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Invoker
Mid · 50.31% win rate · 17.87% pick rate

Invoker

Invoker is the Dota 2 intelligence hero who builds his own spellbook: he keeps three orbs up, combines them into ten possible spells, and can hold only two at a time. His 7.41f public win rate is 50.31% over 3,751,746 ranked games, and the pro sample sits at 51.71% over 1,052 league games — a 1.40-point gap, smaller than the roughly ±3.0 points of noise in that pro sample, so both samples are effectively even. Patch 7.41f gave him nothing: it raised Cold Snap's cooldown and cut the Ghost Walk Shard's damage to creeps.

Patch 7.41f · Invoker last changed 7.41f · page updated Oct 29, 2026
⚡ 30-second rundown

Playable, but only average right now—and best played mid. His spellbook can supply control, burst or global support; the cost is preparation. The two spell slots must be loaded before the fight, and support gives him less time and fewer resources to make that versatility matter.

This patch did not buff him; it only lightly nerfed Cold Snap and the Ghost Walk Shard. Level Exort first, Quas second and Wex later. Build Kaya into Meteor Hammer, then Boots of Travel and the Shard; the Scepter is the situational piece. Aghanim's Scepter is not automatic: buy it only when you already know which branch you will use.

Do not enter a fight trying to use all ten spells; decide which two the next fight needs. Sun Strike pierces debuff immunity, but its damage splits across every enemy in the radius, so aim at an isolated target rather than a creep wave.

Is Invoker still viable in Dota 2 7.41f?

Yes, and the honest number is "barely above even". This Invoker Dota 2 guide starts with the sample that actually exists: a 50.31% public win rate across 3,751,746 ranked games in 7.41f, with a 17.87% pick rate and an all-hero tier rank of 49 of 127 in Batru's public dataset. The pro sample gives 51.71% over 1,052 league games, which is roughly ±3.0 points of noise at that size. He is picked in 11.75% of pro drafts, banned in 17.34%, and appears in 29.10% of them counting both — a normal rotation hero, not a first-phase priority.

The shape of the public curve is the part worth knowing. OpenDota's seven-bracket public sample — a rolling seven-day window rather than a patch slice — runs from 49.85% in Herald to 51.59% in Divine, 1.74 points of total movement, and no bracket falls below 49.85%. Batru's four patch-tagged bands tell the same story: 50.10% in Herald and Guardian up to 51.58% in Divine and Immortal, where his tier rank improves from 49 to 35. He is a little better where the opposition is better, and the size of that "little" is the whole story.

The reason to play him is not a patch number; it is that the hero is two heroes. In public games that record a role, 69.8% of Invokers go mid and 27.8% play support, and those two groups earn 536 and 380 gold per minute — the mid earns about 40% more on the same kit. In pro, 94.0% of games are mid and the support branch effectively does not exist. So a 10-minute Kaya and a 10.8-minute Meteor Hammer describe one job, not the hero.

What follows from that is a rule for reading this page. Every item rate, skill order and talent rate below comes from pro mid games unless it says otherwise, and the public position and matchup numbers are labelled public. Where the two samples disagree — Shadow Fiend, most obviously — they are reported separately and not averaged, because a 58.06% matchup over 248,121 public games and a 41.56% matchup over 154 pro games are measuring two different jobs.

Herald
49.85%
Guardian
49.97%
Crusader
49.93%
Archon
50.13%
Legend
50.74%
Ancient
51.44%
Divine
51.59%
Line = 50% win rate
Pick your bracket — I'll tell you whether this hero is worth picking there.
My bracket:

Which position should you play Invoker in Dota 2?

Mid is the only position where he clears 50% in public games. dotacoach's role table covers 322,717 games — the slice of the 3,751,746-game public sample where a role is recorded, not the whole sample. In it, mid is 69.8% (about 225,000 games) at 51.6% and 536 GPM; offlane is 1.4% at 47.1%, carry 1.0% at 48.4%, support 17.7% at 48.2% and hard support 10.1% at 48.5%. Leaving mid costs between 3.1 and 4.5 points of win rate, and the two support roles also cost about 155 gold per minute.

Pro is more extreme: 94.0% of 1,052 games are mid. Those 989 games run 51.57% with 588 GPM, 275.9 last hits and an average finishing level of 21.1. Offlane is 4.4% (46 games) and safe lane 1.0% (11 games): the safe-lane bucket is under the 30-game floor, and neither role is a plan.

The support share is a real number, not a joke number. 89,742 public games are played as one of the two support roles, winning 48.2%–48.5%. That is a 3.4-point drop from mid and a 155-gold-per-minute gap, and it exists because the cheap half of the kit — orb passives, Alacrity on a carry, Cold Snap, Ice Wall, EMP — does something at low orb levels. The expensive half does not: Invoke's cooldown is set by orb levels, so a support Invoker is a slower Invoker.

Do not play him as a carry. 1.0% of public games, 48.4% win rate, 528 GPM. His damage is gated by orb levels and spell casts, not by attack speed, and a carry's job — hitting buildings — is the one thing his kit barely does. If you want a ranged intelligence core in the safe lane, this is not the hero.

Mid
51.6%
Carry
48.4%
Hard Support
48.5%
Support
48.2%
Offlane
47.1%
Line = 50% win rate

What changed in 7.41, and did 7.41f help him?

7.41f is two nerfs and no buff. Cold Snap's cooldown went from 18 to 19 seconds, and the Ghost Walk Shard stopped dealing its damage to non-hero units. That is the entire Invoker section of the patch, and it is why his last change is logged as 7.41f. The public win rate moved from 50.37% to 50.31% across the patch — 0.1 of a point in a 3,751,746-game sample, which is visible in the data and irrelevant in a game.

The break in his patch history is 7.41b, not 7.41f. 7.41b gave him an extra ability point at hero levels 6, 12 and 18 that can only go into an orb. On the public curve 7.41a sits at 46.53% and 7.41b at 51.74%; on the pro curve 42.62% to 47.79%. Two independent pipelines, the same 5.2-point step, in the same window — and neither source attributes the step to the patch, so neither does this page. It is a coincidence worth knowing, not a proven cause.

Only 97 pro games were played on 7.41f itself at the time of writing. That is a direction, not a rate: the pro patch-by-patch curve is read as a pointer only. Everywhere else on this page the floor is 30 pro games — under that, no pro number is quoted as a rate at all. The public curve has 3,751,746 games behind it and is the one quoted above.

7.41 rewrote what his gold buys, and that is the change that still shapes builds. The orb cap went from 7 to 8, so filling every orb now costs 24 points instead of 21. Aghanim's Scepter and Shard now arrive inert: you activate them, choose one of three upgrades, and the choice is permanent — selling and rebuying returns the same one. The Scepter raises exactly one chosen orb to level 9; the other two stay at 8. 7.41 also deleted the facet system across the roster, so he has no facet and his real fork is orb allocation.

What is Invoker's Dota 2 skill build?

Exort first, Quas second, and a single Wex point at the sixth or seventh slot. In the pro sample the first point is Exort 93.5% of the time, the second is Quas 93.9%, the third is Exort 83.4%, the fourth is Quas 78.0% and the fifth is Exort 82.2%. The single most common opening ten is E-Q-E-Q-E-Q-W-E-Q-E, at 301 of 1,043 games — 28.9% — and the second most common differs only by swapping the sixth and seventh slot.

Talk about points, not hero levels. Because of the 7.41b bonus point, a level-6 Invoker already holds two fresh points: the sixth and seventh slots both land at level 6, and the tenth point is taken at level 9. Only the first five slots map one-to-one onto levels 1–5. The one safe level anchor is the talent, because a talent cannot be taken early: pro takes the level-10 talent at hero level 11 and the level-15 talent at 17.

Exort is the line that gets finished, and Wex is the tax you pay late. In games where any orb reaches level 8, it is Exort 93.3% of the time. At hero level 17 the shape is Exort 8, Quas 4, Wex 5 — 17 orb points, which is seventeen levels plus the two bonus orb points from levels 6 and 12, minus the two points spent on talents — and by the eighteenth point, 82.0% have Exort at 8, 67.9% have Quas at 4 and 55.3% have Wex at 5. Exort is the one orb maxed there; Quas and Wex are not, and the remaining orb points go into them after level 17. Wex's first point usually goes in at slot 6 or 7, to build toward Tornado (Q-W-W) and Alacrity (W-W-E) — with a single Wex point neither is castable yet, and EMP needs three Wex. The seventh slot is the first slot where Wex is the most-picked orb at 40.0%, and by the eleventh slot it is the modal pick at 42.7% — a per-slot count, not a claim about which orb ends up highest.

There is a Quas–Wex build, and this is not it. The pro sample is a Quas–Exort sample: Wex can be the most-picked orb at a slot, but it is never the highest-level orb overall, and EMP is cast a median of 5 times a game, with 10.6% of games never casting it at all. If you are playing him as a support or a roamer, the QW route is the one that fits — but it is a public-game route with no pro item or skill data behind it, so do not read the order above into it.

Exort1
·
Quas2
·
Exort3
·
Quas4
·
Exort5
·
Quas6
·
Wex6
·
Exort7
·
Quas8
·
Exort9
·
Wex10
·
Talent11
·
Exort12
·
Wex12
·
Wex13
·
Exort14
·
Wex15
·
Exort16
·
Talent17
Two slots share level 6 and two share level 12 because 7.41b grants an extra point at hero levels 6, 12 and 18 that can only be spent on an orb — those levels carry two points. The strip stops at 17 because everything after it is finishing Quas and Wex and taking the last two talents: Exort is already at 8 by level 16, Quas sits at 4 and Wex at 5. This is the pro order after a mid lane; a support game reaches these levels far later.

What items should Invoker buy in Dota 2?

A practical Invoker Dota 2 build puts Kaya in your inventory inside the first ten minutes. 70.7% of pro games (744 of 1,052) complete Kaya first, at a median of 10.0 minutes, and the middle half of those purchases fits inside 8.7–11.2 — two and a half minutes of spread. Meteor Hammer follows at 10.8 (71.6%), Boots of Travel at 16.7 (78.8%) and Aghanim's Shard at 22.7 (63.2%). None of those four is a reaction to the game; they are the script.

Aghanim's Scepter is a priced choice, not a core item. 45.3% of pro games buy it, at a median 23.3 minutes, which means more than half of them never do. On activation you pick one of three upgrades and keep it: Ice Floe (Quas +1), the Tornado twisters (Wex +1) or Cataclysm (Exort +1). If you pick one of the first two, double-tapping Sun Strike does nothing special, because Cataclysm lives only on its own branch — and there is no 7.41f data on which branch wins more.

After the four-piece core, items are answers rather than steps. Octarine Core is 42.9% at 27.4 minutes, and it buys health, mana and 25% cooldown reduction — not spell lifesteal, which is Bloodstone's job now. Black King Bar is 36.2% at 25.8, Blink 22.3% at 26.0, Scythe of Vyse 19.1% at 36.8 and Refresher 10.6% at 44.0. Rod of Atos, 30.0% at 16.5 minutes, is the catch item, and it upgrades into Gleipnir — 17.9% of pro games finish it at a 29.3 minute median, 188 games in total. Older tables list Gleipnir under a different internal name and report zero games for it; the purchase log says otherwise.

Do not read the buy-versus-skip win rates as advice. Every late item in this sample correlates with winning because only a game that is already going well reaches 33 minutes with 5,000 gold spare; Linken's Sphere looks like 24.46 points of value purely because it is a 33.9-minute purchase. The two items that show no difference at all are the two tempo items: Kaya at 0.52 of a point and Meteor Hammer at 0.73. They are how the hero functions, not what wins the game. Two smaller traps: Power Treads is 7.3% and is mostly what a game that cannot reach Travels ends up buying, and Hand of Midas at 12.1% and 6.6 minutes marks a decision that the game will be long — not the reason it was lost.

If You are not the mid — your team already has a farming core and you are playing him as a support or a roamer
then Build Quas–Wex with one Exort point for Ice Wall (Q-Q-E): Wex first for Tornado and EMP, Quas for a Cold Snap that still functions at low levels, and treat Alacrity as a buff you put on your carry rather than on yourself
The public role data says 27.8% of Invoker games are support, at 48.2%–48.5%, and the cheap parts of the kit are exactly the ones that do not need gold: 75 mana for 9 seconds of up to 106 attack speed, with the damage bonus scaling with Exort, a 0.4 second freeze on a 19 second cooldown, and an EMP that burns mana whether or not you have items. What you give up is the mid script — and the pro numbers in this guide cannot follow you there, because the pro sample is 94.0% mid and has no support branch at all.

Default build:Opening: two circlets, two branches, a tango and a faerie fire — one documented opening, with a null talisman and magic wand start as the alternative TangoTangoFaerie FireFaerie FireCircletCirclet ×2Iron BranchIron Branch ×2→The ten-minute block: null talisman and magic wand first, then Kaya as the first real item Null TalismanNull TalismanMagic WandMagic WandKayaKaya→Second item at 10.8 minutes: Meteor Hammer, straight after Kaya Meteor HammerMeteor Hammer→Movement at 16.7 minutes: Travels in 78.8% of pro games, with plain boots often held back until an 8.2-minute median Boots of TravelBoots of Travel→Mid-game choice at 22.7–23.3 minutes: Shard first (63.2%), Scepter only on the games you will use its branch (45.3%) Aghanim's ShardAghanim's ShardAghanim's ScepterAghanim's Scepter→Cooldown and survivability: Octarine Core for the cooldown, Black King Bar against silence and magic burst Octarine CoreOctarine CoreBlack King BarBlack King Bar→Situational: Atos into Gleipnir for catch, Blink for initiation, Scythe for single-target lockdown (hex), Refresher for a second rotation Rod of AtosRod of AtosGleipnirGleipnirBlink DaggerBlink DaggerScythe of VyseScythe of VyseRefresher OrbRefresher Orb

Which talents should you take?

The level-10 row has a real answer: +50 Ice Wall damage per second. It is taken in 76.8% of pro games (799 of 1,040) and it is also the higher-win-rate side, 53.94% against 46.47% with a z-score of 2.03. That is the edge of significance, so read it as "the majority is not wrong here" rather than as a seven-point talent. It is the only tier where pick rate, win rate and every written guide agree.

The level-15 row has a majority but no measurable edge. −6 seconds of Cold Snap cooldown is taken 74.7% of the time (714 of 956). The alternative, +25 Alacrity attack speed and damage, shows no measurable difference at that sample size (|z| = 1.29). Take Cold Snap because a second Cold Snap in one fight is worth more than a bigger Alacrity, not because of a win-rate difference.

Level 20 and 25 are qualitative, and that is a data limit rather than a judgement. The replay's ability array caps at 25 entries while his full build needs 28, so the last two talents are routinely cut off: only 278 of 1,052 games record a level-20 choice, and just 2 record a level-25 one. Those 278 are a truncated survivor sample and 2 is nothing to measure, so the page quotes no pro rate at either tier; the level-25 call rests on public data, where Radial Deafening Blast is 86.0%. At level 20, +50% Forged Spirit armour reduction is the public outlier at 1.25% — the one talent both samples agree nobody takes.

Default to the orb point and take the talent late. Pro takes the level-10 talent at hero level 11 and the level-15 talent at 17 — one and two levels late — because an orb point is usually worth more than a talent at that moment.

10
+50 Ice Wall damage per second
Pro pick rate 76.8% and the higher win rate of the two sides (53.94%). The default: Ice Wall is already your cheapest way to make a fight happen where you want it.
−5 seconds of Tornado cooldown
Take it only if Tornado is your opener in every fight. 7.41a buffed this side from −4 to −5 seconds and 23.2% of pro games still take it, at a lower win rate.
15
−6 seconds of Cold Snap cooldown
Pro pick rate 74.7%. Take it for a second Cold Snap inside one fight, and hold it for the target your carry is hitting rather than for the first hero you see.
+25 Alacrity attack speed and damage
The alternative in 25.3% of pro games. It has no measurable win-rate edge in either direction, so take it if your game is about a single carry's DPS rather than your own spell cycle.
20
+2 Chaos Meteors
What pro players take. There is no usable rate: the replay array truncates this tier, so 278 of 1,052 games record a choice at all. Three meteors cover three separate spots in one fight, which is the reason players take it.
+50% Forged Spirit armour reduction
1.25% of public games and 1 recorded pro game. Treat it as unused rather than as a hidden option; if you are stacking Melting Strike on Roshan it is a plan, but it is not a talent anyone is testing.
25
2× Quas, Wex and Exort active bonuses
Doubles the active part of the orbs — regeneration per Quas instance, movement and attack speed per Wex, damage per Exort — and not their +1 attributes. No usable pro rate exists.
Radial Deafening Blast
86.0% of public games, the clearest public preference on the page. There is no pro rate to compare — the replay array truncates this tier — so follow the public default rather than waiting for pro confirmation.

How do you counter Invoker in Dota 2?

His worst public matchups are the ones that arrive without warning or refuse to die. Riki is 45.11% over 109,928 games, Phantom Lancer 46.02% over 238,534, Wraith King 46.11% over 225,013, Outworld Destroyer 46.74%, Lifestealer 46.91%, Bounty Hunter 47.05%, Juggernaut 47.07% and Meepo 47.09%. His best are Shadow Fiend at 58.06% over 248,121 games and Batrider at 56.22% over 19,680. The full spread is 12.95 points.

The pattern behind those numbers is readable. He loses to invisibility, gap closers, illusion spam and second lives — anything that either reaches him without crossing the ground he controls or makes him split his damage. He beats heroes that stand still and cast, because Sun Strike and Meteor are aimed at places, and a caster is a place. Note that even his best matchup is 58.06%: these are edges on a 50.31% hero, not free wins.

Shadow Fiend is the one matchup that reverses between samples. Public games say 58.06% over 248,121; the pro sample says 41.56% over 154 games, which is well below his 51.71% pro baseline and the one disagreement we can measure. The likely reason is composition rather than skill: pro Invokers are 94.0% mid and meet Shadow Fiend in the lane, while public games include the 27.8% support share, which never does. That is an explanation, not a measurement — so treat Shadow Fiend as a lane problem rather than a counter you can draft.

If you are the one countering him, three things work. Read his orbs: every orb instance is visible to both teams, so a Quas–Exort Invoker is announcing "farm and burst" and a Quas–Wex one is announcing "roam" — the counter to the first is to pressure the lane, and to the second is to carry detection. Second, he is fragile: 538 health at level 1 and no escape except Ghost Walk, which breaks the moment he casts or attacks and actually slows him at low Wex. Third, magic resistance and a smoke gank beat him earlier than a damage item does: his damage is almost all magical, so a cloak or an early BKB on your core blunts it, and his only defence is his spellbook. Black King Bar is a shield with a hole in it: it blocks seven of his ten spells — Cold Snap, Ghost Walk's enemy slow, Tornado, EMP, Chaos Meteor, Ice Wall and Deafening Blast — but not Sun Strike, which pierces debuff immunity, and not Alacrity on an ally or the Forge Spirit summon.

Lowest win rates against these heroes

RikiRiki45.11% · n=109,928
Phantom LancerPhantom Lancer46.02% · n=238,534
Wraith KingWraith King46.11% · n=225,013
Outworld DestroyerOutworld Destroyer46.74% · n=224,377
LifestealerLifestealer46.91% · n=292,152
Bounty HunterBounty Hunter47.05% · n=143,123
JuggernautJuggernaut47.07% · n=342,657
MeepoMeepo47.09% · n=41,603

Highest win rates against these heroes

Shadow FiendShadow Fiend58.06% · n=248,121
BatriderBatrider56.22% · n=19,680
Shadow DemonShadow Demon56.02% · n=38,063
TimbersawTimbersaw55.76% · n=85,346
Nature's ProphetNature's Prophet55.73% · n=177,232
TerrorbladeTerrorblade55.6% · n=100,767
Monkey KingMonkey King55.49% · n=96,412
Treant ProtectorTreant Protector55.24% · n=52,382

7.41f public ranked matches from Batru, 3,751,746 games in total. Each number is Invoker's win rate with that hero on the enemy team, and the game count sits on the row. This is public data only. This note quotes no pro matchup rates because the per-opponent confidence intervals are ±12–19 percentage points; the one pro matchup the page quotes is Shadow Fiend at 41.56% over 154 games, and it points the other way — see the paragraph above. Treant Protector is a good public matchup (55.24%) and an unquotable pro one, which is exactly the kind of number this note refuses to turn into a rule. These are draft-level numbers that include each opponent's overall strength, not the result of a duel.

How should you play the lane?

Open with Exort, Quas, Exort, Quas, Exort and keep the wave where you can last-hit from. The first five points are the most standardised part of the hero: 93.5%, 93.9%, 83.4%, 78.0% and 82.2%. Each Exort instance adds 2 damage per orb level, so three of them at orb level 3 is 18 damage before you buy anything — that is how a 41–47 base damage hero last-hits against a real mid.

Cold Snap is a trade-winner, not an opener. It costs 100 mana, has a 19 second cooldown, freezes for 0.4 seconds and triggers on any damage instance of 10 or more after reductions. That threshold is why it does nothing against tiny chip damage and everything against a committed dive: cast it when the enemy has already walked past the creeps, and let your own attacks supply the damage instances.

Sun Strike is your first map tool, not your first kill tool. At Exort 1 it deals 175 pure damage in a 175 radius after a 1.7 second delay, for 175 mana and a 23 second cooldown, and it grants 4 seconds of vision where it lands. Use it to check the rune, to scout an enemy's starting items, or to finish a ranged creep — not on a hero standing in his own wave, where the damage splits.

Your orbs are a public read on what you are doing. Orb instances are visible to both teams, so the shape you keep tells the enemy mid whether to expect a gank. A Quas–Exort Invoker with three Exort orbs is a farmer; a Quas–Wex Invoker is looking to leave the lane. That cuts both ways: read the enemy Invoker's orbs the same way, and if you see Wex go up, expect a rotation before the rune.

How should you play teamfights?

The limit late is the two slots, not the cooldown. Pro Invokers cast Invoke a median of 259.5 times a game, but the spells that actually land do so 5 to 32 times each: Forge Spirit 32, Alacrity 22, Cold Snap and Sun Strike and Ice Wall 17, Tornado 14, Meteor 13, Ghost Walk 11, Deafening Blast 8, EMP 5. Invoke's cooldown falls as the orbs level, so by the time you are fighting for objectives the binding constraint is what you loaded before the fight started.

Load for the fight you expect, not the fight you want. One slot should be the spell your team's initiation needs — Sun Strike behind a stun, or a Meteor on the choke — and the other should be the answer to being jumped: Cold Snap, Ice Wall or Ghost Walk. Two openers is the most common mistake: you cast once, the fight moves, and the second spell is already in the wrong place.

Tornado's main job is to buy time for EMP, and its dispel is a second job. A cycloned unit is invulnerable and takes Tornado's damage on landing, after 1.2–2.8 seconds in the air. EMP resolves after a 2.9 second delay, which is why that pair works: the delay outlasts the airtime. A Meteor dropped on the same spot lands its damage in a 275 radius at the landing point 1.3 seconds after cast, so it hits whatever is standing on that ground, not the unit still in the air. Leading with Tornado on a healthy carry can also save them from your own follow-up, and its basic dispel on contact strips rune buffs and most buffs, which is worth a cast even when no EMP follows.

Sun Strike is an area spell that happens to be pure. 175/225/275/325/375/425/475/525/575 damage is split among everything hostile inside 175 radius, illusions and non-hero units included, so it is a pickoff tool on a lone hero, not a wave-clear: dropped on a wave, most of the damage is spread across non-hero units. It is also the only one of his ten spells that pierces debuff immunity: a Black King Bar blocks seven of them — Cold Snap, Ghost Walk's enemy slow, Tornado, EMP, Chaos Meteor, Ice Wall and Deafening Blast — but Sun Strike is the exception — it pierces debuff immunity and deals pure damage, so magic resistance does not apply; Alacrity on an ally and the Forge Spirit are not enemy-targeted at all, so there is nothing there for BKB to block. Against this hero, BKB is a shield with a hole in it.

What don't the ability descriptions tell you?

Invoke
Invoke is innate, free, and has no cast point.
Early in the game Invoke has a real cooldown, and it shrinks as the total of the three orb levels rises; by the late game it is close to nothing, which is why pro Invokers cast it a median of 259.5 times a game. What the 2 slots limit is not how often you can Invoke but which spells you are holding when the fight starts: the third Invoke pushes the oldest spell out. It costs no mana, takes no skill point, can be cast while channelling without breaking invisibility, and rearranging the two you already hold is not a cast at all — no mana, no cooldown, no risk. There is never a reason to fight with the slots in the wrong order.
Sun Strike
Sun Strike is pure damage split across its radius, and the only spell of his that pierces debuff immunity.
175/225/275/325/375/425/475/525/575 damage is divided among everything hostile inside 175 radius after a 1.7 second delay, and illusions and creeps count. It also reveals 400 radius for 4 seconds where it lands, which is often worth the 175 mana on its own.
Aghanim's Scepter
Aghanim's Scepter is a permanent one-of-three choice, and it raises only the orb you picked to level 9.
It arrives inert: activate it, choose, and keep the choice — selling and rebuying returns the same branch. Ice Floe (Quas +1) turns Ice Wall into a vector cast that roots an enemy only after it has stayed inside the floe for more than 2.5 seconds — not automatically 2.5 seconds after the wall forms; anyone who walks out is never rooted. The root then holds for 2.5 seconds and deals 325 magic damage. Take it when the fight is about holding ground and you want the root to line up Meteor or Sun Strike. Twisters (Wex +1) leave damage zones along Tornado's path — take it when you open with Tornado into a chokepoint and want the ground to stay hostile after the cyclone ends. Cataclysm (Exort +1) makes a double-tapped Sun Strike put two visible strikes on every enemy hero at 75% damage, on its own 90 second cooldown, and those strikes land at random within 90–180 distance, so a moving hero can walk out — take it when you have global pickoff and a team that can follow up. Only your chosen orb reaches 9; the other two stay at 8, and the branches you did not pick do not exist.
Aghanim's Shard
The Shard is a permanent one-of-three choice too — Ghost Walk, EMP or Sun Strike — and it adds no orb.
Activate it, pick one branch, keep it. Ghost Walk applies Ice Wall's damage to enemies within 450 radius — take it when you already use Ghost Walk to open or escape and want it to hurt; since 7.41f that damage hits only heroes, not creeps. EMP adds a 125 unit-per-second pull toward the centre and improves its damage per point of mana burned — the exact value is pending client verification — and picking it gives up the other two Shard branches; take it against mana-dependent heroes when your team can chain it after Tornado. Sun Strike drops a Forge Spirit of the current level on the hero it hits — take it when you are landing Sun Strike for pickoffs and want a body to push or scout with. One branch per game, same as the Scepter, and unlike the Scepter the Shard raises no orb.
Tornado
A cycloned unit is invulnerable, so Tornado's main job is to set up EMP — and the dispel is a second job.
Tornado deals its damage on landing and holds the target for 1.2–2.8 seconds, which is why EMP's 2.9 second delay lands after it and a Meteor's 1.3 seconds lands into nothing. Tornado also applies a basic dispel on contact, so it strips rune buffs and a long list of spells — that is a use of its own, separate from setup.
Ghost Walk
Ghost Walk slows Invoker until Wex is levelled.
Self movement speed is negative at 1–4 Wex (20% down at 1), which is the range a Quas–Exort build sits in for most of the game. Any spell other than Invoke breaks the invisibility, and so does attacking or using an item; the slow does nothing to spell-immune targets; and enemies carrying the aura get a particle effect that tells them where you are.
Octarine Core
Octarine Core is a cooldown item; Bloodstone is the spell-lifesteal item.
Since 7.41 Octarine gives health, mana, mana regeneration and 25% cooldown reduction, with no spell lifesteal attached. If you want spell lifesteal on Invoker, Bloodstone is the item that grants it. Buying Octarine to heal off Sun Strike is buying the wrong item for the wrong reason.

Which mistakes should you avoid?

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Buying Aghanim's Scepter and expecting Cataclysm. The Scepter gives you one upgrade, chosen when you activate it and locked in forever. Cataclysm is one of three options; on the Ice Floe or twister branches, double-tapping Sun Strike does nothing special at all. 45.3% of pro games buy the item, and not all of them buy that branch.
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Treating three orbs as three levels of spell power. The foundational rule is to keep three orbs up, because the ten recipes are combinations: three Exort is Sun Strike, three Quas is Cold Snap, three Wex is EMP, Deafening Blast is one of each orb (Q+W+E), and the other six mixed spells take two of one orb and one of another — Ghost Walk (Q-Q-W), Ice Wall (Q-Q-E), Tornado (Q-W-W), Alacrity (W-W-E), Chaos Meteor (W-E-E) and Forge Spirit (E-E-Q). Those orbs also stack a passive — health regeneration, movement and attack speed, or attack damage — up to 3 instances, and the fourth cast pushes the oldest out. What the stack does not do is multiply a spell's numbers: damage and duration scale with the level of the orbs in the recipe, which is why orb order is worth more than orb count. Keeping three orbs up is the default; keeping the right three up is the skill.
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Tornado into Meteor or EMP on the same target. A cycloned unit is invulnerable. The Meteor resolves in 1.3 seconds into a target that cannot be hit; EMP's 2.9 second delay is the only reason that pair works at all. Time EMP to the landing, and never drop Meteor on a body that is still in the air.
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Assuming Sun Strike is a single-target nuke. The damage is split among everything hostile in 175 radius, so on a wave, or on a hero standing in one, most of it goes into creeps and illusions. Aim at the space a hero is walking into, not at the hero standing in his own creeps.
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Copying a pre-7.41 Scepter timing or win rate. 7.41 changed how the item is bought and what it does, so any 7.40-era "Scepter at 15 minutes" number describes a different item with different effects. The pooled 7.41a–f pro medians are 23.3 minutes at a 45.3% purchase rate for the Scepter, and 22.7 minutes at 63.2% for the Shard.
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Waiting out Invoke's cooldown before you can fight. The cooldown shrinks as the three orbs gain levels, and rearranging the two spells you already hold costs nothing. Late in the game the thing that loses fights is walking in with the wrong two spells loaded, not the cooldown.
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Blaming a loss on Hand of Midas or Witch Blade. Midas buyers are 12.1% of pro games at a 6.6 minute median, and that timing is a statement that the game will be long or that the lane went badly — the win-rate difference is a description of those games, not a cause. Witch Blade is 3.9% over 41 games, just over the 30-game floor, which is not a sample anyone should draw a rule from.

Are any off-meta builds worth considering?

Support Invoker is not a meme; it is 27.8% of his public games. 89,742 games across the two support roles, at 48.2% and 48.5%, with 380 gold per minute against the mid's 536. That is a 155-gold-per-minute gap on the same kit, and the win-rate cost is only about 3.4 points — which is why it keeps appearing in ranked games even though nobody drafts it in a tournament.

It functions because the cheap half of the kit does not need gold. Orb passives give strength, agility and intelligence per level with no items at all; Alacrity costs 75 mana and gives 9 seconds of up to 106 attack speed to any friendly unit, with the damage bonus scaling with Exort, so it belongs on your carry; Cold Snap, Ice Wall and EMP all do something at low orb levels; and Forge Spirit scouts, stacks and blocks camps for 75 mana.

It is worse because the expensive half is gated by levels, not gold. Invoke's cooldown is set by the sum of the three orb levels, and a support spends the first twenty minutes several levels behind the mid, so his orb sum is lower and Invoke comes up slower for the whole game. No Aghanim's means no Cataclysm and no Ice Floe; no Travels means the map is smaller; and with 2 slots and a slow Invoke, the utility you bought is less usable than it looks on paper.

There is no support item or skill build in this data, and the page should say so. The pro sample is 94.0% mid, so every item rate, skill order and talent rate above comes from mid games and none of it is evidence about the support role. Treat support Invoker as a public-only option with a 48.2% win rate: real, measurable and second-best. A physical Exort–Wex build with Alacrity, Forge Spirit and right clicks shows up in written guides and has no pro sample at all — treat that one as an experiment, not a route.

You are mid, the lane is even, and it is eight minutes.
The cost: The pro script is Kaya at 10.0, Meteor Hammer at 10.8 and Travels at 16.7, and each of them appears in 70.7%–78.8% of games — yet Kaya and Hammer move the win rate by less than a point each, so the script is about function, not about winning the draft.
How to check it yourself: If Kaya is going to be late, keep the order and drop the Scepter, not the Shard: the Shard arrives at 22.7 and stays useful all game. What you should not do is skip Travels to gamble on a 23.3-minute Scepter.
The enemy has Riki, Phantom Lancer or Wraith King and your team has no reliable detection or front line.
The cost: Those are his three worst public matchups — 45.11% over 109,928 games, 46.02% over 238,534 and 46.11% over 225,013 — and the pro sample cannot confirm or deny any of them, because Riki and Wraith King each appear in fewer than 30 pro games, and Phantom Lancer appears in only 33.
How to check it yourself: Do not pick him into that draft expecting Sun Strike to fix it. If you are already in, buy the Shard earlier, stay behind the creep wave and play around vision instead of taking the duel.
You watched a Cataclysm clip and want to rush the Scepter.
The cost: The Scepter is a 45.3% item at a 23.3 minute median, so more than half of pro Invokers never buy it, and there is no 7.41f data on which of the three branches wins more. A big Cataclysm is a clip, not a win rate.
How to check it yourself: Buy it only when you can name the fight it wins: Cataclysm for pickoffs, Ice Floe for holding ground, twisters for area denial. If you cannot name that fight, the Shard is the better 1,400 gold.
The game is dragging and you are farming toward level 25.
The cost: 26% of his public games run past 47 minutes and his win rate there is 50.3% — 2.3 points better than his games under 34 minutes, ranked 44 of 127. The duration curve is essentially flat, so he is not a late-game win button.
How to check it yourself: Spend the clock on objectives instead of on a level: Bounty Rune, Wisdom Rune, Lotus, Tormentor and Roshan timings, which DOTA Timer calls with voice reminders. Your power spike is the 10.0–16.7 minute item block, not the fortieth minute.
Ready to queue?

Build: Exort first, Quas second, one Wex point around the sixth slot, the level-10 talent at hero level 11 and the level-15 talent at 17. Item timing: Kaya at a median of 10.0 minutes, Meteor Hammer by 10.8, Travels by 16.7 — if all three are late, buy the Shard, not the Scepter. Aghanim's rule: the Scepter and the Shard are each one permanent pick of three, so choose the spell you will actually cast; Cataclysm exists only if you chose it. Sun Strike splits 175 radius of pure damage across everything hostile and is the only spell of yours that pierces debuff immunity, so aim it where the creep wave is not; DOTA Timer calls Bounty Rune, Wisdom Rune, Lotus, Tormentor and Roshan for you.

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Updated Oct 29, 2026 · Patch 7.41f · Invoker last changed 7.41f