attack Range
600
Base Armor
-1
Attack DMG
19–25
Projectile
900
Innate Abilities

Invoke
Cooldown
7s
Combines the properties of the elements currently being manipulated to create a new spell for Invoker to use. Invoke cooldown is reduced by 0.3 seconds for each orb level. Invoker gains a bonus ability point for his orbs at levels 6, 12, and 18.
Invoker's vast knowledge of magic allows him to choose from Multiple Aghanim's Scepter and Shard options. The items must be activated before they can be used, and cannot be changed after they are chosen.
Click the help button to see the list of possible spells.
MAX SPELLS:
2
- The arrangement of instances does not matter.
- Invoke will not cost mana or go on cooldown if the only effect is to swap the positions of existing spells.
- Invoke will not break invisibility and can be cast while channeling.
So begins a new age of knowledge.
Abilities

Quas
Allows manipulation of ice elements. Active Quas instances imbue Invoker with bonus hp regeneration. Passively grants bonus strength per level of Quas.
MAX LEVEL:
8
HP REGEN PER INSTANCE:
1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10
BONUS STRENGTH PER LEVEL:
1
- Invoker can only have 3 of any instance.
- Will not break invisibility and can be cast while channeling.
A quelling cold.

Wex
Allows manipulation of storm elements. Active Wex instances imbue Invoker with bonus movement and attack speed. Passively grants bonus agility per level of Wex.
MAX LEVEL:
8
MOVE SPEED PER INSTANCE:
0.6 / 1.2 / 1.8 / 2.4 / 3 / 3.6 / 4.2 / 4.8 / 5.4 / 6%
ATTACK SPEED PER INSTANCE:
1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10
BONUS AGILITY PER LEVEL:
1
- Invoker can only have 3 of any instance.
- Will not break invisibility and can be cast while channeling.
A withering wind.

Exort
Allows manipulation of fire elements. Active Exort instances imbue Invoker with bonus attack damage. Passively grants bonus intelligence per level of Exort.
MAX LEVEL:
8
ATTACK DAMAGE PER INSTANCE:
2 / 4 / 6 / 8 / 10 / 12 / 14 / 16 / 18 / 20
BONUS INTELLIGENCE PER LEVEL:
1
- Invoker can only have 3 of any instance.
- Will not break invisibility and can be cast while channeling.
An exacting flame.

Cold Snap
Cooldown
18s
Mana
100
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.
COLD SNAP DURATION (<font color='#7998b5'>QUAS</font>):
3 / 3.4 / 3.8 / 4.2 / 4.6 / 5 / 5.4 / 5.8 / 6.2 / 6.6 / 7
FREEZE DURATION:
0.4
FREEZE COOLDOWN (<font color='#7998b5'>QUAS</font>):
0.8 / 0.77 / 0.74 / 0.71 / 0.68 / 0.65 / 0.62 / 0.59 / 0.56 / 0.53 / 0.5
FREEZE DAMAGE (<font color='#7998b5'>QUAS</font>):
28 / 36 / 44 / 52 / 60 / 68 / 76 / 84 / 92 / 100 / 108
- The freeze stun only triggers on damage greater than 10 after reductions.
Sadron's Protracted Frisson.

Ghost Walk
Cooldown
32s
Mana
175
Invoker manipulates the ice and electrical energies around him, rendering his body invisible and gaining health and mana regen. 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.
DURATION:
60
SLOW RADIUS:
450
ENEMY SLOW (<font color='#7998b5'>QUAS</font>):
-20 / -25 / -30 / -35 / -40 / -45 / -50 / -55 / -60 / -65 / -70%
SELF SPEED (<font color='#d671a9'>WEX</font>):
-20 / -15 / -10 / -5 / 0 / 5 / 10 / 15 / 20 / 25 / 30%
HEALTH REGENERATION (<font color='#7998b5'>QUAS</font>):
2 / 4 / 6 / 8 / 10 / 12 / 14 / 16 / 18 / 20 / 22
MANA REGENERATION (<font color='#d671a9'>WEX</font>):
2 / 4 / 6 / 8 / 10 / 12 / 14 / 16 / 18 / 20 / 22
- The slow effect does not work on Spell Immune enemies.
Myrault's Hinder-Gast.

Tornado
Cooldown
27s
Mana
140
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 base damage plus added damage based on levels in Wex. DISPEL TYPE: Basic Dispel
TRAVEL DISTANCE (<font color='#d671a9'>WEX</font>):
1500 / 1800 / 2100 / 2400 / 2700 / 3000 / 3300 / 3600 / 3900 / 4200 / 4500
RADIUS:
200
LIFT TIME (<font color='#7998b5'>QUAS</font>):
1.2 / 1.4 / 1.6 / 1.8 / 2 / 2.2 / 2.4 / 2.6 / 2.8 / 3 / 3.2
BASE DAMAGE:
50
ADDED DAMAGE (<font color='#d671a9'>WEX</font>):
45 / 90 / 135 / 180 / 225 / 270 / 315 / 360 / 405 / 450 / 495
TWISTER DAMAGE PER SECOND (<font color='#d671a9'>WEX</font>):
0
TWISTER DURATION (<font color='#7998b5'>QUAS</font>):
0
- Units are invulnerable while affected by Tornado, and the damage is dealt when landing.
Claws of Tornarus.

E.M.P.
Cooldown
27s
Mana
125
Invoker builds up a charge of electromagnetic energy at a targeted location which automatically detonates after 2.9 seconds. The detonation covers an area, draining mana based on the level of Wex. Deals damage for each point of mana drained. If EMP drains mana from an enemy hero, Invoker gains 25% of the mana drained.
CHARGE TIME:
2.9
RADIUS:
675
MAX MANA BURNED (<font color='#d671a9'>WEX</font>):
100 / 175 / 250 / 325 / 400 / 475 / 550 / 625 / 700 / 775 / 850
BURN DAMAGE:
60%
DRAG SPEED:
0
- Will not affect cycloned units (Tornado or Eul's Scepter of Divinity).
Endoleon's Malevolent Perturbation.

Alacrity
Cooldown
15s
Mana
75
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.
BONUS ATTACK SPEED (<font color='#d671a9'>WEX</font>):
10 / 22 / 34 / 46 / 58 / 70 / 82 / 94 / 106 / 118 / 130
BONUS DAMAGE (<font color='#cabe68'>EXORT</font>):
10 / 22 / 34 / 46 / 58 / 70 / 82 / 94 / 106 / 118 / 130
DURATION:
9
Gaster's Mandate of Impetuous Strife.

Chaos Meteor
Cooldown
50s
Mana
200
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.
IMPACT DELAY:
1.3
RADIUS:
275
TRAVEL DISTANCE (<font color='#d671a9'>WEX</font>):
465 / 615 / 780 / 930 / 1095 / 1245 / 1410 / 1575 / 1725 / 1890 / 2055
CONTACT DAMAGE TICK:
0.5
CONTACT DAMAGE (<font color='#cabe68'>EXORT</font>):
55 / 80 / 105 / 130 / 155 / 180 / 205 / 220 / 235 / 250 / 265
BURN DURATION:
3
BURN DAMAGE PER SECOND (<font color='#cabe68'>EXORT</font>):
10 / 15 / 20 / 25 / 30 / 35 / 40 / 45 / 50 / 55 / 60
- Deals main damage to enemy units under meteor every 0.5 seconds and burns enemies for smaller damage over 3 seconds.
- The meteor moves at a speed of 300.
Tarak's Descent of Fire.

Sun Strike
Cooldown
23s
Mana
175
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.
DELAY:
1.7
RADIUS:
175
DAMAGE (<font color='#cabe68'>EXORT</font>):
175 / 225 / 275 / 325 / 375 / 425 / 475 / 525 / 575 / 625 / 675
- Gives vision of the target area before the strike.
- Invoker gains experience with kills made from Sun Strike, even if made from outside of experience range.
Harlek's Incantation of Incineration.

Forge Spirit
Cooldown
27s
Mana
75
Invoker forges a spirit embodying the strength of fire and fortitude of ice. Damage and armor are based on the level of Exort while attack range, health, and duration are based on the level of Quas. The elemental's scorching attack is capable of melting the armor of enemy heroes. The number of spirits spawned is determined by the lower level of Quas and Exort.
DAMAGE (<font color='#cabe68'>EXORT</font>):
20 / 30 / 40 / 50 / 60 / 70 / 80 / 90 / 100 / 110 / 120
ARMOR (<font color='#cabe68'>EXORT</font>):
0 / 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9
ATTACK RANGE (<font color='#7998b5'>QUAS</font>):
305 / 360 / 415 / 470 / 525 / 580 / 635 / 690 / 745 / 800 / 855
HEALTH (<font color='#7998b5'>QUAS</font>):
300 / 400 / 500 / 600 / 700 / 800 / 900 / 1000 / 1100 / 1200 / 1300
DURATION (<font color='#7998b5'>QUAS</font>):
24 / 30 / 36 / 42 / 48 / 54 / 60 / 66 / 72 / 78 / 84
SPIRIT COUNT (<font color='#7998b5'>QUAS</font>):
1 / 1 / 1 / 2 / 2 / 2 / 2 / 3 / 3 / 3 / 3
SPIRIT COUNT (<font color='#cabe68'>EXORT</font>):
1 / 1 / 1 / 2 / 2 / 2 / 2 / 3 / 3 / 3 / 3
- Casting this ability will replace currently summoned Forged Spirits.
Culween's Most Cunning Fabrications.

Ice Wall
Cooldown
23s
Mana
125
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.
WALL DURATION (<font color='#7998b5'>QUAS</font>):
3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 / 13
MOVEMENT SLOW (<font color='#7998b5'>QUAS</font>):
-20 / -40 / -60 / -80 / -100 / -120 / -140 / -160 / -180 / -200 / -220%
SLOW DURATION:
2
DAMAGE PER SECOND (<font color='#cabe68'>EXORT</font>):
30 / 36 / 42 / 48 / 54 / 60 / 66 / 72 / 78 / 84
WALL LENGTH:
1200
WALL WIDTH:
105
ROOT DURATION (<font color='#7998b5'>QUAS</font>):
0
ROOT DAMAGE (<font color='#7998b5'>QUAS</font>):
0
Killing Wall of Koryx.

Deafening Blast
Cooldown
36s
Mana
250
Invoker unleashes a mighty sonic wave in front of him, dealing damage to any enemy unit it collides with based on the level of Exort. The sheer impact from the blast is enough to knock those enemy units back for a duration based on the level of Quas, then disarm their attacks for a duration based on the level of Wex.
TRAVEL DISTANCE:
1000
DAMAGE (<font color='#cabe68'>EXORT</font>):
70 / 110 / 150 / 190 / 230 / 270 / 310 / 350 / 390 / 430 / 470
KNOCKBACK DURATION (<font color='#7998b5'>QUAS</font>):
1.1 / 1.2 / 1.3 / 1.4 / 1.5 / 1.6 / 1.7 / 1.8 / 1.9 / 2 / 2.1
DISARM DURATION (<font color='#d671a9'>WEX</font>):
1.5 / 2 / 2.5 / 3 / 3.5 / 4 / 4.5 / 5 / 5.5 / 6 / 6.5
Buluphont's Aureal Incapacitator.
Talents

Aghanim's Scepter

Quas
Grants 0 current and max level.

Wex
Grants 0 current and max level.

Exort
Grants 0 current and max level.

Tornado
Tornado spawns twisters along its path. They persist for Tornado's duration plus additional time based on Quas, dealing damage based on Wex in a 150 radius every 0.25 seconds. (half damage to creeps.)

Sun Strike
Creates a Cataclysm when Sun Strike is double tapped. Puts it on a 90 second cooldown. Creates 0 visible 75% damage Sun Strikes within 90-180 range of each enemy hero.

Ice Wall
Ice Wall becomes Ice Floe, Vector Targeted. After a delay, Ice Floe appears as a 105 width Ice Wall. Enemy heroes in its area for longer than 0 seconds become rooted and take magic damage based on Quas.

Aghanim's Shard

Ghost Walk
Ghost Walk now also applies the Ice Wall Damage Per Second to enemies in a larger radius.

E.M.P.
Increases damage for each point of mana drained by EMP and pulls enemy units into the EMP's center at 0 units per second.

Sun Strike
If Sun Strike damages an enemy Hero, a Forge Spirit of current level is created at the location.
Hero Performance
Median across all public matches · OpenDotaForm
52%
Win rate in recent matches
Performance
100%
KDA ratio (kills + assists / deaths)
Laning
35%
Last hits per minute over full game
Farm
61%
Average gold per minute
Fighting
33%
Average kills + assists per match
Experience
77%
Average XP per minute
Strategy
When to Pick Invoker?
Let me tell you something about Invoker that most people forget every single time a new patch drops—this hero never truly falls off. He adapts. The meta changes, the items change, the heroes around him change, and Invoker just quietly adjusts his spell repertoire and keeps winning games at the highest level like nothing happened. Right now he is one of the strongest midlaners in the entire game, and the numbers back it up completely—and honestly? I am not shocked.
I am never shocked when Invoker is strong because his kit is so absurdly complete that all it takes is the right conditions for him to go from "decent pick" to "first phase priority ban" in the space of one patch. He has a slow, a stun, a nuke, a global, an AOE silence, a giant orbital laser, and a tornado that removes heroes from the entire fight for three seconds—all on ONE hero. How do you even draft against that?
He is disgusting in lineups that have strong initiation that can set up his Sun Strike kills from across the map—Bane, Enigma, and Faceless Void—because a perfectly timed Sun Strike into a Black Hole or a Chronosphere is one of the most satisfying and demoralizing combinations of damage the enemy team will ever experience.
He thrives in the current meta specifically because the game right now rewards midlaners who can both fight early AND scale into the late game without becoming irrelevant—and Invoker does both simultaneously better than almost any other hero in the pool. Quas Wex gives him early fighting power and mobility through EMP and Tornado, while Quas Exort gives him the farming speed and burst damage to snowball lanes and create kill threats from incredible distances with Sun Strike.
He pairs beautifully with heroes that have long-duration lockdown—Naga Siren's Song of the Siren, Faceless Void's Chronosphere, Magnus's Reverse Polarity—because every second the enemy team is locked in place is another Sun Strike ticking down on the most fed hero on their team.
Avoid picking him into heavy silences that prevent him from cycling spells—Silencer, Death Prophet, Skywrath Mage—because an Invoker who cannot cast is not just useless; he is one of the most expensive and item-hungry non-threats in the entire game, standing in mid lane doing absolutely nothing while his global silence ticks down and his team falls apart around him.
Also feels genuinely terrible about high-mobility heroes that can dodge Tornado and Cold Snap simultaneously—Storm Spirit, Ember Spirit, and Puck—heroes that can just ball lightning or phase out of every combo he attempts and then punish him for whiffing in the worst possible way. And if the enemy drafts a lane bully that can deny him levels and bottle charges in the early game?
Watch out—because an Invoker that falls behind on levels in the laning phase is not just slightly weaker; he is a completely different and significantly less threatening hero whose spell combinations lose the timing window they need to actually kill people.
Tips & common mistakes
- The most common Invoker mistake at every skill level from Ancient to Immortal is trying to use every spell in the kit every single fight instead of mastering two or three core combinations and executing them flawlessly. Sun Strike into Cold Snap into Alacrity is a complete burst kill combo that requires zero complexity to land consistently—master this before you start attempting the fifteen-spell tornado EMP sunstrike deafening blast masterclass that you saw a streamer do once and have never successfully replicated in a real game.
- Tornado into EMP is your most important Quas Wex combo, and the timing window is TIGHT. The EMP needs to land RIGHT as the hero lands from the tornado—too early and they are still airborne and immune, too late and they have already recovered and used their BKB. Practice this in demo mode until it is muscle memory, because this combo is what makes Quas, Wex, and Invoker genuinely threatening in the mid game.
- Sun Strike has a 1.7-second delay before it hits. This means you need to cast it where the enemy is GOING to be, not where they are standing right now. Against heroes that move predictably—running down a straight lane, channeling a spell, walking toward a tower—this is a free kill from anywhere on the map. Against heroes with blinks and dashes, you need to bait the movement first and THEN cast it on the landing spot.
- Cold Snap procs a mini-stun every time Invoker attacks the affected hero OR the hero takes damage from any source. This means in a team fight with multiple sources of damage flying around, Cold Snap becomes an almost permanent stun that procs over and over again—use it on the enemy carry in the middle of a fight and watch them stand completely still while your team right-clicks them into the ground.
- Forge Spirit is one of the most underrated farming and vision tools on Invoker, and people treat it as an afterthought. Sending Forge Spirits to stack camps while you farm the mid lane simultaneously doubles your gold income in the early and mid game—and the spirits scale with your Exort level, which means by the mid game they deal significant damage and provide permanent vision in dangerous areas of the map for free.
- Ghost Walk is not just an escape tool—it is a scouting tool, a repositioning tool, and a setup tool for Sun Strike. Invisible Invoker walking up to a hero and landing Cold Snap right before your team collapses is one of the most punishing initiation patterns available, and most people never use it offensively because they are saving Ghost Walk exclusively for the moment they are about to die.
- Stop trying to invoke new spells in the middle of a combo when you clearly do not have the muscle memory for it yet. Nothing — and I mean NOTHING — is more demoralizing than watching an Invoker fumble the spell rotation in a teamfight, accidentally casting Forge Spirit when they meant to cast Deafening Blast, and then standing there with the wrong spell hotkeyed while their carry dies waiting for the follow-up that never came.
Summary
Invoker is one of the strongest midlaners in the game right now, and the reason is simple—this meta rewards heroes that can do everything, and Invoker literally does everything. He pokes, he farms, he ganks globally, he teamfights, he peels, he pushes, and he scales into the late game without ever becoming useless or one-dimensional.
He is not a hero you pick because the meta says so—he is a hero you pick because when he is in your hands and you know what you are doing, the enemy team has to account for twelve different spell combinations coming from the mid lane simultaneously, and that cognitive load alone tilts people before the first twenty minutes are even over.
Master two or three core combos before you start getting fancy, always know where your Sun Strike is relative to the enemy team's position, and make the opposing mid laner feel like they are not just losing their lane but being systematically dismantled by a genius in a cape who has a spell for every single situation they can possibly put themselves in. Just — PLEASE — practice the Tornado EMP timing before you queue ranked. I am begging you.
Strong Against















































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