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Levaquin |
Posted on 12-10-12, 08:40 pm (rev. 2)
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Local mod
Karma: 100 Posts: 2/33 Since: 11-30-12 Last post: 4136 days Last view: 4035 days |
Invoker is a hero unlike any other. Instead of having three standard spells and one ultimate, Invoker 'builds' his own spells out of three reagents, using a spell called Invoke, which is taken at level 2.
Due to the sheer length and complexity of all of his spells, I'm going to link the dota 2 Wikipedia page instead of typing all 11 of them out. http://www.dota2wiki.com/wiki/Invoker There is no standard skill build for Invoker, as there is also no standard item build. Invoker can be built to fulfill almost any role, making him one of the most versatile heros in the game. Before you decide to pick Invoker, make sure that your team understands that Invoker needs mid, or at least a solo safe lane. Although I will have 'Core Items' in each section for Invoker, Invoker doesn't really have any Core Items. I'm going to define Core Items as items that I most commonly build because they fit most game situations. Disabler/Anti-push/Ganker - Quas/Wex build Recommended Starting Items: Blade of Attack, Healing Salve, Iron Branch Alternate Starting Items: Healing Salve, Iron Branch x 3, Circlet, Guantlets of Strength - Go Alternate Starting Items if you know that your team will not have any mana boots (so that you can build them). Also, build this into drums. Early Game: Phase boots (or Arcane Boots if your team doesn't have anyone else planning on building them) Core Items: Force Staff, Drums of Endurance, Aghanim's Scepter/Scythe of Vyse - I don't recommend building Scepter while you are learning Invoker. Wait until you have 10 games or so with him. Go sheep stick or Eul's instead. Luxury Items: Eul's Scepter of Divinity, Eye of Skadi Situational Items: Blink Dagger, Boots of Travel, Black King Bar, Shiva's Guard, Linkin's Sphere, Orchid Malevolence Skill build (may vary depending on your lane): Q= Quas; W= Wex; E= Exort; I= Invoke 1) Q 6) W 12) I 18) E 2) I 7) I 13) W 19) E 3) Q 8) W 14) E 20) E 4) W 9) Q 15) E 21) E 5) W 10) W 16) E 22-25) Q 6) W 11) W 17) I If you need more regen, put those points in quas a bit earlier. I don't recommend having more than 4 points in quas before level 10 though. This is probably the most friendly Invoker build to start playing. It's also regarded as the role that Invoker fills best. I don't think that there is a better turtler in the game than a good Q/W Invoker. When pros pick up Invoker for competitive games, this is the most popular build as of lately. Your early-mid game consists of casting primarily 3 spells. Cold snap, Tornado and EMP. Before attempting to gank a side lane, I see what friendly and enemy heros are in the lane and Invoke which spells I feel will be best. For example, if I am level 7 and have a Leshrac on my team I can open with Tornado followed by EMP which will give him time to cast a stun that will land when they come out of tornado. After Leshrac stuns, if the target is not dead yet I can cold snap him to ensure the kill, or cold snap his lane partner and cross my fingers for the double kill ![]() In turtling, Tornado/EMP is a powerful combo. Your opponent can't push very well if they don't have any mana. Deafening blast provides knockback, and also disarms them and further stalls their push. Additionally, force staffing yourself to set up an Ice Wall or pushing an opponent into an Ice Wall is a great way to pick off someone that's out of position. Make sure to cast most of these spells at a decent range. You don't want to be defending Rax, turtling waiting for your carry to rez and get picked off yourself. Semi-Carry/Utility/Push - Quas/Exort (Forge Spirits) Build Recommended Starting Items: Healing Salve, Iron Branch x2, Tangos, Guantlets of Strength Early Game: Power Treads Core Items: Blink Dagger, Aghanim's Scepter/Scythe of Vyse - I don't recommend building Scepter while you are learning Invoker. Wait until you have 10 games or so with him. Go sheep stick or Eul's instead. Luxury Items: Eye of Skadi Situational Items: Hand of Midas, Boots of Travel, Black King Bar, Shiva's Guard, Linkin's Sphere, Orchid Malevolence 1) E 6) Q 12) I 18) W 2) I 7) I 13) E 19) W 3) Q 8) E 14) W 20) W 4) E 9) Q 15) W 21) W 5) E 10) E 16) W 22-25) Q 6) Q 11) E 17) I Will update and add additional skill builds soon! |
fallenelf86 |
Posted on 12-10-12, 08:56 pm
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![]() The HTML Wizard Karma: 100 Posts: 606/1317 Since: 03-03-12 Last post: 3571 days Last view: 2724 days |
This is a great start. I've started playing Invoker a bit, and more than any other hero, you just need to play him a lot to get the hang of him. You have to try tons of different item and skill builds and just figure out what works best for you.
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Love is Dead |
Posted on 12-11-12, 12:02 am
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Karma: 115 Posts: 355/368 Since: 02-13-12 Last post: 4451 days Last view: 3950 days |
"When pros pick up Invoker for competitive games, this is almost always the way that they build Invoker."
Invoker is picked by pros for his versatility. Q/E invokers were popular a few months ago for their global gank and strong push. |
Dhat Shi Cray |
Posted on 02-04-13, 06:43 pm
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Local mod
Karma: 100 Posts: 41/47 Since: 10-31-12 Last post: 4222 days Last view: 4211 days |
Really helpful. Can't wait to read more. +1
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BlindTheThief |
Posted on 09-29-13, 02:10 pm
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Karma: 100 Posts: 25/27 Since: 10-15-12 Last post: 3541 days Last view: 3442 days |
I think with Kael its all about knowing when to use what spells, especially with Quas/Wex and being able to use Euls is very handy as I have only just started fiddling with it! With the solo mid build (Quas/Exort) there is only a few times I wouldn't go midas because getting those levels in Exort and Quas Early on to get you those 4 points in each is amazing. For anyone who doesn't know you don't take a point in Wex (which is your escape element) to rush double forge spirits, which become available when you have four points in Exort and Quas and one to invoke the spell. The main way you utilise these forge spirits is by using them with cold snap together which is a short stun based on how many times you hit them with right clicks (not sure about spells but I believe 10 dmg is required to start the effect) so if you have two forgies hitting them it makes any mid's day sucky! Even lower level Outworlds have a sucky time against this! My personal build for this solo mid is either phase rush for the last hitting dmg or starting with circlet but I tend to lean more towards phase rush because i like high move speed and im alright at not running out of mana. Then after finishing those rush a Midas, if my farm is going well depending on the other team its either force staff or drums (soon to be Euls) you should take force if you need to be escaping from stuns or things like cogs (Clockwork's love Sun Strikes so be sure to have Sun Strike handy to annoy him with!) and drums if there are lots of squishy heroes. After you have had a little fun with those clutch Sun Strikes grab your aggs and just rape face! It takes awhile to learn all of the spells it just takes time
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