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GUIDE TO INVOKER


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2 replies to this topic

Poll: How do you invoke? (2 member(s) have cast votes)

How do you invoke your rape?

  1. Quas/Wex Son, Dat Tornado/EMP combo too good. (1 votes [50.00%])

    Percentage of vote: 50.00%

  2. Quas/Exort Er Day, droppin bombs on dem nubs, sunstrike (1 votes [50.00%])

    Percentage of vote: 50.00%

  3. Wex/Exort because i have no idea wtf im doing (0 votes [0.00%])

    Percentage of vote: 0.00%

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#1 SoulThirst

SoulThirst

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Posted 01 September 2012 - 04:40 PM

GUIDE TO INVOKER

How to drop bombs all day, and invoke your fist into the opponents face.

There are a lot of guides i've seen to invoker, trying to explain every nuance, matchup, laning strategy, and individual item / skill build. This guide will talk about just one very effective way of playing invoker, with well explained and easy to understand strategies. So if you're new and interested in learning invoker, or are somewhat skilled and want to get better. Then this guide is for you.


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(TABLE OF CONTENTS)

1* Learning Invokers Spells(New Players)
2* ITEM / SKILL Build
3* Game Play (Early/Mid/Late)
4* Techniques
5* Example Players / Replays


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MASTERING INVOKER'S SPELLS(NEW PLAYERS)

If you are new to invoker, know that he is a unique int spellcaster with 10 activatable spells, that are made by combining the three elements Quas, Wex and Exort, learn these by playing this cool invoker online game.

(http://dl.dropbox.co...rTrainer2.0.htm)

Next go into single player and practice for a bit until you feel a little more comfortable with his spells, and what they do. Then come back here and continue reading. Keep in mind you won't master invoker in a day.

SunStrike: E E E
ColdSnap: Q Q Q
IceWall: Q Q E
FireMinion: E E Q
Alatricy: W W E
Deafening Blast: Q W E
Tornado: W W Q
Meteor: E E W
EMP: W W W
Windwalk: Q Q W

Quas Boosts Strength / Gives bonus HP Regen
Wex Boosts Agility / Gives Bonus attack/ movespeed
Exort Boosts Intelligence / Gives bonus Dammage


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(ITEM / SKILL BUILD)
Okay you've learned how to change his spells comfortably, this is the build to own with.

Essentially their are two mainstream builds for invoker, with just some small variation. The Quas / Wex build, and the Quas / Exort build. This guide is about exploiting the potential of the Quas/Exort build;




SKILLS:
1- Exort 10- Quas 19- Wex
2- Invoke 11- Wex 20- Wex
3- Exort 12- Invoke 21- Wex
4- Quas 13- Exort 22- Quas
5- Exort 14- Exort 23- Quas
6- Quas 15- Exort 24- Quas
7- Invoke 16- Wex 25- Quas
8- Exort 17- Invoke
9- Quas8 18- Wex

This is the skill build. Alows for optimal last hitting early, while letting off sunstrikes for kills in other lanes. You can take quas level 3 if you need the coldsnap disable early. You can also take a level of wex earlier (only if u need it), if you are being ganked mid, and want invis for escaping.

ITEMS:

(start)
Blades of Attack
Branch
HP Pot
- - - - - - -
Phase Boots
Push Staff
Aghims Scepter
Guinsoos Sythe / Blink Dagger / Nullstone

Those starting items, in combination with Exort, gives invoker an additional 21 attack damage level one, which makes winning last hits very easy, and with his long attack range, you can do so safely, as well as harass shorter range / melee heros. Phase boots and push staff allow you to be a good initiator, as well as escape from ganks, and scepter lets you cast spells twice as fast without any mana cost. The next item is dependant on your individual game.



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(GAMEPLAY)

You are going to want to play solo middle lane, heros that can gank early are good teammates, as you can assist with sun strike. Furion for example is a great ally.

(EARLY GAME)

With early Exort you are maximizing attack damage, and using SunStrike and Coldsnap.
You want to get phase boots as quick as possible, be cautious that you don't overextend yourself with invoker, he is easy to kill early on. If you are having trouble in the lane, you can take last hits from far and regen back your hp with your orbs in Quas. Against heros like Templar Assassin, send a fire minion to destroy runes before the two minute mark, and continue farming middle. If you have your boots and get a good rune, feel free to gank a side lane, coldsnap is a good tool for ganks with its massive range.

Once you hit level 10, you can push / gank with double fire minions, who do a lot of damage at this point, and can even farm a lane without you / push towers, as well as scout both rune locations. At level 11 you can farm ancients, or do roshan with an ally, or just continue to gank / push lanes.

(MID GAME)

Farm ancients, and gank enemies / defend towers. With a point in wex, you now have access to tornado, deafening blast, meteor, alatricy and wind walk, which while not at an optimal level, can all be useful. Your minions / sunstrike, as well as your attack damage will be massive with exort maxed, as will meteor, although it's range is very small.

From here we max wex, to increase range on spells like tornado and meteor, as well as the attack speed boost on alatricy, and make EMP useable. 4 in quas serves our purpose fine.

(LATE GAME)

You have scepter, and are dropping the Quas Exort signature combo in ganks, and spamming everything else when it's up. The signature combo is Tornado->SunStrike->Meteor->Deafening Blast. You are dropping bombs, and pushing lanes, and spamming everything thats not on cooldown.

After scepter you can buy whatever items are appropriate to the game / save it for buyback. Grab cheese if you do rosh.

Also you can put alatricy on an ally carry to boost them heavily, especially allies with criticals.



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( TECHNIQUES)

This is a big one, understand how the spells work, individually as well as in conjunction with each other, and strategies to making effective use easier. This is kind of a guide in and of itself.

(BASICS)

JUGGLING: This is the constant swaping between Quas / Wex / Exort, to use their benefits when they are most needed. Whenever you are attacking you want all Exort. When you are inbetween attacks / not attacking you want Quas, when you are chasing or running away you want Wex. Dont get lazy on this, because it all adds up, and makes the difference between a good voker, and noobvoker.

COLD-STRIKE: This is the effective use of Coldsnap and Sunstrike early on. You want to have cold snap up, and invoke up with 3x Exort preset. Auto attack target to about 3/5 hp, from there you want to cast cold snap when your next attack is in mid flight, as this will get the most instances of cold snap, attack until theyre out of range and quickly press “R” to get sunstrike, and drop it where you think they'll be two seconds after you cast it with D.


TORNADO: This sets up your slower spells like EMP, sunstrike, meteor and lets you get in range to use Ice Wall, it moves in a straight line infront of you, the distance relative to your level of Wex.

ICE WALL: This is cast when you press D or F respectively, immediately infront of invoker, parallel to him. Ideally to catch people, you want them to be on your side before you cast it. Cold snap and Meteor synergise very well with it.

COOLDOWNS: Every spell has a unique cooldown, and at any given moment something will be up and castable. So you need to get used to all your spells cooldowns to know whats up and useful to you in the current situation. Some spells are short, like alatricy, ice wall and fire minions and cold snap. Others like meteor Invis Tornado and deafening blast take longer.

SIMPLE COMBOS:

FORGED SPIRITS + ALATRICY: This is good for pushing towers, and killing ancients.

FORGED SPIRITS + COLD SNAP: This is good for ganking, especially when you've got push staff.

EMP + TORNADO: This 1 – 2 combo is great for starting teamfights, lets you position yourself well, and removes a lot of their mana.

CHAOS METEOR + DEAFENING BLAST: A simple combo for damage, the deafening blast pushes them back into the meteor aoe.

ICE WALL + DEAFENING BLAST: This is used for either escaping, or for locking down enemies for allied carries to kill them.

ICE WALL + CHAOS METEOR: This is a good damage combo, as icewall makes them stay in the meteor aoe.


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(ADVANCED) “(())” means left click enemy;

THE ELEMENTS COMBO: Tornado/Ice Wall/Meteor

(SETUP) W W Q R; Invoke tornado, Q Q E R; Invoke Ice Wall, E E W to prepare the invoking of Meteor.

(APPLICATION) Blink or pushstaff into someone and cast tornado with “F” then immediately press “R” to invoke meteor, then cast Ice wall where they will fall with “F”, then drop meteor just as they fall with “D”, and auto attack them to death. If they aren't dead, just as they escape icewall, if you're level 17, invoke will be off cooldown and you can cast Sunstrike, deafening blast or Coldsnap to finish them.

INPUT: F, (()), R, F, D, (()) ... (wait) and coldsnap, deafening or sunstrike.


THE GATLING COMBO: Tornado/Sunstrike/Meteor/Deafening Blast (SCEPTER)

(SETUP) W W Q R; invoke tornado, W E E R: invoke Meteor, E E E to prepare the invoking of SunSTrike.

(APPLICATION) Run towards someone, push staff in and use tornado from “F” and immediately after press “R” which invokes the E E E suntrike you had preset and press “D” and place it on them, and very quickly press “F” and drop meteor on them. Then Press Q W E R to get deafening blast, then “D” and cast it before they can run.

*Note: this combo will be very difficult for you initially, but you need to learn it to be useful late game, as well as variations of it.

INPUT: F,(()), R, D, (()), F, (()), Q W E R, D, (())


(After doing the elements combo)
THE GRIMORUM COMBO: Cyclone/EMP/SUNstrike (EULS)

(SETUP) USE EUL's Cyclone ability, drop sunstrike underneath, then EMP underneath

(APPLICATION) After doing a previous combo (where sunstrike and emp are still up), and the opponent isnt dead, use eul's on them, drop EMP underneath / to the direction where they will run, then sunstrike directly under them.

INPUT: EULS, F, (()), D, (())

THE UNHOLY COMBO: Tornado/EMP/Ice Wall/Meteor/Deafening Blast (SCEPTER)

(SETUP) W W Q R; Invoke tornado, Q Q E R Invoke Ice Wall, W W W R; Prepare to invoke meteor.

(APPLICATION) Come in and press “F” to tornado them, then immediately press “R” to invoke EMP, cast it with “D”, then cast Ice Wall with “F”. From here do E E W R to invoke meteor, and click it on them/slightly behind them, then Q W E R to invoke deafening blast, and cast it on them as ice wall ends.

INPUT: F, (()), R, D, (()), F, “E E W R”, D, (()), “Q W E R”, D, (())



Haha, so practice these.




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(PLAYERS / REPLAYS)

Feel free to check out my replays, as well as these higher level players who use the Quas / Exort style of invoker.

Necro:
36297600
36897561
36123000
36647166
36314909

ROOT|-DDX:
36296867
36544654
36882447
36869811
36836728
36366186
36339190

Grimorum:
32480171

Na`Vi_Dendi:
32749562
30190180
35150114
30942232

Edited by SoulThirst, 01 September 2012 - 04:44 PM.


#2 Vot1Bear

Vot1Bear

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Posted 03 September 2012 - 07:18 AM

Disagree on skillbuild. You want all 3 orbs +invoke at level 4 for flexibility. The build you're using basically lacks ghost walk which might cost some early deaths.
Else nice guide on combos, though some decoration/pics would be appreciated

#3 Mike

Mike

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Posted 05 September 2012 - 06:40 PM

For the Skill Build


If you want great Lane Advantage and good Counter push power then go QW

If you want to be in the aggression and map control go QE

that is for me




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