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Hero Discussion of this Day: Wisp, Io (16 August 2013)

Io, the Guardian Wisp

If you need someone to support a single ally, there's no one better at doing that than Io, the Wisp. Tether is the core skill of this hero. It links him to an ally, increasing the movespeed of both his ally and himself and stunning anyone who touches the link, making it a perfect ganking tool. Besides, the skill is also useful after ganks, because it allows Wisp to transfer any regeneration he receives to his ally as well. With Spirits, Wisp has a long ranged damage skill that also serves the purpose of giving vision of enemies it hits. Overcharge's utility lies in its combo with Tether. At the cost of a percentage of Wisp's current HP and MP, it gives Wisp and his tethered ally increased attack speed and reduces the damage they receive, which effectively allows carries to do their job earlier in the game. But his true power lies in the synergy between Tether and his ultimate, Relocate. These two skills can turn any ally into a global ganking machine. Io and the tethered ally can teleport anywhere on the map for a short time. This is why Io is the only true global ganking support and it makes him very effective with allied carries that have killing power in the early-mid-game.

Lore

Io is everywhere, and in all things. Denounced by enemies as the great unmaker, worshiped by scholars as the twinkling of a divine eye, Io occupies all planes at once, the merest fraction of its being crossing into physical existence at any one moment.

Like the great twin riders Dark and Light, and yet another ancient traveler whose true history is lost to the ages, Io the Wisp is a Fundamental of the universe—a force older than time, a wanderer from realms far beyond mortal understanding. Io is nothing less than the sum of all attractive and repulsive forces within matter, a sentient manifestation of the charge that bind particles together. It is only in the controlled warping of these forces that Io’s presence can be experienced on the physical plane. A benevolent, cooperative force, Io bonds its strength to others so that the power of allies might be enhanced. Its motives inscrutable, its strength unimaginable, Io moves through the physical plane, the perfect expression of the mysteries of the universe.

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Roles: Support, Lane Support, Nuker, Escape, Pusher

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Strength: 17 + 1.9

Agility: 14 + 1.6

Intelligence: 23 + 1.7

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Damage: 43-52

Armour: -0.04

Movement Speed: 295

Attack Range: 575

Missile Speed: 1200

Base Attack Time: 1.7

Sight Range: 1800 (Day) / 800 (Night)

Turn Rate: 0.7

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Spells

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Tether

Tether yourself to an allied unit or hero, granting both of you bonus movement speed. When you restore health or mana, your target gains 1.5 times the amount. Any enemy unit that crosses the tether is stunned. The tether breaks when the allied unit moves too far away, or Io cancels the tether.

LevelManacostCooldownCasting RangeAreaDurationEffects
14012180090012Links Io and another ally, the ally gains 1.5x of Io's current mana or HP regeneration and any enemy that moves between the tether gets stunned for 0.75 seconds. Both ally and Io gain 17% bonus movespeed
24012180090012Links Io and another ally, the ally gains 1.5x of Io's current mana or HP regeneration and any enemy that moves between the tether gets stunned for 1.25 seconds. Both ally and Io gain 17% bonus movespeed
34012180090012Links Io and another ally, the ally gains 1.5x of Io's current mana or HP regeneration and any enemy that moves between the tether gets stunned for 1.75 seconds. Both ally and Io gain 17% bonus movespeed
44012180090012Links Io and another ally, the ally gains 1.5x of Io's current mana or HP regeneration and any enemy that moves between the tether gets stunned for 2.25 seconds. Both ally and Io gain 17% bonus movespeed
  • If you try to tether a unit that is 700 units or further away from Io, he will latch on and pull himself closer to the target (to a distance of 300)

  • The tethered unit will benefit from Overcharge, Relocate, and from Io regenerating HP/mana

  • Has a sub-ability that lets you break the tether

  • A unit may only be stunned once per cast of tether

  • You may disable help from the top left menu to stop Io tethering and teleporting you

The benevolent touch of Io brings strength from between the planes.

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Spirits

Summon five spirits that dance in a circle around Io, damaging all that they hit around you. If a spirit hits an enemy hero, it explodes, damaging all enemy units in an area around it. Creeps take minor damage from touching a spirit, but don't cause them to explode.

LevelManacostCooldownCasting RangeAreaDurationEffects
112020N/A300 (explosion aoe)19Wisp summons 5 spirits that circle around itself, if the spirits hit an enemy hero they explode for 25 damage in a radius. The spirits also deal 8 damage to enemy units they pass through but don't explode on contact
213018N/A300 (explosion aoe)19Wisp summons 5 spirits that circle around itself, if the spirits hit an enemy hero they explode for 50 damage in a radius. The spirits also deal 14 damage to enemy units they pass through but don't explode on contact
314016N/A300 (explosion aoe)19Wisp summons 5 spirits that circle around itself, if the spirits hit an enemy hero they explode for 75 damage in a radius. The spirits also deal 20 damage to enemy units they pass through but don't explode on contact
415014N/A300 (explosion aoe)19Wisp summons 5 spirits that circle around itself, if the spirits hit an enemy hero they explode for 100 damage in a radius. The spirits also deal 26 damage to enemy units they pass through but don't explode on contact
  • Magical Damage

  • You gain 2 sub-abilities to control how far away from Io the spirits orbit

  • Deals 125/250/375/500 damage

  • Spirits are summoned over the course of four seconds

  • The spirits complete a revolution every ~2.3 seconds regardless of distance from Io. (Their angular velocity is constant, meaning that spirits move more quickly when further from Io.)

  • All unspent spirits will simultaneously detonate at the end of the duration or if recast, dealing full damage to nearby creeps and heroes

  • Spirits briefly provide vision over heroes they collide with

Io twists the particles of the universe with his unimaginable capabilities.

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Overcharge

Io gains bonus attack speed and damage reduction, at the cost of draining HP and mana per second. If Io is Tethered to an ally, that unit also gains the bonuses.

LevelManacostCooldownCasting RangeAreaDurationEffects
14.5% of current HP and MP2N/AN/AN/AGives Io and the tethered unit (if applicable) 40 bonus attack speed and 5% incoming damage reduction
24.5% of current HP and MP2N/AN/AN/AGives Io and the tethered unit (if applicable) 50 bonus attack speed and 10% incoming damage reduction
34.5% of current HP and MP2N/AN/AN/AGives Io and the tethered unit (if applicable) 60 bonus attack speed and 15% incoming damage reduction
44.5% of current HP and MP2N/AN/AN/AGives Io and the tethered unit (if applicable) 70 bonus attack speed and 20% incoming damage reduction
  • Io cannot deny itself with this ability

  • This bonus affects a tethered unit as well

  • The hp/mana lost can't be reduced in any way

  • The hp/mana loss is actually 0.9% in every 0.2 seconds, resulting in 4.419(725)% loss per second

Drawing on the energy of matter from all worlds, Io begins the unravelling of time.

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Relocate

Ultimate

Teleport yourself and any tethered ally to any location on the map. After the spell expires you and any tethered ally will return to where you teleported from.

LevelManacostCooldownCasting RangeAreaDurationEffects
110090GlobalN/A12After a 2.5 second delay, Io teleports itself and a tethered unit (if applicable) to the target location
210075GlobalN/A12After a 2.25 second delay, Io teleports itself and a tethered unit (if applicable) to the target location
310060GlobalN/A12After a 2 second delay, Io teleports itself and a tethered unit (if applicable) to the target location
  • There is a casting delay and the enemy has a visual indicator on the minimap at the target location before the teleport occurs

  • If Io is interrupted during the this casting delay, Relocate will be cancelled

  • If an allied hero is Tethered, that hero will be teleported along with you. You can break the tether at any time to prevent that hero from teleporting with you

  • Relocate does interrupt chanelling and casting time abilities both on initial teleport, and when going back

  • You may Relocate and then follow up with a Tether to an allied hero to bring back with you at the end of the duration

  • If Io is Tethered to a unit, the Tether's duration will be refreshed upon casting Relocate

  • You may disable help from the top left menu to stop Io tethering and teleporting you

Io is the embodiment of the mystery of the universe.

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Recent Changes from 6.78/6.78b/6.78c

  • Tether movement bonus decreased from 20% to 17%

  • Spirits no longer provide vision, except temporarily when they collide with an enemy hero

  • Overcharge hp/mp cost increased from 3.5% to 4.5%

Recent Changes from 6.77/6.77b/6.77c

  • None

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Tips:

You can tether allied units from a long range to escape. If you're relocating back to your original location and there is a posse of enemies waiting for you, get an ally hero or look for an ally unit to quickly tether to and escape on your return.

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Zlazher has a tiny Wisp guide

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If you guys want a specific hero to be discussed next, please feel free to post or message me. Request list

Valve Artwork | Voice Responses | In-game Icon | Dota Cinema Video Overview | Dota2Wiki Hero Page

Posts are every two days now, again.

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Important Lycan tip/s of last thread by Rammite:

"Level 4 wolves is the best scouting ability in the game. Keep an eye on Rosh.

- Scout out the enemy jungle.

- Have a wolf follow the enemy team so you always have vision of them.

- Have them run ahead to check high ground.

- Have a wolf follow the enemy carry so you can keep tabs on them.

- Have a wolf follow an enemy while you plot a gank.

Press M, then left click an enemy. Your wolves will move into melee range of them, but will not attack, and will not break invis."

Posted Aug 16, 2013, 3:48 PM UTC · edited

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