Spend games learning the combos, practice in bot games if you have to. Get used to using items as well as your spells. Learn greater than just 2-3 spell combinations. Learn to use all your spells in a single fight without having to pull up the list. It's not really viable until you're on your second pass of spells, but you have to know how to function towards the end-game otherwise you remain a one trick pony from beginning until end and make little difference if the enemy team picks up a pipe. While on the other hand, if you do learn how to properly execute all your spells, you'll make the entire team regret not buying bkbs and pipes. Though if they do go that anti-you, that's what your hard carry is for right? ;D
@dipshit, look at his games, he already knows how to play invoker, what u said is something u would say to a person that is completely new to the hero.
some little tips when going mid, use forge spirits to scout rune, if u find one then deny if not, u can ping other side of river to let ur teammates take.
You can also use spirits to stack the medium camp (originally small camp).
before teamfights always have forge spirits summoned and tornado invoked (best counter initiate)
Tornado removes buffs, when someone gets initiated on, thats usually when everyone activates all their abilities, find a good time to tornado and u will remove things like empower, ursa ulti, etc
Heroes that activate BKB when already slowed by icewall won't remove the slow, so its viable to euls someone and cast icewall on top for a guranteed slow.
When getting ganked and u have euls, don't panic and QQWR, wait until ur tracked by that bh, ulti'd by slardar, enemy popping dust, then cast euls to remove it.
Ghost walk doesn't break channeling, so u can juke in trees, tp then cast ghostwalk, it will take enemy a brief second to figure out what's happening when they can't find u, by that time you already tp'd away
sheep into combo to prevent people with bkbs from escaping the combo(sheep tornado)
force sheep to combo people with linkens/bkb
force centaur khan stomp into emp meteor deafening to combo multiple bkbs, must be done from out of vision or easy to react to
forge spirits to scout/stack camps every minute/2 mins - very easy with the new buffs, need rank 4 in exort to instakill a big camp, can stack 4 times with forge spirits, can be done from your high ground with the 1 Q forge spirit(20 duration) and they will reach both big camps in time
forge spirits in lane to help with hard matchups
turn when ice walling and hit them with the tip to spend more time attacking
recreating forge spirits when quas is level 2 will allow you to stack -7 armor with forge spirits, just do it when the first one is about to time out(duration 30 cd 30) then go for kill
cold snap to last hit creeps on high ground that are being denied, usually ranged creep
sunstrike to last hit / push out waves late game when nothing is happening/no one is split off on their own
use tornado emp ice wall cold snap to force bkbs late game if there are multiple as they are 30s cds or less and very safe, giving you a 20s window to punish a min duration bkb
forge spirits to disable blinks/initiate a gank by sending them around the back, people get very comfortable around them in the lane and will let you do this, also use this to disable an initiators blink when the enemy is seiging
forge spirits into forest and tp onto them to gank splitpush
deafening disarm isnt removed by bkb, making a 4s bkb completely useless on most so feel free to use that in the bkb forcing combo too, does reduce timing window to 10s to punish the bkb though
use forge spirits as a defensive tool, such as spawning them to block pudge hook, mirana arrow, to transfer bane sleep, to run into the trees, such as by dire safelane t1, and spawning a forge spirit to block off the entrance and any pursuers. you can also block out in the open with them but kinda hard compared to other creeps as they have a small hitbox.
recreate forge spirits before they die
ice wall meteor deafening is usually more useful than tornado meteor deafening for early fighting
when low level, you can use 4 spells on EQ by creating a forge spirit, invoking immediately to something else, waiting for invoke CD, then attempting a gank with your 3 spells + the forge spirit
levelling ulti isnt so necessary anymore if you know when fights are going to occur, so leave it quite late, till you start doing tornado combos usually for me.
swap exort/quas around depending on lane, level quas to 4 first if you can last hit fine with 1 E, but are taking heavy harass or if the enemy's last hit is so strong that E won't benefit you and trading is the better option, but take E if you have an advantage and want to shut the enemy down more(shadow fiend) or if it will help you last hit, or have sidelanes that will benefit from it.
forge spirits max Q with alacrity = very safe seige, be patient
anything helpful?
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I'm bad at invoker ... Can you give me some tips for play better with him please ? Thanks