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Tokemus' Extensive Guide to Heroes and Their Skill Synergies
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Tokemus' Extensive Guide to Heroes and Their Skill Synergies
Posted: Thu Jul 17, 2008 9:13 pmFor the mods, shorten the name if you want, can't think of anything smaller -_-
Okay, I am dwelling deep into my know-how of DotA to type this guide. It is to teach all of you the right way (actually more like my way) of using a certain hero. This will be one of the longest guides for I will be going through almost every hero in DotA I know how to use. A lot of things I see while playing DotA is players who use spells incorrectly and either end up dying, or missing a kill, or quite possibly killing your whole team. Of course, I am basing this on the final levels of their abilities. Now, the hard part. By the way, I'll be using the names most DotA players are familiar with.
Sentinel
Scourge
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Sentinel
Enigma
Morphling
Tiny
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Enigma
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Skills
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Malefice
: Deals 80 damage + stuns every 2 seconds for 6 seconds.
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Conversion
: Spawns 3 Dire Eidolons.
-
Midnight Pulse
: 6% max life lost per second.
- Black Hole : Sucks in any enemy unit within 400 range for 4 seconds. Deals 70 damage at range, 140 damage close up. 1 second casting time (really???).
Let us go through each spell individually before giving them the ole shake 'n' bake.
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How To Use Them
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Malefice
: Most commonly used to start a gank or stop a hero from escaping or using to escape. One way most people don't use it is to disable a strong hero so he doesn't wtf pwn your team.
Conversion : Used to deny early game, farm, and push.
Midnight Pulse : Not many people know how to use this without adding in his ultimate so I'll tell you. Place either on a tower or rax if an enemy melee hero is attacking it or a little farther to prevent a ranged hero from attacking it. The HP loss is pretty massive so they won't stand there for long. Same concept for allied heroes or yourself. Also destroys trees so it can be used to prevent heroes from using them + fog to escape. *Suggested by Folechno* you can use midnight pulse as a way to escape since you can destroy trees with it"
Black Hole : Early game used to help get a kill but late game mainly used to help out the entire team. If you feel like a single hero needs to be killed, by all means use it.
Hard part now -_-
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Skill Synergies
(That work)
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Malefice + Conversion
: Use Malefice, walk ahead of them, and proceed the whomping.
Malefice + Midnight Pulse : Most heroes will probably walk through MP before Malefice is over but still good.
Malefice + Black Hole : Mainly used to kill a lone hero with an ally . The stuns help set up Black Hole. However, a lot of times I see an Enigma almost get a kill and tries to use Black Hole to finish the job. WRONG! This works like 17% of the time. NEVER do this UNLESS you're with an ally. Seriously, missing a kill is better than not having your ultimate at a crucial time in a team battle.
Quantum Ruin : (I name the ultimate combination of their skill synergies ^_^" This one is a team battle synergy) Make sure you have a few of your spawns and all your spells are not on cooldown. Look for the enemy disabler and use Malefice. Place MP around their entire team or the spot you will use Black Hole. Activate Black Hole and watch as their entire team either dies or loses 60% or more of their HP. Use the Eidolons to attack either the disabler or the hero with the lowest armor. Kinda hard to choose in the midst of battle so just look for the INT character. Will probably instant kill those beefy tanks like Centaur due to their high HP.
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Morphling
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Skills
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Waveform
: Surges forward and deals 325 damage (I think it's pure). Quite possibly around 900 range. No idea.
-
Adaptive Strike
: Depends on the dominant attribute (AGI and STR). Deals 120 + 2.6x Agility (AGI) in damage or stuns the target 2.6 seconds and knocks back slightly (STR).
-
Morph
: Switches AGI for STR and vice versa.
- Replicate : Makes a copy of an enemy or allied hero. Lasts 60 seconds. 1500 cast range. Cannon be casted on self.
I for one love Morphling. He's so fun to use and can really manipulate a game.
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How To Use Them
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Waveform
: Better than Blink because you also damage them as you go past them. Used early game as a damaging nuke, to chase, to escape, and my favorite (yet widely hated) reason, to KS.
Adaptive Strike : Very good skill. Late game the AGI part deals a massive 600+. Most people don't know it has a mini-stun so you can use it to disrupt channeling spells. The STR part is real fun to use yet I haven't seen anybody use it correctly. The cast range is impressive but don't use it to push the hero closer to their destination -.- Will explain later.
Morph : Changes AGI to STR and vice versa. Pour into AGI for some 1337 damage (for you and AS) or into STR for some 1337 HP and regen (and the stun). Be careful though since it drains 10 mana per second.
Replicate : One of my favorite skills of all time. The image takes 100% damage (that means no extra damage as if it were a real hero) and deals the second highest image damage in the game at a whopping 50%. Sure you can't replicate yourself (unless you get a Manta or image rune) but if you replicate a tank then that's two of them the enemy team has to take down. However I use it for two main (and uber fun) reasons, to confuse and anger the enemy or confuse and kill the enemy then get flamed. The first one, I replicate and ally, place him somewhere safe, and go on a seemingly suicidal rampage to damage the enemy then hit 'R' to replace the image and escape
The second one, make a copy of a strong ally (I used Juggernaut once) send it toward a hero, and commence attacking. The enemy will think it's the real deal since it doesn't take extra damage and will waste a lot of spells on it. When it's about to die, replace it and finish the kill. The enemy won't know what hit him/her
You can also use it to replicate the hero with the highest kill streak and get the enemy to waste spells (hopefully ultimates) on it and then commence a massive push. I hate it when people only use it in the middle of a team clash
Players have no imagination
Also, if you're running away, replicate one of their heroes, send it way back, then replace it and continue slithering back home.
*Suggested by Folechno* "1 suggestion, you can use replicate to trick a hero into following you into an area where he will be trapped while you can use replicate to get out, usually this is done by using creeps to block a melee hero in and since you are ranged you will be able to attack"
Might I add, the Juggernaut image I used actually almost killed the somewhat fed Shadowfiend I used it to attack -_- Of course I wanted to scare him so I replaced it and killed him myself =]
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Skill Synergies
-
Waveform + Adaptive Strike (AGI)
: Really damaging nuke. Sometimes exceeds over 1k damage.
Waveform + Adaptive Strike (STR) : Fun move early game (you need some mana to perform though), it can only be done before your AGI dominates your STR. Waveform past a hero, then use AS to push it towards your tower. Really easy way to get a kill. Later you'll need Morph to get the stun. Again Waveform past them and push them towards your allies.
Morph + Adaptive Strike : Obvious and don't want to get into it.
Hit and Run : (single hero kill) Make image of weak hero, send it to scout their forest, if you see a hero, make sure you can kill it, replace your image, either stun the hero so it takes 2.6 seconds of pain or hit it hard with WF and AS and commence with the kill. To make sure you don't get ganked and killed, pour all your AGI into STR and try to run away. Or just don't use WF and save it for after the kill to escape.
Show Stopper : (team battle) Replicate a strong AGI hero either from your side or the enemy side (unless your team relies on a tank in which case replicate the tank), send it in first, after they waste a few spells on it, pour some AGI into your STR and stun the enemy disabler. Commence team attack. Waveform somewhere away from your team so you don't get caugh in AoE spells and kill whatever you can. Kinda risky too since you're away from your team but they should be spread out anyway. I chose AGI hero because their images tend to deal lots of damage as well.
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Tiny
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Skills
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Avalanche
: Tosses piles of rocks in an area dealing 300 damage and stunning for 2 seconds.
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Toss
: Tosses a unit dealing 300 in an area and the tossed unit takes 20% of that damage upon landing. 1100 range. Cannot toss Elder Dragon Form DK.
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Craggy Exterior
: A melee unit attacking Tiny has a 24% chance to get stunned for 2 seconds and is dealt 55 stun damage. Tiny will not take damage on the hit they are stunned.
- Grow : Increases Tiny's power and size. +120 bonus damage, +15 bonus speed, -50% attack speed. Passively increases Toss' damage.
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How To Use Them
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Avalanche
: Used one of three ways, to stun a target or multiple targets (for whatever reason it may be i.e. gank, disable, running away) and to farm. The AoE is kinda average so it might take some skill to use it correctly. Avalanche doesn't automatically stun for 2 seconds, the target is stunned repeatedly by each falling rock for the duration of the spell. So don't be surprised if someone is hit by the very edge of it and is only mini-stunned then walks off. A lot of times I'll see a player miss Avalanche because they either aimed where the hero was at, or the place they were aiming at was too predictable and the enemy just walked around it. A few aiming tips, if the enemy is running away, aim just a little bit ahead of them and slightly off to the side where it's possible he may run towards to and if the unit is running towards you, aim either on you or just in front of your hero depending on how fast they're moving (aiming farther ahead risks the enemy hero running right through Avalanche).
Toss : A very hard skill to use correctly. With this you can save an ally, completely remove an enemy hero from a battle, initiate a team battle by tossing in an initiator like Raigor (totem tauren hero guy thing), disable a hero (the one being tossed), deny an allied hero, and farm. First of all, you have to learn how it works. Okay, depending on the skill, the range of Toss can vary. I recommend waiting for the later levels if you plan to toss a unit a good distance away. When choosing a spot to toss, the middle of the AoE marks the spot and the unit closest to you will be tossed. So before you even use it, make sure there's something for you to toss. Oh and there absolutely positively has to be SOMETHING in the AoE or else you can't use it. If tossing towards a running hero, aim ahead and click when the edge of the AoE is hitting the hero. When saving (or denying) an ally, Toss your ally to the nearest allied creep/hero, or even a neutral creep. If your ally has low enough HP, he will die upon landing. The alternative is to run towards the chasing enemy hero and tossing him either away from your ally or just tossing on the spot. Probably the best way to use this skill is by using it to start a team battle. First off, you have to tell your ally you're tossing him, you can't expect him to know what to do when he's suddenly tossed. Secondly, make sure he has an AoE stun or disable. Now, get in a good spot, wait for the enemy team, use the Toss hotkey, make sure the AoE is where you want it to be and click. Then begin the fight. My favorite way of using Toss is to completely remove a hero from sight and possibly even out of the game. Tell an allied hero with some form of blink to "blink" to an area he can't get out of without a blink skill. Lure an enemy there and toss him towards your ally. Your ally blinks out and the hero is stuck there
If he's smart, he'll use -unstuck, if not, he'll try several things to try and get out. Either way, he's out for a long time =] Also, while they're in the air, you can still attack the hero. When running away from one or more heroes, toss the hero (usually the fastest one) towards the other enemy heroes or even towards an ally that can kill him. If you can think of any other way of using this skill, just post here =]
Craggy Exterior : Simple to use due to it's passive nature. This should make you unafraid to tank a bunch of melee heroes or a face scary permabasher. In fact, it should give you the upper hand.
Grow : Heh... heh heh... heh heh heh... heh heh heh ha ha ha ha ha ha...
HA
HAHA
HAHAHA
HAHAHAHA
The pyramid of laughter insues. Your ultimate synergizes VERY well with your hero. For one, it increases Toss' damage and your overall base attack. And the best reason why, it refreshes your skill cooldowns. Yes, you heard me, REFRESHES. Yet another reason to wait to level up this skill.
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Skill Synergies
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Avalanche + Toss
: Avalanche the appropriate unit then proceed with Toss. Deals heavy damage and makes the enemy hero a sitting duck. However, there's a more effective way of using this combo. Make sure the enemy hero is right next to you. Use Avalanche on YOU (yes that means the AoE has to be on you) and IMMEDIATELY Toss right afterwards. If done correctly, the enemy hero will get hit by Avalanche TWICE. Why? My theory is that when a unit is removed from Avalanche's damage point, upon returning to it, it will get hit again. Will most surely net you early game kills. Against several heroes, it will deal heavy damage to them and severely damage the tossed hero.
Avalanche + Craggy Exterior : Surprised this even has a combo? It does, but only against melee heroes. Avalanche starts one of many stuns that are going to be issued if the they normal attack you. Very annoying.
Avalanche + Grow : Eh, two ways, with your base damage higher, you can (hopefully) land a few blows while they're being stunned. But if Grow isn't leveled up, keep one point ready to level it up then once you use Avalanche, level up Grow and Avalanche them again >=]. More effective if you have Toss but if you haven't leveled it up and instead went for CE (for whatever reason), this is a viable move. Painful 4 second stun against an entire team.
Toss + Grow : Grow improves Toss' damage and while they're in the air you can hit them a few times. Same as above, wait to level Grow till you use Toss then level it and use Toss again. Also works better on a single unit than an entire team.
Avalanche + Toss + Grow : Same as above yet again. Except, level up Grow after you have used Avalanche and Toss. Works BEST when using the Avalanche bug thing (Tossing immediately after Avalanche).
Tiny's Hulk Imitation : (Team battle) TINY MAD! TINY SMASH! =P If you have an AoE stun initiator on your team, Toss him first then proceed with Avalanche. If not, just use Avalanche and if you're sure you'll come out alive, run in and Toss the nearest enemy towards your allies and run back. If successful, that's one less hero on their side =P If you want to completely and utterly take on their whole team (POSSIBLY even killing all of them), don't level up Grow AT ALL until this one decisive team battle -_- Not recommended but hey, 3 or more of their people will most likely leave upon seeing that xD After you're done using your skills, just attack what you can until your cooldowns finish. If their team is full of melee heroes, you sure as hell can just stand there and watch all of them get stunned =]
RAWR : (Single unit, preferably an important carry or tank) This time, you start by using Avalanche and Tossing the hero. If you haven't leveled Grow, now's the time because this will probably be one tough cookie and/or fruitcake (hard as a rock... lol) to take down.
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Scourge
Dazzle
Necrolyte
Invoker
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Dazzle
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Skills
-
Poison Touch
: A poisonous magic is placed on an enemy unit, the longer it takes to settle in the slower the unit becomes. Takes 3 seconds to settle in and deals 28 physical damage per second for 7 seconds.
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Weave
: Increases an allied unit's armor/Decreases an enemy unit's armor by 1 per pulse. 16 pulses.
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Shadow Wave
: Heals 4 targets for 140 damage. Will deal the same physical damage to enemy units caught in the waves. Can be casted on self.
- Shallow Grave : Targeted ally hero will revive in 20% of the time and will not lose gold when killed. Deals 450 physical damage to your killer. Lasts 300 seconds (I think) and you can target yourself.
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How To Use Them
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Poison Touch
: Used just like any other stun, click on the hero and initiate the gank. It's a very effective disable so it can an also be used to escape or to stun. Early game this deals more damage than you think to heroes with low armor. Use it and normal attack a few times then back off.
Weave : Simple to use. Use on one of your low armor tanks or an AGI hero (even more armor) or to make your enemies softer. Also makes your spells deal more damage. Sneaky move since the only way the enemy will realize it's on them is if they notice their armor going down.
Shadow Wave : Used to help push your creeps or to mass heal your team. If you see an enemy melee hero walk up to a bunch of your creeps, use heal on them and you will deal an instant 560 damage to the enemy.
Shallow Grave : Even simpler to use. Use it on any carry hero you don't want losing money. Or if you're greedy (like me), you'll use it only on yourself =P Of course, due to the cooldown, you can use it on 2 heroes at once. A very good counter to those very close matches between heroes where if the enemy is the victor, he will die due to the damage dealt from the ultimate. It makes that situation a win-win for your side, you get gold, the enemy loses gold, and your ally doesn't lose gold and revives faster.
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Skill Synergies
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Poison Touch + Weave
: Simple and effective. Use Weave and immediately use PT. As the poison starts settling in, Weave will get to work and start lowering their armor so the physical damage taken from the spell will increase. Also givs you three seconds to attack as their armor lowers.
Poison Touch + Shadow Wave : My personal favorite move of Dazzle. When you see a hero running from your mob of creeps, PT him. The creep will slowly catch up to the enemy and right before he stops, Shadow Wave your creeps and he'll get hit by the 560 damage (or less depending on amount of creeps). Very nice way to get early kills.
Weave + Shadow Wave : A little harder to pull off since the enemy might notice their armor going down. But wait till their armor is below 0 then with either your creeps or some allies surrounding him, Shadow Wave them and it'll hopefully deal more than 560 damage since it's physical damage being dealt. A good way to get creeps around him is to attack him around his creeps so his creeps are attracted to you and he retaliates by attacking you and your creeps will start to attack him.
Weave + Shallow Grave : If you or an ally have SG on them, and you know you can't save him, Weave who you think will get the kill so by the time he does kill him, hopefully he'll lose a massive amount of health allowing you or an ally to kill him.
Poison Touch + Weave + Shadow Wave : Same scenarios as the combos with SW. Except with the addition of PT, it'll be easier to get some units around the enemy. Deals massive damage if done correctly.
Shamanistic Decimation : (Team battle) Make sure you have Shallow Grave on your disabler and carry/tank. Two ways of starting the fight, Weave your carry hero (won't help against spells) or your tank if that's what your team relies on and vice versa. Use Poison Touch on whatever unit you think needs to be slowed + stunned. Keep an eye on your Weave cooldown since it'll wear off as soon as it cools down. The rest is just Shadow Waving whenever it's available and the same goes for Poison Touch. If your team manages to kill most of their team and you have the same amount of casualties on your side, as long as the units with Shallow Grave are still alive continue the fight! They might get scared to kill them with low HP since it'll result in their death giving your team a chance to finish them off. If you happen to be alive stay there so you can heal your team. A lot of times they will come at the rest of your team the moment they revive so just keep the disables up and they should die off quickly leaving their team exposed while yours comes back to help. But if your carry dies then retreat since your team might not be able to kill as efficiently without it. Disables decide a team battle so try not to die yourself.
Suicide Run : (Single unit) Weave + Shallow Grave a strong hero then follow him as he runs into 1-3 heroes (1 if it's a strong hero that can take on 2 heroes and not spell heroes since Weave doesn't help there) and just Poison Touch and Shadow Weave when possible. Hope the two of you win or if he or you die, hope SG finishes one or the last one off
Highly not recommended but you'll never know when it'll work =/ Just a possibility.Back to Top
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Necrolyte
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Skills
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Death Pulse
: Damages enemies by 275 and heals allies by 130 a ??? AoE around the hero.
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Sadist
: Recover 48 mana per unit killed.
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Diffusion Aura
: 36% damage reduction to all surrounding enemy units in a ??? AoE.
- Reaper's Scythe : Deals .9 damage (1.1/w Scepter) for every unit of health missing.
I don't know about you guys but this guy is a relatively easy hero to use. The only time you need good judgement is when using his ultimate.
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How To Use Them
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Death Pulse
: There is quite possibly no wrong way to use this. Noob friendly spell and very annoying for your enemies. Just spam on your allies that need heals or use on creep waves or even if you're jungling. In the midst of battle, just spam like crazy.
Sadist : There is only one way to use this and that's to kill a unit. Period. If you kill several units, that's a lot of mana gained back.
Diffusion Aura : Ummmmm, just stand around close enough to your enemies so their damage gets reduced. Lawl. Helps in creep pushes and ESPECIALLY against DPSers. Also a good counter to Vladmir's Offering.
Reaper's Scythe : There are several ways to use this awesome, awesome spell. Used to finish off a hero (when in the desired range of health), to help kill a hero (by lowering their health to a killable range), or to stun a hero and deal some damage while you're at it (if your allies need a stun and there isn't one available). The last one should only be used as a last resort against a fleeing hero or if you're trying to kill a certain hero and unless stunned, he'll just wind up killing you. For this, make sure they have at least lost 1/4 of their HP. And just for kicks, I will put the killing range of all levels of this spell.
Level 1: Low, red health. Not really needed if you're with an ally and they can finish the job. But if it's just you, then use it.
Level 2: Red-orange health. The only other spell that might deal this much damage would be Finger of Death/Laguna Blade, some of Kael's spells, a full Poof from Meepo, and some other spells I'm too lazy to name.
Level 3: Orange, yellow-ish health. Basically, the half-way mark on their health bars. Easiest way to take out a beefy tank. Just get their HP down to half and Scythe them. Done.
Level 4 (w/Scepter): Same as level 3 except they can be just a little above the half-way mark.
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Skill Synergies
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Death Pulse + Sadist
: If you see a weakened creep wave, use Death Pulse and if they all die, you get 48 mana per creep you killed. It takes at least 4 creep kills to gain back the mana you used for the spell. Luckily there's at least that many creeps per wave in the beginning stages of the game =P And again, just for kicks, I will put how many creeps you need to kill to gain back the mana used for Death Pulse (lvl 4).
Level 1: 15 creeps (180 mana)
Level 2: 8 creeps (192 mana)
Level 3: 5 creeps (180 mana)
Level 4: 4 creeps (192 mana)
I'll do the creep cost for Reaper's Scythe later ~_~
Death Pulse + Diffusion Aura : Makes a huge difference in a team battle. As the enemy deals less damage because of DA, DP will keep your allies nice and healthy while keeping your enemies nice and... dead. Well, half-dead.
Death Pulse + Reaper's Scythe : Depending on how much HP the enemy has from RS, DP will either finish him off or leave a huge gap between your health and his.
Death's Presence : (Team battle) Okay, you only have to keep track of 2 things, the cooldown on Death Pulse and a hero that needs to be killed fast which in turn you will use Reaper's Scythe to kill or severely weaken a hero. Your other two skills will already be working themselves. Necrolyte's role in a team battle is to put a gap between the HP and number of heroes on both sides. Diffusion Aura works so that your team has the upper hand attack wise and Death Pulse works to make sure there's a gap between the HP of both teams.
The Reaper's Disciple : (Single hero) Death Pulse and Diffusion Aura should be enough to scare most melee heroes with weak DPS. If not, then they should fear Reaper's Scythe. Seriously, all you have to do is weaken them to half health and BOOM (RS), dead. Pretty nifty eh?
There are no more skill synergies worth mentioning. Except Reaper's Scythe and Sadist but really, who kills a single unit with a spell that costs 500 mana just to gain 48 back?
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Invoker
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Skills
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Quas
: Gives 0.75 HP regen per level per instance (for every Quas orb surrounding you). Now for the list.
- Level 1: 1 orb= .75 | 2 orbs= 1.50| 3 orbs= 2.25
Level 2: 1 orb= 1.50| 2 orbs= 3 | 3 orbs= 4.50
Level 3: 1 orb= 2.25| 2 orbs= 4.50| 3 orbs= 6.75
Level 4: 1 orb= 3 | 2 orbs= 6 | 3 orbs= 9
Level 5: 1 orb= 3.75| 2 orbs= 7.50| 3 orbs= 11.25
Level 6: 1 orb= 4.50| 2 orbs= 9 | 3 orbs= 13.50
Level 7: 1 orb= 5.25| 2 orbs= 10.50| 3 orbs= 15.75
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Wex
: Gives 2% AS and 1% MS per level per instance.
- Level 1: 1 orb= 2% AS/1% MS| 2 orbs= 4% AS/2% MS| 3 orbs= 6% AS/3% MS
Level 2: 1 orb= 4% AS/2% MS| 2 orbs= 8% AS/4% MS| 3 orbs= 12% AS/6% MS
Level 3: 1 orb= 6% AS/3% MS| 2 orbs= 12% AS/6% MS| 3 orbs= 18% AS/9% MS
Level 4: 1 orb= 8% AS/4% MS| 2 orbs= 16% AS/8% MS| 3 orbs= 24% AS/12% MS
Level 5: 1 orb= 10% AS/5% MS| 2 orbs= 20% AS/10% MS| 3 orbs= 30% AS/15% MS
Level 6: 1 orb= 12% AS/6% MS| 2 orbs= 24% AS/12% MS| 3 orbs= 36% AS/18% MS
Level 7: 1 orb= 14% AS/7% MS| 2 orbs= 28% AS/14% MS| 3 orbs= 42% AS/21% MS
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Exort
: Gives 3 damage per level per instance.
- Level 1: 1 orb= +3| 2 orbs= +6| 3 orbs= +9
Level 2: 1 orb= +6| 2 orbs= +12| 3 orbs= +18
Level 3: 1 orb= +9| 2 orbs= +18| 3 orbs= +27
Level 4: 1 orb= +12| 2 orbs= +24| 3 orbs= +36
Level 5: 1 orb= +15| 2 orbs= +30| 3 orbs= +45
Level 6: 1 orb= +18| 2 orbs= +36| 3 orbs= +54
Level 7: 1 orb= +21| 2 orbs= +42| 3 orbs= +63
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Invoke
: Creates a spell determined by the combination of Quas, Wex, and Exort.
- Level 1: 1 invoke. 30 second cooldown.
Level 2: 2 invokes. 20 second cooldown.
Level 3: 2 invokes. 10 second cooldown.
Level 4: 2 invokes. 5 second cooldown.
Not entirely sure how these spells works but I'll give them a try. [Table only] Each letter corresponds with the effect on the right. And of course, each letter stands for either Quas, Wex, or Exort. Conveniently, the hotkeys are also these letters =D
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QQQ- Cold Snap
: Creates a buff on the targeted unit. Every point of damage they take briefly stuns them for 0.40 seconds and deals 30 damage. Triggers cooldown goes from 0.80 to 0.60 based on Quas. Lasts 6 seconds based on Quas.
- Level 1(Q): 0.80 trigger cooldown/Lasts 4 seconds
Level 2(Q): 0.80 trigger cooldown/Lasts 4 seconds
Level 3(Q): 0.80 trigger cooldown/Lasts 4.5 seconds
Level 4(Q): 0.80 trigger cooldown/Lasts 4.5 seconds
Level 5(Q): 0.70 trigger cooldown/Lasts 5 seconds
Level 6(Q): 0.70 trigger cooldown/Lasts 5 seconds
Level 7(Q): 0.60 trigger cooldown/Lasts 6 seconds
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QQE- Ice Wall
: Creates a wall of ice directly in FRONT of the Invoker. Amount slowed is based on Quas and deals 30 damage per second based on Exort. Lasts up to 10 seconds.
- Level 1(Q/Q/E): ??% slow/Lasts 4 seconds/4 DPS
Level 2(Q/Q/E): ??% slow/Lasts 4 seconds/10 DPS
Level 3(Q/Q/E): ??% slow/Lasts 6 seconds/14 DPS
Level 4(Q/Q/E): ??% slow/Lasts 6 seconds/20 DPS
Level 5(Q/Q/E): ??% slow/Lasts 8 seconds/24 DPS
Level 6(Q/Q/E): ??% slow/Lasts 8 seconds/28 DPS
Level 7(Q/Q/E): ??% slow/Lasts 10 seconds/30 DPS
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QQW- Ghost Walk
: Turns the Invoker invisible and slows nearby enemy units by 40% based on Quas and slows the invoker from 30% to 0% based on Wex. Lasts 120 seconds.
- Level 1(Q/W): 10% slow/30% slow on Invoker
Level 2(Q/W): 15% slow/25% slow on Invoker
Level 3(Q/W): 20% slow/20% slow on Invoker
Level 4(Q/W): 25% slow/15% slow on Invoker
Level 5(Q/W): 30% slow/10% slow on Invoker
Level 6(Q/W): 35% slow/5% slow on Invoker
Level 7(Q/W): 40% slow/0% slow on Invoker
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WWW- Alacrity
: Increases a target allied units attack speed by 160% based on Wex. Lasts 5 seconds.
- Level 1(W): 100% AS
Level 2(W): 110% AS
Level 3(W): 120% AS
Level 4(W): 130% AS
Level 5(W): 140% AS
Level 6(W): 150% AS
Level 7(W): 160% AS
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WWQ- Tornado
: Unleashes a fast moving tornado that holds units up in the air for 2.2 seconds based on Quas. Deals 375 damage upon landing based on Wex and Quas. Travels a distance of 3100 based on Wex.
- Level 1(W/W/Q): 840 distance/190 damage/0.50 seconds
Level 2(W/W/Q): 1120 distance/220 damage/0.75 seconds
Level 3(W/W/Q): 1680 distance/250 damage/1 second
Level 4(W/W/Q): 1960 distance/280 damage/1.5 seconds
Level 5(W/W/Q): 2380 distance/310 damage/1.75 seconds
Level 6(W/W/Q): 2660 distance/340 damage/2 seconds
Level 7(W/W/Q): 3100 distance/375 damage/2.2 seconds
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WWE- EMP
: Invoker builds up a charge of electromagnetic energy upon a location which automatically detonates between 2-4 seconds based on Wex. Deals up to 300 damage based on Exort and drains 400 mana based on Wex. 700 AoE.
- Level 1(W/W/E): 4 seconds/100 mana drained/120 damage
Level 2(W/W/E): 4 seconds/150 mana drained/150 damage
Level 3(W/W/E): 3 seconds/200 mana drained/180 damage
Level 4(W/W/E): 3 seconds/250 mana drained/210 damage
Level 5(W/W/E): 2.5 seconds/300 mana drained/240 damage
Level 6(W/W/E): 2.5 seconds/350 mana drained/270 damage
Level 7(W/W/E): 2 seconds/400 mana drained/300 damage
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EEE- Sun Strike
: Sends a ray of fiery energy at any targeted location after a 1.7 second delay. Deals 75-450 damage based on Exort which is spread over all units in a 200 AoE.
- Level 1(E): 75 damage
Level 2(E): 133 damage
Level 3(E): 200 damage
Level 4(E): 262 damage
Level 5(E): 325 damage
Level 6(E): 387 damage
Level 7(E): 450 damage
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EEQ- Forge Spirit
: Creates an elemental (2 after maxing out Quas and Exort). Attack damage, range, and life are based on Exort while mana, duration, and armor are based on Quas. Each hit melts a heroes' armor by 1 for a maximum of 10 for 5 seconds.
- Level 1(E/Q): 29 damage, 300 range, 300 HP/100 MP, 20 seconds, 1 armor
Level 2(E/Q):38 damage, 400 range, 400 HP/150 MP, 30 seconds, 2 armor
Level 3(E/Q): 47 damage, 500 range, 500 HP/200 MP, 40 seconds, 3 armor
Level 4(E/Q): 56 damage, 600 range, 600 HP/250 MP, 50 seconds, 4 armor
Level 5(E/Q): 65 damage, 700 range, 700 HP/300 MP, 60 seconds, 5 armor
Level 6(E/Q): 74 damage, 800 range, 800 HP/350 MP, 70 seconds, 6 armor
Level 7(E/Q): 83 damage, 900 range, 900 HP/400 MP, 80 seconds, 7 armor.
-
EEW- Meteor
: Summons a meteor onto the targeted location. Upon landing, the meteor deals up to 260 damage based on Exort and travels for up to 1550 range based on Wex. Deals minor residual damage to units that get hit. (Many thanks to moon_raven for doing the DPS ^_^)
- Level 1(E/W): 57 DPS/560 distance
Level 2(E/W): 91 DPS/840 distance
Level 3(E/W): 125 DPS/980 distance
Level 4(E/W): 159 DPS/1120 distance
Level 5(E/W): 193 DPS/1260 distance
Level 6(E/W): 227 DPS/1400 distance
Level 7(E/W): 260 DPS/1550 distance
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QWE- Deafening Blast
: Unleashes a mighty sonic wave in front of the Invoker that deals up to 280 damage to any unit hit by it based on Exort. Knocks units back for up 1.75 seconds based on Quas and prevents them from attacking for 1-4 seconds based on Wex.
- Level 1(Q/W/E): .25 seconds/1 second/40 damage
Level 2(Q/W/E): .50 seconds/1.5 seconds/80 damage
Level 3(Q/W/E): .75 seconds/2 seconds/120 damage
Level 4(Q/W/E): 1 second/2.5 seconds/160 damage
Level 5(Q/W/E): 1.25 seconds/3 seconds/200 damge
Level 6(Q/W/E): 1.50 seconds/3.5 seconds/240 damage
Level 7(Q/W/E): 1.75 seconds/4 seconds/280 damage
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How To Use Them
-
Quas/Wex/Exort
: 3 different skills but I'll treat them as one because you can basically combine them however you choose. For damage, click on Exort. For HP regen, click on Quas. For some MS and AS, click on Wex. They're not as effective if you only use 1 of each.
Invoke : Hoo boy, load of spells crammed into this one ultimate. Guess I should go down the list in the same order as above.
Cold Snap : Probably the easiest way to start a permabash besides hitting "R" on Troll. Early game, just wait till the hero is surrounded by a mob of creeps, use CS, then go for the kill. Or just use it on them as they are running away from the creeps. Any stray shot will stun him and the creeps will attack the hero. This spell also serves a greater purpose in a team battle. If your team has a lot AoE, doesn't have to be stunning AoE, the hero with the CS buff on him will continually be stunned for 6 seconds. Another way to do this is simply for your team to have a Radiance. Done deal. A very handy killing and disabling spell, just not a very good escaping one.
Ice Wall : Simplest way to use this... well, probably the only way to use this is to create a roadblock. Any hero that passes through it will be slowed by as much, if not more, than Warlock's channeling spell. Use it to block escape routes or to delay a push. I'm pretty sure this even works on magic immune heroes. Worked on Juggernaut. Eh, just be careful as it does NOT work on Banehallow.
Ghost Walk : A very handle chasing, escape, and initiating. Helps a lot if you're chasing a hero with an ally since the slow is pretty nice. It's like Drow's slow but you don't have to orb walk. Just walk with the hero. As for escaping, that's a no brainer. You're invisible, and for 2 minutes to boot. As for initiating, it gives you good placement for some of your spells.
Alacrity : Another way to permabash or help allies dish out more damage. Might even make non-DPS heroes DPS heroes XD It's scary scary buff on heroes with bash and crits. I very rarely use it on myself (Invoker) but it does come in handy on some occasions.
Tornado : Very much like Scepter of Divinity, except it deals damage... and affect more than one hero... and a farther range. Once again, a handy initiating skill. While they're in the air, you have time to place some of your other skills. As for escaping, quick fingers are needed. Just aim behind you and immediately after casting, run to where you were going. Also a very nice chasing skill. The tornado will move faster than the hero and always catch up to him.
EMP : This skill is basically an AoE version of Mana Burn. The delay kinda gives it away though... who isn't going to notice a huge glowing ball of energy? If placed ahead of the hero, he'll either try to run through it, or take a different route around it. Most likely run through it if they have enough HP, but at the risk of their mana. If they're STR heroes that rely on spells to escape or disable, then there's going to be problems for them. NEVER use on heroes with tons of mana. Most likely they won't even miss the mana or just regen it back. Best used to mana drain low MP heroes. Invoker has better skills to finish of a kill so don't use this for that reason except on rare occasions.
Sun Strike : Really, I have never seen this skill used offensively. Only for killing a hero who thinks he got away. This has absolutely no potential against a lot of units at once. Only a single hero. When combined with spells like Thunder God's Wrath or Haunt, it's easy to spot heroes with low HP so it comes in handy there.
Forge Spirit : Who knew, the Invoker has friends =D Sure they're angry little globs of molten lava, but they're still his friends. When Quas and Exort are maxed out, you get two of your buddies to join you =] Each of their attacks tears through the armor of a hero, thus making them more vulnerable. And when you have two units with chaos damage attacking them, that hurts, a lot. Plus, their armor goes down quicker. I'd say they would only be used to hero kill and to block a heroes' pathing. And probably as a lure.
Chaos Meteor : Invoker's most notorious spell. Deals massive damage, even early game. A quick cooldown makes it a great harrass tool, if it wasn't for the mana cost. The best way of using this skill is against a running hero. If the hero panics, he'll run with the meteor. If he's smart, he'll run in a different direction, but even then, he'll have to take a completely different route than the one he wanted to take. This still gives you a chance to kill that hero. If you don't want him taking a certain route at all, just aim the meteor that way.
Deafening Blast : Hmmm, quite possibly the greatest disable in the game. Well, the best non-channeling disable in the game. Okay, second best. But it does have a fast cooldown. The damage is neglectable but it's the pushback/stun and 4 seconds of the enemy not being able to attack that you want. Against a team of DPSers, this is their bane. I think they can still use spells, which is why it's not too good against spellcasters. Because of the cooldown, you can use it to pushback a hero into a confined space with good precision if you're chasing that hero. Also because of the pushback, a good escaping tool as well.
Not yet done with Invoker, as you can imagine, going through each of these spells takes a long time. Going through their synergies is going to take hours. So I will start again tomorrow and go piece by piece.... Peace!
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Last edited by Tokemus on Mon Aug 04, 2008 11:05 pm; edited 37 times in total
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nice to have you back toke
it looks like you understand the amount of work needed but still, this will take a long time
like you said, 1 down, 90 to go
keep it up, Darchrow is good
if you want help, I'm sure other DS members would lend a hand, I sure would
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Not technically back just killing time =P Thanks though
I will definately need help on the heroes I rarely use or don't know how to use so I'll be looking to some of them for help._________________
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Ahhh. .
yer back . .
for a while eh?
90 more to go . .
soo more trips to DS again . .
^^,)v
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nice work, most of my misc things came from boredom...
this is nasty because it reminds me how long the extensive hero counter guide will be.
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Can people send me any good .54 clockwerk replays.
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Heh, yeah, can't wait to do Dazzle, though =]
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I hate enigma... Failsauce
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dazzle is synergy sauce.
via items and skills.
and heroes.
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Can people send me any good .54 clockwerk replays.
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i like sauce.
Nice job
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Enigma is not failsauce -.- He's a good counter to Omni because MP goes through his Repel >_> So does his ultimate only it'll do no damage.
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Updated.
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Do u plan to do one a day? I want this to be stickied so I can look at it for guide-making purposes.
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I never knew what it meant for something to be stickied. One of the reasons I'm doing this is to help speed up some of the guides other people want to make. Also to expand our knowledge of DotA =P
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Great! Very nice work, especially good for new players, help them get some kills!
i think u r just around 2% done :/ looking forward to the rest
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If you can give it a searchable format like that of Ghost's 6.53 thread (or mine )
I'll put this in the Library. Deal or no deal? 
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