do like this
[ color=xxxxx] [/color ]
without the spaces
[Color=#ffa500] What is Invoker's Role? [/Color]
you are doing [.Color=#ffa500] [./Color=#ffa500]
it has to be [.Color=#ffa500] [./Color]
but without periods
now its looking really good, just gotta fix this:
[*.] v6.80 Wex: Day Stalker (http://steamcommunity.com/sharedfiles/filedetails/?id=223785269)
[*.] v6.80 Double EMP God of Team Clash (http://steamcommunity.com/sharedfiles/filedetails/?id=221666376)
[*.] v6.79: 4-0-4-1 (http://steamcommunity.com/sharedfiles/filedetails/?id=187341347)
Hmmm, several of my sections doesn't show. anyone got any ideas why?
Part of recent matches and many sections following that up to patch notes does not show.
Tested several things. Once I enter a code for video embed, most sections under it disappears
I really love your guide. However I can't understand why getting midas after 6 minutes is bad? It seems to me that invoker still benefits from the gold/XP a lot even if you get midas at the 10 min mark. Can you please elaborate on this. Thanks
Very nice guide sir! But what do you mean about not leveling up your orb until you see the opponent's items? Can you please explain further. Thanks (:
why recommend euls & force staff.. OMG... so sick of 30 mintue phase boots, euls, force staff mid invoker with 0 influence in game already.
I have my suspects, that ur MMR is 5000
Hey Grim! Thanks for the guide. Could you please give tell about your inventory item Hotkeys while playing Invoker. Usually, in some games i have all 6 active items(say BKB, Refresher, force staff, scythe, boots of travel) and i'm confused. sure you'll be able to help.
Lütfen yorum yapmak için giriş yapınız
[size=20][color=#ffa500][u]Table of Contents[/u] [/Color] [/size]
[*] What is Invoker's Role?
[*] Pros & Cons
[*] What Orbs Do I Focus?
[*] Lane Strategy
[*] Early Game
[*] Mid Game
[*] Late Game
[*] Helpful Tips for Invoker's spells
[*] Subscribe to use my Skill build guide in Dota 2
[*] Items
[*] Recent Matches
[*] Common Mistakes
[*] Game Mode: All Pick
[*] Etiquette and Morale
[*] Jungling Ancients with Invoker
[*] Gameplay Highlights & Credentials
[*] Updates in Guide
[*] Patch Notes
[size=20][color=#ffa500][u]What is Invoker's Role?[/u] [/Color] [/size]
Invoker is best played as a semi-carry. Normally, invoker needs to stay in lane until level seven and farm an important item or two. Invoker is too valuable to die, so avoid putting yourself in the front line after initiation. Positioning is supremely important for invoker; many of his best aoe spells are linear. Analyze whether you or your team should initiate. If the opposing team has better initiation, then you need to counter their initiation. My favorite section of this guide is about Tornado. To counter an initiation, always consider Tornado. It removes many buffs like Drum of endurance's active buff, Empower, Enrage, etc.
[size=20][color=#ffa500][u]Pros & Cons[/u] [/color] [/size]
[size=20][color=#ffa500][u]What Orbs Do I Focus?[/u] [/Color] [/size]
If you are unsure, use wex build. EMP is invoker's best spell in v6.80. Cold Snap is Invoker's second best now. Ghost walk was massively buffed and tornado deals good damage with amazing range. Wex/Qua's EMP is great against heroes with small mana pool. Unfortunately, Invoker's low damage base makes it very difficult to farm and level without Exort. If you have 3+ carries on your team, go W/Q, but that game is still very hard to salvage. This build has very good crowd control, but you are less likely to get kills in a team clash. I really like the new EMP buff in 6.80. My favorite build is v6.80: Day Stalker.
4-1-4 got nerfed hard in 6.80. Spirits are more vulnerable and their range are reduced. Furthermore, Necronomicon received a nerf too. It is still a decent build. Consider this build when you are middle against SF/BS. This build hits single targets very hard, but does not have much mobility, crowd control, nor initiation early-mid game.
Full Exort's Sun Strike is great against heroes with low health points; it synergizes well with Spirit breaker, Sand King, Naga Siren, Bane, Nyx Assassin, Bounty Hunter, Legion Commander, Night Stalker, Storm Spirit, Nature's Prophet, etc. The biggest drawback to this build is that it completely relies on your team to initiate. Fortunately, obtaining Eul's Scepter of Divinity will allow you to execute sneak attacks on a lone player; however, do not initiate with Eul's Scepter of Divinity in a team clash. I would only consider this build if you absolutely need exort and have good gankers. Bloodseeker comes to mind. I stopped using this build since v6.79 patch.
[size=20][color=#ffa500] [u]Lane Strategy[/u] [/Color] [/size]
Level 1 Invoker is the most fragile hero in Dota because he has no spells and only 280 movement speed! Practice map awareness and team communication. Due to Invoker's low base attack damage, Exort is a must against Bloodseeker, and Shadow Fiend. On the other hand, Quas is more important if Invoker is against Pudge, and harass-able melee. Forge spirit and cold snap or EMP and Cold Snap are your best spells in the lane phase. Invoker is not good at capturing runes, so never buy a bottle. Pay attention to rune spawns; forge spirits can destroy runes if you cannot capture them. Try to stay in lane until level 7 unless a good opportunity arises. If you go exort, you are expected to assist team with Sun Strike or TP, so pay attention to mini-map and communicate with your team
Here are a few scenarios and options:
[*] Mid against a solo Drow Ranger or Lone Druid (farming heroes that don't use runes to gank): focus on last hits with alacrity!
[*] Mid against a harass-able melee: Focus Quas and prioritize harass over last hits. Send that melee home and control runes with spirits if opponent wants to Bottle. Note: if that melee randomed, just focus on last hits with Exort.
[*] Mid against two heroes: Your job is to stay alive. Use EMP!
[*] Against good mid solos like Queen of Pain, Puck, Zeus, etc, just focus on farming and safely take runes or kill them with Forge Spirit. Either rush wand and boots or Hand of Midas.
[size=20][color=#ffa500] [u]Early Game[/u] [/Color] [/size]
Cold Snap is your absolute best spell during this phase. Do not level up your orb until you see your opponent and his/her items. Focus on Quas for 2-3 levels if you can harass opponent out of lane with Cold Snap; otherwise, focus on Exort to farm, Sun Strike, and control runes with Forge Spirit. There are exceptions of course, adjust as needed.
By the way, if the distance between you and your target is less than 600, you could do a slight turn and catch your target with the tip of your Ice Wall.
[size=20][color=#ffa500] [u]Mid Game[/u] [/Color] [/size]
If you went full exort or 4-1-4, mana and cooldown restraints are an annoyance, but in a perfect world, invoke Forge Spirits first and Cold Snap or Meteor second. Invoke a third spell if you predict your Forge spirits will last throughout the upcoming battle. Early game, Exort builds are not proficient in crowd controlling, so you might need your team to initiate. If you do not have enough time or mana to prepare your spells for battle, it is better to push down a tower. Chaos Meteor or Tornado (if wex/quas build) a creep wave, then use your Forge Spirit to pull incoming creep wave away, then use Alacrity. Doing this will remove two creep waves to destroy the tower.
It is almost always best to have Spirits summoned before battle, but beware of their expiration. Furthermore, consider summoning Spirits during battle if you have a Force Staff. For example: Force Staff yourself next to Brewmaster, then use Spirits and Cold Snap right next to him. The stun lock will prevent Brewmaster from using Ultimate for several seconds.
Wex Quas build does not have much problem with mana. EMP has enormous mana recovery and mana burn potential! You need to actively coordinate ganks by scouting with Ghost Walk in the day time or initiate tornado/emp. Maintain your distance in battles. Wex Invoker has amazing MS and disables, but all that is wasted if you are chain stunned.
[size=20][color=#ffa500] [u]Late Game[/u] [/Color] [/size]
Push side lanes with Forge Spirits to give your team more opportunities to smoke gank. During ganks, invoke Cold Snap first, then Tornado. Remember to prep orbs. Cast Cold snap, then immediately replace it with Chaos Meteor. When defending towers, invoke Alacrity first, then Tornado. Cast Alacrity on your carry or your Forge spirit, then replace it with Meteor. Against heroes with magic immunity, adjust your strategy. Consider initiating with Tornado and/or Emp/Ice Wall in hopes they pop the magic immunity. Then cast Alacrity on Forge spirits as your team retreats. Cast Ice wall so that opponents without BKB will have difficulty chasing. You can also try to disable the heroes without magic immunity and bait the magic immune hero. Scouting with Ghost Walk and gank with Hex is another option against magic immunity. When slow sieging, do not rush it, let opponents make the first mistake. Target the tower and barracks with your Forge spirits, remember to use Alacrity!
[size=20][color=#ffa500] [u]Helpful Tips for Invoker's spells[/u] [/color] [/size]
For a detailed explanation of Invoker's spells, visit: http://dotabuff.com/heroes/invoker/skills
[Color=#ffff00]Tornado[/Color]
Tornado can be used to stack creep camps by lifting them in at the spawn time. Tornado is a good spell to have ready against Pudge. If hooked, Tornado nearby anywhere asap and you might avoid Dismember. Tornado also gives a great area of vision! You can use it for Sun Strikes or hunt heroes in the trees. Tornado removes the following buffs:
If timed properly, Tornado will ignore Spiked Carapace as long as carapace expires before lift duration.
[Color=#ffff00]Forge Spirit[/Color]
You can block hooks/arrow by summoning spirit! Use smoke on Forge Spirits and have entire team backdoor by teleporting on Forge Spirits (Beware backdoor protection)! On Radiant's side, consider stacking ancients with Forge Spirit. Rune spawn is random, therefore, before the rune spawn, I like to send a Forge Spirit to destroy bottom rune at the 46th second and grab top rune at 54th second (during lane phase). Push lanes with Forge Spirits or scout with them. You could also pull incoming creep wave away from tower with a Forge Spirit; you can now attack the tower without enemy creeps.
[Color=#ffff00]Cold Snap[/Color]
Cold Snap has 1000 range, but Invokers attack range is 600. If Quas is low level, cast Cold Snap with a distance around 300 or your next attack will not trigger Cold Snap because it will be on cooldown. Most of the time, it is a good idea to use animation canceling during Cold Snap's duration. Damage over time spells works wonders with Cold Snap. Note: the stun only triggers on damage greater than 10 after reductions (creeps does not trigger cold snap against heroes with high armor). HP removal abilities like Urn of Shadows does not trigger Cold Snap.
[Color=#ffff00]Ice Wall[/Color]
If Ice Wall deals 10 or more damage after reduction, it will trigger Cold Snap. Ice wall with two or more Exort will remove Templar Assassins refraction every second. Casting ice Wall in front of your tower provides great defense and delay. Although opposing heroes are unlikely to be caught, you can destroy all the creeps with tower and Forge Spirits. Ice Wall does not necessary have to catch any enemy. You could use Ice Wall to block reinforcements. Ice Wall normally does not affect BKB/magic immunity users; however, if enemy runs into Ice Wall and activates magic immunity afterward, Ice Wall's slow lingers for approximately 1.75 seconds.
[Color=#ffff00]Chaos Meteor[/Color]
Meteor provides a small vision; Cold Snap quickly that fogged target! Double Meteor does not stack anymore; however, if you keep the distance between two Meteors more than 275, Meteor will deal 90% or more of it's damage. Meteor with one level of Exort can be used as a scare tactic (Do not consider this without Aghanim's Scepter.). Meteor can also be used defensely; opponents like Clinkz will reconsider chasing you when meteor is following you.
[Color=#ffff00]Alacrity[/Color]
Besides your team carry, Alacrity on Forge Spirits or siege creep is a great way to push towers from a distance. Make sure to put Alacrity on Void in team clashes. Since alacrity only costs 45 mana, so you can get a Hand of Midas before 6th minute by killing ancients. Cut trees with a quelling blade at the Radiant's Ancient camp and sell quelling blade near the 6th minute. See my section on jungling ancients with invoker. That video was 6.79, so I had midas in 6:30. 6.80 Invoker can get it before 6 minutes.
[Color=#ffff00]Ghost Walk[/Color]
Ghost walk can dodge certain projectiles. Invoke interrupts TP scroll, but Ghost Walk does not, so you can TP away and be invisible at the same time. Ghost Walk's slow aura is not blocked by magic immunity! In the lane phase, if you have QQQ orbs active, you could quickly hit WRV to Ghost Walk. Ghost Walk and 7 levels of wex orbs provide near max movement speed!
[Color=#ffff00]Deafening Blast[/Color]
This spell can push opponents on/off cliffs. If you invoke Meteor with EEW, a simple QR can invoke Blast after invoking Meteor. If you cast Sun Strike behind an opponent, but he does not run back, you could push him/her towards Sun Strike. Blasting an opponent can break trees if he/she backs into it.
This skill is blocked by magic immunity. However becoming magic immune will not remove the disarm portion of the spell.
Deafening Blast can also be used to "PULL" targets! Use Tornado or Eul first. If you time it properly and your target lands on Blast, they will get pulled towards you. However, this is probably one of the hardest things to do in Dota.
[Color=#ffff00]Sun Strike[/Color]
Works great with Eul's scepter or two second stuns by allies. If someone is using TP scroll with low health, but your Sun Strike will not hit him/her in time, then target near the fountain instead. Bloodseeker may discreetly guide your Sun Strikes with vision. Sun Strikes provides XP if you kill the hero with it! If you are running back to fountain, consider using Sun Strike to farm a creep or two or hurt enemy hero.
[Color=#ffff00]EMP[/Color]
Weakened by Arcane Boots and Obsidian Destroyer's Essence Aura. Do not focus Wex build if you predict three or more opposing heroes will get Arcane Boots. You can lure opponents out of position with EMP. Casting EMP in fog or directly on the tower might conceal your spell.
[size=20][Color=#ffa500] [u]Subscribe to use my Skill build guide in Dota 2[/u] [/Color] [/size]
[*] v6.80 Wex: Day Stalker
http://steamcommunity.com/sharedfiles/filedetails/?id=223785269
[*] v6.80: 4-0-4-1
http://steamcommunity.com/sharedfiles/filedetails/?id=187341347
[*] v6.80 Double EMP God of Team Clash
http://steamcommunity.com/sharedfiles/filedetails/?id=221666376
[size=20][Color=#ffa500] [u]Items[/u] [/Color][/size]
[Color=#008000]Aghanim's Scepter:[/Color]
This is my favorite item. However, Doom, Silencer, Nyx, OD, and NS counters this item. I like to get this item after one of the following: Necronomicon, Hand of Midas, Force Staff, Drums of Endurance, Euls Scepter, Rod of Atos, or Orchid Malevolence.
[Color=#008000]Black King Bar:[/Color]
Great item for the Hybrid invoker. Activate this item after Silencer uses his ultimate. Enemies will charge in thinking they have impunity. Now is your best chance to Tornado, Meteor, Blast, and Ice Wall. On the other hand, if you activate BKB too early, Silencer can penetrate your BKB with ultimate.
[Color=#008000] Blink Dagger:[/Color]
Great mobility item in conjunction with force staff. Decent item to assist you in positioning for ice wall, cold snap, etc. I prefer Forcestaff in most occasions. However, this item works well with max exort skill build. Eul/SS/Meteor/Blast deals about 1100 damage after reductions. Dagger can help you catch those elusive heroes with low HP like Anti-Mage, Slark, Storm, etc. Dagger also works amazingly well to help you setup the perfect tornado/meteor/blast/etc combo.
[Color=#008000]Drum of Endurance:[/Color]
Great affordable team item. However, this item does not solve invokers mana troubles.
[Color=#008000]Eul's Scepter of Divinity:[/Color]
Great item for any invoker build. However, it does not solve the low damage output of wex invoker. The 2.5 second lift duration is a perfect setup for sunstrike, meteor, and blast combo (Around 1100 damage after reduction). Also works great with dagger; Eul's 2.5 second invulnerability will buy time so you can dagger away.
[Color=#008000]Eye of Skadi:[/Color]
Slow effect penetrates magic immune heroes! Very good item choice to counter back! If many opponents have magic immunity, consider skipping Aghanim Scepter all together.
[Color=#008000]Force Staff:[/Color]
Great item for the team! This item has the most flexibility. Highly recommended against Stealth Assassin, nature's prophet, and clock. In addition, you can push enemies out of position, save your team, force enemy onto impassable terrain, etc. If you have fast reflexes, Force Staff yourself to dodge Impale after Vendetta.
[Color=#008000]Gem:[/Color]
Gem works great with wex build. High movement speed and invokers disables makes him difficult to kill.
[Color=#008000]Ghost Scepter:[/Color]
Good stats gain and survivability against Ursa, SA, Huskar, etc.
[Color=#008000]Hand of Midas:[/Color]
Get this item if you can do so around the 6th minute. Otherwise, forget it. Invoker is more concerned about levels than gold, so transmute level six creeps for 2.5x the experience! Note: an entire set of beginning creep wave gives 227 XP. Transmuting with Midas on a level 6 creep gives 297 XP!
[Color=#008000]Linken's Sphere:[/Color]
Great item against Doom, Nyx, and sudden Hex/Orchid. However, this item is very costly.
[Color=#008000]Necronomicon:[/Color]
Amazing synergy with spirits/snap combo. True sight makes this item very useful against TA/BH etc. Great defense against Pudge's hooks. 4 summons and Cold Snap will likely kill your target. 4 summons plus alacrity can hurt towers real good.
[Color=#008000]Orchid Malevolence:[/Color]
Love this item for Wex build. It solves Wex invokers lack of damage and mana regeneration. This item works amazingly well with Cold Snap. Morph, Anti-mage, Lifestealer, Storm, etc are all going to hate you for this.
[Color=#008000]Radiance:[/Color]
This works marvelous with cold snap, but this is not your item to buy.
[Color=#008000]Refresher Orb:[/Color]
I discourage 99% of invoker users to get this item. It is highly situational and requires perfect spell executions as well as positioning. Furthermore, BKB users will laugh in your face. You will need a minimum of 1700 mana and around level 25 to make good use of this item.
[Color=#008000]Rod of Atos:[/Color]
Works well for the hybrid invoker. Unfortunately, Force Staff and blink counters this item. I find this item a lifesaver against Nyx Assassin. The active slow ignores spiked carapace, and the extra health helps invoker to survive Nyxs deadly combo.
[Color=#008000]Scythe of Vyse::[/Color]
Best item for ganking. Very costly, but it is worth the price. Get this item before Aghanim Scepter if you are desperate to end the game.
[Color=#008000]Veil of Discord:[/Color]
Works good if you manage to activate Discord before Tornado/Meteor/Blast combo. However, it delays your tornado slightly and reveals your location. As a result, your opponents have a better chance of dodging your combo. For this reason, I do not recommend Veil on Invoker.
[size=20][Color=#ffa500] [u]Recent Matches[/u] [/Color] [/size]
These replays expire fast so I uploaded them for everyone. Just download and move it to steam's replay folder: Steam\steamapps\common\dota 2 beta\dota\replays
http://www.youtube.com/watch?v=emlsS__NmfU
http://dotabuff.com/matches/508395684
v6.80: Day Walker Build:
Invoker vs Death Prophet
https://mega.co.nz/#!lF8jBJhB!d006lX5t1H63aXOvibOGlDaVmQpUvKc8-ReBjbZPBwg
http://dotabuff.com/matches/370414748
v6.79: Wex, the Team Battle Monster
Basic gameplay: Win middle, Control runes, gank side lanes, Control map.
https://mega.co.nz/#!EZVFxR7R!IQ2QJEk6FaEU35BOEeQ2Zj6J3CtLb3aWF7Kodm6rerI
http://dotabuff.com/matches/366287964
v6.79: 4-0-4-1 Build:
Atos is effective against Nyx
https://mega.co.nz/#!kUkkxIDS!bs637EzjKzsM2QcVDiII32SVJz9WcFxcFITSJ16_BW8
http://dotabuff.com/matches/295834663:
Universal 4-1-4 Build
My favorite: "Bring the Rain" combo
https://mega.co.nz/#!JMMi3AbC!C4GNlHcysGKqEd7ODheTSC5SyMdLeK-g4TzwdUVkgNg
http://dotabuff.com/matches/274853710:
Universal 4-1-4 Build
Refresher Madness
[size=20][Color=#ffa500] [u]Common Mistakes[/u] [/Color] [/size]
Avoid double initiation. It is very frustration to see a ravage cancelled by a tornado. At level 13+, prep orbs for the next spell and replace the old spell asap (think twice before replacing Cold Snap). At level 17+, predict your next needed spell and invoke it instead of invoking only as needed. Avoid using Meteor to farm, it has a very long cool down. Although Invoker casts spells instantly, you must consider the turn rate or you might end up cancelling the spell (Pay attention to Napalm stacks). Cold Snap is usually faster than Tornado if your goal is to interrupt channeling.
[size=20][Color=#ffa500] [u]Game Mode: All Pick[/u] [/Color] [/size]
This hero is extremely fun, but playing against your worst enemies is a nightmare. Do not pick invoker instantly; try to avoid Silencer, Pugna, Doom, Outworld Devourer, and Nyx Assassin. Invoker needs levels more than any other hero, so solo mid is usually your best choice. Do not send a solo invoker to a suicide long lane; he is the most vulnerable hero at level one!
[size=20][Color=#ffa500] [u]Etiquette and Morale[/u] [/Color] [/size]
If your entire team refuses to ward, then step up and do it yourself. Avoid confrontation. Although ganking at early levels is not your role, I find it helpful to do so in public games. This will increase your teams morale and decrease your opposing teams morale. Requesting solo middle is much better than demanding it; you can reduce tension and gauge the cooperativeness of your team.
[size=20][Color=#ffa500] [u]Jungling Ancient as Invoker[/u] [/Color] [/size]
http://www.youtube.com/watch?v=HEwyj-p_X-Q
[size=20][Color=#ffa500] [u]Gameplay Highlights & Credentials[/u] [/Color] [/size]
Ranked #17 in DotaCinema's Hall of Fame: http://www.youtube.com/watch?v=CxE-e5OrtHM
Ranked #1 in DotaCinema's Top Ten Weekly: http://www.youtube.com/watch?v=5BBkeXvveIk
Ranked #1 in WoDota's Top Ten Weekly: http://www.youtube.com/watch?v=SBkIdPPYWLw
Ranked #1 in WoDota's Top Ten Weekly: http://www.youtube.com/watch?v=88a9sNZKJi4
Ranked #1 in Helical's Top Ten Weekly: http://www.youtube.com/watch?v=Zvh3AVRSR08
Ranked #1 in WoDota's Top Ten Weekly: http://www.youtube.com/watch?v=U8j2JfOciy8
Ranked #6 in DotaCinema's Top Ten Weekly: http://www.youtube.com/watch?v=2auCTJ31siM
Ranked Solo MMR 5041; this is probably my limit. Instant locking Invoker and getting countered picked by OD is not fun.
[size=20][Color=#ffa500] [u]Updates in Guide[/u] [/Color] [/size]
Invoker's Raging Fury 7
https://www.youtube.com/watch?v=LdADy_tI_xg
Refresher Combo: Nuclear Strike
https://www.youtube.com/watch?v=RuNiyHyPexQ
Refresher Combo: Magnetic Storm
https://www.youtube.com/watch?v=ad5gVrqudKE
Refresher Combo: Bring the Rain
https://www.youtube.com/watch?v=Ms8_0pLq-uc
[size=20][Color=#ffa500] [u]Patch Notes[/u] [/Color][/size]
[Color=#ff0000]V6.80[/color]
- Forge Spirits armor reduced from 2/3/4/5/6/7/8 to 0/1/2/3/4/5/6
- Forge Spirits attack range reduced from 300->900 to 300->690
- EMP burn increased from 100->400 to 100->550
- EMP delay from 3.7->2 to 2.6
- Alacrity manacost reduced from 75 to 45
- Ghost Walk movement speed from -30/-25/-20/-15/-10/-5/0 to -30/-20/-10/0/10/20/30
- Arcane Boots: Manacost increased by 10
- Blink Dagger: Blink no longer has a manacost (Target can blink even if you mana burn)
- Drums of Endurance
Number of charges increased from 4 to 5
Recipe cost increased from 800 to 875
- Eul's Scepter of Divinity: Cyclone cooldown reduced from 25 to 23
- Necronomicon
Bounty increased from 100/125/150 to 100/150/200
Unit's armor reduced from 6/8/10 to 4
Cooldown increased from 80 to 95
- Refresher Orb: Recipe cost reduced from 1875 to 1800
- Rod of Atos: HP bonus increased from 325 to 350
___________________________________________________________________________
[Color=#ff0000]V6.79[/color]
New Meta: Refresher Invoker!
- Ranged Heroes now get the same denied experience as melee heroes (instead of less)
- XP bounty of level 6 creeps was reduced to 119. This indirectly nerfs Midas for Invoker.
- EMP restores Invoker for 50% of the mana it drains from heroes (excluding illusions)
- Invoke Max Spells rescaled from 1/2/2/2 to 2
___________________________________________________________________________
[Color=#ff0000]V6.78[/color]
Invoker
- Alacrity manacost decreased from 100 to 75
- Ghost Walk slow increased from 20/23/26/30/33/36/40 to 20/25/30/35/40/45/50
- Ghost Walk cooldown decreased from 60 to 35
- Tornado damage rescaled from 70+(Wex+Quas)*20 to 70+(2*Wex+Quas)*15
____________________________________________________________________________
The following changes are an indirect nerf to Invoker
- 4 hero XP bonus changed from 15+6*Level to 20+5*level
- 5 hero XP bonus changed from 10+5*Level to 15+4*level
- Level 11 XP requirements reduced from 6500 to 6000
- Level 12 XP requirements increased from 7700 to 8200
- New Force Staff: +10 Intelligence & +3 Regeneration
- Drum of Endurance: Recipe cost increased from 750 to 800
- Drum of Endurance: Bonus damage decreased from 9 to 3
- 65 Heroes got buffed (Invoker's buff did not make W/Q viable and hardly helped Exort)
____________________________________________________________________________
The following changes are an indirect buff to Invoker
- While empty, Bottle causes Couriers to move 30% slower
- Eul's Scepter of Divinity: Recipe cost decreased from 600 to 500
- Eul's Scepter of Divinity: Movement speed bonus increased from 25 to 30
____________________________________________________________________________
[Color=#ff0000]V6.77[/color]
- 29 heroes got buffed (Not Invoker)
____________________________________________________________________________
[Color=#ff0000]V6.76[/color]
- 38 heroes got buffed (Not Invoker)
____________________________________________________________________________
[Color=#ff0000]V6.75[/color]
- Invoker base damage decreased by 4
- Team AoE bounty for kills with 2 heroes around changed from 9*Level+95 to 12*Level + 125
- Team AoE bounty for kills with 3 heroes around changed from 8*Level+20 to 10*Level+40
____________________________________________________________________________
[Color=#ff0000]V6.74[/color]
Invoker
- Chaos Meteor damage increased from 80+Exort*30 to 80+Exort*35
- Chaos Meteor land time decreased from 1.5 to 1.3
- EMP can no longer hit Invulnerable/Tornadoed units
- EMP cooldown increased from 25 to 30 seconds
- Sun Strike damage type changed from Magical to Pure
- Sun Strike now reveals the area it will hit before the damage impact
- Tornado cooldown increased from 25 to 30 seconds
- Tornado Damage decreased from 77.5+(Wex+Quas)*23 to 70+(Wex+Quas)*20
____________________________________________________________________________
[Color=#ff0000]V6.72[/color]
Invoker
- Cold Snap no longer triggers on self damage