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Intelligenz · Fernkampf

Invoker

CarryNukerDisablerFluchtPusher
Stärke19+2.5
Beweglichkeit14+2
Intelligenz20+4
Schaden
39–45
Rüstung
1.3
Tempo
285
Reichweite
600
Angriffszeit
1.7s
Magieresistenz
25%
Sicht Tag/Nacht
1800/800
Projektil
900

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4 / 3

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50.0%

Fähigkeiten

Quas

No Target / Instant Cast

Allows manipulation of ice elements. Active Quas instances imbue Invoker with bonus hp regeneration. Passively grants bonus strength per level of Quas.

MAX LEVEL: 8HP REGEN PER INSTANCE: 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10BONUS STRENGTH PER LEVEL: 1Abklingzeit: 0sMana: 0

Wex

No Target / Instant Cast

Allows manipulation of storm elements. Active Wex instances imbue Invoker with bonus movement and attack speed. Passively grants bonus agility per level of Wex.

MAX LEVEL: 8MOVE SPEED PER INSTANCE: 0.6% / 1.2% / 1.8% / 2.4% / 3% / 3.6% / 4.2% / 4.8% / 5.4% / 6%ATTACK SPEED PER INSTANCE: 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10BONUS AGILITY PER LEVEL: 1Abklingzeit: 0sMana: 0

Exort

No Target / Instant Cast

Allows manipulation of fire elements. Active Exort instances imbue Invoker with bonus attack damage. Passively grants bonus intelligence per level of Exort.

MAX LEVEL: 8ATTACK DAMAGE PER INSTANCE: 2 / 4 / 6 / 8 / 10 / 12 / 14 / 16 / 18 / 20BONUS INTELLIGENCE PER LEVEL: 1Abklingzeit: 0sMana: 0

Invoked Spell

Passive

Casting Invoke will replace this slot with one of ten unique spells based on Invoker's currently active Quas, Wex, and Exort buffs.

Invoke

AngeborenNo Target / Instant Cast

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'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.

MAX SPELLS: 2Abklingzeit: 7sMana: 0

Cold Snap

Unit Target / Hidden · Magical

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.

COLD SNAP DURATION (QUAS):\n: 3 / 3.4 / 3.8 / 4.2 / 4.6 / 5 / 5.4 / 5.8 / 6.2 / 6.6 / 7FREEZE DURATION: 0.4FREEZE COOLDOWN (QUAS): 0.80 / 0.77 / 0.74 / 0.71 / 0.68 / 0.65 / 0.62 / 0.59 / 0.56 / 0.53 / 0.50FREEZE DAMAGE (QUAS): 28 / 36 / 44 / 52 / 60 / 68 / 76 / 84 / 92 / 100 / 108Abklingzeit: 18sMana: 100

Ghost Walk

No Target / Instant Cast / Hidden

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.

DURATION: 60SLOW RADIUS: 450ENEMY SLOW (QUAS):\n: -20% / -25% / -30% / -35% / -40% / -45% / -50% / -55% / -60% / -65% / -70%SELF SPEED (WEX):\n: -20% / -15% / -10% / -5% / 0% / 5% / 10% / 15% / 20% / 25% / 30%HEALTH REGENERATION (QUAS): 2 / 4 / 6 / 8 / 10 / 12 / 14 / 16 / 18 / 20 / 22MANA REGENERATION (WEX):\n: 2 / 4 / 6 / 8 / 10 / 12 / 14 / 16 / 18 / 20 / 22Abklingzeit: 32sMana: 175

Tornado

Point Target / Hidden · Magical

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

TRAVEL DISTANCE (WEX):\n: 1500 / 1800 / 2100 / 2400 / 2700 / 3000 / 3300 / 3600 / 3900 / 4200 / 4500RADIUS: 200LIFT TIME (QUAS):\n: 1.2 / 1.4 / 1.6 / 1.8 / 2 / 2.2 / 2.4 / 2.6 / 2.8 / 3 / 3.2BASE DAMAGE: 50ADDED DAMAGE (WEX): 45 / 90 / 135 / 180 / 225 / 270 / 315 / 360 / 405 / 450 / 495TWISTER DAMAGE PER SECOND (WEX): 0TWISTER DURATION (QUAS): 0Abklingzeit: 27sMana: 140

E.M.P.

Point Target / Hidden / AOE · Magical

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.

CHARGE TIME: 2.9RADIUS: 675MAX MANA BURNED (WEX):\n: 100 / 175 / 250 / 325 / 400 / 475 / 550 / 625 / 700 / 775 / 850BURN DAMAGE: 60%DRAG SPEED: 0Abklingzeit: 27sMana: 125

Alacrity

Unit Target / Hidden · Physical

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.

BONUS ATTACK SPEED (WEX):\n: 10 / 22 / 34 / 46 / 58 / 70 / 82 / 94 / 106 / 118 / 130BONUS DAMAGE (EXORT):\n: 10 / 22 / 34 / 46 / 58 / 70 / 82 / 94 / 106 / 118 / 130BONUS ATTACK RANGE (WEX): 0DURATION: 9Abklingzeit: 15sMana: 75durchdringt Zauberimmunität

Chaos Meteor

Point Target / Hidden · Magical

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.

IMPACT DELAY: 1.3RADIUS: 275TRAVEL DISTANCE (WEX):\n: 465 / 615 / 780 / 930 / 1095 / 1245 / 1410 / 1575 / 1725 / 1890 / 2055CONTACT DAMAGE TICK: 0.5CONTACT DAMAGE (EXORT):\n: 55 / 80 / 105 / 130 / 155 / 180 / 205 / 220 / 235 / 250 / 265BURN DURATION: 3BURN DAMAGE PER SECOND (EXORT):\n: 10 / 15 / 20 / 25 / 30 / 35 / 40 / 45 / 50 / 55 / 60STUN DURATION: 0Abklingzeit: 50sMana: 200

Sun Strike

Point Target / Hidden / AOE · Pure

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.

DELAY: 1.7RADIUS: 175DAMAGE (EXORT):\n: 175 / 225 / 275 / 325 / 375 / 425 / 475 / 525 / 575 / 625 / 675Abklingzeit: 23sMana: 175durchdringt Zauberimmunität

Forge Spirit

No Target / Hidden

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.

DAMAGE (EXORT):\n: 20 / 30 / 40 / 50 / 60 / 70 / 80 / 90 / 100 / 110 / 120ARMOR (EXORT):\n: 0 / 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9ATTACK RANGE (QUAS):\n: 305 / 360 / 415 / 470 / 525 / 580 / 635 / 690 / 745 / 800 / 855HEALTH (QUAS):\n: 300 / 400 / 500 / 600 / 700 / 800 / 900 / 1000 / 1100 / 1200 / 1300DURATION (QUAS):\n: 24 / 30 / 36 / 42 / 48 / 54 / 60 / 66 / 72 / 78 / 84SPIRIT COUNT (QUAS):\n: 1 / 1 / 1 / 2 / 2 / 2 / 2 / 3 / 3 / 3 / 3SPIRIT COUNT (EXORT):\n: 1 / 1 / 1 / 2 / 2 / 2 / 2 / 3 / 3 / 3 / 3Abklingzeit: 27sMana: 75

Ice Wall

No Target / Hidden · Magical

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.

WALL DURATION (QUAS):\n: 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 / 13MOVEMENT SLOW (QUAS):\n: -20% / -40% / -60% / -80% / -100% / -120% / -140% / -160% / -180% / -200% / -220%SLOW DURATION: 2DAMAGE PER SECOND (EXORT):\n: 30 / 36 / 42 / 48 / 54 / 60 / 66 / 72 / 78 / 84WALL LENGTH: 1200WALL WIDTH: 105ROOT DURATION (QUAS): 0ROOT DAMAGE (QUAS): 0Abklingzeit: 23sMana: 125

Deafening Blast

Point Target / Hidden · Magical

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.

TRAVEL DISTANCE: 1000DAMAGE (EXORT):\n: 70 / 110 / 150 / 190 / 230 / 270 / 310 / 350 / 390 / 430 / 470KNOCKBACK DURATION (QUAS):\n: 1.1 / 1.2 / 1.3 / 1.4 / 1.5 / 1.6 / 1.7 / 1.8 / 1.9 / 2 / 2.1DISARM DURATION (WEX):\n: 1.5 / 2 / 2.5 / 3 / 3.5 / 4 / 4.5 / 5 / 5.5 / 6 / 6.5Abklingzeit: 36sMana: 250

Aghanim’s Szepter · Ice Wall

Ice Wall becomes Ice Floe, Vector Targeted. After a delay, Ice Floe appears as a 150 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 Scherbe · Sun Strike

If Sun Strike damages an enemy Hero, a Forge Spirit of current level is created at the location.

Talentbaum

Radial Deafening Blast25{s:bonus_move_speed_per_instance}x Quas/Wex/Exort Active Bonuses
+{s:bonus_meteor_count} Chaos Meteors20+1 Orb Levels
+{s:bonus_bonus_attack_speed} Alacrity Damage/Speed15-{s:bonus_AbilityCooldown}s Cold Snap Cooldown
+{s:bonus_damage_per_second} Ice Wall DPS10-{s:bonus_AbilityCooldown}s Tornado Cooldown

Hintergrund

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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