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* GlowingEyesOfDoom

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* %%* GlowingEyesOfDoom

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* DeathOfAThousandCuts: Each ''Exorcism'' spirit deals relatively little damage. However, her ultimate has a long duration and enemy units around her will slowly be drained of HP. Also the approach taken by her Aghanim's Scepter upgrade, as having ''Exorcism'' spirits chip away and slow enemies every time Death Prophet tags them with ''anything'' will condemn them to a very protracted demise.

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* DeathOfAThousandCuts: Each ''Exorcism'' spirit deals relatively little damage. However, her ultimate has a long duration and enemy units around her will slowly be drained of HP.HP (getting in close helps). Also the approach taken by her Aghanim's Scepter upgrade, as having ''Exorcism'' spirits chip away and slow enemies every time Death Prophet tags them with ''anything'' will condemn them to a very protracted demise.



* HitAndRunTactics: Death Prophet is one of the best kiting heroes in the game thanks to ''Spirit Siphon'' and ''Exorcism'' which slowly wears down enemies near her, and her build which consists of items like Phase Boots and Eul's Scepter of Divinity.

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* HitAndRunTactics: Death Prophet is one of the best kiting heroes in the game thanks to ''Spirit Siphon'' and ''Exorcism'' which slowly wears down enemies near her, and her build which consists of items like Phase Boots and Eul's Scepter of Divinity. Since ''Exorcism'' is more effective at closer ranges, her playstyle encourages getting in close and then moving back out.


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* WalkingWasteland: When ''Exorcism'' is active, Death Prophet becomes this. Unlike most other examples of this in the game (Necrophos or Leshrac, for example), where it has the same effect as long as the target is within it's range, it's more effective at closer range, because the ghosts have less distance to travel between her and the target, and less time to return to go out again.

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silencing an enemy is also offensive (just not direct damage)


* AntiRegeneration: ''Ice Blast'' completely nullifies any health regeneration and healing received by enemies.

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* AntiRegeneration: ''Ice Blast'' completely nullifies any health regeneration and healing received by enemies. In addition to its burst damage and damage over time, it also removes a lot of ''potential'' health that could be gained with regeneration, healing and lifesteal.



* BlackMage: All of her spells, except for ''Silence'', are offensive to some degree.

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* BlackMage: All of her spells, except for ''Silence'', spells are offensive to some degree.



* SuperMode: Ezalor's ultimate, ''Spirit Form'', turns him luminescent, increases his cast range and movement speed, gives him access to ''Solar Bind'', and allows ''Illuminate'' to heal allies without having to be channelled.

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* SuperMode: Ezalor's ultimate, ''Spirit Form'', turns him luminescent, increases his cast range and movement speed, gives him access to ''Solar Bind'', Bind'' and ''Recall'' (the latter if he has Aghanim's Shard), and allows ''Illuminate'' to heal allies without having to be channelled.



* TeleportInterdiction: ''Recall'' will be cancelled if the targeted hero takes player-based damage during the delay before the teleport kicks in.



* JackOfAllStats: Because he has a stun, a slow, a pushing skill and doesn't need many items to be effective, Leshrac is often run as a support. On the other hand, because he benefits well from farm and levels, he is viable as a mid hero as well, taking advantage of the XP at mid to quickly shove down towers with ''Diabolic Edict'' and get a quick Bloodstone, which gives him the HP so he can run into the enemy team without being insta-gibbed, and the mana so he could spam ''Split Earth'' and ''Diabolic Edict'', and keep ''Pulse Nova'' perpetually active.

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* JackOfAllStats: Because Leshrac is viable as a support since he has a stun, a slow, a pushing skill and doesn't need many items to be effective, Leshrac is often run as a support. On the other hand, because he and also benefits well from farm and levels, he is viable so he's usually run as a mid hero as well, taking advantage of the XP at mid to quickly shove down towers with ''Diabolic Edict'' and get a quick Bloodstone, which gives him the HP so he can run into the enemy team without being insta-gibbed, and the mana so he could spam ''Split Earth'' and ''Diabolic Edict'', and keep ''Pulse Nova'' perpetually active.
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* BlackMage: All of her spells are offensive to some degree.

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* BlackMage: All of her spells spells, except for ''Silence'', are offensive to some degree.

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* DropTheHammer: Used to throw balls of lightning.



* ThunderHammer: Disruptor's hammer throws balls of lightning.



* RedEyesTakeWarning; His eyes glow red, and he’s a fearsome, malevolent undead and potent spellcaster, whose ultimate can wipe entire teams.

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* RedEyesTakeWarning; RedEyesTakeWarning: His eyes glow red, and he’s a fearsome, malevolent undead and potent spellcaster, whose ultimate can wipe entire teams.


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* DoubleEdgedBuff: When ''Pierce the Veil'' is active, Muerta gains bonus damage and becomes ethereal. Unlike every other source of ethereal, ''Pierce the Veil'' does not disarm Muerta or make her more vulnerable to magical damage (while still granting physical damage immunity), but it does prevent her from attacking buildings and also causes her physical attacks to deal magical instead of physical damage.

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* DelightfulDragon: Downplayed as he's definitely not harmless, but fluff text for his Immortal items indicates that Jakiro is revered as a protector by at least two groups of people for coming to their defense in times of need, showing that he's got a noble side to him.



* GameplayAndStorySegregation: The lore of ''Macropyre'' suggests that it's a combination of ice and fire. Visually as well as in its effect, it seems to be just fire.

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* GameplayAndStorySegregation: The lore of ''Macropyre'' suggests that it's a combination of ice and fire. Visually as well as in its effect, it seems to be just fire. However, his Pyrexaec Forge cosmetic reskins ''Macropyre'' to give it an appearance more akin to the description with icy fissures beneath the flames, and Aghanim's Scepter-upgraded ''Macropyre'' creates walls of ice on both sides of the fire trail.



* MightyGlacier: Can do a ''lot'' of damage to groups of heroes, and has good strength growth for an Intelligence hero, the only problem is that his ''cast point'' (0.65 seconds) leaves something to be desired.

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* MightyGlacier: Can do a ''lot'' of damage to groups of heroes, and has good strength growth for an Intelligence hero, the only problem is that his ''cast point'' (0.65 seconds) leaves something to be desired.desired and he's not too mobile.

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* PowerNullifier: ''Ice Blast'' is infamous as the only spell in the game that prevents the enemy from gaining HP through healing for the duration of the debuff. This counters any direct healing (whether from items like Magic Wand and Mekansm, or abilities like ''Voodoo Restoration'' and ''Purification''), stat changing (switching your Power Treads, toggling Armlet of Mordiggian), and even the fountain. The only ways to stop the HP loss are with spell immunity (which only temporarily stops the damage over time but cannot remove the debuff), invulnerability and banish (which also only nullifies the damage over time), ''Borrowed Time'' (during which Abaddon will not gain any HP either), damage shields (such as ''Aphotic Shield'' and ''Flame Guard''), all of which are only temporary measures used to wait out the debuff. Only Weaver's ''Time Lapse'' and Terrorblade's ''Sunder'' allow you to actually increase your HP while under the effects of the debuff.

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* PowerNullifier: ''Ice Blast'' is infamous as one of the only spell two abilities in the game that prevents prevent the enemy from gaining HP through healing for the duration of the debuff. This counters any direct healing (whether from items like Magic Wand and Mekansm, or abilities like ''Voodoo Restoration'' and ''Purification''), stat changing (switching your Power Treads, toggling Armlet of Mordiggian), and even the fountain. The only ways to stop the HP loss are with spell immunity (which only temporarily stops the damage over time but cannot remove the debuff), invulnerability and banish (which also only nullifies the damage over time), ''Borrowed Time'' (during which Abaddon will not gain any HP either), damage shields (such as ''Aphotic Shield'' and ''Flame Guard''), all of which are only temporary measures used to wait out the debuff. Only Weaver's ''Time Lapse'' and Terrorblade's ''Sunder'' allow you to actually increase your HP while under the effects of the debuff.



* EvilSoundsDeep: Grimstroke speaks in a deep, throaty, emotionless growl. He is voiced by Creator/SteveBlum, after all.



* GutturalGrowler: Grimstroke speaks in a deep, throaty, emotionless growl. He is voiced by Creator/SteveBlum, after all.



---> '''Muerta:''' Ahh, I love a good battle. Who am I kidding, I love a bad one too.

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---> --> '''Muerta:''' Ahh, I love a good battle. Who am I kidding, I love a bad one too.
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Dewicking Just For Pun


* JustForPun: Which raptor? ''This raptor''.
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[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/muerta_icon.jpg]]
[[caption-width-right:256:[-[[https://static.wikia.nocookie.net/dota2_gamepedia/images/e/ef/Vo_eth_muerta_myths_04.mp3/revision/latest?cb=20230308092951 "What fable of Muerta were YOU told? Whatever cruelties you've heard... the truth is far worse."]]-]]]

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[[folder:Carl, the '''Invoker''']]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Invoker_5947.png]]
[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/0/09/Invo_begin_01.mp3 "So begins a new age of knowledge."]]-] ]]
->'''Voiced by: ''' Dennis Bateman (original), Jack Fisher (Acolyte of the Lost Arts persona)

In its earliest days, the magical arts required not wands, but great amounts of memorization: each spell had its own unique and complex formula needed to cast it, and as a result it was rare for a single magician back then to know more than three or four incantations. It is hard to imagine then that one person, the Invoker, had the sheer intellect to memorize at least ten different spells, each of which he can cast without much effort. In fact, he has learned many more invocations during his life, which he willingly allows himself to forget in order to save his brainpower for only the best spells. One such spell, the Sempiternal Cantrap, which grants its caster near-eternal life. As a result of this spell, the Invoker has been around for centuries, but unlike most of its users, he proudly flaunts his longevity openly. After all, a genius of his caliber fears no one.\\

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[[folder:Carl, [[folder:'''Jakiro''', the '''Invoker''']]
Twin Head Dragon]]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Invoker_5947.org/pmwiki/pub/images/jakiro_icon.png]]
[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/0/09/Invo_begin_01.com/dota2_gamepedia/5/59/Jak_kill_19.mp3 "So begins a new age "Twin engines of knowledge.your destruction."]]-] ]]
->'''Voiced by: ''' Dennis Bateman (original), Jack Fisher (Acolyte Creator/DaveFennoy

Pyrexae dragons are always born in clutches
of two eggs, no more, no less. Vicious even from their first moments, the Lost Arts persona)

In
hatchlings will fight their sibling, with only the stronger surviving and passing its earliest days, the magical arts required strength on. Jakiro is not wands, but great amounts of memorization: each spell had its own unique and complex formula needed to cast it, and as a result it was rare for like other Pyrexae. Born from a single magician back then to know more than three or four incantations. It is hard to imagine then egg, Jakiro possess two heads and two minds in a single body that one person, wields the Invoker, had power of both ice and fire. Equal parts cunning and rage, the sheer intellect twins are able to memorize at least ten different spells, each of which he can cast without much effort. In fact, he has learned many more invocations during his life, which he willingly allows himself to forget in order to save his brainpower for only unleash the best spells. One such spell, full wrath of the Sempiternal Cantrap, which grants its caster near-eternal life. As a result of this spell, the Invoker has been around for centuries, but unlike most of its users, he proudly flaunts his longevity openly. After all, a genius of his caliber fears no one.Pyrexae species upon any who dare to oppose them.\\



The Invoker is an unorthodox Intelligence hero, generally played as a midlane carry and initiator. The abilities he learns by leveling up are simple reagents, manifesting as orbs which grant him control over one of three elements and provide bonuses while active. Invoker can have up to three orbs active at any one time, and activating one reagent adds an orb of that reagent (replacing the oldest if he already has three). ''Quas'' grants manipulation of ice and bonus health regeneration, ''Wex'' allows manipulation of electricity and bonus movement and attack speed, and ''Exort'' gives access to fire and increases attack damage. Invoker's true potential, however, lies in his ultimate ability, which allows him to ''Invoke'' one of ten spells based on the active reagents. These spells are not leveled directly; instead, their power is dependent on the levels of the appropriate reagents. Invoker's arsenal gives him a plethora of options, from debilitating foes with ''Cold Snap'', ''Tornado'' and ''Ice Wall'', to pushing lanes with ''Forge Spirits'' and ''Alacrity'', to devastating enemy teams with ''EMP'', ''Chaos Meteor'', and ''Deafening Blast'', to picking off fleeing enemies with ''Sun Strike'', on top of making a quick getaway with ''Ghost Walk''. While difficult to learn, he is not to be taken lightly, as the only limits the Arsenal Magus's potential knows are the ones imposed by the player behind the controls.

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The Invoker is an unorthodox Intelligence hero, generally played as a midlane carry Jakiro specializes in inflicting heavy damage and initiator. The abilities he learns by leveling up are simple reagents, manifesting as orbs which grant him control over one of three elements powerful disables across multiple enemies, freezing them in place and provide bonuses while active. Invoker can have up burning them to three orbs active at any one time, and activating one reagent adds an orb of that reagent (replacing a crisp. ''Dual Breath'' combines the oldest if he already has three). ''Quas'' grants manipulation two into a single spell, unleashing a blast of ice and bonus health regeneration, ''Wex'' allows manipulation to slow enemies followed by a wave of electricity and bonus movement and attack speed, and ''Exort'' gives access to fire and increases attack damage. Invoker's true potential, however, lies in his ultimate ability, which allows him to ''Invoke'' one of ten spells based on the active reagents. These spells are not leveled directly; instead, their power is dependent on the levels of the appropriate reagents. Invoker's arsenal gives him a plethora of options, from debilitating foes with ''Cold Snap'', ''Tornado'' and burn them over time. ''Ice Wall'', to pushing lanes with ''Forge Spirits'' Path'' creates a long trail of ice that solidifies after a short delay, freezing and ''Alacrity'', to devastating enemy teams with ''EMP'', ''Chaos Meteor'', and ''Deafening Blast'', to picking off fleeing stunning enemies with ''Sun Strike'', on top of within and making a quick getaway them easy prey for Jakiro's other abilities. ''Liquid Fire'' is an attack modifier that causes Jakiro's next attack to burn enemies in an area, inflicting damage over time and greatly slowing their attack rate. This ability even works on buildings, letting Jakiro push down towers with ''Ghost Walk''. While difficult impunity by neutralizing their attacks. Jakiro's ultimate ability ''Macropyre'' sets a long section of ground in front of it aflame, dealing intense damage over time to learn, he is not to be taken lightly, as any enemy standing within; Aghanim's Scepter increases the only limits range and causes the Arsenal Magus's potential knows are flames to deal more damage and last much longer. Aghanim's Shard unlocks a fifth ability for Jakiro, letting him empower an attack with ''Liquid Frost'' to slow the ones imposed by movement speed of enemies in an area around the player behind the controls.
target while damaging them for a percentage of their max health every second. Whether in a push or a fight, Jakiro's power over frost and flame make it a significant threat.



* AchillesHeel: Spell Immunity cancels out most of his arsenal, which is a death sentence for a scaling nuke-based hero who can't simply rely on early game power, then hand the reigns to physical fighters later.
* AdaptationNameChange: In the original ''[=DotA=]'', Invoker's name was Kael, which obviously cannot be ported to ''Dota 2'', as it was also the name of a ''VideoGame/{{Warcraft}}'' character, so he was renamed 'Carl', according to several lines of himself, Undying and Mirana.
* AnimeHair: Two of Invoker's Immortals, the Magus Apex and the second style of the Dark Artistry Hair (which is implicitly based on the Magus Apex), are big manes of spiky, blond, glowing, gravity-defying hair.
* TheArchMage: When it comes to the sheer variety of spells known, the Invoker is unmatched, having access to over ten spells when most other magi barely reach four.
* AscendedMeme: His name, Carl, comes from [[http://www.playdota.com/forums/showpost.php?p=2348598&postcount=9 a Google Translate of a "leaked" changelog]]. The original Invoker was named 'Kael', after a ''{{VideoGame/Warcraft}}'' character. When a fake Chinese changelog was posted on the [=PlayDota=] forums, it was Google Translated, and "Kael" was translated as "Carl". In Dota 2, where the name Kael cannot be reused for legal issues, Invoker is renamed to 'Carl', according to several lines of himself, Undying and Mirana.
-->'''Icefrog, commenting on the Invoker "nerf"''': Carl had it coming.
-->'''Invoker:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/8/81/Invo_rare_05.mp3 Behold before you, the illustrious, the imperious, ingenious archmage… CARL.]]
-->'''Undying:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/0/08/Undying_ally_10.mp3 Carl? Is that you?]]
* AwesomeButImpractical: Aghanim's Scepter allows him to cast ''Cataclysm'' instead of ''Sunstrike,'' which automatically calls ''two'' Sunstrikes on ''each enemy hero''. The downside is that the Sunstrikes are randomly cast at two random spots near each enemy, so it's possible that only one of them will hit, and a lot more likely that neither will since it's impossible to LeadTheTarget with this ability. Additionally, using Cataclysm will put Sunstrike on a much longer cooldown than usual. On the other hand, ''Sun Strike'' isn't a terribly good teamfight spell on its own while ''Cataclysm'' can easily incinerate squishier heroes with multiple overlapping ''Sun Strikes'', especially when combined with something like ''Reverse Polarity''. The fact that Invoker generally has a pretty good incentive to grab a Scepter anyway is just a plus.
* BadassBookworm: Invoker is a genius and has the second highest intelligence growth, and it is generally a bad idea to underestimate him in combat.
* BadassLongRobe
* BeamSpam: With Aghanim's Scepter, Invoker can use ''Cataclysm'' to cause 2 random ''Sun Strike''s to fall on all nearby enemies (after the normal delay). In a big teamfight, this can get messy quickly as the enemy heroes try to dodge all the 10 ''Sun Strike''s that are about to fall on their heads.
* BlackMage: Except for ''Ghost Walk'' and ''Alacrity'', 8 out of Invoker's 10 spells are offensive to some degree, and even then, ''Alacrity'' is an offensive buff.
* BoringButPractical: Being able to cast ''Cataclysm'' with Aghanim's Scepter is well and good, but the bonus stats to all his spells is just as much of an incentive for Invoker to grab a Scepter because Invoker is all about scaling his spells into the late-game.
* CallingYourAttacks: In three different ways, no less. He can call out the spell's name, call the spell's ''Invoke'' combination, or use the spell's proper lore name (listed as FlavorText on the spells themselves). For instance, ''Sun Strike'' can be called out as any of the following:
--> "Sun Strike!"\\
"Exort Trionis!"\\
"Harlek's Incantation of Incineration!"
* CanisLatinicus: Some of the responses for his spells.
* CastingAShadow: The Dark Artistry set adds a purplish shadow tint to Invoker's ''Tornado'' and ''Deafening Blast''.
* ChildProdigy: The "Acolyte of the Lost Arts" hero persona turns Carl into a younger version of himself. He's just as powerful and talented as the adult version. In the lore, it's said that he was the star pupil at his academy.
* ColonyDrop: ''Chaos Meteor'' pulls an asteroid from orbit and throws it at the target point, where it will roll and deal damage to anything in its path. It rolls farther the more ''Wex'' levels you have, and deals more damage the more ''Exort'' levels you have.
* {{Combos}}: Invoker play revolves around [[SimpleYetAwesome mostly using two effective skills in a combo]] since ''Invoke'''s cooldown is too long early on to do much more other than for special emergencies. Using ''Deafening Blast'' to keep enemies in the area of ''Chaos Meteor'' to inflict serious damage, ''Tornado'' to prevent enemies from escaping the area of ''EMP'' before it detonates, and using ''Forge Spirits'' to trigger ''Cold Snap''s lock down and capitalize on it with physical damage are the three primary combos, each primarily focusing on two reagents.
* ConfusionFu: Invoker has three "reagents", which grant stat bonuses as well as minor regeneration, movement and attack speed, or damage bonuses when active; and ''Invoke'', which gives Invoker a spell based on which reagents are active at the time. Since there are ten possible combinations and the effects include [[SummonMagic summoning]], [[StatusBuff buffing]], disabling, creating temporary walls, four different attack spells ([[KillSat one with unlimited range]]), and turning [[{{Invisibility}} invisible]], it's very difficult to tell what an Invoker will do next. Since Invoker is limited to having two spells ready at a time, it also makes him DifficultButAwesome.
* CrosshairAware: When Invoker uses ''Cataclysm'', each ''Sun Strike'' is fully audible and visible to the enemy (as opposed to the normal ''Sun Strike'', which can only be seen and heard by his team), which, combined with the spell's standard delay, provides the enemy with enough time to get the hell away if not prevented from doing so by a disable.
* DeathFromAbove: ''Chaos Meteor'' and ''Sun Strike''. The latter is a beam that [[KillSat can be fired anywhere on the map]] that can be upgraded into ''Cataclysm'', which casts extra 2 ''Sun Strike'' around all heroes.
* DelayedExplosion: ''EMP'' takes some seconds after casting to activate. Because of this, a good setup skill, usually ''Tornado'', is essential for Invoker to land a good ''EMP''.
* DifficultButAwesome: Widely considered to have the most complex skill set in the game (though not the hardest character to actually use, as that title goes to Meepo). Not only does casting his spells require good memory of which reagents are required for each spell, the amount that each reagent is leveled drastically affects how powerful each spell is. For instance, ''Deafening Blast'', which requires one of each reagent, can affect the enemy completely differently depending on how much you've leveled each reagent, since each one controls a completely different variable, so it can either do only damage, only stun, or only disarm the enemy, or anything inbetween. This makes it hard to use Invoker effectively if you don't level the proper reagents for maxing out the power of specific spells for specific builds or situations. But once you get it down, Invoker is easily the most flexible caster in the game (with even Rubick coming in second), capable of queuing up whatever spell is required at will, casting it, and quickly Invoking another spell to cast while the others are on cooldown. A good Invoker who has enough mana and Aghanim's Scepter or Octarine Core can potentially cast one spell every two seconds (barring the cooldown of each individual spell stopping him).
** ''Sun Strike'' is this, amongst Invoker's spells. It deals spread out damage over a small area and has a long delay, forcing players to predict their victim's movement and assure that no creep wave will come to shield him. But good ''Sun Strike''s can be used to snipe enemies from pretty much everywhere on the map, even near the fountain where they think they're safe.
** However, for the most part, his actual combos aren't very difficult to land, especially when compared to abilities such as Mirana's ''Sacred Arrow''. Most of them just consist of "Shoot these two skills right after each other at the same location", such as his bread-and-butter combos of each build. The difficulty lies in memorizing the combinations for the spells and being able to reliably ''Invoke'' them while under pressure from the enemy.
* EarlyInstallmentWeirdness: The first version of Invoker had a whopping '''27''' spells, and the order of the reagents mattered for ''Invoke''. This was ultimately scrapped [[CoolButInefficient for being a nightmare to learn, play, code, and balance]], and Invoker was removed from the game entirely for a time before being reintroduced with his current 10 spells.
* ElementalPowers: He is perhaps the most glorious user of such powers; manipulation of each element grants certain spell powers and a temporary buff to a related skill.
** ''[[AnIcePerson Quas]]'' provides extra HP regen while active, and increases the duration and intensity of the debuffs of his spells.
** ''Wex'' (a combination of ShockAndAwe and BlowYouAway) grants extra attack and movement speed while active, and buffs his spells' range or area of effect.
** ''[[PlayingWithFire Exort]]'' increases attack damage while active, and Exort-based spells tend to focus on raw damage.
* {{EMP}}: The name of one of his abilities, which deals damage, burns mana and returns part of that mana to Invoker.
* FastAsLightning: Having Wex reagents active, which are associated with lightning, grants increased movement speed.
* FinalBoss: A super beefed-up Invoker served as the final boss for the 2017 Dark Moon event.
* FireIceLightning: The basic reagents of his spells are Quas (Ice), Wex (Storm), and Exort (Fire).
* FlamingMeteor: Chaos Meteor deal damage-over-time when a foe touches the meteor. The distance of the meteor and the damage is based on his current power of Wex and Exort, respectively. It takes time for the meteor to land and move, so synergy with his other skills is necessary for maximum damage.
* FloweryElizabethanEnglish: When he's not speaking in CanisLatinicus.
* {{Foil}}: To Rubick, both are arguably the most generic mage-type heroes, with no additional theme; Invoker wears white and gold, Rubick dresses in black and green; Invoker's practically a walking mass of ego while Rubick's a NiceGuy; Invoker only uses the 10 spells he has, seeing everything else as beneath him and isn't all that bright, relying on his memory; Rubick on the other hand, is very adaptable and a quick learner, but is also rather forgetful.
* FunctionalMagic: His ability to cast magic lies in his excellent memory.
* FunWithAcronyms: His responses give creative definitions for ''{{EMP}}'' such as "Extractive Mana Pulse" "and "Endoleon's Malevolent Perturbation". ''Quas Wex Exort'' are more obvious, with the first letters for each being the keyboard hotkeys for those skills.
* GaleForceSound: ''Deafening Blast'' knocks victims back and temporarily disables their right-click attack.

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* AchillesHeel: Spell Immunity cancels out most of his arsenal, which AcrophobicBird: In the same vein as Viper, he actually does fly, but is treated as a death sentence for a scaling nuke-based hero who ground unit in-game and thus can't simply rely on early game power, then hand the reigns to physical fighters later.
* AdaptationNameChange: In the original ''[=DotA=]'', Invoker's name was Kael, which obviously cannot be ported to ''Dota 2'', as it was also the name of a ''VideoGame/{{Warcraft}}'' character, so he was renamed 'Carl', according to several lines of himself, Undying and Mirana.
* AnimeHair: Two of Invoker's Immortals, the Magus Apex
fly over cliffs and the second style of like.
* AntiStructure: Buildings are fully affected by ''Liquid Fire'' and ''Liquid Frost'', both
the Dark Artistry Hair (which is implicitly based on the Magus Apex), are big manes of spiky, blond, glowing, gravity-defying hair.
* TheArchMage: When it comes to the sheer variety of spells known, the Invoker is unmatched, having access to over ten spells when most other magi barely reach four.
* AscendedMeme: His name, Carl, comes from [[http://www.playdota.com/forums/showpost.php?p=2348598&postcount=9 a Google Translate of a "leaked" changelog]]. The original Invoker was named 'Kael', after a ''{{VideoGame/Warcraft}}'' character. When a fake Chinese changelog was posted on the [=PlayDota=] forums, it was Google Translated,
damage and "Kael" was translated as "Carl". In Dota 2, where the name Kael cannot be reused for legal issues, Invoker is renamed to 'Carl', according to several lines of himself, Undying and Mirana.
-->'''Icefrog, commenting on the Invoker "nerf"''': Carl had it coming.
-->'''Invoker:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/8/81/Invo_rare_05.mp3 Behold before you, the illustrious, the imperious, ingenious archmage… CARL.]]
-->'''Undying:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/0/08/Undying_ally_10.mp3 Carl? Is
attack speed slow, making Jakiro an excellent tower-killer.
* ArmorPiercingAttack: ''Macropyre'' deals pure damage
that you?]]
* AwesomeButImpractical: Aghanim's Scepter allows him to cast ''Cataclysm'' instead of ''Sunstrike,'' which automatically calls ''two'' Sunstrikes on ''each enemy hero''. The downside is that the Sunstrikes are randomly cast at two random spots near each enemy, so it's possible that only
pierces spell immunity with one of them will hit, and a lot more likely that neither will since it's impossible to LeadTheTarget with this ability. Additionally, using Cataclysm will put Sunstrike on a much longer cooldown than usual. On the other hand, ''Sun Strike'' isn't a terribly good teamfight spell on its own while ''Cataclysm'' can easily incinerate squishier heroes with multiple overlapping ''Sun Strikes'', especially when combined with something like ''Reverse Polarity''. Jakiro's level 25 talents.
* ArtEvolution:
The fact that Invoker generally has a pretty good incentive to grab a Scepter anyway is just a plus.
* BadassBookworm: Invoker is a genius and has the second highest intelligence growth, and it is generally a bad idea to underestimate
patch 7.03 update gives him in combat.
* BadassLongRobe
* BeamSpam: With Aghanim's Scepter, Invoker can use ''Cataclysm'' to cause 2 random ''Sun Strike''s to fall on all nearby enemies (after the normal delay). In
a big teamfight, this can get messy quickly as the enemy heroes try to dodge all the 10 ''Sun Strike''s that are about to fall on their heads.
new model.
* BlackMage: Except for ''Ghost Walk'' and ''Alacrity'', 8 out All of Invoker's 10 Jakiro's spells are offensive designed to some degree, and even then, ''Alacrity'' is an offensive buff.
* BoringButPractical: Being able to cast ''Cataclysm'' with Aghanim's Scepter is well and good, but the bonus stats to all his spells is just as much of an incentive for Invoker to grab a Scepter because Invoker is all about scaling his spells into the late-game.
* CallingYourAttacks: In three different ways, no less. He can call out the spell's name, call the spell's ''Invoke'' combination, or use the spell's proper lore name (listed as FlavorText on the spells themselves). For instance, ''Sun Strike'' can
be called out as any of the following:
--> "Sun Strike!"\\
"Exort Trionis!"\\
"Harlek's Incantation of Incineration!"
* CanisLatinicus: Some of the responses for his spells.
* CastingAShadow: The Dark Artistry set adds a purplish shadow tint to Invoker's ''Tornado'' and ''Deafening Blast''.
* ChildProdigy: The "Acolyte of the Lost Arts" hero persona turns Carl into a younger version of himself. He's just as powerful and talented as the adult version. In the lore, it's said that he was the star pupil at his academy.
* ColonyDrop: ''Chaos Meteor'' pulls an asteroid from orbit and throws it at the target point,
used in teamfights, where it will roll and deal damage to anything in its path. It rolls farther the more ''Wex'' levels you have, and deals more damage the more ''Exort'' levels you have.
* {{Combos}}: Invoker play revolves around [[SimpleYetAwesome mostly using two effective skills in a combo]] since ''Invoke'''s cooldown is too long early on to do much more other than for special emergencies. Using ''Deafening Blast'' to keep enemies in the area of ''Chaos Meteor'' to inflict serious damage, ''Tornado'' to prevent enemies from escaping the area of ''EMP'' before it detonates, and using ''Forge Spirits'' to trigger ''Cold Snap''s lock down and capitalize on it with physical damage are the three primary combos, each primarily focusing on two reagents.
* ConfusionFu: Invoker has three "reagents", which grant stat bonuses as well as minor regeneration, movement and attack speed, or damage bonuses when active; and ''Invoke'', which gives Invoker a spell based on which reagents are active at the time. Since there are ten possible combinations and the effects include [[SummonMagic summoning]], [[StatusBuff buffing]], disabling, creating temporary walls, four different attack spells ([[KillSat one with unlimited range]]), and turning [[{{Invisibility}} invisible]], it's very difficult to tell what an Invoker will do next. Since Invoker is limited to having two spells ready at a time, it also makes him DifficultButAwesome.
* CrosshairAware: When Invoker uses ''Cataclysm'', each ''Sun Strike'' is fully audible and visible to the enemy (as opposed to the normal ''Sun Strike'', which can only be seen and heard by his team), which, combined with the spell's standard delay, provides the enemy with enough time to get the hell away if not prevented from doing so by a disable.
* DeathFromAbove: ''Chaos Meteor'' and ''Sun Strike''. The latter is a beam that [[KillSat can be fired anywhere on the map]] that can be upgraded into ''Cataclysm'', which casts extra 2 ''Sun Strike'' around all heroes.
* DelayedExplosion: ''EMP'' takes some seconds after casting to activate. Because of this, a good setup skill, usually ''Tornado'', is essential for Invoker to land a good ''EMP''.
* DifficultButAwesome: Widely considered to have the most complex skill set in the game (though not the hardest character to actually use, as that title goes to Meepo). Not only does casting his spells require good memory of which reagents are required for each spell, the amount that each reagent is leveled drastically affects how powerful each spell is. For instance, ''Deafening Blast'', which requires one of each reagent, can affect the enemy completely differently depending on how much you've leveled each reagent, since each one controls a completely different variable, so it can either do only damage, only stun, or only disarm the enemy, or anything inbetween. This makes it hard to use Invoker effectively if you don't level the proper reagents for maxing out the power of specific spells for specific builds or situations. But once you get it down, Invoker is easily the most flexible caster in the game (with even Rubick coming in second), capable of queuing up whatever spell is required at will, casting it, and quickly Invoking another spell to cast while the others are on cooldown. A good Invoker who has enough mana and Aghanim's Scepter or Octarine Core
he can potentially cast one spell every two seconds (barring the cooldown of each individual spell stopping him).
** ''Sun Strike'' is this, amongst Invoker's spells. It deals spread out
stunlock an entire team, then follow up with ''Macropyre'', which just by itself does almost 200 damage per second over a small area and has a long delay, forcing players to predict their victim's movement and assure that no creep wave will come to shield him. But good ''Sun Strike''s can be used to snipe enemies from pretty much everywhere on the map, even near the fountain where they think they're safe.
** However, for the most part, his actual combos aren't very difficult to land, especially when compared to abilities such as Mirana's ''Sacred Arrow''. Most of them just consist of "Shoot these two skills right after each other at the same location", such as his bread-and-butter combos of each build. The difficulty lies in memorizing the combinations for the spells and being able to reliably ''Invoke'' them while under pressure from the enemy.
* EarlyInstallmentWeirdness: The first version of Invoker had a whopping '''27''' spells, and the order of the reagents mattered for ''Invoke''. This was ultimately scrapped [[CoolButInefficient for being a nightmare to learn, play, code, and balance]], and Invoker was removed from the game entirely for a time before being reintroduced with his current 10 spells.
* ElementalPowers: He is perhaps the most glorious user of such powers; manipulation of each element grants certain spell powers and a temporary buff to a related skill.
** ''[[AnIcePerson Quas]]'' provides extra HP regen while active, and increases the duration and intensity of the debuffs of his spells.
** ''Wex'' (a combination of ShockAndAwe and BlowYouAway) grants extra attack and movement speed while active, and buffs his spells' range or
large area of effect.
** ''[[PlayingWithFire Exort]]'' increases attack damage while active, and Exort-based spells tend to focus on raw damage.
* {{EMP}}: The name BreathWeapon: All of one of Jakiro's spells, as well as his abilities, which deals damage, burns mana and returns part of that mana to Invoker.
* FastAsLightning: Having Wex reagents active, which are associated with lightning, grants increased movement speed.
* FinalBoss: A super beefed-up Invoker served as the final boss for the 2017 Dark Moon event.
* FireIceLightning: The basic reagents of his spells are Quas (Ice), Wex (Storm), and Exort (Fire).
* FlamingMeteor: Chaos Meteor deal damage-over-time when a foe touches the meteor. The distance of the meteor and the damage is based on his current power of Wex and Exort, respectively. It takes time for the meteor to land and move, so synergy with his other skills is necessary for maximum damage.
* FloweryElizabethanEnglish: When he's not speaking in CanisLatinicus.
* {{Foil}}: To Rubick, both are arguably the most generic mage-type heroes, with no additional theme; Invoker wears white and gold, Rubick dresses in black and green; Invoker's practically a walking mass of ego while Rubick's a NiceGuy; Invoker only uses the 10 spells he has, seeing everything else as beneath him and isn't all that bright, relying on his memory; Rubick on the other hand, is very adaptable and a quick learner, but is also rather forgetful.
* FunctionalMagic: His ability to cast magic lies in his excellent memory.
* FunWithAcronyms: His responses give creative definitions for ''{{EMP}}'' such as "Extractive Mana Pulse" "and "Endoleon's Malevolent Perturbation". ''Quas Wex Exort'' are more obvious, with the first letters for each being the keyboard hotkeys for those skills.
* GaleForceSound: ''Deafening Blast'' knocks victims back and temporarily disables their
right-click attack.attack, have him unleash various projectiles and gases from his mouths.
* CantCatchUp: Like Pugna, Jakiro is one of the least hard carries in the game - because he has a mediocre right-click and his spells don't scale very well in actual damage, he falls off hard around the 25-30 minute mark, so usually he has to end the game before that point.
* ConjoinedTwins: Jakiro is essentially the Pyrexae equivalent of this: unlike others who are born in clutches of two, Jakiro was born from a single egg with two heads and two minds in one body.
* DamageOverTime: While none of Jakiro's abilities do much upfront damage, he's got a lot of ways to chip away at his enemies' health over the course of a longer fight. ''Liquid Fire'', ''Dual Breath'', and ''Liquid Frost'' inflict a damage over time debuff, while ''Macropyre'' constantly damages enemies who stand in its area.
* DiscOneNuke: ''Ice Path'' only costs 90 mana per use, and creates a wall that damages and stuns everyone in its path, with a short cooldown. With Jakiro's high mana pool, it can essentially be cast over and over again in the early game, potentially turning your lane into a complete massacre, and it is still very potent all the way into the inevitable late-game teamfights.
* FireWaterJuxtaposition: One of his head breathes fire, while the other breathes ice.
* FlyingBrick: Jakiro is a dragon and one of the most durable Intelligence supports in the game.
* GameplayAndStorySegregation: The lore of ''Macropyre'' suggests that it's a combination of ice and fire. Visually as well as in its effect, it seems to be just fire.
* GiantFlyer: Jakiro is a dragon about the size of a person, and who can stay perpetually aloft just by flapping his wings.



* HarmlessFreezing: While ''Cold Snap'' and ''Ice Wall'' do deal damage, it's mostly incidental next to the stun and area slow.
* HealingFactor: Invoker gains bonus HP regeneration if he has ''Quas'' orbs active (which stack directly with each other). This allows him to shrug off harass damage fairly reliably in-lane, and replenish health over time with enough levels of ''Quas''.
* IHaveManyNames: Acquired from all the ages he's lived, but his name of power is... CARL.
* InsufferableGenius: Constantly prattles on about his ([[KnowNothingKnowItAll Supposedly]]) superior intelligence.
* {{Invisibility}}: ''Ghost Walk'' turns Invoker invisible immediately (meaning there's no fade time), and slows enemies nearby depending on his ''Quas'' levels. While it initially makes him slower as well, he can start moving at normal speed (or even faster) once he has four or more levels of ''Wex''.
* ItsAllAboutMe: Basically, to him, there's two kinds of people in the world: Him, and people that aren't him, the latter of which are worthless.
-->'''Invoker''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/2/2d/Invo_death_07.mp3 "All that matters, perishes with me."]]
-->'''Invoker''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/0/02/Invo_rare_02.mp3 "The universe depends on what I can remember of it."]]
* JackOfAllTrades: Because of his massive stock of spells, Invoker can be built to fill almost any utility role that his team needs, whether it's ''Quas-Wex'' for crowd control, ''Wex-Exort'' for pushing and damage output, or ''Quas-Exort'' for single-target damage and pickoffs.
* {{Jerkass}}: Claims he did all the work after a win, doesn't acknowledge his enemies' existence, and doesn't even ''bother to learn who's on his side''.
* KillItWithFire: Exort, the reagent associated with fire, gives Invoker bonus attack damage while active. Exort-based spells likewise form the bulk of Invoker's damage output, and leveling Exort tends to increase those spells' raw damage.
* KillSat: ''Sun Strike'' has a global range and deals Pure damage. Its damage is distributed evenly on all enemies hit, and it has a very small radius, on top of having a 1.7 second strike delay (requiring players to LeadTheTarget), however it can be used to snipe enemies anywhere on the map, even in their fountain where they think they're safe.
* KnowNothingKnowItAll: Despite his constant claims of being ''the'' smartest, his actual intelligence is unremarkable, largely getting by through memorization -- and even that can fail if you mess up the spell combinations. This is ultimately zigzagged: while he ''is'' capable of learning other spells, he prefers not to ''remember'' them (presumably to make space for his own ego) and he does boast the second highest Intelligence growth in the game, after Pugna, although his ''base'' intelligence makes him hard to take seriously.
* KungFuWizard: Gaster, the wizard who invented the ''Alacrity'' spell in-lore, was implied to be one of these by the description of the Magus Accord Immortal item. The spell in question lets Invoker become one as well by giving him a surprising amount of physical damage output, particularly if he also has ''Exort'' orbs active.
* LeadTheTarget: ''Sun Strike'' has a delay before inflicting its damage, requiring a good Invoker player to predict where the target will be in the next few seconds.
* LeaningOnTheFourthWall: His background story leans heavily on Dota 2's metagame; only a few heroes have more than four abilities, and even then there's usually at least one passive among them. The ability for any player to use Invoker well depends on their memory of which reagents are required for each spell, as well as their knowledge of how powerful those spells are based on how many levels are in each reagent. Also, his story mentions him learning and then purging from his mind many spells, possibly as a reference to [[MythologyGag the 27-spell Invoker from the early days of DotA]].
* LimitedMoveArsenal: Invoker can only hold two spells at a time. Leveling up his ultimate shortens its cooldown, but good Invoker play involves being able to juggle all the spells and Invoke what's needed beforehand while removing spells that are on cooldown.
* LinearWarriorsQuadraticWizards: Played straight with Invoker, making it an inversion to how the trope is often played in Dota. He is one of the best scaling nukers in the game: while most nukers start off powerful, peak at level 18 with a level 3 ultimate (and Aghanim's Scepter if applicable) and then start to fall off as their damage stops scaling, Invoker's spells scale with levels of his orbs all the way from level 1 to level 25, making him extremely level-dependent but allowing him to remain useful into the late game.
* ManaBurn: Invoker's ''EMP'' ability lays down an electric blast over a massive area that explodes 2.6 seconds after he casts it. Any enemies in the area will have a part of their mana pool destroyed (based on the levels of ''Wex''), and half of that amount converted into damage done to them.
* ManaDrain: Half of the mana destroyed by ''EMP'' is given to Invoker.
* MonochromaticEyes
* MysticalWhiteHair: The Trials of the Blackguard Magus and Dark Artistry sets come with manes of bleached-white hair. He also appears to have platinum blonde hair in his portrait, giving off this effect, though his in-game model is more of a golden blonde.
* {{Narcissist}}: Just to give an idea of how bad he is compared to the other egomaniacs in this game (who also have plenty of "Look at me!" or "I am the best!" lines): Invoker is the only hero to have zero special interactions with other heroes, like greeting an ally, taunting a rival or acknowledging a WorthyOpponent. Nope, he is so self-absorbed he doesn't bother to learn anyone's names, they mean nothing to him. Even in his "Acolyte of the Lost Arts" persona, where he do bother acknowledging certain heroes, his ego is still there.
-->'''Invoker (killing a foe)''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/2/2e/Invo_kill_03.mp3 Whatever THAT was, twas scarcely worth my notice.]]
* NonStandardSkillLearning: Unlike any other hero in the game, Invoker cannot directly learn his various spells via leveling up; he must first skill the necessary reagents for the spell, then ''Invoke'' (itself an innate ability that is known from level 1 and cannot be put skill points into) them in the correct order to temporarily gain access to that skill.
* PaletteSwap: The cosmetic Forged Spirit [[https://dota2.gamepedia.com/File:Cosmetic_icon_Sentinel_of_the_Blackguard_Magus.png Sentinel of the Blackguard Magus]] bears more than a passing resemblance to Ancient Apparition.
* PetTheDog: If he's healed by an item used by an ally, Invoker still has enough decency to thank them, despite being a {{Jerkass}} {{Narcissist}} [[ItsAllAboutMe on a very high caliber]]. Compare with Troll Warlord, who doesn't even thank the healer.
* PlanarShockwave: With one of his level 25 talents, ''Deafening Blast'' becomes a massive circular explosion.
* PowerMakesYourHairGrow: The Magus Apex Immortal hair, which looks much more prominent than Invoker's default hairstyle.
--> ''The Sol Apex Incantation, forgotten for [[ShoutOut over nine thousand]] years, promised its caster the chance to touch the sun, bathe in its blinding glory, and harness its most scalding wrath. Only one would dare be so bold.''
* ThePowerOfTheSun: ''Sun Strike'' focuses the sun's rays into a powerful beam of energy which can be aimed at any point on the map.
* Really700YearsOld: Due to the Sempiternal Cantrap.
* SesquipedalianLoquaciousness
* ShouldersOfDoom: The rather aptly named cosmetic Heaven-Piercing Pauldrons extend at least half a metre over Invoker's height. Apparently they serve as a reminder that even the depthless celestial realm is vulnerable to being punctured by Invoker's power.
* ShoutOut:
** His death animation is very similar to [[Series/DoctorWho timelord regeneration]].
** The Magus Apex Immortal item gives him [[Franchise/DragonBall Super Saiyan]] hair. Made more obvious by the description, which makes a point of stating that the incantation was forgotten for "over nine thousand years."
* SomeDexterityRequired: Managing Invoker's spells early on can be (comparatively) straightforward once you learn which reagents are required for certain spells, since there's still at least a few seconds' cooldown on ''Invoke'', giving you plenty of time to think about what spell you need next. However, since the cooldown of ''Invoke'' decreases with each level Invoker has in his orbs, a high-level Invoker can essentially cast spells as quickly as he can press the keys (barring their individual cooldowns), as with all orbs maxed out ''Invoke'' has only a ''0.7'' second cooldown; making the most of this requires the player to press ''seven keys per second''.
* SpecialPersonNormalName: His true name of power is ''Carl''.
-->'''Invoker:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/1/18/Invo_rare_04.mp3 Throughout the aeons I have been known by many names… but my true name of power… is Carl.]]
* SquishyWizard: While Invoker has the second highest Intelligence growth in the game and a very wide array of spells, his Strength and Agility are both fairly lacking. He could counteract this by taking levels in Quas, as it gives him bonus Strength per level.
* StatusBuffDispel: Tornado can remove buffs similar to Eul's Scepter of Divinity.
* SummonMagic: ''Forge Spirits'' summons a minion to fight alongside you. With the appropriate level 15 talent, Invoker will summon two of them instead of one.
* SuperSpeed: Invoker starts out with the lowest base movement speed in the game, but gains bonus movement and attack speed with active ''Wex'' orbs. With enough levels of ''Wex'' and an active ''Ghost Walk'', Invoker can move quite quite quickly, to say nothing of his recommended item build including various movement speed items like Eul's Scepter and Phase Boots.
* TimeTravel: The Acolyte of the Lost Arts hero persona represents a version of Carl who learnt a time travel spell when he was a child, and used it to jump into the future and take the place of the adult Invoker.
* TornadoMove: ''Tornado'' throws a tornado at the enemy in a straight line, disabling them for a certain amount of time (based on Invoker's ''Quas'' level). It has an absurdly long range if you level ''Wex'' enough (well beyond visual range starting at 4 levels).
* UnwantedAssistance: ''Tornado'' gives the enemy invincibility for the duration of the spell, and unlike most such effects, hits a large area. Invoker setting up ''his'' combo with ''Tornado'' can often completely screw up everyone else's combo as they drop their stuns and nukes into the ground while their targets are blown above.
* WizardsLiveLonger: Thanks to the Sempiternal Cantrap spell (which Invoker purged from his memories the moment he used it).

to:

* HarmlessFreezing: While ''Cold Snap'' and ''Ice Wall'' do deal damage, it's mostly incidental Path'' deals very little damage next to the stun and area slow.
* HealingFactor: Invoker gains bonus HP regeneration if he has ''Quas'' orbs active (which stack directly with each other). This allows him to shrug off harass
stun. ''Dual Breath'''s ice breath slows the targets, but deals no damage fairly reliably in-lane, and replenish health over time with enough levels of ''Quas''.
* IHaveManyNames: Acquired
at all. Compounded by the fact that the ice breath is released a bit before the fire breath, it's possible to walk away unscathed from all ''Dual Breath'' if the ages he's lived, former hit but his name of power is... CARL.
* InsufferableGenius: Constantly prattles on about his ([[KnowNothingKnowItAll Supposedly]]) superior intelligence.
* {{Invisibility}}: ''Ghost Walk'' turns Invoker invisible immediately (meaning there's no fade time), and slows enemies nearby depending on his ''Quas'' levels. While it initially makes him slower as well, he can start moving at normal speed (or even faster) once he has four or more levels of ''Wex''.
* ItsAllAboutMe: Basically, to him, there's two kinds of people in the world: Him, and people that aren't him,
the latter did not.
* HerdHittingAttack: His normal ''Macropyre'' + ''Ice Path'' + ''Dual Breath'' + ''Liquid Fire'' combo makes chasing an enemy hero in a tight group a ''very'' bad idea.
* AnIcePerson: His right head has ice breath.
* JackOfAllStats: Because
of his slow, stun, generally high area of effect damage with his skills, and relative item- and level-independence, Jakiro is most of the time played as a support that fits well in most teams. On the other hand, he is also a rather potent mid, can survive the offlane due to his tankiness and can even be ran as an early game carry in a trilane as well. Because of the '''4''' second cooldown, 0 mana cost, and tower destruction power, Jakiro's ''Liquid Fire'', which are worthless.
-->'''Invoker''':
combined with ''Dual Breath'' for quick creep-clearing ability, allows Jakiro to push down towers very quickly and snowball his entire team with tower bounty for early wins.
* KillItWithFire: ''Liquid Fire'' and ''Macropyre'' deal large amounts of splash damage over time. ''Dual Breath'' combines fire and ice to both slow and damage enemies over a large area of effect.
* MightyGlacier: Can do a ''lot'' of damage to groups of heroes, and has good strength growth for an Intelligence hero, the only problem is that his ''cast point'' (0.65 seconds) leaves something to be desired.
* MultipleHeadCase: Both heads appear to think individually, and they seem to get along well. However, they're still not above occasionally bickering among themselves.
* OurDragonsAreDifferent: A two headed dragon that breathes ice and fire, but his species is one-headed and breathes either ice or fire. Like traditional western dragons he has a [[TreasureRoom lair]] where he hoards his riches.
-->'''Jakiro (last hitting):'''
[[https://gamepedia.cursecdn.com/dota2_gamepedia/2/2d/Invo_death_07.com/dota2_gamepedia/5/5e/Jak_lasthit_05.mp3 "All that matters, perishes with me."Gold for our lair."]]
-->'''Invoker''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/0/02/Invo_rare_02.mp3 "The universe depends * PlayingWithFire: His right head has the traditional fire breath.
* ShoutOut: Jakiro's original lore, which described it as having been found gnawing
on what I the roots of the World Tree, was one to the Nidhoggr of Myth/NorseMythology.
* SingleMindedTwins: Jakiro is technically a pair of conjoined twins, as evidenced by his backstory and the heads' tendency to refer to each other as "Brother".
* SpellBlade: ''Liquid Fire'' periodically adds an attack slow and damage-over-time to Jakiro's right-clicks, while ''Liquid Frost'' will periodically add a movement slow and damage-over-time.
* SplashDamageAbuse: He
can remember of it."]]
even hit and disable invisible targets with his AOE spells.
* JackOfAllTrades: Because VoiceOfTheLegion: Most of his massive stock lines are meant to sound like two people speaking at once. Justified because they ''are'' [[SingleMindedTwins two people speaking at once]].
* VolcanicVeins: His fiery half has red ones and his icy half has blue.
* YinYangBomb: Especially with ''Dual Breath'' and ''Macropyre'', which combine the powers
of spells, Invoker both heads.
* YouAreAlreadyDead: If Jakiro
can be built to fill almost any utility role that apply both his team needs, whether it's ''Quas-Wex'' for crowd control, ''Wex-Exort'' for pushing ''Dual Breath'' and ''Liquid Fire'' to a target, he can apply a grand total of ''500'' damage output, or ''Quas-Exort'' for single-target damage and pickoffs.
* {{Jerkass}}: Claims he did all the work after a win, doesn't acknowledge his enemies' existence, and doesn't even ''bother to learn who's on his side''.
* KillItWithFire: Exort, the reagent associated with fire, gives Invoker bonus attack damage while active. Exort-based spells likewise form the bulk of Invoker's damage output, and leveling Exort tends to increase those spells' raw damage.
* KillSat: ''Sun Strike'' has a global range and deals Pure damage. Its damage is distributed evenly on all enemies hit, and it has a very small radius, on top of having a 1.7 second strike delay (requiring players to LeadTheTarget), however it can be used to snipe enemies anywhere on the map, even in their fountain where they think they're safe.
* KnowNothingKnowItAll: Despite his constant claims of being ''the'' smartest, his actual intelligence is unremarkable, largely getting by through memorization -- and even that can fail if you mess up the spell combinations. This is ultimately zigzagged: while he ''is'' capable of learning other spells, he prefers not to ''remember'' them (presumably to make space for his own ego) and he does boast the second highest Intelligence growth in the game, after Pugna, although his ''base'' intelligence makes him hard to take seriously.
* KungFuWizard: Gaster, the wizard who invented the ''Alacrity'' spell in-lore, was implied to be one of these by the description of the Magus Accord Immortal item. The spell in question lets Invoker become one as well by giving him a surprising amount of physical damage output, particularly if he also has ''Exort'' orbs active.
* LeadTheTarget: ''Sun Strike'' has a delay before inflicting its damage, requiring a good Invoker player to predict where the target will be in the next few seconds.
* LeaningOnTheFourthWall: His background story leans heavily on Dota 2's metagame; only a few heroes have more than four abilities, and even then there's usually at least one passive among them. The ability for any player to use Invoker well depends on their memory of
over 5 seconds, which reagents are required for each spell, as well as their knowledge of how powerful those spells are based on how many levels are in each reagent. Also, his story mentions him learning and then purging from his mind many spells, possibly as a reference to [[MythologyGag the 27-spell Invoker from the early days of DotA]].
* LimitedMoveArsenal: Invoker
to mid game can only hold two spells at a time. Leveling end up his ultimate shortens its cooldown, but good Invoker play involves being able to juggle all the spells and Invoke what's needed beforehand while removing spells that are on cooldown.
* LinearWarriorsQuadraticWizards: Played straight with Invoker, making it an inversion to how the trope is often played in Dota. He is one of the best scaling nukers in the game: while most nukers start
finishing off powerful, peak at level 18 with a level 3 ultimate (and Aghanim's Scepter if applicable) and then start to fall off as their damage stops scaling, Invoker's spells scale with levels of his orbs all the way from level 1 to level 25, making him extremely level-dependent but allowing him to remain useful into the late game.
* ManaBurn: Invoker's ''EMP'' ability lays down
an electric blast over a massive area that explodes 2.6 seconds after he casts it. Any enemies in the area will escaping/invisible enemy hero, assuming they don't have a part of their mana pool destroyed (based on the levels of ''Wex''), and half of that amount converted into damage done to them.
* ManaDrain: Half of the mana destroyed by ''EMP'' is given to Invoker.
* MonochromaticEyes
* MysticalWhiteHair: The Trials of the Blackguard Magus and Dark Artistry sets come with manes of bleached-white hair. He also appears to have platinum blonde hair in his portrait, giving off this effect, though his in-game model is more of a golden blonde.
* {{Narcissist}}: Just to give an idea of how bad he is compared to the other egomaniacs in this game (who also have plenty of "Look at me!"
purge, dispel, banish or "I am the best!" lines): Invoker is the only hero to have zero special interactions with other heroes, like greeting an ally, taunting a rival or acknowledging a WorthyOpponent. Nope, he is so self-absorbed he doesn't bother to learn anyone's names, they mean nothing to him. Even in his "Acolyte of the Lost Arts" persona, where he do bother acknowledging certain heroes, his ego is still there.
-->'''Invoker (killing a foe)''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/2/2e/Invo_kill_03.mp3 Whatever THAT was, twas scarcely worth my notice.]]
* NonStandardSkillLearning: Unlike any other hero in the game, Invoker cannot directly learn his various spells via leveling up; he must first skill the necessary reagents for the spell, then ''Invoke'' (itself an innate ability that is known from level 1 and cannot be put skill points into) them in the correct order to temporarily gain access to that skill.
* PaletteSwap: The cosmetic Forged Spirit [[https://dota2.gamepedia.com/File:Cosmetic_icon_Sentinel_of_the_Blackguard_Magus.png Sentinel of the Blackguard Magus]] bears more than a passing resemblance to Ancient Apparition.
* PetTheDog: If he's healed by an item used by an ally, Invoker still has
enough decency to thank them, despite being a {{Jerkass}} {{Narcissist}} [[ItsAllAboutMe on a very high caliber]]. Compare with Troll Warlord, who doesn't even thank the healer.
* PlanarShockwave: With one of his level 25 talents, ''Deafening Blast'' becomes a massive circular explosion.
* PowerMakesYourHairGrow: The Magus Apex Immortal hair, which looks much more prominent than Invoker's default hairstyle.
--> ''The Sol Apex Incantation, forgotten for [[ShoutOut over nine thousand]] years, promised its caster the chance to touch the sun, bathe in its blinding glory, and harness its most scalding wrath. Only one would dare be so bold.''
* ThePowerOfTheSun: ''Sun Strike'' focuses the sun's rays into a powerful beam of energy which can be aimed at any point on the map.
* Really700YearsOld: Due to the Sempiternal Cantrap.
* SesquipedalianLoquaciousness
* ShouldersOfDoom: The rather aptly named cosmetic Heaven-Piercing Pauldrons extend at least half a metre over Invoker's height. Apparently they serve as a reminder that even the depthless celestial realm is vulnerable to being punctured by Invoker's power.
* ShoutOut:
** His death animation is very similar to [[Series/DoctorWho timelord regeneration]].
** The Magus Apex Immortal item gives him [[Franchise/DragonBall Super Saiyan]] hair. Made more obvious by the description, which makes a point of stating that the incantation was forgotten for "over nine thousand years."
* SomeDexterityRequired: Managing Invoker's spells early on can be (comparatively) straightforward once you learn which reagents are required for certain spells, since there's still at least a few seconds' cooldown on ''Invoke'', giving you plenty of time to think about what spell you need next. However, since the cooldown of ''Invoke'' decreases with each level Invoker has in his orbs, a high-level Invoker can essentially cast spells as quickly as he can press the keys (barring their individual cooldowns), as with all orbs maxed out ''Invoke'' has only a ''0.7'' second cooldown; making the most of this requires the player to press ''seven keys per second''.
* SpecialPersonNormalName: His true name of power is ''Carl''.
-->'''Invoker:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/1/18/Invo_rare_04.mp3 Throughout the aeons I have been known by many names… but my true name of power… is Carl.]]
* SquishyWizard: While Invoker has the second highest Intelligence growth in the game and a very wide array of spells, his Strength and Agility are both fairly lacking. He could counteract this by taking levels in Quas, as it gives him bonus Strength per level.
* StatusBuffDispel: Tornado can remove buffs similar to Eul's Scepter of Divinity.
* SummonMagic: ''Forge Spirits'' summons a minion to fight alongside you. With the appropriate level 15 talent, Invoker will summon two of them instead of one.
* SuperSpeed: Invoker starts out with the lowest base movement speed in the game, but gains bonus movement and attack speed with active ''Wex'' orbs. With enough levels of ''Wex'' and an active ''Ghost Walk'', Invoker can move quite quite quickly, to say nothing of his recommended item build including various movement speed items like Eul's Scepter and Phase Boots.
* TimeTravel: The Acolyte of the Lost Arts hero persona represents a version of Carl who learnt a time travel spell when he was a child, and used it to jump into the future and take the place of the adult Invoker.
* TornadoMove: ''Tornado'' throws a tornado at the enemy in a straight line, disabling them for a certain amount of time (based on Invoker's ''Quas'' level). It has an absurdly long range if you level ''Wex'' enough (well beyond visual range starting at 4 levels).
* UnwantedAssistance: ''Tornado'' gives the enemy invincibility for the duration of the spell, and unlike most such effects, hits a large area. Invoker setting up ''his'' combo with ''Tornado'' can often completely screw up everyone else's combo as they drop their stuns and nukes into the ground while their targets are blown above.
* WizardsLiveLonger: Thanks to the Sempiternal Cantrap spell (which Invoker purged from his memories the moment he used it).
sheer regen.



[[folder:'''Jakiro''', the Twin Head Dragon]]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/jakiro_icon.png]]
[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/5/59/Jak_kill_19.mp3 "Twin engines of your destruction."]]-] ]]
->'''Voiced by: ''' Creator/DaveFennoy

Pyrexae dragons are always born in clutches of two eggs, no more, no less. Vicious even from their first moments, the hatchlings will fight their sibling, with only the stronger surviving and passing its strength on. Jakiro is not like other Pyrexae. Born from a single egg, Jakiro possess two heads and two minds in a single body that wields the power of both ice and fire. Equal parts cunning and rage, the twins are able to unleash the full wrath of the Pyrexae species upon any who dare to oppose them.\\

to:

[[folder:'''Jakiro''', [[folder:Ezalor, the Twin Head Dragon]]
'''Keeper of the Light''']]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/jakiro_icon.org/pmwiki/pub/images/Keeper_of_the_Light_4766.png]]
[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/5/59/Jak_kill_19.[[caption-width-right:256:[-[[https://static.wikia.nocookie.net/dota2_gamepedia/images/e/e6/Vo_keeper_of_the_light_keep_rare_04.mp3 "Twin engines of your destruction."They say t'was I who carried the first light into the universe. They might be right, I can't quite recall."]]-] ]]
->'''Voiced by: ''' Creator/DaveFennoy

Pyrexae dragons are
Creator/NolanNorth

Appearing as a doddering old man who can hardly remember what he's doing, Ezalor is nevertheless one of the Fundamentals of the universe. Breaking free of the Fundamental plane at the dawn of time, he rides forth upon a pale horse, bestowing the gift of light to all planes and
always born in clutches one step ahead of two eggs, no more, no less. Vicious even from their first moments, the hatchlings will fight their sibling, chaos that pursues him. But when faced with only the stronger surviving creatures of chaos and passing its strength on. Jakiro is not like other Pyrexae. Born from a single egg, Jakiro possess two heads and two minds in a single body darkness that wields the power oppose him, he breaks out of both ice and fire. Equal parts cunning and rage, the twins are able his unassuming disguise to unleash the full wrath might of the Pyrexae species upon any who dare to oppose them.his brilliant and benevolent power.\\



Jakiro specializes in inflicting heavy damage and powerful disables across multiple enemies, freezing them in place and burning them to a crisp. ''Dual Breath'' combines the two into a single spell, unleashing a blast of ice to slow enemies followed by a wave of fire to burn them over time. ''Ice Path'' creates a long trail of ice that solidifies after a short delay, freezing and stunning enemies within and making them easy prey for Jakiro's other abilities. ''Liquid Fire'' is an attack modifier that causes Jakiro's next attack to burn enemies in an area, inflicting damage over time and greatly slowing their attack rate. This ability even works on buildings, letting Jakiro push down towers with impunity by neutralizing their attacks. Jakiro's ultimate ability ''Macropyre'' sets a long section of ground in front of it aflame, dealing intense damage over time to any enemy standing within; Aghanim's Scepter increases the range and causes the flames to deal more damage and last much longer. Aghanim's Shard unlocks a fifth ability for Jakiro, letting him empower an attack with ''Liquid Frost'' to slow the movement speed of enemies in an area around the target while damaging them for a percentage of their max health every second. Whether in a push or a fight, Jakiro's power over frost and flame make it a significant threat.

to:

Jakiro specializes Keeper of the Light is a potent one-man support team, with powerful abilities for aiding his allies and debilitating enemies. ''Illuminate'' is a channeled ability that, when released, unleashes a wave of light that deals damage to all enemies in its path; the longer Ezalor channels the ability, the more damage it deals. ''Solar Bind'' helps Ezalor lock down enemies, inflicting heavy damage a slow on the target that intensifies the more they move. Keeper of the Light can keep his allies' mana topped off with ''Chakra Magic''. When cast on an ally, it restores mana and powerful disables across multiple enemies, freezing them in place and burning them to takes a crisp. ''Dual Breath'' combines the two few seconds off their abilities that are currently on cooldown. With his ultimate ability, Ezalor can go into a single spell, unleashing a blast of ice ''Spirit Form'', giving him increased movement speed and cast range, causing ''Illuminate'' to slow enemies followed be channeled by a wave of fire to burn them over time. ''Ice Path'' creates a long trail of ice spirit so that solidifies after a short delay, freezing and stunning enemies within and making them easy prey for Jakiro's Ezalor can do other abilities. ''Liquid Fire'' is an attack modifier things, and unlocks ''Blinding Light'', a teamfight-oriented spell that causes Jakiro's next attack to burn blinds enemies in an area, inflicting damage over time area and greatly slowing their attack rate. This ability even works knocks them away, causing them to miss on buildings, letting Jakiro push down towers with impunity by neutralizing a percentage of their attacks. Jakiro's ultimate ability ''Macropyre'' sets a long section of ground in front of it aflame, dealing intense damage over time to any enemy standing within; Aghanim's Scepter increases the range and causes the flames to deal more damage and last much longer. Aghanim's Shard unlocks a fifth ability for Jakiro, letting him empower ''Recall'', which summons an attack ally to Ezalor's position after a short delay, but is interrupted if that ally takes damage. Aghanim's Scepter unlocks a seventh ability, ''Will-o-Wisp''; with ''Liquid Frost'' to slow the movement speed it, Ezalor summons an Ignis Fatuus, a spirit of light which periodically emits a charming glow, hypnotizing enemies in an area around the target while damaging and forcing them for a percentage to look at it.\\
\\
In ''Dota Underlords'', Keeper
of their max health every second. Whether in the Light is a push or tier 4. His ability, ''Illuminate'', charges up a fight, Jakiro's power over frost and flame make blast of energy before releasing it, dealing heavy damage which grows the longer it a significant threat.
is channeled.



* AcrophobicBird: In the same vein as Viper, he actually does fly, but is treated as a ground unit in-game and thus can't fly over cliffs and the like.
* AntiStructure: Buildings are fully affected by ''Liquid Fire'' and ''Liquid Frost'', both the damage and attack speed slow, making Jakiro an excellent tower-killer.
* ArmorPiercingAttack: ''Macropyre'' deals pure damage that pierces spell immunity with one of Jakiro's level 25 talents.
* ArtEvolution: The patch 7.03 update gives him a new model.
* BlackMage: All of Jakiro's spells are designed to be used in teamfights, where he can potentially stunlock an entire team, then follow up with ''Macropyre'', which just by itself does almost 200 damage per second over a large area of effect.
* BreathWeapon: All of Jakiro's spells, as well as his right-click attack, have him unleash various projectiles and gases from his mouths.
* CantCatchUp: Like Pugna, Jakiro is one of the least hard carries in the game - because he has a mediocre right-click and his spells don't scale very well in actual damage, he falls off hard around the 25-30 minute mark, so usually he has to end the game before that point.
* ConjoinedTwins: Jakiro is essentially the Pyrexae equivalent of this: unlike others who are born in clutches of two, Jakiro was born from a single egg with two heads and two minds in one body.
* DamageOverTime: While none of Jakiro's abilities do much upfront damage, he's got a lot of ways to chip away at his enemies' health over the course of a longer fight. ''Liquid Fire'', ''Dual Breath'', and ''Liquid Frost'' inflict a damage over time debuff, while ''Macropyre'' constantly damages enemies who stand in its area.
* DiscOneNuke: ''Ice Path'' only costs 90 mana per use, and creates a wall that damages and stuns everyone in its path, with a short cooldown. With Jakiro's high mana pool, it can essentially be cast over and over again in the early game, potentially turning your lane into a complete massacre, and it is still very potent all the way into the inevitable late-game teamfights.
* FireWaterJuxtaposition: One of his head breathes fire, while the other breathes ice.
* FlyingBrick: Jakiro is a dragon and one of the most durable Intelligence supports in the game.
* GameplayAndStorySegregation: The lore of ''Macropyre'' suggests that it's a combination of ice and fire. Visually as well as in its effect, it seems to be just fire.
* GiantFlyer: Jakiro is a dragon about the size of a person, and who can stay perpetually aloft just by flapping his wings.
* GlowingEyesOfDoom
* HarmlessFreezing: ''Ice Path'' deals very little damage next to the stun. ''Dual Breath'''s ice breath slows the targets, but deals no damage at all. Compounded by the fact that the ice breath is released a bit before the fire breath, it's possible to walk away unscathed from ''Dual Breath'' if the former hit but the latter did not.
* HerdHittingAttack: His normal ''Macropyre'' + ''Ice Path'' + ''Dual Breath'' + ''Liquid Fire'' combo makes chasing an enemy hero in a tight group a ''very'' bad idea.
* AnIcePerson: His right head has ice breath.
* JackOfAllStats: Because of his slow, stun, generally high area of effect damage with his skills, and relative item- and level-independence, Jakiro is most of the time played as a support that fits well in most teams. On the other hand, he is also a rather potent mid, can survive the offlane due to his tankiness and can even be ran as an early game carry in a trilane as well. Because of the '''4''' second cooldown, 0 mana cost, and tower destruction power, Jakiro's ''Liquid Fire'', which combined with ''Dual Breath'' for quick creep-clearing ability, allows Jakiro to push down towers very quickly and snowball his entire team with tower bounty for early wins.
* KillItWithFire: ''Liquid Fire'' and ''Macropyre'' deal large amounts of splash damage over time. ''Dual Breath'' combines fire and ice to both slow and damage enemies over a large area of effect.
* MightyGlacier: Can do a ''lot'' of damage to groups of heroes, and has good strength growth for an Intelligence hero, the only problem is that his ''cast point'' (0.65 seconds) leaves something to be desired.
* MultipleHeadCase: Both heads appear to think individually, and they seem to get along well. However, they're still not above occasionally bickering among themselves.
* OurDragonsAreDifferent: A two headed dragon that breathes ice and fire, but his species is one-headed and breathes either ice or fire. Like traditional western dragons he has a [[TreasureRoom lair]] where he hoards his riches.
-->'''Jakiro (last hitting):''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/5/5e/Jak_lasthit_05.mp3 "Gold for our lair."]]
* PlayingWithFire: His right head has the traditional fire breath.
* ShoutOut: Jakiro's original lore, which described it as having been found gnawing on the roots of the World Tree, was one to the Nidhoggr of Myth/NorseMythology.
* SingleMindedTwins: Jakiro is technically a pair of conjoined twins, as evidenced by his backstory and the heads' tendency to refer to each other as "Brother".
* SpellBlade: ''Liquid Fire'' periodically adds an attack slow and damage-over-time to Jakiro's right-clicks, while ''Liquid Frost'' will periodically add a movement slow and damage-over-time.
* SplashDamageAbuse: He can even hit and disable invisible targets with his AOE spells.
* VoiceOfTheLegion: Most of his lines are meant to sound like two people speaking at once. Justified because they ''are'' [[SingleMindedTwins two people speaking at once]].
* VolcanicVeins: His fiery half has red ones and his icy half has blue.
* YinYangBomb: Especially with ''Dual Breath'' and ''Macropyre'', which combine the powers of both heads.
* YouAreAlreadyDead: If Jakiro can apply both his ''Dual Breath'' and ''Liquid Fire'' to a target, he can apply a grand total of ''500'' damage over 5 seconds, which in the early to mid game can end up finishing off an escaping/invisible enemy hero, assuming they don't have a purge, dispel, banish or enough sheer regen.
[[/folder]]

[[folder:Ezalor, the '''Keeper of the Light''']]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Keeper_of_the_Light_4766.png]]
[[caption-width-right:256:[-[[https://static.wikia.nocookie.net/dota2_gamepedia/images/e/e6/Vo_keeper_of_the_light_keep_rare_04.mp3 "They say t'was I who carried the first light into the universe. They might be right, I can't quite recall."]]-] ]]
->'''Voiced by: ''' Creator/NolanNorth

Appearing as a doddering old man who can hardly remember what he's doing, Ezalor is nevertheless one of the Fundamentals of the universe. Breaking free of the Fundamental plane at the dawn of time, he rides forth upon a pale horse, bestowing the gift of light to all planes and always one step ahead of the chaos that pursues him. But when faced with the creatures of chaos and darkness that oppose him, he breaks out of his unassuming disguise to unleash the full might of his brilliant and benevolent power.\\
\\
Keeper of the Light is a potent one-man support team, with powerful abilities for aiding his allies and debilitating enemies. ''Illuminate'' is a channeled ability that, when released, unleashes a wave of light that deals damage to all enemies in its path; the longer Ezalor channels the ability, the more damage it deals. ''Solar Bind'' helps Ezalor lock down enemies, inflicting a slow on the target that intensifies the more they move. Keeper of the Light can keep his allies' mana topped off with ''Chakra Magic''. When cast on an ally, it restores mana and takes a few seconds off their abilities that are currently on cooldown. With his ultimate ability, Ezalor can go into ''Spirit Form'', giving him increased movement speed and cast range, causing ''Illuminate'' to be channeled by a spirit so that Ezalor can do other things, and unlocks ''Blinding Light'', a teamfight-oriented spell that blinds enemies in an area and knocks them away, causing them to miss on a percentage of their attacks. Aghanim's Shard unlocks ''Recall'', which summons an ally to Ezalor's position after a short delay, but is interrupted if that ally takes damage. Aghanim's Scepter unlocks a seventh ability, ''Will-o-Wisp''; with it, Ezalor summons an Ignis Fatuus, a spirit of light which periodically emits a charming glow, hypnotizing enemies and forcing them to look at it.\\
\\
In ''Dota Underlords'', Keeper of the Light is a tier 4. His ability, ''Illuminate'', charges up a blast of energy before releasing it, dealing heavy damage which grows the longer it is channeled.
----



* HostileWeather: His third ability, ''Lightning Storm'', hits the target with a bolt of lightning, slowing them for a short duration, and then jumps from target to target, allowing him to nuke enemy groups easily. On top of which, it has an extremely low cooldown, meaning that anything that's still standing four seconds after he casts it will eat another bolt.


Added DiffLines:

* WeatherManipulation: His third ability, ''Lightning Storm'', hits the target with a bolt of lightning, slowing them for a short duration, and then jumps from target to target, allowing him to nuke enemy groups easily. On top of which, it has an extremely low cooldown, meaning that anything that's still standing four seconds after he casts it will eat another bolt.


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* DeathActivatedSuperpower: One of Lich's level 20 talents causes ''Chain Frost'' to activate upon his death.

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* NonStandardSkillLearning: ''Solar Bind'' is a skill that is only useable when ''Spirit Form'' is active.

to:

* NonStandardSkillLearning: ''Solar Bind'' is a skill that is only useable when Activating ''Spirit Form'' gives Keeper of the Light access to ''Solar Bind'', and is active.also required to use ''Recall'' (his Aghanim's Shard ability).



* WalkingShirtlessScene: Lich’s chest is completely bare, since he came back exactly as they threw him into the Black Pool. His undead and skeletal nature means he’s not exactly played for fanservice, and he has cosmetics that cover him up completely.

to:

* WalkingShirtlessScene: Lich’s chest is completely bare, since he came back exactly as they threw him when he was thrown into the Black Pool. His undead and skeletal nature means he’s not exactly played for fanservice, and he has some cosmetics that cover him up completely.



In ''Dota Underlords'', Lina is a tier 3 hero belonging. Her ability, ''Laguna Blade'', deals heavy damage to an enemy.

to:

In ''Dota Underlords'', Lina is a tier 3 hero belonging.hero. Her ability, ''Laguna Blade'', deals heavy damage to an enemy.



* LadyOfBlackMagic: A prideful, evil fire sorceress whose kit is focused on unleashing large amounts of magical damage on enemies.

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* LadyOfBlackMagic: A prideful, evil prideful fire sorceress whose kit is focused on unleashing large amounts of magical damage on enemies.


Added DiffLines:

* EvolvingAttack: ''Finger of Death'' scales slightly better to the late game than the standard magical nuke, since its damage is permanently increased every time an enemy hero dies within 2 seconds of being hit.
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Bishonen is Definition-Only. No examples allowed. Per TRS.


* {{Bishonen}}: His low violence model's face is quite handsome, inexplicably.

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Added stuff to Muerta


* AllYourPowersCombined: The lore of ''The Calling'' states she calls upon the spirits of her deceased family in order to slow and silence her enemies.



* SummoningRitual: The lore of ''The Calling'' states she calls upon the spirits of her deceased family in order to slow and silence her enemies.



* VengefulGhost: Her ultimate allows her to transform into one, rendering her immune to physical damage, like an Ethereal hero, without the limitation of being unable to right-click enemies.[[note]]If she's targeted by any other source of Ethereal, such as Ethereal Blade or Decrepify, Pierce the Veil overrides them.[[/note]]

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* VengefulGhost: In her default form, she is more of some walking being pulled from the brink of death to serve him, impressed by her display of vengeance, which almost metaphorically qualifies her for this. Her ultimate allows her to transform into a more literal one, rendering her immune to physical damage, like an Ethereal hero, without the limitation of being unable to right-click enemies.[[note]]If she's targeted by any other source of Ethereal, such as Ethereal Blade or Decrepify, Pierce the Veil overrides them.[[/note]]
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* PowerNullifier: Should Disruptor buy Aghanim's Scepter, ''Static Storm'' will not only silence the spells enemy heroes in its area of effect, but also prevent them from using items, one of the rare spells in the game with that effect.

to:

* PowerNullifier: NoItemUseForYou: Should Disruptor buy Aghanim's Scepter, ''Static Storm'' will not only silence the spells enemy heroes in its area of effect, but also prevent them from using items, one of the rare spells in the game with that effect.

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* ArmorPiercingAttack: When ''Pierce the Veil'' is active, Muerta's right-click attacks can target ethereal enemies, rendering defensive abilities like Ghost Scepter or Necrophos' ''Ghost Shroud'' useless against her.

to:

* ArmorPiercingAttack: When ''Pierce the Veil'' is active, Muerta's right-click attacks can target ethereal enemies, rendering defensive abilities like Ghost Scepter or Necrophos' ''Ghost Shroud'' useless against her.her; indeed, it's not unheard of for Muerta to build Ethereal Blade to help right-click down enemies faster. Additionally, attacks during ''Pierce the Veil'' deal magic damage, meaning that all the armor in the world won't protect the enemy's carry from being mown down.



* BoringButPractical: Her third ability ''Gunslinger'' gives her the chance to attack a random enemy whenever she makes a basic attack. A rather mundane ability compared to the flashy ImprobableAimingSkills of her first ability or the whirlpool of spirits she summons with her second.

to:

* BoringButPractical: Her third ability ''Gunslinger'' gives her the chance to attack a random enemy whenever she makes a basic attack. A rather mundane ability compared to the flashy ImprobableAimingSkills of her first ability or the whirlpool of spirits she summons with her second.second, but it forms the crux of her late-game damage output.



* {{Intangibility}}: While ''Pierce the Veil'' is active, Muerta turns ethereal and becomes immune to physical damage.



* MoreDakka: Because ''Pierce the Veil'' gives her massive damage potential with a short duration, Muerta tends towards building attack speed so that she can make the most of it and try to gun down as many enemies as possible with ''Gunslinger'' procs before it wears off.



* VengefulGhost: Her ultimate allows her to transform into one, rendering her immune to physical damage, like an Ethereal hero, without the limitation of being unable to right-click enemies.

to:

* VengefulGhost: Her ultimate allows her to transform into one, rendering her immune to physical damage, like an Ethereal hero, without the limitation of being unable to right-click enemies.[[note]]If she's targeted by any other source of Ethereal, such as Ethereal Blade or Decrepify, Pierce the Veil overrides them.[[/note]]
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Does Not Like Shoes has been renamed and redefined to focus on characters that explicitly or implicitly state a preference for going barefoot. Removing misuse


* DoesNotLikeShoes: Is mostly barefoot, floating around.

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