Dota 2/Invoker

Invoker is a ranged intelligence hero that has a very unique skill set. His can give himself constant buffs by controlling his 3 different elements, giving him health, damage, speed or a combination of any of them. His most notable feature is his Invoke, which will combine his elements to form up to 10 different abilities. He can use these abilities to buff, harass, disable, assassinate and escape. This means that Invoker can be a very versatile hero, but the amount of abilities he has means that a player must be able to know which ability to Invoke for the current situation, making him one of the hardest heroes to be played at his full potential.

Leveling System
Invoker has a unique leveling system different from other heroes. He cannot level up his attribute bonuses, instead he gains bonus stats by leveling up his 3 elements Quas, Wex and Exort, which can be leveled up to 7 times. His ultimate, Invoke, can also be leveled up 4 times instead of 3, at the levels 2, 7, 12 and 17.

Quas
Quas lets you manipulate ice, which gives you bonus health regeneration for every instance of it as well as passively giving you a permanent strength increase.
 * Ability: No Target
 * HP Regen Per Instance: 1 / 2 / 3 / 4 / 5 / 6 / 7
 * Bonus Strength: 2 / 4 / 6 / 8 / 10 / 12 / 14

Wex
Wex lets you manipulate lighting, giving you increased attack speed and movement speed for every instance as well as passively granting you bonus agility.
 * Ability: No Target
 * Attack Speed Per Instance: 2% / 4% / 6% / 8% / 10% / 12% / 14%
 * Move Speed Per Instance: 1% / 2% / 3% / 4% / 5% / 6% / 7%
 * Bonus Agility: 2 / 4 / 6 / 8 / 10 / 12 / 14

Exort
Exort lets you manipulate fire and makes your attacks do more damage for every instance as well as passively giving you bonus intelligence.
 * Ability: No Target
 * Damage Per Instance: 3 / 6 / 9 / 12 / 15 / 18 / 21
 * Bonus Intelligence: 2 / 4 / 6 / 8 / 10 / 12 / 14

Invoke
Invoke lets you combine the 3 elements you currently have to create a new ability. as there are 3 elements and you can have up to 3 instances of elements you can create a total of 10 different spells. These new abilities will be detailed below.
 * Ability: No Target
 * Max Spells: 2
 * Mana Cost: 20 / 40 / 60 / 80
 * Cooldown: 22 / 17 / 12 / 5
 * Scepter Mana Cost: 0
 * Scepter Cooldown: 16 / 8 / 4 / 2

Aghanim's Scepter can be bought by Invoker and will remove Invoke's mana cost as well as reduce its cooldown.

Cold Snap
Cold Snap is invoked with 3 Quas instances. It deals damage as well as briefly stuns the targeted unit, then causing any damage taken by the unit to stun it again. There is a very slight cooldown between the stuns and the debuff itself has a set duration, which is affected by the level of Quas you have. It is a very annoying harassment tool, and can be a deadly disable when ganking or chasing as any instances of damage will stun the enemy.
 * Ability: Target Unit
 * Affects: Enemy Heroes
 * Damage Type: Magical
 * Initial Damage: 60
 * Freeze Duration: 0.4
 * '''Bonus Damage: 30
 * Debuff Duration (Based on Quas): 3 / 3.5 / 4 / 4.5 / 5 / 5.5 / 6
 * Cooldown Between Stuns (Based on Quas): 0.7715 / 0.743 / 0.7145 / 0.686 / 0.6575 / 0.629 / 0.6005
 * Mana Cost: 100
 * Cooldown: 20

Ghost Walk
Ghost Walk is invoked by having 2 Quas instances and 1 Wex instance. It renders Invoker invisible as well as slowing nearby enemies based on his level of Quas, but also slows yourself based on the level of Wex. A good escape tool even though it does slow you down, though once your Wex gets above level 4 you will always be slowed less than your enemies, with the self-slow nonexistant at level 7. It can also be a funny way to slow your enemies by walking near them to hinder their escape, slowing them without them even realizing the cause.
 * Ability: No Target
 * Radius: 400
 * Duration: 100
 * Enemy Slow (Based on Quas): 20% / 25% / 30% / 35% / 40% / 45% / 50%
 * Self Slow (Based on Wex): 30% / 20% / 10% / 0% / -10% / -20% / -30%
 * Mana Cost: 200
 * Cooldown: 35

Tornado
Tornado is invoked with 2 Wex instances and 1 Quas instance. It creates a whirlwind that blows enemies into the air before tossing them back to the ground. The distance it travels is based on the level of Wex while the time enemies are suspended is based on your level of Quas. The levels of both elements also affects the bonus damage dealt by Tornado. A decent disable that goes quite far as well as leaving your enemies helpless. It sets up some of your other abilities perfectly, most commonly your EMP and Sun Strike.
 * Ability: Target Point
 * Damage Type: Magical
 * Radius: 200
 * Range (Based on Wex): 800 / 1200 / 1600 / 2000 / 2400 / 2800 / 3200
 * Stun Duration (Based on Quas): 0.8 / 1.1 / 1.4 / 1.7 / 2 / 2.3 / 2.5
 * Damage: 70 + 15 * (Level of Quas + 2 * Level of Wex)
 * Mana Cost: 150
 * Cooldown: 30

EMP
EMP is invoked by having 3 Wex instances. It creates a charge of electromagnetic energy which detonates after a short while, draining mana as well as dealing damage based on the amount of mana drained. Half of the mana drained is given to Invoker. The delay before detonation and the mana drained is based on the level of Wex. Mana burn is always helpful against casters, and you can usually see intelligence heroes scrambling away from the charge site when you use it. Since it is so feared, you aren't going to land it by throwing it out at the nearest player, especially with the delay before detonation. Try to use it after an ally stunned the enemy, or just set it up with your Tornado. Note that the damage dealt is pure damage, which will ignore armor and magic resistance.
 * Ability: Target Point
 * Damage Type: Pure
 * Radius: 675
 * Burn Damage: 50% of mana drained
 * Mana Burn (Based on Wex): 100 / 175 / 250 / 325 / 400 / 475 / 550
 * Delay (Based on Wex): 2.6
 * Mana Cost: 125
 * Cooldown: 30

Alacrity
Alacrity is invoked by having 2 instances of Wex and 1 instance of Exort. It grants the targeted unit increased attack speed based on the level of Wex as well as damage based on the level of Exort. A decent ability that can be placed on your team's carry to make him more powerful, or just to increase your own dps.
 * Ability: Target Unit
 * Affects: Allied Heroes
 * Duration: 9
 * Attack Speed (Based on Wex): 20% / 30% / 40% / 50% / 60% / 70% / 80%
 * Move Speed (Based on Exort): 20 / 30 / 40 / 50 / 60 / 70 / 80
 * Mana Cost: 45
 * Cooldown: 15

Chaos Meteor
Chaos Meteor is invoked by having 2 instances of Exort and 1 instance of Wex. It makes a flaming boulder fall from the sky, rolling forwards once it lands constantly dealing damage to anyone in its path. Enemies hit by it will also be set ablaze, taking additional burn damage. The damage dealt by the meteor itself and the burn damage is based on the level of Exort while the distance the meteor rolls is based on the level of Wex. It deals lots of damage over time in a huge area, though it does have a delay before it actually lands.
 * Ability: Target Point
 * Damage Type: Magical
 * Land Time: 1.3
 * Radius: 275
 * Damage Tick: 0.5
 * Damage Per Tick (Based on Exort): 57.5 / 75 / 92.5 / 110 / 127.5 / 145 / 162.5
 * Burn Damage (Based on Exort): 11.5 / 15 / 18.5 / 22 / 25.5 / 29 / 32.5
 * Range (Based on Wex): 465 / 615 / 780 / 930 / 1095 / 1245 / 1410
 * Burn Time: 3
 * Mana Cost: 200
 * Cooldown: 55

Sun Strike
Sun Strike is invoked by having 3 Exort instances. It cause a ray of fire shoot down from the sky, dealing pure damage based on the level of Exort, but will be spread evenly among multiple enemies caught in the blast. It actually has global range, meaning you can snipe out a wounded enemy that has already disappeared into the fog of war. It actually deals a lot of damage at higher levels, making it quite a respectably deadly ability.
 * Ability: Target Point
 * Damage: Pure
 * Radius: 175
 * Delay: 1.7
 * Damage (Based on Exort): 100 / 162.5 / 225 / 287.5 / 350 / 412.5 / 475
 * Mana Cost: 175
 * Cooldown: 30

Forge Spirits
Forge Spirits is invoked by having 2 instances of Exort and 1 instance of Quas. It creates a Forged Spirit whose damage, health and armor is determined by the level of Exort while its attack range, mana and duration is based on the level of Quas. If both Quas and Exort are higher than level 4, you will get two Forged Sprits.
 * Ability: No Target
 * Mana Cost: 75
 * Cooldown: 30

Ice Wall
Ice Wall is invoked with 2 instances of Quas and 1 instance of Exort. It creates a wall of ice in front of you that slows nearby enemies based on the level of Quas and deals damage over time based on the level of Exort. A good spell to slow down pushes, it can cover a pretty wide area.
 * Ability: No Target
 * Damage Type: Magical
 * Duration (Based on Quas): 3 / 4.5 / 6 / 7.5 / 9 / 10.5 / 12
 * Slow (Based on Quas): 20% / 40% / 60% / 80% / 100% / 120% / 140%
 * Damage Per Second (Based on Exort): 6 / 12 / 18 / 24 / 30 / 36 / 42
 * Mana Cost: 175
 * Cooldown: 25

Deafening Blast
Deafening Blast is invoked with 1 Quas instance, 1 Wex instance and 1 Exort instance. It sends out a wave of sound that knocks back enemies, stuns them based on the level of Quas, prevents them from attacking based on the level of Wex and deals damage based on the level of Exort. A very powerful ability, it can leave enemies defenseless for a short period of time as well as knock them back a short distance.
 * Ability: Target Point
 * Damage Type: Magical
 * Stun Duration (Based on Quas): 0.25 / 0.5 / 0.75 / 1 / 1.25 / 1.5 / 1.75
 * Disarm Duration (Based on Wex): 1 / 1.5 / 2 / 2.5 / 3 / 3.5 / 4
 * Damage (Based on Exort): 40 / 80 / 120 / 160 / 200 / 240 / 280
 * Mana Cost: 200
 * Cooldown: 40