Why is invoker so good
The benefits to this are numerous, in particular how it offers greater scaling potential. It has led to some creative builds for heroes that have long been fairly monotonous. One example of this is Invoker. The level pathing and general playstyle for support Invoker is the same regardless of whether playing in a No.
This sees the hero focused on leveling Quas and Wex, either completely ignoring Exort or only getting one level. Tornado and Cold Snap are the go-to spells with a support Invoker, offering strong set-ups for ganks and dealing some damage. Finally, Ice Wall is another very good tool for locking down enemy heroes even with just one level in Exort. Though Invoker is historically a mid hero that likes to gobble up solo XP, support Invoker is best when rotating to set up kills.
This build is normally suited best against melee-heavy lineups, or lineups that have many heroes that need to be closer to their opponents. It can also be played as a more farming oriented build, with use of forge spirits and perhaps alacrity if you have one value point in Wex to push waves and gain farm, and relocating to different areas on the map with Boots of Travel.
This works quite well because Forge Spirits can kill one camp or give extra damage ,while Invoker pushes creep waves with Alacrity. However, Invoker can also kill solo heroes and assist in teamfights, especially if he gets Aghanim's Scepter within minutes of the game. However the main focus of Quas-Exort in a game usually is to get enough farm for quite a number of items by farming, getting solo kills and participating in teamfights , and also pushing around the map, relieving pressure from other teammates perhaps in teamfights.
You don't often see many pro players going for an early win with Quas-Exort Invoker if they wanted an early win, they usually would go for Quas-Wex for the added teamfight ability. A disadvantage of this build is that it requires Invoker to be very good at farming, overall map awareness, team fighting ability, and generally requires higher skill than Quas-Wex. It isn't a very good build either if the other team has a very early oriented lineup, however it doesn't mean it's a bad build early game as Invoker has Sunstrike to assist lanes and Forge Spirits and Cold Snap situationally Meteor and Deafening Blast to use in fights.
This build primarily focuses on bringing disables and crowd control to the table at the cost of striking power. Invokers using this build focus on casting EMP and Tornado in teamfights in order to disrupt the enemy and destroy their ability to cast spells, while using Cold Snap for single-target disable. It also specializes in ganking, allowing players to use Ghost Walk to roam and Cold Snap and Ice Wall for single-target disable. With a value point in Exort, Invoker can also utilize Alacrity to boost the attack speed of himself or an ally, and use Deafening Blast for additional disable.
This build is usually best combined with teammates who already have damage, but are lacking crowd control such as Zeus, Ursa, Leshrac, and many others. A disadvantage to this build is usually the lack of farm Invoker usually gets compared to Quas-Exort builds.
This build gives Invoker a combination of striking power and reach, but leaves him unable to disable opponents effectively and results in a comparatively frail caster due to lack of Quas. Invoker should generally focus on nuking targets or providing utility via Alacrity, which can greatly increase the right-clicking power of an ally or Invoker himself.
This ability build is most effective against heroes that are excellent at kiting their enemies, such as Drow Ranger and Sniper. Once you have it, start going around the map while in Ghost Walk make sure you have three Wex orbs active so you have high movement speed to set up ganks on unsuspecting heroes.
Sheepstick is great for added disable too. Because Invoker has to be the primary space creator, you either have to closely coordinate play calls with your team or call the shots yourself. Even during the laning phase, you should go for a gank if you see an angle for it. You have to be careful with making these decisions though, as it is really bad for a mid hero to waste his Town Portal Scroll in teleporting to a side lane where ther are no beneficial fights.
You have to be really aggressive in the midgame, especially if you are in the lead. Not only will you be applying pressure on the enemy carry, but you will also make a lot of space for your own carry.
Home Dota 2. By Kurt Lozano July 8, pm.
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