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Hero: Kael Invoker

Kael Invoker Quas, Wex, Exort, The essence of a storm. The heart of a blizzard. The soul of a phoenix. After his people were broken and scattered to the corners of the earth, Kael was left with only the relics of his once great world. Thirsting for vengeance, he sold his own soul to Ner'zhul, and in exchange acquired near limitless power. Taking on the mantle of the Blood Mages of old, the Invoker strode into war with nothing but the elements at his command. He can fuse the elements into deadly incantations, tearing apart the very heavens in his fury. His genius knows no bounds, and the Sentinel shall come to know the rage of the Invoker.
Having a total of 14 spells with different effects, Kael has a spell for every situation he can encounter. Kael joins the Scourge at v6.50.
Quas Quas
0.75 HP regen per level per instance. 
Notes:Kael can only have the maximum of 3 instances. It doesn't matter whether it is Quas, Wex or Exort.
Wex Wex
Gives 2% IAS and 1% MS per level per instance.
Notes:Kael can only have the maximum of 3 instances. It doesn't matter whether it is Quas, Wex or Exort.
Exort Exort
3 damage per level per instance.
Notes:Kael can only have the maximum of 3 instances. It doesn't matter whether it is Quas, Wex or Exort.
Invoke Invoke
Combines the properties of the elements currently being manipulated, creating a new spell at Invokers disposal. The invoked spell is determined by the combination of Quas, Wex and Exort
Notes:Type -invokelist in-game to see the list of spells he can invoke and their combinations.
Cold Snap Cold Snap
Invoker draws the heat from an enemy, chilling them to their very core for up to 6 seconds based on Quas. Any damage taken in this state will briefly stun them for 0.4 seconds and deal 30 damage. Triggers cooldown goes from 0.8 to 0.6 seconds based on Quas. 
Hotkey:
Elements Required: QQQ
  • Each time you level Quas, Cold Snap's duration increases and its trigger cooldown decreases. Each time the affected unit takes damage, the unit will be stunned by 0.4 seconds and will take 30 damage.
  • Stun duration and damage each trigger is the same at all levels.
  • This skill is not blocked by Linken's Sphere but it triggers its cooldown.
  • This skill can't be purged.
  • Cold Snap deals Magical damage which is reduced by the target's Spell Resistance.
  • Blocked by Spell Immunity.
Alacrity Alacrity
Invoker infuses an ally with an immense surge of energy, increasing their attack speed by a maximum of 160% based on Wex for 5 seconds. 
Hotkey:
Elements Required: WWW
Notes: Each time you level Wex, Alacrity's +IAS will increase.
Sun Strike Sun Strike
Sends a catastrophic ray of fierce energy from the sun at any targeted location after a 1.7 second delay, incinerating all enemies standing beneath it. Deals 75-450 damage based on Exort which is spread over all enemy units within its 200 AoE. 
Hotkey:
Elements Required: EEE
  • Each time you level Exort, Sun Strike's damage will increase.
  • The damage is spread between all the units hit using this skill, meaning if you hit 2 units with a Sun Strike and level 7 Exort, you will deal 225 damage to each.
  • Sun Strike deals Magical damage which is reduced by the target's Spell Resistance.
  • Blocked by Spell Immunity.
Ghost Walk Ghost Walk
Invoker manipulates the ice and electrical energies around him, rendering his body invisible. The elemental imbalance created as a consequence slows nearby enemies by up to 40% based on Quas, and Invoker from 30 to 0% based on Wex.
Hotkey:
Elements Required: QQW 
  • The arrangement of instances does not matter. Whether it be [QQW], [QWQ] or [WQQ] you will invoke Ghost Walk.
  • Each level in Quas increases enemy slow % while each level in Wex decreases self-slow %.
  • All enemy units inside a 400 AoE will be slowed by an aura. Since it is an aura, the de-buff will be removed with a 2-4 second delay after you went outside of its AoE.
  • The slow can't be purged.
  • The slow is not blocked by Spell Immunity.
Ice Wall Ice Wall
Generates a wall of solid ice directly in front of Invoker for up to 10 seconds. The bitter cold emanating from it greatly slows nearby enemies based on Quas and deals up to 30 damage each second based on Exort
Hotkey:
Elements Required: QQE 
  • The arrangement of instances does not matter. Whether it be [QQE], [QEQ] or [EQQ] you will invoke Ice Wall.
  • Each level in Quas increases slow % while each level in Exort increases damage dealt per second.
  • All enemy units that touches the Ice Wall will be slowed by an aura. Since it is an aura, the de-buff will be removed with a 2-4 second delay after you went outside of its AoE.
  • The slow can't be purged.
  • The slow is not blocked by Spell Immunity.
  • The damage is blocked by Spell Immunity.
Tornado Tornado
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. Deals 375 damage based on Wex and Quas, with distance up to 3100 based on Wex. Holds enemies in the air for up to 2.2 seconds based on Quas.
Hotkey:
Elements Required: WWQ 
  • The arrangement of instances does not matter. Whether it be [WWQ], [WQW] or [QWW] you will invoke Tornado.
  • Each level in Quas increases the cyclone duration while each level in Wex increases range. Both Quas and Wex increases damage hence this skill's damage has 13 levels while the cyclone duration and the range only has 7 levels.
  • Quas and Wex are needed to invoke the skill so the damage starts at level 2.
  • This skill is not blocked by Linken's Sphere.
  • This skill can be purged.
  • Tornado deals Magical damage which is reduced by the target's Spell Resistance.
  • Blocked by Spell Immunity.

Tornado's Growth
Cyclone Duration Cyclone Damage Distance Reached
Quas Level 1 = 0.2 Quas + Wex Level 1 = 190.000 Wex Level 1 = 640
Quas Level 2 = 0.53 ------------------------ Wex Level 2 = 1050
Quas Level 3 = 0.87 Quas / Wex Level 2 = 205.417 Wex Level 3 = 1460
Quas Level 4 = 1.2 Quas / Wex Level 3 = 220.833 Wex Level 4 = 1870
Quas Level 5 = 1.57 Quas / Wex Level 4 = 236.250 Wex Level 5 = 2280
Quas Level 6 = 1.83 Quas / Wex Level 5 = 251.666 Wex Level 6 = 2690
Quas Level 7 = 2.2 Quas / Wex Level 6 = 267.083 Wex Level 7 = 3100
  Quas / Wex Level 7 = 282.500  
  ------------------------  
  Wex / Quas Level 2 = 297.917  
  Wex / Quas Level 3 = 313.333  
  Wex / Quas Level 4 = 328.750  
  Wex / Quas Level 5 = 344.167  
  Wex / Quas Level 6 = 359.583  
  Wex / Quas Level 7 = 375.000

EMP EMP
Invoker builds up a charge of electromagnetic energy at a targeted location which automatically detonates after 2-4 seconds based on Wex. The detonation covers a 700 area, dealing up to 300 damage based on Exort and draining up to 400 mana based on Wex.
Hotkey:
Elements Required: WWE 
  • The arrangement of instances does not matter. Whether it be [WWE], [WEW] or [EWW] you will invoke EMP.
  • Each level in Wex increases mana burned and decreases delay while each level in Exort increases damage dealt.
  • EMP deals Magical damage which is reduced by the target's Spell Resistance.
  • The damage is blocked by Spell Immunity
  • The mana-burn is not blocked by Spell Immunity.
Forge Spirit Forge Spirit
Invoker forges a spirit embodying the strength of fire and fortitude of ice. Attack range, damage and life is based on Exort while mana, duration, and armor is based on Quas. The elemental's scorching attack is capable of melting the armor on enemy heroes by 1 each hit to a maximum of 10 for 5 seconds. By maxing Quas and Exort, Invoker is capable of creating 2 spirits instead of 1.
Hotkey:
Elements Required: EEQ
  • The arrangement of instances does not matter. Whether it be [EEQ], [EQE] or [QEE] you will invoke Forge Spirit.
  • Each level in Exort increases the Forged Spirit's damage, HP and range while each level in Quas increases the Forged Spirit's Mana, Armor and duration.
  • Summons 2 Forged Spirits when both Quas and Exort are level 7.
Chaos Meteor Chaos Meteor
Invoker pulls a flaming meteor from space onto the targeted location. Upon landing, the meteor rolls forward dealing up to 260 damage per second based on Exort for up to 1550 range based on Wex. Deals minor residual damage to units that get hit.
Hotkey:
Elements Required: EEW 
  • The arrangement of instances does not matter. Whether it be [EEW], [EWE] or [WEE] you will invoke Chaos Meteor.
  • Each level in Exort increases the damage dealt while each level in Wex increases range.
  • Chaos Meteor damages every unit within 300 AoE of the Meteor per 0.5 seconds for (50 + 30 x the level of the Invoker's Exort) divided by 2. Each unit hit is then further damaged for 3 seconds for 20% of the primary damage dealt before, per second. It means that with Exort at level 7, a unit in the AoE of the Meteor for 0.5 seconds would take 130 damage, followed by 26 damage per second for 3 seconds.
  • Chaos Meteor deals Magical damage which is reduced by the target's Spell Resistance.
  • Blocked by Spell Immunity.
Deafening Blast Deafening Blast
Invoker unleashes a mighty sonic wave in front of him, dealing up to 280 damage to any enemy unit it collides with based on Exort. The sheer impact from the blast is enough to knock those enemy units back for a maximum of 1.75 seconds based on Quas, in addition to preventing their attacks for a further 1-4 seconds based on Wex.
Hotkey:
Elements Required: QWE 
  • The arrangement of instances does not matter. Whether it be [QWE], [WEQ], [QEW], [EWQ], [EQW] or [QEW] you will invoke Deafening Blast.
  • Each level in Exort increases the damage dealt while each level in Wex increases silence duration and each level in Quas increases knockback duration.
  • Has an AoE of 250 at the last tick.
  • Deafening Blast's silence is different from normal Silence since it stops the target from attacking, not casting spells.
  • This skill is not blocked by Linken's Sphere.
  • This skill can't be purged.
  • Deafening Blast deals Magical damage which is reduced by the target's Spell Resistance.
  • Blocked by Spell Immunity.
6/6/2008 7:41:00 AM Category Dota Heroes Database Comments 0 Views (1139)

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