[Top 5] Dota 2 Best Invoker Builds That Win Games (7.32e)



The dashing yet sinister wizard Invoker is truly one of a kind in Dota. He is a powerful hero who is known for his ability to manipulate the elements to decimate his enemies. Invoker can call upon a vast array of spells and combinations to control the battlefield and defeat his enemies. His combination of crowd control burst damage, and mobility has made him a popular pick in pro and pub games alike. What truly sets Invoker apart is his ability to invoke multiple spells at once, creating devastating combos that can wipe out entire teams in a matter of seconds. In the right hands, he is a true hero of the battlefield, feared and respected by all who face him.

To help you climb MMR with this benevolent master of the arcane arts, we bring you the Best 5 Invoker Builds that will help you win games. These builds contain the best skill allocation and the best items that help you in dominating your games with Invoker.

5. Bzm Build

The young and dominant Bzm is not only an impressive mid-laner but also an exceptional team fighter and team player. He is known for his versatile hero pool and exceptional Invoker plays. He has a very hyper-aggressive but disciplined play style on this hero. Invoker as a hero suits Bzm’s playstyle very well. Voker is a hero that was spammed by Bzm even when it was nerfed into oblivion, it just shows how dedicated he was to this hero. Bzm goes a pretty standard Invoker item build, but it's his spell build that is the center of focus here.

Bzm loves to cripple his enemies by fighting as soon as he gets his initial items on Invoker, not giving them any chance to use their spells or escape. He is also known to build items like Scythe of Vyse and Octarine Core that allow him to become more elusive and sustain himself from his foes. The build is highly common but works amazingly versus heroes with low magic resistance and squishy heroes in particular. This build also allows you to be a menace right from the early game and be excellent at controlling the tempo and pace of the fight. In this highlight, Bzm demonstrates that tweaking the skill builds even slightly can change the trajectory of the game.

Use This Build If:

  • You want an extremely reliable Invoker build that is fit for the late game
  • You want to be in control of the teamfight as a mid-Invoker
  • You are facing heroes with low armor and escape potential
  • You want to be involved in more teamfights from the early stages of the game

Skill Points

Level 1: Exort: Passively increases +2 Intelligence per level for Invoker. Each Exort instance provides increased attack damage. Three Exort orbs can invoke Sunstrike.

Level 2: Quas: Passively grants +2 Strength per level. Each Quas instance provides increased health regeneration. Three Quas orbs can invoke Cold Snap. 

Level 3: Exort

Level 4: Quas

Level 5: Exort

Level 6: Quas

Level 7: Exort

Level 8: Quas

Level 9: Wex: Grants Invoker +2 Agility per level. Each Wex instance provides increased attack speed and movement speed. Three Wex orbs can invoke EMP. 

Level 10: Exort

Level 11: Exort

Level 12: Wex

Level 13: Exort

Level 14: Wex

Level 15: Wex

Level 16: Wex

Level 17: Wex

Level 18: Wex

Level 19: Quas

Level 20: +80% Chaos Meteor Damage

Level 21: Quas

Level 22: Quas

Level 23: -8s Cold Snap cooldown

Level 24: -6s Tornado cooldown

Level 25: 3x Quas/Wex/Exort passive effects

Invoker’s Spells

Cold Snap (Quas/Quas/Quas) - Invoker mini-stuns the targeted unit with each instance of damage. The damage depends upon the current level of Quas. It can be used to harass enemies with Urn in the early game. 

Ghost Walk (Quas/Quas/Wex) - Invoker turns invisible, while also slowing down enemies around him. Invoker gains increased movement speed under its duration if he has high levels in Wex.

Ice Wall (Quas/Quas/Exort) - Invoker creates an Ice wall that slows enemies that pass it. It also deals decent damage per second to the enemies in its vicinity. It is an ideal spell in the early game which stops slippery enemies from escaping.

EMP (Wex/Wex/Wex) - Invoker creates an EMP field that deals damage to enemies in the vicinity while also draining their mana. Invoker gains 50% of the mana drained. This spell is efficient against heroes with a high mana pool, essentially crippling their impact. 

Tornado (Wex/Wex/Quas) - Invoker unleashes a Tornado that interrupts enemies in a straight line, dealing damage and slowing them down by a significant number. This spell can be used to disrupt a fight or to escape a sticky situation. 

Alacrity (Wex/Wex/Exort) - Upon usage, Invoker gains increased attack speed and attack damage. It can also be used on allied units. Invoker can use this spell on his carry which can help them deal high damage in a teamfight. 

Sun Strike (Exort/Exort/Exort) - Invoker sends down a lethal ray that damages enemies after a small delay. It has a global range, meaning if used correctly, it can net you kills from anywhere on the map. 

Forge Spirit (Exort/Exort/Quas) - Summons two forged spirits which deal damage based upon the level of Exort. It is an ideal spell that helps you farm in the early game. If used properly, you can even use it to deny yourself against heroes like Doom or Venomancer. The spirits also reduce enemy armor, making it easy for your team to follow up and finish the job. 

Chaos Meteor (Exort/Exort/Wex) - Invoker pulls a flaming meteor that deals high damage based upon the level of Exort. Based upon the current Wex levels, the Meteor travels a higher distance, dealing more damage to enemies along its way. This along with Tornado is the most tried combo on Quas Wex Invoker. 

Deafening Blast (Quas/Wex/Exort) - Invoker unleashes a massive sonic wave that pushes enemy units backward, dealing damage to them while also disarming them based on the current Wex level. It can be used to disable hard-hitting carry heroes. 

Items to buy for this build (Early to Late Game)

  • Tango (90 Gold) - Provides health regen if used on a tree. It's the cheapest yet the most convenient way of healing up in the early stages of the game when you are playing in the side lanes. Regardless of the hero you play, Tangoes are a core item. 
  • Faerie Fire (70 Gold) - Instantly restores 85 health upon usage. It also passively grants 2 damage per instance. It is an effective item if you’re playing in the mid lane, or just want extra damage and sustain in the side lanes.
  • 3x Iron Branch (50 Gold) - Grants +1 of all attributes per branch. It provides decent sustain in the early game. The branch can be also planted to block paths for enemies or to deceive them under the fog. 
  • Gloves of Haste (450 Gold) - Purchased at 0:32. It provides Invoker with a +20 attack speed. It is further upgraded into Hand of Midas.
  • Magic Stick (200 Gold) - Purchased at 1 minute. Gains a charge each time an enemy uses a spell around you. Each direction grants 15 HP and mana and can have up to 10 charges. It is a perfect item in the laning stage if you face heroes who cast spells frequently.
  • Infused Raindrops (225 Gold) - Purchased at 4 minutes. Passively provides +0.8 Mana Regeneration while consuming a charge to block 120 incoming magic damage from instances over 75 damage. It comes with 6 charges, helping Invoker fare well against heroes with high magic damage output.
  • Hand of Midas (2200 Gold) - Bought at 6 minutes. Upon usage, it converts a creep/unit into 160 gold and grants 2.1x their normal experience, it also provides increased attack speed. It's an essential item if Invoker is facing some high-tempo heroes. He wants to match their pace, hence he opts for the Midas before even buying boots.
  • Boots of Speed (500 Gold) - Purchased at 7 minutes. Provides +45 movement speed to Invoker. It is ideal for all heroes as you can purchase upgraded boots with it. 
  • Magic Wand (450 Gold) - Purchased at 9 minutes. Gains a charge every time an enemy uses a spell in an AoE. It can store up to 20 charges, with each charge healing you up to 15 HP and mana. It is an ideal starting item as it allows Invokerto to sustain himself in the lane if he is facing spellcasting heroes.
  • Boots of Travel (2500 Gold) - Purchased at 10 minutes. Allows you to teleport on allied creeps anywhere on the map. Purchasing this item grants Invoker extreme mobility, making him highly active and providing him with increased global potential. Invoker can push lanes and join his allies in a teamfight anytime he wants.
  • Black King Bar (4050 Gold) - Purchased at 16 minutes. Provides magic immunity upon usage, making Invoker invulnerable during team fights. It is essential in most matchups as he has low magical resistance.
  • Aghanim’s Scepter (4200 Gold) - Purchased at 22 minutes. Additionally Increases the level of Quas, Wex, and Exort by 1. This may not feel like a huge upgrade but it essentially multiplies the damage that Invoker deals and makes it worse for his enemies when he eventually gets the level 5 3x effects talent. It also creates a Cataclysm when Sun Strike is double-tapped. Creates 2 visible Sun Strikes within a short range of each enemy hero.
  • Blink Dagger (2250 Gold) - Purchased at 24 minutes. Blink Dagger is a core item on Invoker, as it allows him to initiate a teamfight, or chase enemies with it. It can also be upgraded into Overwhelming or Arcane Blink. This allows him to the frontline and initiates a fight. 
  • Aether Lens (2275 Gold) - Bought at 27 minutes. Aether Lens increases the cast range of all abilities and items by 225 and increases overall mana by 300. It is exceptional if Invoker wants to upgrade it to Octarine Core further. 
  • Aghanim’s Shard (1400 Gold) - Purchased at 29 minutes. Upgrades Chaos Meteor by causing two extra Chaos Meteors to land alongside the primary cast at slight angles. It also reduces the spell’s cooldown by 15. 
  • Energy Booster (3000 Gold) - Purchased at 31 minutes. Increases Invoker’s HP and Mana by 425. Energy Booster is further upgraded into Octarine Core. 
  • Octarine Core (5275 Gold) - Purchased at 31 minutes. Octarine Core provides increased cast range, increased stats along with a 25% cooldown reduction for both items and spells. Spellcasting heroes like Invoker benefit from the stats above as it enhances their gameplay and makes them deal higher damage in a fight while increasing their mana regen. It provides impressive stats, helping him stay durable in the late game.
  • Scythe of Vyse (5675 Gold) - Purchased at 36 minutes. Scythe offers immense disable potential as it turns the targeted enemy into a pig, making them unable to use any spells or items while also reducing their movement speed. This disabler item is of high value to Invoker as it allows him to dominate the late game by locking down his foes and decimating them with the follow-up from his team.
  • Refresher’s Orb (5000 Gold) - Purchased at 41 minutes. Refreshes the cooldown of all items and spells. It is an effective item on Invoker as it allows you to use crucial spells twice, along with items like Black King Bar or Blink Dagger. Octraine Core is also effective in reducing the cooldown of Refresher’s thus providing increased fight potential.

Neutral Items

  • Arcane Ring - Provides 75 Mana to Invoker and his allies. It also increases his intelligence and armor making him resilient in skirmishes in the early game. 
  • Grove Bow - Upon physical attacks by Invoker, it makes the targeted enemy take 15% amplified magical damage.
  • Enchanted Quiver - Provides true strike to Invoker, while also providing him with 225 magical damage upon his physical attack. Has a 4-second cooldown. It is an effective neutral item if you are facing heroes who have high evasion.
  • Timeless Relic - It provides Invoker with +20% Debuff duration while increasing his spell amplification by 15%. As Bzm is playing Invoker in the standard magical build, this item is highly beneficial to him as it amplifies his magic damage potential.

 

4. Nisha Build

Nisha is undoubtedly the best mid-laner in the professional scene currently. Nisha’s stellar and relentless performance on Secret shook everyone last International when he managed to place 2nd with Team Secret. The dashing Invoker is a hero you may see him play often as it fits the bill of a mid-hero. Nisha is highly successful in converting his early-game aggression into late-game success. Nisha takes advantage of that by building items that allow him to destroy enemies while also sustaining himself in the game. This build may look highly risky on paper due to his aggressive initiation and itemization but is one of the best if tried out in the game due to its damage and spellcasting damage potential. 

Nisha prioritizes fighting early on in the game and rotating to other lanes to secure them, ensuring his teammates aren’t lacking behind. He enjoys the early-game fighting Invoker build which allows him to sit back and dish damage without worrying about his mana. He also loves purchasing situational items that are exceptional against heroes he is facing, providing him with decent sustain throughout the game. This max build allows him to farm and do swimmingly in fights with high damage. He also opts for Quas Exort build and talents which increase his fighting potential. If you want to win the game as a mid-Invoker, you should observe Nisha’s playstyle in the mid-lane. 

Use This Build If:

  • You want an extremely relevant mid-Invoker build for the late game
  • You are facing heroes that are considered to be squishy in the early game
  • You are facing heroes with low magic and status resistance who find it hard to escape a sticky fight
  • You want to join teamfights and fight right from the early game as a midlaner

Skill Points

Level 1: Exort: Passively increases +2 Intelligence per level for Invoker. Each Exort instance provides increased attack damage. Three Exort orbs can invoke Sunstrike.

Level 2: Quas: Passively grants +2 Strength per level. Each Quas instance provides increased health regeneration. Three Quas orbs can invoke Cold Snap. 

Level 3: Exort

Level 4: Quas

Level 5: Exort

Level 6: Quas

Level 7: Exort

Level 8: Quas

Level 9: Exort

Level 10: Wex: Grants Invoker +2 Agility per level. Each Wex instance provides increased attack speed and movement speed. Three Wex orbs can invoke EMP. 

Level 11: Exort

Level 12: Wex

Level 13: Exort

Level 14: Wex

Level 15: Wex

Level 16: Wex

Level 17: Wex

Level 18: Wex

Level 19: Quas

Level 20: +80% Chaos Meteor Damage

Level 21: 8s Cold Snap cooldown

Level 22: -6s Tornado cooldown

Invoker’s Spells

Cold Snap (Quas/Quas/Quas) - Invoker mini-stuns the targeted unit with each instance of damage. The damage depends upon the current level of Quas. It can be used to harass enemies with Urn in the early game. 

Ghost Walk (Quas/Quas/Wex) - Invoker turns invisible, while also slowing down enemies around him. Invoker gains increased movement speed under its duration if he has high levels in Wex.

Ice Wall (Quas/Quas/Exort) - Invoker creates an Ice wall that slows enemies that pass it. It also deals decent damage per second to the enemies in its vicinity. It is an ideal spell in the early game which stops slippery enemies from escaping.

EMP (Wex/Wex/Wex) - Invoker creates an EMP field that deals damage to enemies in the vicinity while also draining their mana. Invoker gains 50% of the mana drained. This spell is efficient against heroes with a high mana pool, essentially crippling their impact. 

Tornado (Wex/Wex/Quas) - Invoker unleashes a Tornado that interrupts enemies in a straight line, dealing damage and slowing them down by a significant number. This spell can be used to disrupt a fight or to escape a sticky situation. 

Alacrity (Wex/Wex/Exort) - Upon usage, Invoker gains increased attack speed and attack damage. It can also be used on allied units. Invoker can use this spell on his carry which can help them deal high damage in a teamfight. 

Sun Strike (Exort/Exort/Exort) - Invoker sends down a lethal ray that damages enemies after a small delay. It has a global range, meaning if used correctly, it can net you kills from anywhere on the map. 

Forge Spirit (Exort/Exort/Quas) - Summons two forged spirits which deal damage based upon the level of Exort. It is an ideal spell that helps you farm in the early game. If used properly, you can even use it to deny yourself against heroes like Doom or Venomancer. The spirits also reduce enemy armor, making it easy for your team to follow up and finish the job. 

Chaos Meteor (Exort/Exort/Wex) - Invoker pulls a flaming meteor that deals high damage based upon the level of Exort. Based upon the current Wex levels, the Meteor travels a higher distance, dealing more damage to enemies along its way. This along with Tornado is the most tried combo on Quas Wex Invoker. 

Deafening Blast (Quas/Wex/Exort) - Invoker unleashes a massive sonic wave that pushes enemy units backward, dealing damage to them while also disarming them based on the current Wex level. It can be used to disable hard-hitting carry heroes. 

Items to buy for this build (Early to Late Game)

  • Tango (90 Gold) - Provides health regen if used on a tree. It's the cheapest yet the most convenient way of healing up in the early stages of the game when you are playing in the side lanes. Regardless of the hero you play, Tangoes are a core item. 
  • Faerie Fire (70 Gold) - Instantly restores 85 health upon usage. It also passively grants 2 damage per instance. It is an effective item if you’re playing in the mid lane, or just want extra damage and sustain in the side lanes.
  • 3x Iron Branch (50 Gold) - Grants +1 of all attributes per branch. It provides decent sustain in the early game. The branch can be also planted to block paths for enemies or to deceive them under the fog. 
  • Observer Ward - Provides vision in a certain AoE. It must be planted in the mid-lane to alert the mid-laner about any incoming ganks or fights.
  • Gloves of Haste (450 Gold) - Purchased at 0:27. It provides Invoker with a +20 attack speed. It is further upgraded into Hand of Midas.
  • Magic Wand (450 Gold) - Purchased at 1 minute. Gains a charge every time an enemy uses a spell in an AoE. It can store up to 20 charges, with each charge healing you up to 15 HP and mana. It is an ideal starting item as it allows Invoker to sustain himself in the lane if he is facing spellcasting heroes.
  • Infused Raindrops (225 Gold) - Purchased at 3 minutes. Passively provides +0.8 Mana Regeneration while consuming a charge to block 120 incoming magic damage from instances over 75 damage. It comes with 6 charges, helping Invoker fare well against heroes with high magic damage output.
  • Hand of Midas (2200 Gold) - Bought at 6 minutes. Upon usage, it converts a creep/unit into 160 gold and grants 2.1x their normal experience, it also provides increased attack speed. It's an essential item if Invoker is facing some high-tempo heroes. He wants to match their pace, hence he opts for the Midas before even buying boots.
  • Boots of Speed (500 Gold) - Purchased at 6 minutes. Provides +45 movement speed to Invoker. It is ideal for all heroes as you can purchase upgraded boots with it. 
  • Boots of Travel (2500 Gold) - Purchased at 10 minutes. Allows you to teleport on allied creeps anywhere on the map. Purchasing this item grants Invoker extreme mobility, making him highly active and providing him with increased global potential. Invoker can push lanes and join his allies in a teamfight anytime he wants.
  • Blink Dagger (2250 Gold) - Purchased at 13 minutes. Blink Dagger is a core item on Invoker, as it allows him to initiate a teamfight, or chase enemies with it. It can also be upgraded into Arcane Blink. This allows him to the frontline and initiates a fight. 
  • Black King Bar (4050 Gold) - Purchased at 20 minutes. Provides magic immunity upon usage, making Invoker invulnerable during team fights. It is essential in most matchups as he has low magical resistance.
  • Aghanim’s Shard (1400 Gold) - Purchased at 21 minutes. Upgrades Chaos Meteor by causing two extra Chaos Meteors to land alongside the primary cast at slight angles. It also reduces the spell’s cooldown by 15. 
  • Gem of True Sight (900 Gold) - Purchased at 23 minutes. Grants Invoker the ability to see invisible units (enemies or wards) around him while it is active allowing him to reveal invisible units in a certain area for a certain duration. It is an ideal item against invisible heroes, like Treant which he is facing in this matchup. 
  • Scythe of Vyse (5675 Gold) - Purchased at 28 minutes. Scythe offers immense disable potential as it turns the targeted enemy into a pig, making them unable to use any spells or items while also reducing their movement speed. This disabler item is of high value to Invoker as it allows him to dominate the late game by locking down his foes and decimating them with the follow-up from his team.
  • Aether Lens (2275 Gold) - Bought at 31 minutes. Aether Lens increases the cast range of all abilities and items by 225 and increases overall mana by 300. It is exceptional if Invoker wants to upgrade it to Octarine Core further. 

Neutral Items

  • Lance of Pursuit - Attacking from behind slows the enemies by 12% (6% for Invoker as he is ranged) and 15 more damage to them. It is an ideal item if you are facing heroes that are very fast right from the early game.
  • Fairy’s Trinket - Increases Invoker’s health by 75, while increasing spell amplification and reduces mana loss by 5% Though it is an effective item on spellcaster heroes, the arcane magician can benefit from it in the early game if he is constantly fighting from the get-go.
  • Bullwhip - Increases Invoker’s health regeneration by 3 and mana regeneration by 2.5. Upon usage, it grants 18% movement speed for 4 seconds to allies and Invoker. It also slows for the same amount and duration of cast on enemies. 
  • Mind Breaker - Provides Voker with increased attack damage and attack speed while also causing him to attack to silence the enemy for 1.75 seconds. Has 12 seconds cooldown. 

 

3. Gpk Build

Gpk is a deadly force on Invoker. He is one of the rising stars in the European region. Gpk loves playing Invoker aggressively due to the fight and tank potential that the hero has to offer. He is also known to fare well in pretty much all matchups due to his survivability and spectacular spellcasting. He can also farm extremely fast and rotate to the other lanes when he gets his ultimate. It is difficult to stop an early game-farmed Invoker, he just snowballs and runs over his enemies effortlessly. Gpk optimizes a late-game build which allows him to stay relevant and demolish all his enemies with his spell combos. 

Gpk loves the Quas Wex build on Invoker, which assists him to deal heaps of AoE damage which helps him fight frequently. He often builds items that ensure he has enough mobility and sustains to withstand a teamfight early on. Hence, items such as Aghanim’s Shard, Blink Dagger, and Spirit Vessel are highly preferred by him due to their efficacy. As the game progresses, you can also opt for Aghanim’s Scepter which offers amplifies the magical damage that Invoker and fight potential, though it’s not seen in this game, it is a highly effective item in the extreme late stages of the game. This build is ideal if you want to be a dominating force right from the laning phase.

Use This Build If:

  • You want to have a high-impact Invoker gameplay right from the laning phase
  • You are facing heroes with low magic resistance
  • You want a late-game-oriented build that can obliterate even the worst enemies in the late game 
  • You want a self-sustainable build that makes you tanky, making it extremely valuable against damage-dealing heroes

Skill Points

Level 1: Wex: Grants Invoker +2 Agility per level. Each Wex instance provides increased attack speed and movement speed. Three Wex orbs can invoke EMP.

Level 2: Quas: Passively grants +2 Strength per level. Each Quas instance provides increased health regeneration. Three Quas orbs can invoke Cold Snap. 

Level 3: Wex

Level 4: Quas

Level 5: Quas

Level 6: Wex

Level 7: Wex

Level 8: Quas

Level 9: Wex

Level 10: Exort: Passively increases +2 Intelligence per level for Invoker. Each Exort instance provides increased attack damage. Three Exort orbs can invoke Sunstrike.

Level 11: Exort

Level 12: Quas

Level 13: Exort

Level 14: Exort

Level 15: Exort

Level 16: Exort

Level 17: Exort

Level 18: Wex

Invoker’s Spells

Cold Snap (Quas/Quas/Quas) - Invoker mini-stuns the targeted unit with each instance of damage. The damage depends upon the current level of Quas. It can be used to harass enemies with Urn in the early game. 

Ghost Walk (Quas/Quas/Wex) - Invoker turns invisible, while also slowing down enemies around him. Invoker gains increased movement speed under its duration if he has high levels in Wex.

Ice Wall (Quas/Quas/Exort) - Invoker creates an Ice wall that slows enemies that pass it. It also deals decent damage per second to the enemies in its vicinity. It is an ideal spell in the early game which stops slippery enemies from escaping.

EMP (Wex/Wex/Wex) - Invoker creates an EMP field that deals damage to enemies in the vicinity while also draining their mana. Invoker gains 50% of the mana drained. This spell is efficient against heroes with a high mana pool, essentially crippling their impact. 

Tornado (Wex/Wex/Quas) - Invoker unleashes a Tornado that interrupts enemies in a straight line, dealing damage and slowing them down by a significant number. This spell can be used to disrupt a fight or to escape a sticky situation. 

Alacrity (Wex/Wex/Exort) - Upon usage, Invoker gains increased attack speed and attack damage. It can also be used on allied units. Invoker can use this spell on his carry which can help them deal high damage in a teamfight. 

Sun Strike (Exort/Exort/Exort) - Invoker sends down a lethal ray that damages enemies after a small delay. It has a global range, meaning if used correctly, it can net you kills from anywhere on the map. 

Forge Spirit (Exort/Exort/Quas) - Summons two forged spirits which deal damage based upon the level of Exort. It is an ideal spell that helps you farm in the early game. If used properly, you can even use it to deny yourself against heroes like Doom or Venomancer. The spirits also reduce enemy armor, making it easy for your team to follow up and finish the job. 

Chaos Meteor (Exort/Exort/Wex) - Invoker pulls a flaming meteor that deals high damage based upon the level of Exort. Based upon the current Wex levels, the Meteor travels a higher distance, dealing more damage to enemies along its way. This along with Tornado is the most tried combo on Quas Wex Invoker. 

Deafening Blast (Quas/Wex/Exort) - Invoker unleashes a massive sonic wave that pushes enemy units backward, dealing damage to them while also disarming them based on the current Wex level. It can be used to disable hard-hitting carry heroes. 

Items to buy for this build (Early to Late Game)

  • Tango (90 Gold) - Provides health regen if used on a tree. It's the cheapest yet the most convenient way of healing up in the early stages of the game when you are playing in the side lanes. Regardless of the hero you play, Tangoes are a core item. 
  • Faerie Fire (70 Gold) - Instantly restores 85 health upon usage. It also passively grants 2 damage per instance. It is an effective item if you’re playing in the mid lane, or just want extra damage and sustain in the side lanes.
  • Mantle of Intelligence (140 Gold) - Grants +3 intelligence to Invoker. Though he does not lack in the mana department, the increased int and spell amplification can do wonders in certain scenarios in the early game.
  • Circlet (155 Gold) - Grants +2 of all attributes. It helps Invoker stay durable through the early game. 
  • 2x Iron Branch (50 Gold) - Grants +1 of all attributes per branch. It provides decent sustain in the early game. The branch can be also planted to block paths for enemies or to deceive them under the fog. 
  • Crown (450 Gold) - Purchased 1 minute into the game. Grants +4 all attributes. It can further be upgraded into Meteor Hammer. It grants decent stats to Invoker in the early game. 
  • Infused Raindrops (225 Gold) - Purchased at 3 minutes. Passively provides +0.8 Mana Regeneration while consuming a charge to block 120 incoming magic damage from instances over 75 damage. It comes with 6 charges, helping Invoker fare well against heroes with high magic damage output.
  • Meteor Hammer (2350 Gold) - Bought at 8 minutes. After channeling, Invoker summons a meteor which deals AoE damage and stuns upon impact. The damage is magical and lingers for a short duration, it also affects buildings. This build allows Invoker to push towers and lanes quickly.
  • Null Talisman (505 Gold) - Bought at 9 minutes. Provides increased mana and mana regeneration along with increased stats. The bonuses are doubled after 25 minutes. It is a staple item on Invoker, as it is built for the increased durability and farming potential that it offers in this matchup.
  • Magic Wand (450 Gold) - Purchased at 9 minutes. Gains a charge every time an enemy uses a spell in an AoE. It can store up to 20 charges, with each charge healing you up to 15 HP and mana. It is an ideal starting item as it allows Invokerto to sustain himself in the lane if he is facing spellcasting heroes.
  • Boots of Speed (500 Gold) - Purchased at 10 minutes. Provides +45 movement speed to Invoker. It is ideal for all heroes as you can purchase upgraded boots with it. 
  • Urn of Shadows (880 Gold) - Purchased at 12 minutes. Upon usage, it deals damage over time to the targeted enemy. You gain charges if you kill enemies or if they die in an AoE near you. If used on Invoker or allies, it will heal for the same duration. It is an excellent early-game item to deal damage while you follow it up with more damage from Voker’s toolkit.
  • Spirit Vessel (2980 Gold) - Purchased at 15 minutes. Urn of Shadows is upgraded into Spirit Vessel, allowing Invoker to use it on the targeted enemy, reducing their health regen, lifesteal, and heal by 45% and also dealing immense damage per second. It provides +40 Health regeneration if used on Invoker or allied heroes. You gain charges if you kill enemies or if they die in an AoE near you.
  • Boots of Travel (2500 Gold) - Purchased at 19 minutes. Allows you to teleport on allied creeps anywhere on the map. Purchasing this item grants Invoker extreme mobility, making him highly active and providing him with increased global potential. Invoker can push lanes and join his allies in a teamfight anytime he wants.
  • Blink Dagger (2250 Gold) - Purchased at 22 minutes. Blink Dagger is a core item on Invoker, as it allows him to initiate a teamfight, or chase enemies with it. It can also be upgraded into Arcane Blink. This allows him to the frontline and initiates a fight. 
  • Aghanim’s Shard (1400 Gold) - Purchased at 24 minutes. Upgrades Chaos Meteor by causing two extra Chaos Meteors to land alongside the primary cast at slight angles. It also reduces the spell’s cooldown by 15. 

Neutral Items

  • Grove Bow - Upon physical attacks by Invoker, it makes the targeted enemy take 15% amplified magical damage.

 

2. Topson Build

Topson regards Invoker as one of his favorites due to the damage he can dish out on him quite early on in the game. He is known for his unorthodox builds and playstyles. His sheer skill and game sense ensures he triumphs even with the strangest builds. Even when this hero was nerfed into oblivion, Topson made him look viable and very much relevant. His exceptional farming style and aggressive demeanor ensure there is no stone left unturned when it comes to winning the lane. Topson loves an aggressive Quas Wex build which he has been dominating games with for ages.

Topson rotates as early as he can with this build. He ensures that all his lanes are secured and no one is lagging in terms of levels or farm. He goes for items that help him disrupt the fight and save his allies if need be. Topson makes the game look like a cakewalk. He prioritizes farming and damage items, which allow him to beat multiple enemies down at once and carry the team quite effortlessly. Topson’s impeccable prowess and skill rank him at a high spot on this list.

Use This Build If:

  • You want an extremely reliable mid-build prioritized for the late game
  • You want to deal extreme magical damage as a mid-Invoker
  • You want to be involved in more skirmishes from the early game

Skill Points

Level 1: Quas: Passively grants +2 Strength per level. Each Quas instance provides increased health regeneration. Three Quas orbs can invoke Cold Snap. 

Level 2: Wex: Grants Invoker +2 Agility per level. Each Wex instance provides increased attack speed and movement speed. Three Wex orbs can invoke EMP. 

Level 3: Quas

Level 4: Wex

Level 5: Quas

Level 6: Wex

Level 7: Quas

Level 8: Wex

Level 9: Quas

Level 10: Wex

Level 11: Wex

Level 12: Exort: Passively increases +2 Intelligence per level for Invoker. Each Exort instance provides increased attack damage. Three Exort orbs can invoke Sunstrike.

Level 13: Wex

Level 14: Exort

Level 15: Exort

Level 16: Exort

Level 17: Exort

Level 18: Exort

Level 19: Exort

Level 20: +80% Chaos Meteor Damage

Level 21: 8s Cold Snap cooldown

Level 22: Quas

Level 23: Quas

Level 24: -6s Tornado cooldown

Level 25: 3x Quas/Wex/Exort passive effects

Invoker’s Spells

Cold Snap (Quas/Quas/Quas) - Invoker mini-stuns the targeted unit with each instance of damage. The damage depends upon the current level of Quas. It can be used to harass enemies with Urn in the early game. 

Ghost Walk (Quas/Quas/Wex) - Invoker turns invisible, while also slowing down enemies around him. Invoker gains increased movement speed under its duration if he has high levels in Wex.

Ice Wall (Quas/Quas/Exort) - Invoker creates an Ice wall that slows enemies that pass it. It also deals decent damage per second to the enemies in its vicinity. It is an ideal spell in the early game which stops slippery enemies from escaping.

EMP (Wex/Wex/Wex) - Invoker creates an EMP field that deals damage to enemies in the vicinity while also draining their mana. Invoker gains 50% of the mana drained. This spell is efficient against heroes with a high mana pool, essentially crippling their impact. 

Tornado (Wex/Wex/Quas) - Invoker unleashes a Tornado that interrupts enemies in a straight line, dealing damage and slowing them down by a significant number. This spell can be used to disrupt a fight or to escape a sticky situation. 

Alacrity (Wex/Wex/Exort) - Upon usage, Invoker gains increased attack speed and attack damage. It can also be used on allied units. Invoker can use this spell on his carry which can help them deal high damage in a teamfight. 

Sun Strike (Exort/Exort/Exort) - Invoker sends down a lethal ray that damages enemies after a small delay. It has a global range, meaning if used correctly, it can net you kills from anywhere on the map. 

Forge Spirit (Exort/Exort/Quas) - Summons two forged spirits which deal damage based upon the level of Exort. It is an ideal spell that helps you farm in the early game. If used properly, you can even use it to deny yourself against heroes like Doom or Venomancer. The spirits also reduce enemy armor, making it easy for your team to follow up and finish the job. 

Chaos Meteor (Exort/Exort/Wex) - Invoker pulls a flaming meteor that deals high damage based upon the level of Exort. Based upon the current Wex levels, the Meteor travels a higher distance, dealing more damage to enemies along its way. This along with Tornado is the most tried combo on Quas Wex Invoker. 

Deafening Blast (Quas/Wex/Exort) - Invoker unleashes a massive sonic wave that pushes enemy units backward, dealing damage to them while also disarming them based on the current Wex level. It can be used to disable hard-hitting carry heroes. 

Items to buy for this build (Early to Late Game)

  • Tango (90 Gold) - Provides health regen if used on a tree. It's the cheapest yet the most convenient way of healing up in the early stages of the game when you are playing in the side lanes. Regardless of the hero you play, Tangoes are a core item. 
  • Faerie Fire (70 Gold) - Instantly restores 85 health upon usage. It also passively grants 2 damage per instance. It is an effective item if you’re playing in the mid lane, or just want extra damage and sustain in the side lanes.
  • 4x Iron Branch (50 Gold) - Grants +1 of all attributes per branch. It provides decent sustain in the early game. The branch can be also planted to block paths for enemies or to deceive them under the fog. 
  • Observer Ward - Provides vision in a certain AoE. It must be planted in the mid-lane to alert the mid-laner about any incoming ganks or fights.
  • Ring of Health (825 Gold) - Bought at 2 minutes. It provides Invoker with a +6.5 health regeneration, allowing him to sustain well in the early game. It is further upgraded into Meteor Hammer.
  • Perseverance (1650 Gold) - Purcased at 4 minutes. Void Stone and Ring of Health are combined into Perseverance which grants Invoker +6.5 HP regen along with +2.25 Mana regen. 
  • Meteor Hammer (2350 Gold) - Bought at 5 minutes. After channeling, Invoker summons a meteor which deals AoE damage and stuns upon impact. The damage is magical and lingers for a short duration, it also affects buildings. This build allows Invoker to push towers and lanes quickly.
  • Magic Stick (200 Gold) - Purchased at 6 minutes. Gains a charge each time an enemy uses a spell around you. Each direction grants 15 HP and mana and can have up to 10 charges. It is a perfect item in the laning stage if you face heroes who cast spells frequently.
  • Boots of Speed (500 Gold) - Purchased at 7 minutes. Provides +45 movement speed to Invoker. It is ideal for all heroes as you can purchase upgraded boots with it. 
  • Wind Lace (250 Gold) - Purchased at 7 minutes. Provides +20 movement speed. It is a decent early-game item providing Invoker with the much-needed movement speed that he lacks early on
  • Magic Wand (450 Gold) - Purchased at 7 minutes. Gains a charge every time an enemy uses a spell in an AoE. It can store up to 20 charges, with each charge healing you up to 15 HP and mana. It is an ideal starting item as it allows Invoker to sustain himself in the lane if he is facing spellcasting heroes.
  • Witch Blade (2600 Gold) - Purchased at 12 minutes. Increases Invoker’s attack speed by 35, Intelligence by 12, Armor by 5, and projectile speed by 300. It is an essential item that can demolish the enemy if they have low HP or armor. It is not a usual item on Invoker but Topson makes it work as he is facing heroes which are squishy. 
  • Dragon Lance (1900 Gold) - Bought at 14 minutes. It increases the attack range for Invoker while increasing his stats, allowing him to deal more damage and increasing his survivability. 
  • Hurricane Pike (4450 Gold) - Purchased at 21 minutes. Dragon Lance can further be upgraded into Hurricane Pike, which allows Invoker to force himself and the targeted unit 450 units away from each other while allowing Invoker to freely attack them for 5 attacks from that distance if he has the vision. Hurricane Pike is a situational item for Invoker as it helps him escape a messy fight or start one.
  • Mage Slayer (2400 Gold) - Purchased at 25 minutes. Mage Slayer is an exceptional item if you are facing heroes that deal immense magical damage. Invoker’s physical attacks on such enemies reduce their magical damage output by 35% for 6 seconds. It is a staple item on the monarch due to his low magic resistance. It can further be upgraded into Bloodthorn.
  • Bloodthorn (6800 Gold) - Bought at 31 minutes. It silences the targeted enemy for 5 seconds, making them take 30% of the total damage dealt during the silence. The attacks will also have True Sight, and deal critical damage under its duration. Invoker prefers this item as it provides him with much-needed disables in the early game.

Neutral Items

  • Occult Bracelet - Each time Invoker is attacked, he gains 0.5 mana regen, for up to 5 stacks. Invoker has a serious mana problem in the early game, and hence this bracelet provides him with a massive mana bonus.
  • Pupil’s Gift - Increases Invoker’s non-primary attributes by +15. It provides increased agility and mana pool to him, increasing his potential to cast more spells and deal damage in a fight.
  • Enchanted Quiver - Provides true strike to Invoker, while also providing him with 225 magical damage upon his physical attack. Has a 4-second cooldown. It is an effective neutral item if you are facing heroes who have high evasion.

 

1. Miracle Build

Menacing Miracle’s high octane and intelligent gameplay have gained him fame and attention from all over the world. The early game build is the most prominent Invoker build played these days which Miracle loves to try out in his pub games. Miracle’s map awareness and mechanical skills on Invoker are truly breathtaking and something we all can learn from. He quite well knows everything the hero can do, this helps him induce fear in the mind of his enemies with his immense push and fight potential. The massive physical damage dished out with this build is unparalleled by any other hero in this meta.

The arcane wizard is played differently by Miracle as he opts to play the hero in an extremely fast-paced manner, often wishing to buy the spellcasting and mobility items as soon as he can to paralyze the early game of his enemies. He prefers ganking and helping his team in teamfights instead of farming away as he can just fight with Linken’s Sphere and Refresher Orb, ending the game as soon as he can. Miracle’s item choices and skill build allow him to go aggressive on his enemies as early as possible. This build is ideal if you are facing enemies with low magic resistance.

Use This Build If:

  • You want an extremely reliable mid-build prioritized for the late game
  • You want to deal extreme magical damage as a mid-Invoker
  • You want to be involved in more skirmishes from the early game

Skill Points

Level 1: Exort: Passively increases +2 Intelligence per level for Invoker. Each Exort instance provides increased attack damage. Three Exort orbs can invoke Sunstrike.

Level 2: Quas: Passively grants +2 Strength per level. Each Quas instance provides increased health regeneration. Three Quas orbs can invoke Cold Snap. 

Level 3: Exort

Level 4: Quas

Level 5: Exort

Level 6: Quas

Level 7: Exort

Level 8: Quas

Level 9: Wex: Grants Invoker +2 Agility per level. Each Wex instance provides increased attack speed and movement speed. Three Wex orbs can invoke EMP. 

Level 10: Exort

Level 11: Exort

Level 12: Wex

Level 13: Exort

Level 14: Wex

Level 15: Wex

Level 16: Wex

Level 17: +50 Forged Spirit attack speed

Level 18: Wex

Level 19: Wex

Level 20: +80% Chaos Meteor Damage

Level 21: Quas  

Level 22: Quas

Level 23: Quas

Level 24: -6s Tornado cooldown

Level 25: 3x Quas/Wex/Exort passive effects

Invoker’s Spells

Cold Snap (Quas/Quas/Quas) - Invoker mini-stuns the targeted unit with each instance of damage. The damage depends upon the current level of Quas. It can be used to harass enemies with Urn in the early game. 

Ghost Walk (Quas/Quas/Wex) - Invoker turns invisible, while also slowing down enemies around him. Invoker gains increased movement speed under its duration if he has high levels in Wex.

Ice Wall (Quas/Quas/Exort) - Invoker creates an Ice wall that slows enemies that pass it. It also deals decent damage per second to the enemies in its vicinity. It is an ideal spell in the early game which stops slippery enemies from escaping.

EMP (Wex/Wex/Wex) - Invoker creates an EMP field that deals damage to enemies in the vicinity while also draining their mana. Invoker gains 50% of the mana drained. This spell is efficient against heroes with a high mana pool, essentially crippling their impact. 

Tornado (Wex/Wex/Quas) - Invoker unleashes a Tornado that interrupts enemies in a straight line, dealing damage and slowing them down by a significant number. This spell can be used to disrupt a fight or to escape a sticky situation. 

Alacrity (Wex/Wex/Exort) - Upon usage, Invoker gains increased attack speed and attack damage. It can also be used on allied units. Invoker can use this spell on his carry which can help them deal high damage in a teamfight. 

Sun Strike (Exort/Exort/Exort) - Invoker sends down a lethal ray that damages enemies after a small delay. It has a global range, meaning if used correctly, it can net you kills from anywhere on the map. 

Forge Spirit (Exort/Exort/Quas) - Summons two forged spirits which deal damage based upon the level of Exort. It is an ideal spell that helps you farm in the early game. If used properly, you can even use it to deny yourself against heroes like Doom or Venomancer. The spirits also reduce enemy armor, making it easy for your team to follow up and finish the job. 

Chaos Meteor (Exort/Exort/Wex) - Invoker pulls a flaming meteor that deals high damage based upon the level of Exort. Based upon the current Wex levels, the Meteor travels a higher distance, dealing more damage to enemies along its way. This along with Tornado is the most tried combo on Quas Wex Invoker. 

Deafening Blast (Quas/Wex/Exort) - Invoker unleashes a massive sonic wave that pushes enemy units backward, dealing damage to them while also disarming them based on the current Wex level. It can be used to disable hard-hitting carry heroes. 

Items to buy for this build (Early to Late Game)

  • Faerie Fire (70 Gold) - Instantly restores 85 health upon usage. It also passively grants 2 damage per instance. It is an effective item if you’re playing in the mid lane, or just want extra damage and sustain in the side lanes.
  • Mantle of Intelligence (140 Gold) - Grants +3 intelligence to Invoker. Though he does not lack in the mana department, the increased int and spell amplification can do wonders in certain scenarios in the early game.
  • Circlet (155 Gold) - Grants +2 of all attributes. It helps Invoker stay durable through the early game. 
  • 2x Iron Branch (50 Gold) - Grants +1 of all attributes per branch. It provides decent sustain in the early game. The branch can be also planted to block paths for enemies or to deceive them under the fog. 
  • Null Talisman (505 Gold) - Bought at 0:15. Provides increased mana and mana regeneration along with increased stats. The bonuses are doubled after 25 minutes. It is a staple item on Invoker, as it is built for the increased durability and farming potential that it offers in this matchup.
  • Gloves of Haste (450 Gold) - Purchased at 1 minute. It provides Invoker with a +20 attack speed. It is further upgraded into Hand of Midas.
  • Hand of Midas (2200 Gold) - Bought at 5 minutes. Upon usage, it converts a creep/unit into 160 gold and grants 2.1x their normal experience, it also provides increased attack speed. It's an essential item if Invoker is facing some high-tempo heroes. He wants to match their pace, hence he opts for the Midas before even buying boots.
  • Boots of Speed (500 Gold) - Purchased at 6 minutes. Provides +45 movement speed to Invoker. It is ideal for all heroes as you can purchase upgraded boots with it. 
  • Boots of Travel (2500 Gold) - Purchased at 10 minutes. Allows you to teleport on allied creeps anywhere on the map. Purchasing this item grants Invoker extreme mobility, making him highly active and providing him with increased global potential. Invoker can push lanes and join his allies in a teamfight anytime he wants.
  • Wind Lace (250 Gold) - Purchased at 10 minutes. Provides +20 movement speed. It is a decent early-game item providing Invoker with the much-needed movement speed that he lacks early on
  • Aether Lens (2275 Gold) - Bought at 14 minutes. Aether Lens increases the cast range of all abilities and items by 225 and increases overall mana by 300. It is exceptional if Invoker wants to further upgrade it to Octarine Core. 
  • Octarine Core (5275 Gold) - Purchased at 18 minutes. Octarine Core provides increased cast range, increased stats along with a 25% cooldown reduction for both items and spells. Spellcasting heroes like Invoker benefit from the stats above as it enhances their gameplay and makes them deal higher damage in a fight while increasing their mana regen. It provides impressive stats, helping him stay durable in the late game.
  • Linken’s Sphere (4600 Gold) - Purchased at 26 minutes. Blocks one targeted spell every 14 seconds and also increases stats and mana regen. This build has enough offensive items, and having a balance of offensive and defensive items can be extremely useful in the late game, helping Invoker stay alive in the high-pressure teamfights.
  • Aghanim’s Shard (1400 Gold) - Purchased at 27 minutes. Upgrades Chaos Meteor by causing two extra Chaos Meteors to land alongside the primary cast at slight angles. It also reduces the spell’s cooldown by 15. 
  • Scythe of Vyse (5675 Gold) - Purchased at 32 minutes. Scythe offers immense disable potential as it turns the targeted enemy into a pig, making them unable to use any spells or items while also reducing their movement speed. This disabler item is of high value to Invoker as it allows him to dominate the late game by locking down his foes and decimating them with the follow-up from his team.
  • Blink Dagger (2250 Gold) - Purchased at 36 minutes. Blink Dagger is a core item on Invoker, as it allows him to initiate a teamfight, or chase enemies with it. It can also be upgraded into Overwhelming. This allows him to the frontline and initiates a fight. 
  • Refresher’s Orb (5000 Gold) - Purchased at 39 minutes. Refreshes the cooldown of all items and spells. It is an effective item on Invoker as it allows you to use crucial spells twice, along with items like Black King Bar or Blink Dagger. Octraine Core is also effective in reducing the cooldown of Refresher’s thus providing increased fight potential.
  • Overwhelming Blink (6800 Gold) - Purchased at 46 minutes. Increases Invoker’s strength and deals damage in an AoE that deals attack and movement speed slow to enemies, while also making them take 150% of his strength as damage. 

Neutral Items

  • Occult Bracelet - Each time Invoker is attacked, he gains 0.5 mana regen, for up to 5 stacks. Invoker has a serious mana problem in the early game, and hence this bracelet provides him with a massive mana bonus.
  • Bullwhip - Increases Invoker’s health regeneration by 3 and mana regeneration by 2.5. Upon usage, it grants 18% movement speed for 4 seconds to allies and Invoker. It also slows for the same amount and duration of cast on enemies.
  • Blast Rig - When Invoker gets attacked by an enemy within 400 AoE, it deals 250 damage in the same AoE, causing all the foes in the AoE to miss their attacks for two seconds. 
  • Timeless Relic - It provides Invoker with +20% Debuff duration while increasing his spell amplification by 15%. 

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After spending 11,352 hours, slaying Eldwurms and winning the mid lane, Sid is still awfully bad at Dota 2
Gamer Since: 2008
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