DOTA 2
Invoker

Carl


Faction:The Dire
Primary Attribute: Intelligence
Attack Type: Ranged
Role(s): carry, disabler, ganker, initiator, pusher, escape, semi-carry

Invoker's Stats

STR 61.5 at 25 (19 + 1.7/level)
AGI 67.5 at 25 (20 + 1.9/level)
INT 84.5 at 25 (22 + 2.5/level)
Health 1651 at 25
Mana 1326 at 25
Damage 35 - 41
Range 600
Armor 1.8
Movement 280

Quas

Allows manipulation of ice elements and grants a permanent strength bonus. Each Quas instance...

Wex

Allows manipulation of storm elements and grants a permanent agility bonus. Each Wex instance...

Exort

Allows manipulation of fire elements and grants a permanent intelligence bonus. Each Exort...

Invoke

Combines the properties of the elements currently being manipulated, creating a new spell at the...
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.
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Hero Discussion
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Quote | PM | +Rep by Xenasis » June 11, 2012 10:09am | Report
kirbyruled wrote:

Not to be a jerk, but what you've described is not a skill cap. Hell, skill cap/skill ceiling provide two ways of saying the exact same thing; the theoretical potential of a hero, especially in regards to execution. The fact that you can demolish bad players by using 2/10 of his spells has nothing to do with his "skill cap", which is obviously one of the highest in the entire game (10 spells in 16 seconds, Sun Strike, perma-Forge Spirits micro featuring scouting/orb walking/creep stacking/farming, etc).


Nope, as far as I've understood it (if not, this is what I mean) -

Skill cap - The minimum skill required to play a hero at least somewhat successfully
Skill ceiling - The maximum skill you can use to get the most out of a hero

Xenasis
<Editor>

Unremarkable (11)
Posts: 161
Steam: Xenasis
Quote | PM | +Rep by kirbyruled » June 11, 2012 1:08pm | Report
Xenasis wrote:



Nope, as far as I've understood it (if not, this is what I mean) -

Skill cap - The minimum skill required to play a hero at least somewhat successfully
Skill ceiling - The maximum skill you can use to get the most out of a hero


I always assumed "cap" was just short for capacity. Most people throw the term around in such a manner (Google skill cap: "What is skill cap for Blacksmithing?", "What champs have the highest skill caps", "Terran skill cap too low", etc).

kirbyruled


Unremarkable (16)
Posts: 129
Steam: kirbyruled
Quote | PM | +Rep by SuperNova » October 7, 2012 5:24am | Report
hades4you plays the best invoker i have ever seen

SuperNova


Unremarkable (16)
Posts: 630
Steam: BaconBorn
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Quote | PM | +Rep by Jermz238 » November 2, 2012 4:36am | Report
this says "Garral", its clearly CARL.

Jermz238


Posts: 9
Quote | PM | +Rep by Vino » February 10, 2013 12:33am | Report
jack of all treats !

Vino


Unremarkable (2)
Posts: 70
Steam: Vino
Quote | PM | +Rep by dr_wack » February 13, 2013 3:36pm | Report
Carl-The Invoker

dr_wack


Posts: 12
Quote | PM | +Rep by Paladinley » February 18, 2013 2:27pm | Report
I really hope Icefrog sees reason and reverts the most recent base damage nerf to Invoker. Invoker -needs- to be in pro games.

Paladinley


Posts: 6
Steam: Paladinley
Quote | PM | +Rep by Yoda » March 15, 2013 1:32am | Report
Wasn't his name Kael? i remember when i was playing him once and he "said my real name is carl" but i thought it was only a joke :P.

Yoda


Unremarkable (8)
Posts: 170
Steam: useyourname1
Quote | PM | +Rep by Unknown Device » June 5, 2013 3:22am | Report
The True weakness of invoker is rubick because he can steal all his skills and hell break loose if rubick steals invoker's powerful and important skills

Unknown Device


Posts: 1
Quote | PM | +Rep by Hades4u » June 5, 2013 3:59am | Report

The True weakness of invoker is rubick because he can steal all his skills and hell break loose if rubick steals invoker's powerful and important skills

Isn't such a big deal, Invoker can kill Rubick by using two spells. The biggest weakness of Invoker are disables such as stuns and silences.

Hades4u
<Community Lead>

Prominent (187)
Posts: 2834
Steam: hades4you
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