
Abilities

Mechanics notes (2)
- • Invoker can only have 3 of any instance.
- • Will not break invisibility and can be cast while channeling.

Mechanics notes (2)
- • Invoker can only have 3 of any instance.
- • Will not break invisibility and can be cast while channeling.

Mechanics notes (2)
- • Invoker can only have 3 of any instance.
- • Will not break invisibility and can be cast while channeling.

Mechanics notes (3)
- • 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.
Mechanics notes (1)
- • The freeze stun only triggers on damage greater than 10 after reductions.
Mechanics notes (1)
- • The slow effect does not work on Spell Immune enemies.
Mechanics notes (1)
- • Units are invulnerable while affected by Tornado, and the damage is dealt when landing.
Mechanics notes (1)
- • Will not affect cycloned units (Tornado or Eul's Scepter of Divinity).
Mechanics notes (2)
- • 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.
Mechanics notes (2)
- • 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.
Mechanics notes (1)
- • Casting this ability will replace currently summoned Forged Spirits.
Our ratings
Aghanim's upgrades
Tips & counterplay
Playing as Invoker
Laning: Exort-orb right-clicks and Forge Spirits pressure the mid.
Kill combo: Tornado → Chaos Meteor → Deafening Blast → Sun Strike.
Staying alive: Ghost Walk and Tornado to escape ganks.
From real games (OpenDota)- • Most games are in the mid lane (86.3%, 51.6% win rate).
- • Boots of Travel: usually done by 20 min; finishing it by 8 min wins 72.7%.
- • Aghanim's Shard: usually done by 25 min; finishing it by 20 min wins 60.3%.
- • Octarine Core: usually done by 25 min; finishing it by 20 min wins 82.5%.
Playing against Invoker
Magic burst Black King Bar, Pipe of Insight, Glimmer Cape and Infused Raindrops blunt the burst. Don't stand clumped.
Stuns & disables Black King Bar, Linken's Sphere or Lotus Orb. Spread out so one stun doesn't catch the whole team.
Spell spam Magic Stick or Wand charges fast. Orchid or a silence stops the spell rotation.
Mana dependent Mana burn (Diffusal Blade) and silences keep them from casting.
- • Respect Invoker at Midas / Lvl 10: Cold Snap + Forge Spirit pickoffs.
- • Respect Invoker at Aghanim's Scepter: Every spell gains a level.
- • Respect Invoker at Refresher: Double teamfight combos.
Items that counter it
Heroes that beat it
Talents
Best items
Power spikes
Best skill build
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Q Quas | Q | Q | Q | Q | ||||||||||||||
W Wex | W | W | W | W | ||||||||||||||
E Exort | E | E | E | E | ||||||||||||||
R Invoke | R | R | R | |||||||||||||||
| T Talent | ★ | ★ |
Counters
Countered by
Synergies
Best lane partners
Toughest lane opponents
Anti-Mage−30
Huskar−25
Riki−13
Puck−12
Dazzle−12Live stats OpenDota · 2026-10-14
Public match stats
- Win rate (all ranks)
- 50.8%
- Win rate (Divine+)
- 52.2%
- Pick rate
- 16.7% of matches
- Sample
- 687,315 picks
- Pro
- 19 picks · 52.6% WR · 23.7% ban
Lane presence
Win rate by rank
Win rate by game length
Item timings
| Item | Games | Usual | Win % | Best timing |
|---|---|---|---|---|
| Boots of Travel | 1,471 | 20′ | 54.6% | ≤8′ · 72.7% |
| Aghanim's Shard | 756 | 25′ | 57% | ≤20′ · 60.3% |
| Octarine Core | 496 | 25′ | 64.9% | ≤20′ · 82.5% |
| Aghanim's Scepter | 445 | 30′ | 55.3% | ≤20′ · 67.6% |
| Black King Bar | 425 | 30′ | 56.5% | ≤20′ · 75.8% |
| Blink Dagger | 318 | 20′ | 63.2% | ≤8′ · 95% |
| Rod of Atos | 270 | 20′ | 54.1% | ≤30′ · 72% |
| Spirit Vessel | 240 | 20′ | 55% | ≤12′ · 65.3% |
| Force Staff | 199 | 20′ | 50.3% | ≤20′ · 52.8% |
| Hand of Midas | 114 | 10′ | 39.5% | ≤20′ · 63.2% |
What players actually buy
Best real matchups
Chaos Knight53 games62.3%
Mars188 games56.4%
Necrophos76 games55.3%
Bristleback103 games54.4%Worst real matchups
Sniper105 games41.9%
Earthshaker52 games42.3%
Puck101 games42.6%
Dazzle44 games43.2%
Anti-Mage54 games46.3%Recent pro & league games
| League | Result | K / D / A | Length | Date |
|---|---|---|---|---|
| DreamLeague Season 30 Qualifiers | Loss | 11 / 5 / 21 | 48′ | 2026-10-14 |
| DreamLeague Season 30 Qualifiers | Win | 1 / 1 / 1 | 28′ | 2026-10-13 |
| DreamLeague Season 30 Qualifiers | Loss | 13 / 1 / 7 | 27′ | 2026-10-13 |
| 奇迹杯 | Loss | 5 / 12 / 3 | 37′ | 2026-10-13 |
| DreamLeague Season 30 Qualifiers | Win | 13 / 6 / 11 | 52′ | 2026-10-13 |
| DreamLeague Season 30 Qualifiers | Loss | 7 / 1 / 11 | 49′ | 2026-10-13 |
| 1win Streamers League #3 | Loss | 19 / 6 / 24 | 72′ | 2026-10-12 |
| DreamLeague Season 30 Qualifiers | Loss | 2 / 8 / 4 | 31′ | 2026-10-11 |
Lore
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.






































