Ranged – Carry – Nuker – Initiator – Escape
The magic is in its very early, I can even say, the most powerful form, has always been primarily an art of memory. It did not require a technician, sticks or other accessories, except the mind of the magician. All that he needed – mnemonic tools to help conjure recall in full detail the psychological formula that will reveal the magic power. The greatest magicians of those days were blessed with an excellent memory, and spells themselves were so complex and cumbersome that magicians were forced to specialize in something. However, even the great magicians could only hope that they will remember it for my whole life three or four spells, no more. Ordinary magicians knew only two spells, so it’s not such a strange phenomenon, when the village sorcerer knew only one spell, and that required a Herculean effort, heaps of tips and instructions, working as a cure for forgetfulness, in those rare cases where this is the spell was asked to demonstrate. But among all these wizards was only one, but brilliant and owns a huge memory exception, and his name – Invoker. Already in his youth, adult precocious magician managed to get hand on the use of not four, not five, or even seven, and at least a dozen spells that He created almost instantly! Even more, he already knew, but just felt useless. One of his spells – Sempiternal Cantrap – it was such a huge power that the traces of its use in the early days of the creation of the world are still visible (or simply split into atoms). Most near-immortals live quietly, hiding from the world his secret, but Invoker – not the one who keeps his gift in the pantry. He – the ancient knowing much more than others, whose mind still has space for discussion about the meaning of existence … as for witchcraft, he entertains himself by watching the last days of this world.
INDICATORS
attribute Value
The strength of the 19 + 1.70
Agility 20 + 1.90
Intelligence 22 + 2.50
Damage 13 – 19
protection 1.8
Movement speed of 280
Level 1 15 25
Health 511 963 1,666
Mana 286 741 1,326
Damage 35-41 70-76 115-121
Protection 2 June 11
Range coverage (day / night) 1800/800
Attack Range 600
Attack Speed 900
ABILITY
Quas
Allows you to control the element of ice and gives a permanent bonus to strength. Each active sphere Quas increases the speed of recovery of health.
CAPACITY: Non-directional
HEALTH REGEN for spheres: 1/2/3/4/5/6/7
ADVANCED. POWER: 2/4/6/8/10/12/14
Wex
Allows you to control the element of lightning and provides a permanent bonus to Agility. Each active sphere Wex increases attack speed and movement.
CAPACITY: Non-directional
Bonus to attack speed for spheres: 2/4/6/8/10/12/14
Bonus to run speed for spheres: 1% / 2% / 3% / 4% / 5% / 6% / 7%
ADVANCED. Agility: 2/4/6/8/10/12/14
Exort
Allows you to manage the elements of fire and gives a permanent bonus to intelligence. Each active sphere Exort additionally increases the damage of your attacks.
CAPACITY: Non-directional
Done in scope: 3/6/9/12/15/18/21
ADVANCED. INTELLIGENCE: 2/4/6/8/10/12/14
Invoke
Combines elements of the elements, creating a new spell at the discretion of the Invoker. Press the help button to see a list of available combinations. Improves with Aghanim’s Scepter.
Mana cost: 20/40/60 / 80Kuldaun: 22/17/12/5
CAPACITY: Non-directional
MAX. Spells: 2/2/2/2
Cooldown scepter 16/8/4/2
Mana cost scepter: 0
So begins a new era of knowledge.
Cold Snap
Invoker draws the heat from an enemy at a time, depending on level Quas. The enemy will take damage and will momentarily frozen. Subsequent damage taken in this state, again freeze the enemy and cause him additional damage. Maximum switching frequency depends on the level of freezing Quas.
Mana cost: 100Kuldaun: 20
ABILITY: Direction on units
Operations against enemy BEINGS
Damage: MAGIC
DURATION OF FREEZING: 0.4
Sadrona endless shiver.
Ghost Walk
Invoker combines elements of ice and lightning, becoming invisible. Incompatible elements elements creates a magical field, slowing enemies depending on the level Quas, however, and he slows Invoker, but depending on the level of Wex.
Mana cost: 200Kuldaun: 35
CAPACITY: Non-directional
DURATION: 100
DISTANCE: 400
Intimidating obstacle Miralty.
Tornado
Creates a fast moving tornado that spins all enemies in its path, forcing them to hover in the air, waiting for a painful fall. The range of the tornadoes depends on Wex. Duration is based on the level of twist Quas. Falling damage depends on the level of Wex.
Mana cost: 150Kuldaun: 30
ABILITY: direction to the point
Damage: MAGIC
DISTANCE: 200
Base damage: 70
Tornarusa grip.
EMP
Invoker creates a concentrated bundle of energy who later% delay% second explodes, burning mana all enemies caught in scope. Each unit scorched mana Inflicts and restores mana 0.5 Invoker. Number of mana burned based on the level of Wex.
Mana cost: 125Kuldaun: 30
ABILITY: direction to the point
DAMAGE: NET
DISTANCE: 675
Damage: 50%
Malicious distortion Endoleona.
Alacrity
Invoker is a burst of energy from an ally, increasing his attack speed depending on the level of Wex and increasing damage to each attack, depending on the level Exort.
Mana cost: 45Kuldaun: 15
ABILITY: Direction on units
Applicable to the Union BEINGS
Duration: 9
Order rapid struggle Gaster.
Chaos Meteor
Invoker falls from the sky flaming meteorite. After landing, the meteor rolls forward, dealing damage based on the level Exort, at a distance, depending on the level of Wex. All enemies that fall under the meteorite, just beginning to take periodic fire damage based on the level Exort.
Mana cost: 200Kuldaun: 55
ABILITY: direction to the point
Damage: MAGIC
TIME TO LANDING: 1.3
DISTANCE: 275
The time between 0.5 Damage Done
TIME OF BURN: 3
Fiery hand of Taraka.
Sun Strike
Sends a catastrophic ray of fierce energy of the sun to a given point, burning all enemies under him, as soon as it reaches the Earth. The damage depends on the level Exort and distributed evenly over all enemies within the area of action.
Mana cost: 175Kuldaun: 30
ABILITY: direction to the point
DAMAGE: NET
DELAY: 1.7
DISTANCE: 175
Spell cremation Harlech.
Forge Spirit
Invoker encourages the spirit – the embodiment of strength of ice and fire. Damage, health and armor spirit depend on the level Exort, and attack range, mana, and the duration of its life are based on the level of Quas. Attack spirit reduce armor enemy heroes. If the levels Quas and Exort equal to or greater than 4, the Invoker will create two spirits instead of one.
Mana cost: 75Kuldaun: 30
CAPACITY: Non-directional
The most sophisticated creation of Calvin.
Ice Wall
Creates a wall of ice in front of Invoker, the existence of which is based on the level of Quas. All enemies, touching the wall, greatly slow down depending on the level Quas, as well as receive damage based on the level Exort.
Mana cost: 175Kuldaun: 25
CAPACITY: Non-directional
Damage: MAGIC
DURATION. Delay: 2
Destroying the wall Koriksa.
Deafening Blast
Invoker admits to a powerful sound wave, causing all enemies in the way of damage based on the level Exort. This wave is so strong that it pushes the enemy troops on the distance based on the level of Quas, and disarms them on time, depending on the level of Wex.
Mana cost: 200Kuldaun: 40
ABILITY: direction to the point
Damage: MAGIC
RANGE: 1000
Balafonta blinding flash.
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