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|(Innate): Each time Invoker casts Invoke he restores 20/25/30/35 mana over 5 seconds. Invoker cannot level up his abilities, he can level his elements instead which in turn improve his invoked abilities.
|(Active): Ashgar's only non-elemental magic, deals magic damage to a single target.
Magic Damage: 50 + (10 x level) (+0.3 per ability power)
|(passive)Invoker gains bonus health, and for each active quas Invoker gains bonus health regen.|
Bonus Health: 20 / 30 / 40 / 50 / 60
Health Regen: 1 / 2 / 3 / 4 / 5 per 5 seconds
Invoked ability 1
|(passive)Invoker gains bonus mana, for each active thunder element Invoker gains bonus movement speed.|
Bonus Mana: 30 / 50 / 70 / 90 / 110
Movement speed: 1 / 1.5 / 2 / 2.5 / 3 %
Invoked ability 2
|(passive)Invoker gains bonus attack damage and ability power, for each active fire element Invoker gains bonus mana regen.|
Bonus Attack Damage & AP: 5 / 10 / 15 / 20 / 25
Mana regen: 1 / 2 / 3 / 4 / 5 per 5 seconds
|(Active): Combines the properties of the elements currently being manipulated, creating a new spell at the Invoker's disposal. The invoked spell is determined by the combination of Quas, Wex and Exort.
Cooldown: 35 / 26 / 17 / 8 seconds
Max invoked abilities: 1 / 1 / 2 / 2
|(Active):Invoker draws the heat from an enemy, chilling them to their very core for a duration. Further damage taken in this state will slow the enemy again, dealing bonus damage.
Initial Magic damage: 30/40/50/60/70 +0.4AP
Bonus Magic Damage: 5/10/15/20/25
Duration: 2/2.5/3/3.5/4 seconds
|(Active): Invoker manipulates the ice and electrical energies around him, rendering his body invisible. The elemental imbalance created as a consequence slows nearby enemies and slows Invoker as well.
Enemy slow 10/12/14/16/18 % (based on Q)
Self slow: 20/15/10/5/0 % (based on W)
|(Active): Invoker summons an ice wall directly infront of him, slowing and damaging enemies that pass through over the duration.
Slow: 20/22/24/26/28 % (based on Q)
Wall duration: 3/4/5/6/7 seconds (based on Q)
Total Magic Damage: 40/70/100/130/160 +0.4AP (based on E)
|(Active): Invoker builds up a charge of electromagnatic energy at a target location which automatically detonates after a while silencing and damaging enemies based on their current health.
Base Magic Damage: 100/130/160/190/220 +0.4AP
Extra Magic Damage based on current health: 5/7/9/11/13% +0.002AP
|(Active): Invoker unleashes a fast moving tornado in a line damaging and stunning them.
Travel distance: 400/500/600/700/800 (based on W)
Magic Damage: 100/125/150/175/200/225/250/275/300 +0.6AP (based on both W and Q)
|(Active): Invoker infuses an ally with immense energy increasing their attack speed and giving them armor penetration.
Attack speed: 15/19/23/27/31 % (based on W)
Armor Penetration: 8/10/12/14/16 (based on E)
|(Active): Invoker sends a catastrophic ray of fierce energy inicinerating all enemies standing beneath it dealing true damage. The damage is divided equally to all targets in the AoE.
Total true damage: 140/195/250/305/360 +0.6AP
|(Active): Invoker forges a spirit embodying the strength of fire and fortitude of ice. If both Q and E are level 4 or higher, Invoker will create two spirits instead of one. They can be controled as a pet (alt+right click) they deal magic damage.
Duration:11/14/17/20/22 seconds (based on Q)
Movementspeed:330/350/370/390/410 (based on Q)
Health:250/300/350/400/450 (based on E)
Attack Damage:15/25/35/45/55 +0.3AP (based on E)
|(Active): Invoker pulls a flaming meteor from space onto the targeted location. Upon landing, the meteor rolls forward, constantly dealing damage and rolling further. Units hit by the meteor will also be set on fire for a short time, receiving additional damage.
Main Magic Damage per second40/55/70/85/100+0.25AP (based on E)
DoT Magic damage per second15/20/25/30/35+0.1AP (based on E)
Rolling distance400/450/500/550/600 (based on W)
Duration while rolling3/3.5/4/4.5/5 seconds (based on W)
|(Active): Invoker unleashes a mighty sonic wave in front of him, dealing damage to any enemy unit it collides. The sheer impact from the blast is enough to knock those enemy units back, then slowing their attack speed. The knock back distance cannot be more than the skill's range, knockback stops at max range.
Knockback distance: 100/150/200/250/300 (based on Q)
Attack Speed reduction duration: 1/1.5/2/2.5/3 seconds (based on W)
Magic Damage: 80/120/160/200/240 +0.8AP (based on E)