Invoker


Bio

Invoker
Play "I am a beacon of knowledge blazing out across a black sea of ignorance."
Role: Carry / Nuker / Disabler / Escape / Pusher
Lore   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Invoker In its earliest, and some would say most potent form, magic : In its earliest, and some would say most potent form, magic was primarily the art of memory. It required no technology, no wands or appurtenances other than the mind of the magician. All the trappings of ritual were merely mnemonic devices, meant to allow the practitioner to recall in rich detail the specific mental formulae that unlocked a spell`s power. The greatest mages in those days were the ones blessed with the greatest memories, and yet so complex were the invocations that all wizards were forced to specialize. The most devoted might hope in a lifetime to have adequate recollection of three spells—four at most. Ordinary wizards were content to know two, and it was not uncommon for a village mage to know only one—with even that requiring him to consult grimoires as an aid against forgetfulness on the rare occasions when he might be called to use it. But among these early practitioners there was one exception, a genius of vast intellect and prodigious memory who came to be known as the Invoker. In his youth, the precocious wizard mastered not four, not five, not even seven incantations: He could command no fewer than ten spells, and cast them instantly. Many more he learned but found useless, and would practice once then purge from his mind forever, to make room for more practical invocations. One such spell was the Sempiternal Cantrap—a longevity spell of such power that those who cast it in the world`s first days are among us still (unless they have been crushed to atoms). Most of these quasi-immortals live quietly, afraid to admit their secret: But Invoker is not one to keep his gifts hidden. He is ancient, learned beyond all others, and his mind somehow still has space to contain an immense sense of his own worth...as well as the Invocations with which he amuses himself through the long slow twilight of the world`s dying days.
Voice: Dennis Bateman ( Responses   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     v • d • e  Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Bane )

Abilities

Quas
Pierces spell immunity.
Q
Q
Ability
No Target
Affects
Self
Allows manipulation of ice elements. Each Quas instance provides increased health regeneration.
Cast Animation: 0+0
Instances of Quas per Cast: 1
Health Regen Bonus per Quas Instance: 1/3/5/7/9/11/13
Cooldown symbol.png 0
Modifiers
Buff Quas Instance: Undispellable.

Notes:

  • The cast of Quas is not registered as a spell cast and thus does not proc any on-cast effects.
  • Quas can be leveled 7 times, at levels 1/3/5/7/9/11/13.
  • Invoker can only have up to 3 instances up at any time. The orbs floating above Invoker are visible to everyone.
  • If he already has 3 instances, the oldest instance is replaced. The order of instances can be seen in the HUD as status buff icons, the oldest one being on the left.
  • Can restore up to 60/180/300/420/540/660/780 health in one minute per Quas instance.
  • This is how much health regeneration Invoker gains from 1, 2 and 3 Quas instances:
    • 1 Quas Instance: 1/3/5/7/9/11/13 health regeneration
    • 2 Quas Instances: 2/6/10/14/18/22/26 health regeneration
    • 3 Quas Instances: 3/9/15/21/27/33/39 health regeneration


Wex
Pierces spell immunity.
W
W
Ability
No Target
Affects
Self
Allows manipulation of storm elements. Each Wex instance provides increased attack speed and movement speed.
Cast Animation: 0+0
Instances of Wex per Cast: 1
Attack Speed Bonus per Wex Instance: 2/4/6/8/10/12/14
Move Speed Bonus per Wex Instance: 1%/2%/3%/4%/5%/6%/7%
Cooldown symbol.png 0
Modifiers
Buff Wex Instance: Undispellable.

Notes:

  • The cast of Wex is not registered as a spell cast and thus does not proc any on-cast effects.
  • Wex can be leveled 7 times, at levels 1/3/5/7/9/11/13.
  • Invoker can only have up to 3 instances up at any time. The orbs floating above Invoker are visible to everyone.
  • If he already has 3 instances, the oldest instance is replaced. The order of instances can be seen in the HUD as status buff icons, the oldest one being on the left.


Exort
Pierces spell immunity.
E
E
Ability
No Target
Affects
Self
Allows manipulation of fire elements. Each Exort instance provides increased attack damage.
Cast Animation: 0+0
Instances of Exort per Cast: 1
Attack Damage Bonus per Exort Instance: 4/8/12/16/20/24/28
Cooldown symbol.png 0
Modifiers
Buff Exort Instance: Undispellable.

Notes:

  • The cast of Exort is not registered as a spell cast and thus does not proc any on-cast effects.
  • Exort can be leveled 7 times, at levels 1/3/5/7/9/11/13.
  • Invoker can only have up to 3 instances up at any time. The orbs floating above Invoker are visible to everyone.
  • If he already has 3 instances, the oldest instance is replaced. The order of instances can be seen in the HUD as status buff icons, the oldest one being on the left.
  • This is how much attack damage Invoker gains from 1, 2 and 3 Exort instances:
    • 1 Exort Instance: 4/8/12/16/20/24/28 attack damage
    • 2 Exort Instances: 8/16/24/32/40/48/56 attack damage
    • 3 Exort Instances: 12/24/36/48/60/72/84 attack damage
The invoke list which appears when clicking on the SPELLS button. It appears right above the HUD.

Invoke
Pierces spell immunity. Play
R
R
Ability
No Target
Affects
Self
Combines the properties of the elements currently being manipulated to create a new spell for Invoker to use. Click the help button to see the list of possible spells.
Cast Animation: 0+0
Spells Invoked per Cast: 1
Max Spells: 2
Cooldown symbol.png 6 (Upgradable by Aghanim`s Scepter. 2)
Mana symbol.png 60 (Upgradable by Aghanim`s Scepter. 0)
Upgradable by Aghanim`s Scepter. Decreases cooldown and removes mana cost from Invoke. Adds one level to the stats provided by Quas, Wex, and Exort on all Invoked spells.
So begins a new age of knowledge.

Notes:

  • This is an innate ability and does not need to be learned.
  • A button is located right above the ability icon. It opens a list which shows the required combination for every invoked ability.
  • The arrangement of element instances does not matter.
  • When already having two spells invoked, invoking a new spell replaces the older spell.
  • New invoked spells are always placed in the 4th ability slot.
    • The previously invoked spell is moved to the 5th slot in the process, while the previous spell in the 5th slot is lost.
  • When invoking a spell which is already invoked, Invoke neither costs mana, nor goes on cooldown.
    • If the re-invoked ability was in the 5th ability slot, it moves into the 4th, swapping position with the other invoked ability.
  • When not using legacy or custom hotkeys, the hotkey for the spell in the 4th slot is always D and the spell in the 5th slot is always F.
  • The Aghanim`s Scepter upgrade does not improve the passive bonuses granted by Quas, Wex and Exort. It makes invoked spells consider them one level higher than what they are.
    • This means that it does not grant Invoker any of the abilities Quas, Wex and Exort when they are not learned yet.


Videos

Info

Hero Strategy   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Contents 1 Gameplay 1.1 Quas + Wex 1.2 Exort + Quas 1.3 dota2 Counters   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Play “Many hands make light work.” This article is badly written or needs Equipment   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     v • d • e Invoker Equipment (collapse sets)Sets Adornings of the Quas Precor Set Cabalist of dota2 Gear   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     This is a list of cosmetic items that reflects Invoker s design aesthetics. dota2 Responses   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     v • d • e  Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Bane Sounds   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     v • d • e  Dota 2 Sounds Hero Sounds Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Lore   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Invoker In its earliest, and some would say most potent form, magic Old Abilities   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs       6.18 and after   Before 6.18 (Old Invoker)     EMP dota2 Changelogs   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Contents 1 Version history 2 Patch history Version history edit] Version Description dota2
Invoker
Strength attribute symbol.png
16 + 2.2
Agility attribute symbol.png
14 + 1.9
Intelligence primary attribute symbol.png
16 + 4
Level Base 1 15 25
Health “ Play Life becomes death becomes new life. As it should be.  Click to listen— Treant Protector ” Health (also known as HP, which can be short for: health pool or health points) represents the life dota2 200 520 1120 1560
H. Regen 0 0.96 2.81 4.13
Mana Play Out of mana! “ Play It s a new age of magic! Click to listen— Keeper of the Light ” Mana (also known as MP, which is short for mana points) represents the magic power of a dota2 75 251 867 1307
M. Regen Play Out of mana! “ Play It s a new age of magic! Click to listen— Keeper of the Light ” Mana (also known as MP, which is short for mana points) represents the magic power of a dota2 0.01 0.65 2.89 4.49
Damage Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of dota2 19‒25 35‒41 91‒97 131‒137
Armor Armor is an attribute shared by all units. Armor is used to determine the amount of damage reduction (or amplification if an armor value is negative) a unit takes from physical damage sources. Higher armor dota2 -1 1 4.8 7.51
Spell Dmg   Spell damage   Spell damage sources     Spell damage is all damage which is not dealt by physical attacks. This includes all spells which deal magical, physical or pure damage. Even the damage dota2 0% 1.14% 5.14% 8%
Att / Sec 0.58 0.67 0.82 0.93
Movement Speed 280
Turn Rate Turn rate is the speed at which a unit can turn. When moving to a location, a unit first turns to face that location, then begins walking. Similarly, when targeting another unit with an attack 0.5
Vision Range Vision changes around while the hero moves. Vision describes what a unit can and cannot see from its current location and state. Places a unit cannot see are filled with the Fog of War, a dota2 1800/800
Attack Range Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by 600
Projectile Speed 900
Attack Animation Every unit in Dota 2 has an attack animation. In mechanical terms, this is a delay between when an attack command is issued, and damage is dealt (in the case of melee units) or a 0.4+0.7
Base Attack Time 1.7
Magic resistance Magic resistance is an attribute of heroes, similar to armor. Instead of reducing physical damage, it reduces magical damage. All heroes, except for Meepo and Visage, possess 25% magic resistance from their armor type. This dota2 25%
Collision Size 24
Legs 2

Invoker is a ranged Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by dota2 intelligence Intelligence is the attribute that grants mana, mana regeneration and spell damage amplification. For each point of intelligence a hero gets: 11 Mana 0.04 Mana regeneration 0.07% Spell damage Additionally, intelligence heroes also get 1 dota2 hero   Main   Mechanics   Attributes Table   Release Dates   Grid Layout     Heroes are the essential element of Dota 2, as the course of the match is dependent on their intervention. During dota2 who is very difficult to master. He is unique in that he possesses a total of 14 abilities in his arsenal; three of them - Quas, Wex, and Exort - are reagents and one is his special ultimate Abilities are unique skills that heroes and creeps have access to on the battlefield. They range from simple passive effects, to devastating explosions of energy, to complex, terrain changing feats. All heroes have four or dota2 Invoke. The three abilities he learns throughout leveling up can have three instances, which serve as the basic ingredients or components for him to create a new ability using his ultimate. Once the reagents or elements are combined, he can invoke one out of ten different abilities. All of his invoked abilities are capable of a multitude of actions, from damaging enemies to aiding his allies, and even saving himself from danger. His three reagents can be upgraded up to level 7 which determines the power and potency of his invoked abilities, making it more powerful than an ordinary spell. Because of this, he can be played in almost any role possible. Invoker can be a carry The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the dota2 , semi-carry, ganker The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the dota2 , pusher The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the dota2 , initiator The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the dota2 or even support The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the dota2 . His three reagents provide a passive bonus per instance, allowing for specialization at early levels and situational boosts at later levels. His extremely flexible nature allows him to use many different combinations of items effectively but also make him dependent on solid builds and a good gold advantage.

Invoked abilities

Wex/Wex/Wex

EMP
Quas/Wex/Wex

Tornado
Wex/Wex/Exort

Alacrity
Quas/Quas/Wex

Ghost Walk
Quas/Wex/Exort

Deafening Blast
Wex/Exort/Exort

Chaos Meteor
Quas/Quas/Quas

Cold Snap
Quas/Quas/Exort

Ice Wall
Quas/Exort/Exort

Forge Spirit
Exort/Exort/Exort

Sun Strike

Cold Snap
Blocked by Linken`s Sphere. Does not pierce spell immunity. Play
D/F
Y
Ability
Target Unit
Affects
Enemies
Damage Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of dota2
Magical
Invoker draws the heat from an enemy, chilling them to their very core for a duration based on the level of Quas. The enemy will take damage and be briefly frozen. Further damage taken in this state will freeze the enemy again, dealing bonus damage. The enemy can only be frozen so often, but the freeze cooldown decreases based on the level of Quas.
Cast Animation: 0.05+0
Cast Range: 1000
Damage per Proc (Quas): 7/14/21/28/35/42/49 (Upgradable by Aghanim`s Scepter. /56)
Stun Duration per Proc: 0.4
Trigger Cooldown (Quas): 0.77/0.74/0.71/0.69/0.66/0.63/0.60 (Upgradable by Aghanim`s Scepter. /0.57)
Debuff Duration (Quas): 3/3.5/4/4.5/5/5.5/6 (Upgradable by Aghanim`s Scepter. /6.5)
Cooldown symbol.png 20
Mana symbol.png 100
Does not pierce spell immunity. Does not stun or attempt to damage on proc if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff Cold Snap: Dispellable with any dispel.
Debuff Cold Snap Freeze: Dispellable with strong dispels.
Sadron`s Protracted Frisson.

Notes:

  • Ability invokes when Invoker has 3 Quas instances.
  • Cold Snap immediately triggers on the target upon cast, so the next proc can only happen after the trigger cooldown.
  • Every time the effect triggers, the target is stunned and damaged.
  • Cold Snap does not trigger on self-inflicted damage, and on damage flagged as HP Removal.
  • With its current trigger cooldown and debuff duration, it can trigger up to 4/5/6/7/8/9/10 (Upgradable by Aghanim`s Scepter. /12) times (including the initial trigger upon cast).
  • Can deal up to 28/70/126/196/280/378/490 (Upgradable by Aghanim`s Scepter. /672) damage (before reductions) when triggering as often as possible.
  • Ability formulas:
    • Damage per proc: 0 + (7 * Quas)
    • Trigger cooldown: 0.8 - (0.03 * Quas)
    • Debuff duration: 2.5 + (0.5 * Quas)


Ghost Walk
Does not pierce spell immunity. Play
D/F
V
Ability
No Target
Affects
Self / Enemies
Invoker manipulates the ice and electrical energies around him, rendering his body invisible. The elemental imbalance created as a consequence slows nearby enemies based on the level of Quas, and slows Invoker as well based on the level of Wex.
Cast Animation: 0+0
Fade Time: 0
Slow Radius: 400
Enemy Move Speed Slow (Quas): 20%/25%/30%/35%/40%/45%/50% (Upgradable by Aghanim`s Scepter. /55%)
Self Move Speed Change (Wex): -30%/-20%/-10%/0%/+10%/+20%/+30% (Upgradable by Aghanim`s Scepter. /+40%)
Duration: 100
Cooldown symbol.png 45
Mana symbol.png 200
Does not pierce spell immunity. Slow does not persist if debuff was placed before spell immunity.
Modifiers
Buff Ghost Walk Self: Undispellable.
Debuff Ghost Walk Enemy: Undispellable.
Myrault`s Hinder-Gast.

Notes:

  • Ability invokes when Invoker has 2 Quas and 1 Wex instances.
  • The movement speed slow on the enemies is provided by an aura. Its debuff lingers for 2 seconds.
  • The slow debuff places some particles on the affected units, allowing them to know that Invoker is nearby.
  • Invisibility is lost upon reaching the cast point of spells or items, or upon launching an attack.
  • Ghost Walk allows Invoker to pass through other units, including wards but not buildings.
  • Invoker can pick up or drop items without breaking the invisibility.
  • Ability formulas:
    • Enemy movement speed slow: 15 + (5 * Quas)
    • Self movement speed change: -40 + (10 * Wex)


Ice Wall
Does not pierce spell immunity. Play
D/F
G
Ability
No Target
Affects
Enemies
Damage Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of dota2
Magical
Generates a wall of solid ice directly in front of Invoker for a duration based on the level of Quas. The bitter cold emanating from it greatly slows nearby enemies based on the level of

Carl, the Invoker

Recommended Roles
Carry Nuker Disabler Escape Pusher

In its earliest, and some would say most potent form, magic was primarily the art of memory. It required no technology, no wands or appurtenances other than the mind of the magician. All the trappings of ritual were merely mnemonic devices, meant to allow the practitioner to recall in rich detail the specific mental formulae that unlocked a spell`s power. The greatest mages in those days were the ones blessed with the greatest memories, and yet so complex were the invocations that all wizards were forced to specialize. The most devoted might hope in a lifetime to have adequate recollection of three spells⃢₀ₔfour at most. Ordinary wizards were content to know two, and it was not uncommon for a village mage to know only one⃢₀ₔwith even that requiring him to consult grimoires as an aid against forgetfulness on the rare occasions when he might be called to use it. But among these early practitioners there was one exception, a genius of vast intellect and prodigious memory who came to be known as the Invoker. In his youth, the precocious wizard mastered not four, not five, not even seven incantations: He could command no fewer than ten spells, and cast them instantly. Many more he learned but found useless, and would practice once then purge from his mind forever, to make room for more practical invocations. One such spell was the Sempiternal Cantrap⃢₀ₔa longevity spell of such power that those who cast it in the world`s first days are among us still (unless they have been crushed to atoms). Most of these quasi-immortals live quietly, afraid to admit their secret: But Invoker is not one to keep his gifts hidden. He is ancient, learned beyond all others, and his mind somehow still has space to contain an immense sense of his own worth...as well as the Invocations with which he amuses himself through the long slow twilight of the world`s dying days.

Abilities

Quas
Ability: No Target
Affects: Self
Allows manipulation of ice elements and grants a permanent strength bonus. Each Quas instance provides increased health regeneration.
QQ
HP Regen Per Quas:
₠1 / 3 / 5 / 7 / 9 / 11 / 13


Notes
  • Total hp regen with 3 orbs: 3 / 9 / 15 / 21 / 27 / 33 / 39.
  • Can have up to 3 orbs up at a time. If already at 3 orbs, the oldest orb is replaced.
  • The orbs floating above Invoker are visible to everyone. Illusions display the orbs Invoker had at the point of creation.
  • Can be leveled 7 times, at levels 1 / 3 / 5 / 7 / 9 / 11 / 13 at the earliest.
Wex
Ability: No Target
Affects: Self
Allows manipulation of storm elements and grants a permanent agility bonus. Each Wex instance provides increased attack speed and movement speed.
WW
Attack Speed Per Wex:
Movespeed Per Wex:
₠2 / 4 / 6 / 8 / 10 / 12 / 14
₠1% / 2% / 3% / 4% / 5% / 6% / 7%


Notes
  • Total attack speed with 3 orbs: 6 / 12 / 18 / 24 / 30 / 36 / 42.
  • Total movement speed with 3 orbs: 3% / 6% / 9% / 12% / 15% / 18% / 21%.
  • Can have up to 3 orbs up at a time. If already at 3 orbs, the oldest orb is replaced.
  • The orbs floating above Invoker are visible to everyone. Illusions display the orbs Invoker had at the point of creation.
  • Can be leveled 7 times, at levels 1 / 3 / 5 / 7 / 9 / 11 / 13 at the earliest.
Exort
Ability: No Target
Affects: Self
Allows manipulation of fire elements and grants a permanent intelligence bonus. Each Exort instance provides increased attack damage.
EE
Damage Per Exort:
₠4 / 8 / 12 / 16 / 20 / 24 / 28


Notes
  • Total damage with 3 orbs: 12 / 24 / 36 / 48 / 60 / 72 / 84.
  • Can have up to 3 orbs up at a time. If already at 3 orbs, the oldest orb is replaced.
  • The orbs floating above Invoker are visible to everyone. Illusions display the orbs Invoker had at the point of creation.
  • Can be leveled 7 times, at levels 1 / 3 / 5 / 7 / 9 / 11 / 13 at the earliest.
Invoke
Ability: No Target
Affects: Self
Combines the properties of the elements currently being manipulated, creating a new spell at the Invoker`s disposal. The invoked spell is determined by the combination of Quas, Wex, and Exort.
Upgradeable by Aghanim`s Scepter to decrease the cooldown, remove the mana cost, and add an additional level to all invoked spells.
RR
60
6
Spells Stored:
Scepter Cooldown:
Scepter Mana Cost:
Scepter Ability:


Cast Point:

₠2
2
0
Adds a bonus level of Quas, Wex, and Exort to all invoked spells
₠0
So begins a new age of knowledge.
Notes
  • This is an innate ability which is not skilled.
  • The order of orbs does not matter when invoking spells, just the amount.
  • There is a Spells button above the icon which opens a list showing the orbs needed for every invoked ability.
  • Invoke does not go on cooldown or consume mana if invoking would only swap spell slots.

Invoke Abilities

Cold Snap
Ability: Unit Target
Reagents:
Affects: Enemy Units
Damage: Magical
Invoker draws the heat from an enemy, chilling them to their very core for a duration based on the level of Quas. The enemy will take damage and be briefly frozen. Further damage taken in this state will freeze the enemy again, dealing bonus damage. Cooldown decreases, and Duration and Damage increase based on the level of Quas.
Y
100
20
Freeze Damage (Quas):

Duration (Quas):


Stun Cooldown (Quas):


Stun Duration:

Cast Range:
Cast Point:
₠7 / 14 / 21 / 28 / 35 / 42 /
₠49 / 56
₠3 / 3.5 / 4 / 4.5 / 5 / 5.5 / 6
₠/ 6.5
₠0.77 / 0.74 / 0.71 / 0.69 /
₠0.66 / 0.63 / 0.6 / 0.57
₠0.4
₠1000
₠0.05
Affected By:₠
Sadron`s Protracted Frisson.
Notes
  • Total damage: 28 / 70 / 126 / 196 / 280 / 378 / 490 / 616.
  • The extra stun only triggers on damage greater than 10 after reductions.
  • Blocked by Spell Immunity and Linken`s Sphere.
  • Can be dispelled.
Ghost Walk
Ability: No Target
Reagents:
Affects: Enemy Units
Self
Invoker manipulates the ice and electrical energies around him, rendering his body invisible. The elemental imbalance created as a consequence slows nearby enemies based on the level of Quas, and slows Invoker as well based on the level of Wex.
V