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Invoker - Combo Timings
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This guide will help you to execute combos in perfect timing on enemies affected by Tornado, Disruption, Eul's, Astral Imprisonment
   
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Euls Scepter Timings
Euls Scepter combos are easiest since Euls effect is not affected by any debuff amp or status resistance, all delay values are dedicated and never changes.

SINGLE SPELLS



Sun Strike delay is 1.7 seconds, Euls lift duration is 2.5 seconds, meaning you should use Sun Strike minimum 0.8 seconds after Euls Scepter.
The lower the delay after 0.8 seconds is, more successfull your combo was.




Chaos Meteor delay is 1.3 seconds, Euls lift duration is 2.5 seconds, meaning you should use Chaos Meteor minimum 1.2 seconds after Euls Scepter.
The lower the delay after 1.2 seconds is, more successfull your combo was.




EMP delay is 2.9 seconds, Euls lift duration is 2.5 seconds, meaning you should use EMP maximum 0.4 seconds before Euls Scepter.
The higher the delay before 0.4 seconds is, more successfull your combo was.




Deafening Blast has no delay but has an unnecessary 0.05 second cast time, what matters for Deafening Blast is its travel speed compared to full distance it travels, Euls lift duration is 2.5 seconds, Deafening Blast takes 0.91 seconds to travel full distance, meaning you should use it immediately after 2.5 seconds if you are close to enemy, and 0.91 seconds earlier if you are atleast 1100 range away from enemy.
As the distance closes between you and lifted enemy, the 0.91 seconds max delay for using Deafening Blast should be reduced.

ADVANCED SPELL COMBOS



When attempting to an advanced spell combo, use EMP first then Euls, as Euls lift time is shorter than EMP delay, and then use spells in order: the ones that has the most delay firstly, and the ones that has the least delay lastly.
Mostly you can use only 3 abilities for Euls combos until all orbs are max leveled, and then 4.

NOTE: This applies to every combo execution regardless of type of invulnerablity setup, only timings differ!
Tornado Timings
When it comes to Tornado timings, things get complicated, all Quas level, Status Resistance & Aghanims Scepter becomes online. (Even Timeless Relic comes in play and it conradicts with Status Resistance... but I'm not willing to go this far.)

(I take default status resistance as 25% (Sange & Yasha, Sange & Kaya), but as you practice you will learn how to execute perfect combos against status resistance of any enemy.)

+ means you should use it X seconds after Tornado hits the enemy.
- means you should use it X seconds before Tornado hits the enemy.




Level 1

-0.9 seconds

-0.6 seconds

-1.1 seconds

-0.875 seconds

Level 2

-0.6 seconds

-0.3 seconds

-0.875 seconds

-0.65 seconds

Level 3

-0.3 seconds

0 seconds

-0.65 seconds

-0.425 seconds

Level 4

0 seconds

+0.3 seconds

-0.425 seconds

-0.2 seconds

Level 5

+0.3 seconds

+0.6 seconds

-0.2 seconds

+0.025 seconds

Level 6

+0.6 seconds

+0.9 seconds

+0.025 seconds

+0.25 seconds

Level 7

+0.9 seconds

+1.2 seconds

+0.25 seconds

+0.475 seconds




Same conditions apply as Sun Strike, only difference being you should use Chaos Meteor 0.4 seconds later than Sun Strike, on any situation.




Same conditions apply as Sun Strike, only difference being you should use EMP 1.2 seconds earlier than Sun Strike, on any situation




As was listed on Euls section, if you are atleast 1100 distance away from the enemy, use Deafening Blast 0.91 seconds before Tornado lift duration ends, and immediately if you are close enough, timing varies depending on distance between you and the enemy. I'll post full Tornado duration depending on Aghanims Scepter / 25% Status Resistance on next section.
Tornado Lift Duration
Level 1

0.8 seconds

1.1 seconds

0.6 seconds

0.825 seconds

Level 2

1.1 seconds

1.4 seconds

0.825 seconds

1.05 seconds

Level 3

1.4 seconds

1.7 seconds

1.05 seconds

1.275 seconds

Level 4

1.7 seconds

2 seconds

1.275 seconds

1.5 seconds

Level 5

2 seconds

2.3 seconds

1.5 seconds

1.725 seconds

Level 6

2.3 seconds

2.6 seconds

1.725 seconds

1.95 seconds

Level 7

2.6 seconds

2.9 seconds

1.95 seconds

2.175 seconds
Disruption Timings
Disruption has a fixed duration of 2.75 seconds, which is 0.25 seconds longer than Euls Scepter.
Its important to know timings when playing a match where there is a Shadow Demon in either team.
NOTE: Don't take status resistance to account when Shadow Demon used Disruption on an allied unit, since status resistance doesn't works for allied spells.




+1.05 seconds

+0.3625 seconds




+1.45 seconds

+0.7625 seconds




-0.15 seconds

-0.8375 seconds




+1.84 - 2.75 seconds

-1.1525 - 2,0625 seconds
Astral Imprisonment Timings
Astral Imprisonment has a fixed duration of 1.75/2.5/3.25/4 seconds, which is -0.75/0/0.75/1.5 seconds longer than Euls Scepter.
Its important to know timings when playing a match where there is a Outworld Destroyer in either team.
NOTE: Don't take status resistance to account when Outworld Destroyer used Astral Imprisonment on an allied unit, since status resistance doesn't works for allied spells.




Level 1

+0.05 seconds

-0.3875 seconds

Level 2

+0.8 seconds

+0.175 seconds

Level 3

+1.55 seconds

+0.7375 seconds

Level 4

+2.3 seconds

+1.3 seconds




Same conditions apply as Sun Strike, only difference being you should use Chaos Meteor 0.4 seconds later than Sun Strike, for any level of Astral Imprisonment.




Same conditions apply as Sun Strike, only difference being you should use EMP 1.2 seconds earlier than Sun Strike, for any level of Astral Imprisonment.




As was listed on previous sections, if you are atleast 1100 distance away from the enemy, use Deafening Blast 0.91 seconds before Astral Imprisonment ends, and immediately if you are close enough, timing varies depending on distance between you and the enemy.
Additional Notes
Ice Wall can be used to pin enemies down on place, helping other spells connect to the enemy even if you didn't perfectly execute the combo as long as they don't have a reliable escape source (Force Staff, natural mobility abilities like Blink, Waveform, Icarus Dive (though you can use Cold Snap against various abilities), its very easy to use since you don't need to time Ice Wall right.

When combining multiple spells in to one setup, keep track of your Invoke cooldown as it decides how many spells you can include in a combo.

You can start combos by infusing yourself with Alacrity and/or summoning Forged Spirits to increase your damage further.

As I've told before, there will be enemies with different status resistance, like Ursa with 50% status resistance from Enrage, Tiny with +15% status resistance talent, Spirit Breaker with a decent amount of (70% at max level) status resistance, and as much as you play against them you will learn to execute your combos at better timings (though I don't recommend messing with those setup-combos on enemies with +40% status resistance since it can be really hard to deal with), so it was pointless to type down every single possible status resistance on combos, but instead I just shown 25% casual status resistance most heroes have since they prefer a Sange & Kaya or Sange & Yasha.

If there is a more valuable Timeless Relic carrier in your team, let them have it. It just will mess most of your spell combos, unless you rely on epic burst damage like Cataclysm on teamfights, rather than classic Tornado combos.

Thanks for making it to there in this guide, hope you get better with your timings as Invoker. Also don't forget to practice timings on hero demo mode or training polygon arcade mode.

GL HF!
19 条留言
WINTERSUN FANBOY 2022 年 7 月 31 日 上午 10:39 
nerd
Nerbyoso 2021 年 6 月 21 日 下午 11:33 
I want my money back!
Bibibobo 2021 年 6 月 21 日 上午 6:29 
+rep
i got 3 hands 2021 年 6 月 16 日 下午 10:27 
thats y u mediocre
Haywire 2021 年 6 月 16 日 下午 2:20 
i just feel the timing man its all saved in my head :D
Adeptus Mechanicus 2021 年 6 月 15 日 下午 10:42 
waw
ФАНАТ СУМЕРЕК 2021 年 6 月 15 日 下午 10:20 
cool:steamthumbsup:
ᴀᴋᴀᴢᴀ 2021 年 6 月 15 日 下午 3:41 
euls really ?
Tankor Smash 2021 年 6 月 14 日 下午 8:58 
this just sounds like a 'write your own script' guide