Damage output is low, so Null will provide damage, mana and hp. Tango will make it easier to regenerate hp in case of high damage output mid heroes. You have to get Phase Bots And Stick As soon as possible. When you get those two get Orchid ASAP too.When you get the Orchid use Ghost Walk And Cold Snap, patrol around the map invisible and get solo kills with Orchid.
This is a guide I did for DotaHut and I thought I would put it on this website as well. This guide is aimed at new/intermediate players. It will be discussing the Quas-Wex Invoker (I may do an Exort Invoker build later on, I haven't played him that way yet). Whenever I read a guide personally, I go straight to the skill/item build and don't bother reading the actual content. I'm sure there are many of you that do the same, and it's fine if you do that with this one, but it would be worthwhile to take a quick glance at the Item Justification and Game Strategy section of this guide. I put some decent pointers that you might find helpful.
Invoker is a challenging hero to master in terms of getting the key combinations down. His skill set is completely different than the majority of the heroes, and you probably will need to adjust your bindings so you are comfortable using him (I personally use completely different bindings whenever I play him).
With that being said, once you do master his skills and can begin to use them effectively and fluently, he can be one of the most devastating heroes in the game. His incredible movement speed gives you a huge presence on the map and his Tornado-EMP followed by Cold Snap is a very powerful ganking tool. He has an enormous amount of disables that make chanelling spells by the opponents useless. Let's take a quick look at his pros and cons;
One of the strongest solo mids
Great escape mechanisms
Wide array of disruption spells
Good movement speed buff with Wex
Insane early regeneration with Quas
Annoying mana burn for your opponents
Can be fun as hell if played right
Difficult to master
Can fall off in effectiveness if not kept up to level with others
Only access to 3 offensive spells in Early to Mid Game/true flow of all spells rapidly only in late game
Can run into some mana problems early game (partly negated with Void Stone)
Difficult to master
A good Invoker is, at least the majority of the time, judged by how accurately and quickly he can invoke the correct spell for the correct situation, as well as how well an invoker can string spells together to cause the most damage and the most benefit to their team. It would be a very good idea to learn and master ALL of the spells invoker has to offer. In this guide I will focus mainly on the Exort, Quas Early Frist Blood and Sunstrike positioning, and Midgame/Late game Stomp using your spells appropriately as well as good times to use the listed items and what time on the in game clock you should have them by. I will list the commands of invokers spells and the subsequent keys needed to invoke such spells, along with a quick explanation of what they do, and good situations they can be used in.
REMEMBER - Invoker Should, at LEAST 95% of the time be mid, if you have a mid hero already picked for your team I would not suggest running this build, i would suggest running a hero that is BENEFICIAL towards your teams goal, which is of course, winning. All spells and explanations as well as item explanations are going to be implying that you ARE mid.
QWE - Deafening Blast - This spell unleashes a mighty sonic wave in front of him, dealing damage to any enemy unit it collides 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. This means Snare, Damage AND Disarm, does it get any better? Why yes, yes it does, when used in conjunction with your Chaos Meteor, well, we will get to that shortly.
QQQ - Cold Snap - This spell will stun enemies as they are attacked or a spell/ability deals damage to them, and the attack lands on its target, this means the low ground attacking the high ground will sometimes miss its target, and will NOT activate cold snap. Try to cold snap people AS your projectile flies through the air at them, cold snap is INSTANT your ranged projectile is NOT.
QQW - Ghost Walk - This spell makes you invisible to enemies without invisibility tracking, this means no dust, wards or gem it also has a slow aura that effects any enemy or neutral that is within a radius of the Invoker. This is a great get away skill and a staple/explanation as to why invoker is alot of the time ungankable and quite annoying at times. This spells main purpose is to, of course, get away from danger, however it can be used to slow enemies once wex is properly leveled up and you gain speed, this guide, for at least early and mid game will focus on this ability being a GET AWAY mechanism, it can be used as a slow in conjunction with the guide but it will not be very effective.
QQE - Ice wall - This spell puts up a line of ice that slows enemies movement speed and attack speed by an overwhelming amount, it can be used in conjunction with force staff or blink dagger, to deliver a sharp blow to retreating enemy heroes making it impossible to run away.
WWW - EMP - This spell has a Delay based off of how many points you currently have in Wex its damage and mana drain is also entirely based off of Wex. This is another Wex spell that is not entirely useful to us using this build till later on in the game, and depending on how quickly you level.
WWQ - Tornado - This spell unleashes a fast moving tornado that picks up enemy units in its path, its disable is based on the amount of points in Quas that you have and its damage is based on Wex and Quas, This and Ghost walk is why we get a Point in Wex at lvl 5, We do not use this spell in order to deal damage, we use this spell as a set up for our Chaos Meteor or Sunstrike, We will get to that in a little while.
WWE - Alacrity - This spell can be used on YOU or your ALLY, This spell increases your attack speed based on your level of Wex and your attack Damage based on your level of Exort, this spell, mid and late game makes invoker basically have a free Hyper Stone and a free Relic, it is a spell that should be used very often because of its short cool down and can be used to farm ancients very quickly, as well as give an Ally a leg up in a fight, if they are a better target than yourself for the spell. (IE PA)
EEE - Sunstrike - This spell 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. One of your many staples for this build, it is used to pick up first blood, it is used as a finisher, it is used in conjunction with Tornado if timed correctly. The thing about sunstrike is its delay time it has a 1.7 second delay from when you cast it, to when it hits the enemy (or ground), You do not want to cast this spell if an enemy is engulfed in creeps, or is surrounded, you want to catch fleeing or enemies that are alone with this if you are granted vision, you can also check Roshan with this spell, although wards should suffice if you have a competent team.
EEQ - Forge Spirits - This is another staple, this is a reason why this build is so successful, and this is why its so important to get 4 points in Quas and Exort, This spell forges a spirit embodying the strength of fire and fortitude of ice. Damage, health, and armor are based on the level of Exort while attack range, mana, and duration are based on the level of Quas. The elemental's scorching attack is capable of melting the armor of enemy heroes. If both Quas and Exort are level 4 or higher, Invoker will create two spirits instead of one. The explanation of the spell is enough to get your pants wet, but when used in conjunction with Cold Snap and Stunstrike, my god, you can almost hear the sounds of people screaming NOOB and WTF because they have been owned so hard.
EEW - Chaos Meteor - This is the final staple that holds your Mid and late game in place, this spell 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. You hear that? a giant meteor, and its yours to do whatever you like with it, but, I'm here for a reason right? Well, Read into the next couple of chapters to see exactly which combinations to use and which to avoid.