Invoker
Dota 2 ยท Heroes. Invoker has his own combo builder: a dynamic priority combo and up to six of your own sequences (with a Refresher in the middle), a builder panel on screen, spells invoked ahead out of a fight, a cooldown panel for all ten spells, a separate key for every spell and automatic Cataclysm on disabled enemies.
Also searched as: invoker, invo, kael, invoker combo, combo builder, builder panel, custom combos, spell sequence, tornado meteor blast, tornado emp meteor blast, refresher combo, prepare spells, pre-invoke, auto invoke, spell by key, invoker spell binds, sun strike key, cataclysm, auto cataclysm, sun strike, invoker spell cooldowns, cooldown panel
Where to find it in the menuโ
Heroes โ Invoker โ Combo โ Combo builder / Cooldown panel
Heroes โ Invoker โ Spell by key
Heroes โ Invoker โ Auto Cataclysm
All of Invoker's combo lives in the Combo builder card on the Combo tab: instead of the usual plan and the Alternative combo (Invoker has none) it holds the dynamic combo and your own ones. The combo items card and the Orbwalk tab are shared by all heroes โ see Hero page.
How to enableโ
- Menu (
Insert) โ Heroes โ Invoker โ turn on the header toggle of the page (off by default). The general requirements (main toggle, shared keys) are in Hero page and General settings. - Turn on the Humanizer: the combo, spell keys and Auto Cataclysm do not work without it.
- Combo โ Combo builder โ assign the Key (not set by default). If "Same keys for all heroes" is on in the general settings, the shared Combo key works instead.
- Pick the active combo: click the D tab (dynamic, the default) or the number of one of your own combos.
- Spell by key and Auto Cataclysm are off by default โ turn them on on their tabs.
What it doesโ
Combo builder: dynamic and your own combos
- The combo key runs the active combo โ the one whose tab is picked in the Combos row or on the builder panel.
- D โ Dynamic: the hero's usual priority plan. At every moment it casts the first spell in the list that may go. Default order: Tornado โ Sun Strike โ Cataclysm โ Chaos Meteor โ EMP โ Cold Snap โ Deafening Blast โ Forge Spirit โ Alacrity โ Ice Wall.
- 1โ6 โ your own combos: strict sequences. Each spell goes once, strictly in order: until the current step is done, the next one does not start. A spell is invoked ahead, before its turn comes. Combo #1 starts as Tornado โ EMP โ Chaos Meteor โ Deafening Blast; the rest are empty.
- In a strict combo, a spell on cooldown or out of mana is skipped for this run. A spell out of range or waiting for its moment (for example, the target landing from Tornado) holds the combo. A damage spell likely to miss right now waits while the other steps go.
- Release the combo key or change the target, and the combo starts over. With Dynamic after the combo on, your combo run to its end switches to the dynamic one.
- Besides spells, your own combos can take Eul's Scepter (Wind Waker on the same tile) and a Refresher: the steps before it, then Refresher Orb or Refresher Shard, then the steps after it. Each spell can stand once on each side of the Refresher. Sun Strike and Cataclysm are one spell with a shared cooldown and count as one.
- Cataclysm is cast when its strikes hit the target with enough chance: on a disabled target, or on a target coming back from Tornado or a cyclone โ timed to its return.
- Ghost Walk is not part of the combo โ it is only on the Spell by key tab.
How to build a combo
- In the menu: the Combos row in the Combo builder card โ tabs D and 1โ6 (a click makes the combo active), step tiles, a plus with the spells you can still add, a bin (clears the combo on the second click) and the Switch to this combo key of the open tab.
- On screen: the Builder panel does the same. Click a tab to make the combo active; drag a tile to reorder it; drag a tile off the panel or onto the bin to remove it; the plus adds a spell to the end. The button in the right corner of the panel header toggles Dynamic after the combo. The panel is dragged by its header; its size is in the gear of the Builder panel row.
- A new spell goes to the end of the part after the Refresher, or, if it is already there, to the end of the part before the Refresher. Removing the Refresher removes every step after it as well.
- An empty combo of your own offers three ready presets (a click fills the combo):
- Level 10+: Tornado โ Sun Strike โ Chaos Meteor โ Deafening Blast.
- Level 16+: Tornado โ EMP โ Sun Strike โ Chaos Meteor โ Deafening Blast โ Cold Snap.
- Level 20+ (Aghanim's Scepter and Refresher): Tornado โ EMP โ Cataclysm โ Chaos Meteor โ Deafening Blast โ Refresher โ Cold Snap โ Tornado โ Cataclysm โ Chaos Meteor โ Deafening Blast. A filled combo offers no presets โ clear it with the bin first.
- On the panel, the tiles of the active combo show the current and the next step; a spell on cooldown is darkened with the remaining seconds on top.
- Panel hints (your own combos only, up to four): "No such item" (the combo has Eul's or a Refresher you don't carry), "Not learnt: passed", "Nothing after the Refresher to renew" (no spell after the Refresher is one cast before it).
Spell preparation
- Out of a fight, the first two spells of the active combo are invoked ahead, and the orbs of the third are already held โ in the fight it needs only Invoke.
- Auto preparation does this once: after switching to one of your own combos and after each fight. The Prepare key readies the active combo on a press, the dynamic one included.
- Preparation does not repeat by itself: if you invoke other spells by hand afterwards, the script does not override them. It works while invisible too (orbs and Invoke don't break it).
Cooldown panel
- All ten Invoker spells in one row, invoked or not: Cold Snap, Ghost Walk, Ice Wall, EMP, Tornado, Alacrity, Sun Strike, Forge Spirit, Chaos Meteor, Deafening Blast. A spell on cooldown is darkened with its seconds on top.
- The panel is dragged with the mouse by any point; its position is saved in the config.
Spell by key
- The tab has a row of tiles โ one for each Invoker spell you have (Cataclysm only when you have it). A click on a tile assigns its key, a right click opens its settings.
- On a press the spell is invoked if it is not yet, and cast: at the enemy at the cursor โ the same way the combo casts it (with prediction and timed to the enemy's disable) โ otherwise at the point under the cursor. A spell cast at an enemy is only invoked when there is no enemy at the cursor. Cataclysm and self-cast spells go at once.
- A spell that the combo would hold back (out of range) is still cast on its key โ like your own cast.
- With Only invoke the key only invokes the spell, and you cast it yourself.
Auto Cataclysm
- Out of a combo, Invoker casts Cataclysm by himself as soon as its strikes would hit, with high chance, at least the set number of enemy heroes held in place (by anyone). If Cataclysm is not invoked, he invokes it first.
- Throw it into: in the catalogue you can pick what Cataclysm goes into โ Tornado, Black Hole, Chronosphere, Eul's and so on. Then an enemy counts only while the picked disable holds it, and each picked entry gets its own card: how many heroes it must hold and whether to renew with a Refresher. The list grows with what appears in the match. Nothing picked โ any disable counts, by the Enemies at least and Renew with a Refresher rows.
- Renew with a Refresher: after the cast, Refresher Orb or Refresher Shard renews Cataclysm for a second one, if the enemies are still held and the second cast would hit them.
- Does not trigger in Ghost Walk or while a combo is running.
Settingsโ
Combo โ Combo builder
| Setting | Type | Default | Range / options | What it does |
|---|---|---|---|---|
| Key | Key | Not set | โ | Runs the active combo. Hidden if the same keys for all heroes are on |
| Combos | Combo row | D | D, 1โ6 | The combos' tabs, their tiles, plus, bin, presets. A click on a tab makes the combo active |
| Active combo | Dropdown (in the Combos row) | Dynamic | Dynamic, Combo #1 โฆ Combo #6 | Which combo the key runs |
| Switch to this combo | Key (on each tab) | Not set | โ | Makes this combo active |
| Refresher | Toggle (on each of your combos) | Off | โ | Refresher Orb or Shard after the steps above; the steps after it go once it renews them |
| Number of combos | Slider | 6 | 1โ6 | How many of your own combos have tabs in the menu and on the panel. The rest are kept and come back if you raise the number |
| Dynamic after the combo | Toggle | On | โ | Your combo run to its end switches to the dynamic one |
| Builder panel | Toggle + gear | On | โ | The combo panel on screen |
| Size | Slider, % | 100 | 60โ150 | In the Builder panel settings gear. Position โ dragged with the mouse |
| Panel hints | Toggle | On | โ | Under your combo: what will go wrong (missing item, spell not learnt, Refresher renews nothing) |
| Auto preparation | Toggle | On | โ | Out of a fight, invoke the first two spells of the active combo ahead โ after switching to your own combo and after each fight |
| Prepare | Key | Not set | โ | Ready the active combo now |
Combo โ Cooldown panel
| Setting | Type | Default | Range / options | What it does |
|---|---|---|---|---|
| State | Header toggle | On | โ | Show the cooldown panel of all Invoker spells |
| Style | Dropdown | Minimal | Minimal, Card | Spells alone, or spells on a card like the builder panel's |
| Size | Slider, % | 100 | 60โ150 | Size of the spells, i.e. of the whole panel. Position โ dragged with the mouse |
| Rounding | Slider, % | 15 | 0โ50 | Corner rounding of the spells: 0% โ square, 50% โ circle |
| Font | Dropdown | Radiance | Radiance, Reaver, Roboto, Stratum2, Inter, Montserrat | Font of the seconds. Radiance and Reaver are the game's fonts, Roboto is the menu's |
Spell by key
| Setting | Type | Default | Range / options | What it does |
|---|---|---|---|---|
| State | Header toggle | Off | โ | Turn the spell keys on |
| Key | Key (per spell) | Not set | โ | Invoke the spell and cast it at the enemy at the cursor, otherwise at the cursor |
| Only invoke | Toggle (per spell) | Off | โ | The key only invokes the spell; you cast it yourself |
Auto Cataclysm
| Setting | Type | Default | Range / options | What it does |
|---|---|---|---|---|
| Auto Cataclysm | Toggle | Off | โ | Out of a combo, cast Cataclysm on disabled enemies |
| Throw it into | Catalogue picker | Nothing | Abilities and items that hold a unit in place | What to throw Cataclysm into. Each picked entry has its own terms card |
| Enemies at least | Slider | 2 | 1โ5 | How many held enemy heroes the strikes must hit. Only while nothing is picked in "Throw it into" |
| Renew with a Refresher | Toggle | On | โ | Renew Cataclysm for a second cast while the enemies are held. Only while nothing is picked in "Throw it into" |
| Enemy heroes held | Slider (in a picked entry's card) | 2 | 1โ5 | How many heroes it must hold for Cataclysm to go into it |
| Renew with a Refresher | Toggle (in a picked entry's card) | On | โ | Renew Cataclysm thrown into it for a second cast |
FAQโ
The combo casts the wrong spells / in the wrong order. The key runs the active combo. By default D (dynamic) is active, and it casts by priority whatever may go. For your own sequence pick tab 1โ6 or press its Switch to this combo key. If Dynamic after the combo is on, D becomes active again after your combo has run through.
My own combo stops on one spell. In a strict combo, a spell out of range or waiting for its moment holds the whole combo. A spell on cooldown or out of mana is skipped. Check the hints under the combo on the panel: "Not learnt: passed", "No such item", "Nothing after the Refresher to renew".
Spells get invoked by themselves out of a fight. That is Auto preparation: after switching to your own combo and after each fight, the script invokes the first two spells of the active combo. Turn it off if you prepare spells yourself; the Prepare key keeps working.
A spell key only invokes and doesn't cast. Only invoke is on, or the spell is cast at an enemy and there is no enemy at the cursor. Also check the header toggle of the Spell by key tab โ it is off by default.
Auto Cataclysm doesn't trigger. You need Cataclysm (Aghanim's Scepter) and Auto Cataclysm turned on. The strikes must hit, with high chance, at least Enemies at least heroes held in place. If something is picked in Throw it into, only enemies under the picked disables count. It does not trigger during a combo or in Ghost Walk.