Hero Discussion of this Day: Wisp, Io (12 December 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 slowing anyone who touches the link, making it an okay 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 slowed. The tether breaks when the allied unit moves too far away, or Io cancels the tether.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 40 | 12 | 1800 | 900 | 12 | Links 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 slowed by 100% move and attack speed for 0.75 seconds. Both ally and Io gain 17% bonus movespeed |
| 2 | 40 | 12 | 1800 | 900 | 12 | Links 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 slowed by 100% move and attack speed for 1.25 seconds. Both ally and Io gain 17% bonus movespeed |
| 3 | 40 | 12 | 1800 | 900 | 12 | Links 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 slowed by 100% move and attack speed for 1.75 seconds. Both ally and Io gain 17% bonus movespeed |
| 4 | 40 | 12 | 1800 | 900 | 12 | Links 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 slowed by 100% move and attack speed for 2.25 seconds. Both ally and Io gain 17% bonus movespeed |
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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)
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Slows by 100% MS/AS
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The tethered unit will benefit from Overcharge, Relocate, and from Io regenerating HP/mana
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Has a sub-ability that lets you break the tether
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A unit may only be slowed once per cast of tether
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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.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 120 | 20 | N/A | 300 (explosion aoe) | 19 | Wisp 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 |
| 2 | 130 | 18 | N/A | 300 (explosion aoe) | 19 | Wisp 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 |
| 3 | 140 | 16 | N/A | 300 (explosion aoe) | 19 | Wisp 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 |
| 4 | 150 | 14 | N/A | 300 (explosion aoe) | 19 | Wisp 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 |
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Magical Damage
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You gain 2 sub-abilities to control how far away from Io the spirits orbit
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Deals 125/250/375/500 damage
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Spirits are summoned over the course of four seconds
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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.)
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All unspent spirits will simultaneously detonate at the end of the duration or if recast, dealing full damage to nearby creeps and heroes
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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.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 4.5% of current HP and MP | 2 | N/A | N/A | N/A | Gives Io and the tethered unit (if applicable) 40 bonus attack speed and 5% incoming damage reduction |
| 2 | 4.5% of current HP and MP | 2 | N/A | N/A | N/A | Gives Io and the tethered unit (if applicable) 50 bonus attack speed and 10% incoming damage reduction |
| 3 | 4.5% of current HP and MP | 2 | N/A | N/A | N/A | Gives Io and the tethered unit (if applicable) 60 bonus attack speed and 15% incoming damage reduction |
| 4 | 4.5% of current HP and MP | 2 | N/A | N/A | N/A | Gives Io and the tethered unit (if applicable) 70 bonus attack speed and 20% incoming damage reduction |
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Io cannot deny itself with this ability
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This bonus affects a tethered unit as well
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The hp/mana lost can't be reduced in any way
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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.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 100 | 90 | Global | N/A | 12 | After a 2.5 second delay, Io teleports itself and a tethered unit (if applicable) to the target location |
| 2 | 100 | 75 | Global | N/A | 12 | After a 2.25 second delay, Io teleports itself and a tethered unit (if applicable) to the target location |
| 3 | 100 | 60 | Global | N/A | 12 | After a 2 second delay, Io teleports itself and a tethered unit (if applicable) to the target location |
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There is a casting delay and the enemy has a visual indicator on the minimap at the target location before the teleport occurs
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If Io is interrupted during the this casting delay, Relocate will be cancelled
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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
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Relocate does interrupt chanelling and casting time abilities both on initial teleport, and when going back
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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
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If Io is Tethered to a unit, the Tether's duration will be refreshed upon casting Relocate
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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 6.79
- Tether now does a -100% MS/AS slow instead of a stun
Recent Changes from 6.78/6.78b/6.78c
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Tether movement bonus decreased from 20% to 17%
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Spirits no longer provide vision, except temporarily when they collide with an enemy hero
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Overcharge hp/mp cost increased from 3.5% to 4.5%
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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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Posts are every two days now, again.
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Important Chaos Knight tip of last thread by Zotmaster:
"Rift has a longer range than Bolt, but Rift can be dodged if the target slips out of sight. If sight isn't a problem, Rift first, then Bolt. If there is the potential for the target to break line of sight, Bolt first, then Rift."
Posted Dec 12, 2013, 7:02 PM UTC · edited