Invoker

● Universalrangedmagical damageCarryNukerDisablerEscapePusher

With an intricate arsenal of spells at his disposal, Invoker can adapt to any battle situation. Each configuration of his three spell components yields of one of ten spells, meaning he's never without a way to destroy or escape his enemies.

Pos 2 — Mid
Win rate
50.8%
Pick rate
16.7%
Armor / MS
1.3 / 285
Range
600

Abilities

Official ability data from Valve
QuasQ
Allows manipulation of ice elements. Active Quas instances imbue Invoker with bonus hp regeneration. Passively grants bonus strength per level of Quas.
Mechanics notes (2)
  • • Invoker can only have 3 of any instance.
  • • Will not break invisibility and can be cast while channeling.
WexW
Allows manipulation of storm elements. Active Wex instances imbue Invoker with bonus movement and attack speed. Passively grants bonus agility per level of Wex.
Mechanics notes (2)
  • • Invoker can only have 3 of any instance.
  • • Will not break invisibility and can be cast while channeling.
ExortE
Allows manipulation of fire elements. Active Exort instances imbue Invoker with bonus attack damage. Passively grants bonus intelligence per level of Exort.
Mechanics notes (2)
  • • Invoker can only have 3 of any instance.
  • • Will not break invisibility and can be cast while channeling.
InvokeRInnate⏱ 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.
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.
•
Cold Snap⏱ 19s◆ 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.
Mechanics notes (1)
  • • The freeze stun only triggers on damage greater than 10 after reductions.
•
Ghost Walk⏱ 40s◆ 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.
Mechanics notes (1)
  • • The slow effect does not work on Spell Immune enemies.
•
Tornado⏱ 27s◆ 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
Mechanics notes (1)
  • • Units are invulnerable while affected by Tornado, and the damage is dealt when landing.
•
E.M.P.⏱ 27s◆ 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.
Mechanics notes (1)
  • • Will not affect cycloned units (Tornado or Eul's Scepter of Divinity).
•
Alacrity⏱ 15s◆ 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.
•
Chaos Meteor⏱ 50s◆ 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.
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.
•
Sun Strike⏱ 23s◆ 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.
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.
•
Forge Spirit⏱ 27s◆ 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.
Mechanics notes (1)
  • • Casting this ability will replace currently summoned Forged Spirits.
•
Ice Wall⏱ 23s◆ 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.
•
Deafening Blast⏱ 36s◆ 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.
Traits ours:Magic burstStuns & disablesSpell spamMana dependent

Our ratings

0–10, our judgement — every planner uses them
EarlyMidLateLaningWave clearTeamfightPickoffDisableDurabilityMobility

Aghanim's upgrades

Upgrade text from Valve · priority is ours Our recommendation
Aghanim's Sceptermedium priority
Quas: Grants 1 current and max level.
Wex: Grants 1 current and max level.
Exort: Grants 1 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 2 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 45 width Ice Wall. Enemy heroes in its area for longer than 2.5 seconds become rooted and take magic damage based on Quas.
Aghanim's Shardmedium priority
Ghost Walk: Ghost Walk now also applies the Ice Wall Damage Per Second to enemy heroes in its area of effect.
E.M.P.: Increases damage for each point of mana drained by EMP and pulls enemy units into the EMP's center at 125 units per second.
Sun Strike: If Sun Strike damages an enemy Hero, a Forge Spirit of current level is created at the location.

Tips & counterplay

Playing as Invoker

Teamfight and pickoff mid. Play around big combos and ensure Sun Strikes finish fleeing heroes.

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

Generated from this hero's traits, counters and real matchups

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.

Talents

Current talents (Valve)
Radial Deafening Blast
25
2x Quas/Wex/Exort Active Bonuses
+2 Chaos Meteors
20
+50% Forged Spirit Armor Reduction
+25 Alacrity Damage/Speed
15
-6s Cold Snap Cooldown
+50 Ice Wall DPS
10
-5s Tornado Cooldown

Best items

Position 2 build Our recommendation
Starting
Early
››
Core
›››
Luxury

Power spikes

Our recommendation
Midas / Lvl 10Cold Snap + Forge Spirit pickoffs.
Aghanim's ScepterEvery spell gains a level.
RefresherDouble teamfight combos.

Best skill build

Position 2 Our recommendation
123456789101112131415161718
Q QuasQQQQ
W WexWWWW
E ExortEEEE
R InvokeRRR
T Talent★★

Toughest lane opponents

From our matchup model, adjusted by each opponent's laning rating Our recommendation
Huskar−25
Riki−13
Puck−12
Dazzle−12

Live 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

mid86.3% · 51.6% WR
off9.5% · 47.1% WR
safe4.1% · 38.3% WR

Win rate by rank

Public matches per medal bracket
48.7%Herald49.7%Guardian50.1%Crusader50.3%Archon50.9%Legend51.5%Ancient52.2%Divine

Win rate by game length

Minutes · OpenDota parsed games
51%0′47%10′49.1%20′50.2%30′50.5%40′50.6%50′48.8%60′

Item timings

When the item is finished, and the timing that wins most (≥15 games)
ItemGamesUsualWin %Best timing
Boots of Travel1,47120′54.6%≤8′ · 72.7%
Aghanim's Shard75625′57%≤20′ · 60.3%
Octarine Core49625′64.9%≤20′ · 82.5%
Aghanim's Scepter44530′55.3%≤20′ · 67.6%
Black King Bar42530′56.5%≤20′ · 75.8%
Blink Dagger31820′63.2%≤8′ · 95%
Rod of Atos27020′54.1%≤30′ · 72%
Spirit Vessel24020′55%≤12′ · 65.3%
Force Staff19920′50.3%≤20′ · 52.8%
Hand of Midas11410′39.5%≤20′ · 63.2%

What players actually buy

Most purchased items by game phase
Start
Early
Mid
Late

Best real matchups

Head-to-head win rate, ≥40 games

Worst real matchups

Head-to-head win rate, ≥40 games

Recent pro & league games

Most recent league matches featuring this hero
LeagueResultK / D / ALengthDate
DreamLeague Season 30 QualifiersLoss11 / 5 / 2148′2026-10-14
DreamLeague Season 30 QualifiersWin1 / 1 / 128′2026-10-13
DreamLeague Season 30 QualifiersLoss13 / 1 / 727′2026-10-13
奇迹杯Loss5 / 12 / 337′2026-10-13
DreamLeague Season 30 QualifiersWin13 / 6 / 1152′2026-10-13
DreamLeague Season 30 QualifiersLoss7 / 1 / 1149′2026-10-13
1win Streamers League #3Loss19 / 6 / 2472′2026-10-12
DreamLeague Season 30 QualifiersLoss2 / 8 / 431′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.