Invoker is a ranged character. His primary attribute is intelligence. The hero is mainly taken as a midlaner. Most effective in the mid and late game.
With the Invoke ability the hero can combine the Wex, Quas, and Exort spheres allowing Invoker to perform many functions: to buff himself or his ally with the Alacrity ability or to summon Forge Spirits, which make it easier to last hit creeps and weaken the enemy defense during the laning phase. The E.M.P. ability is especially useful in the early game, as it allows the hero to burn mana of several enemies at once. Tornado allows the character to start initiation as well as debuff or hold opponents. Ice Wall can slow enemies within the area of effect. Chaos Meteor deals a lot of damage and can affect a large number of opponents. After buying Aghanim's Shard, it will be more difficult for an enemy to dodge this spell. Even if the enemy managed to get away from Invoker's team, he should be wary of the Sun Strike spell, which can even be cast on the opponent's fountain, and with the upgrade from Aghanim's Scepter, the character will be able to carry out team fights even more efficiently, especially if his team has an ally with a mass stun. The Deafening Blast ability is also very useful as it temporarily disables enemy cores relying on their attack damage. Invoker is able to avoid an attack or find an opponent with the help of the Ghost Walk ability, which also makes it much safer for him to move around the map.
In his youth, Invoker could command no fewer than ten spells. One of them was so powerful that traces of its use are still visible. Invoker’s mind somehow still has space to contain an immense sense of his own worth...as well as the Invocations with which he amuses himself through the long slow twilight of the world's dying days.