DotA2 Io (Wisp): Wisp is everywhere, and in all things. Denounced by enemies as the great unmaker, worshiped by scholars as the twinkling of a divine eye, Wisp 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. Wisp 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 Wisp’s presence can be experienced on the physical plane. A benevolent, cooperative force, Wisp bonds its strength to others so that the power of allies might be enhanced. Its motives inscrutable, its strength unimaginable, moves through the physical plane, the perfect expression of the mysteries of the universe.
Io Overview
Faction: The Radiant
Primary Attribute: Strength
Attack Type: Ranged
Role(s): Ganker, Support
Io Stats
STR: 64.5 at 25 (17 + 1.9/level)
AGI: 54 at 25 (14 + 1.6/level)
INT: 65.5 at 25 (23 + 1.7/level)
Health: 1708 at 25
Mana: 1079 at 25
Damage: 43 – 52
Range: 575
Movement: 295
Io Skills
Tether (Active) Targetting Method: Instant | Allowed Targets: Allied Heroes Tether yourself to an allied unit, granting both of you bonus movement speed. When you restore health or mana, your target gains 1.5x 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. |
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Range: 1800 Maximum Radius: 900 Tether Duration: 12 Slow Amount: 100% Movement speed/100 Attack speed Slow Duration: 0.75 / 1.25 / 1.75 / 2.25 Bonus Movement Speed: 17% Mana Cost: 40 Cooldown Time: 12 Notes
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Spirits (Active) Targetting Method: Instant | Allowed Targets: Enemy Units 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. |
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Radius of explosion: 300 Duration: 19 Damage to Heroes: 25 / 50 / 75 / 100 Damage to non-Heroes: 8 / 14 / 20 / 26 Mana Cost: 120 / 130 / 140 / 150 Cooldown Time: 20 / 18 / 16 / 14 Notes
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Overcharge (Toggle) Targetting Method: Instant | Allowed Targets: Self 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. |
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Bonus Attack Speed: 40 / 50 / 60 / 70 Incoming Damage Reduction: 5% / 10% / 15% / 20% HP/Mana Drain: 4.5% of current HP/Mana Notes
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Relocate (Active) Targetting Method: Point | Allowed Targets: None 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. |
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Range: Global Delay before teleport: 2.5 / 2.25 / 2 Duration: 12 Mana Cost: 100 Cooldown Time: 90 / 75 / 60 Notes
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Io Skill Build Guide
- Tether (1)
- Spirits (1)
- Spirits (2)
- Tether (2)
- Spirits (3)
- Relocate (1)
- Spirits (MAX)
- Tether (3)
- Tether (MAX)
- Overcharge (1)
- Relocate (2)
- Overcharge (2)
- Overcharge (3)
- Overcharge (MAX)
- Stats (1)
- Relocate (MAX)
- Stats (MAX)
Why not get overcharge sooner instead when you have more health than your ally, Ive been in multiple situations where despite the poking im at more health than my ally, and I need overcharge to get them up. Along with urn, its regen is high enough to cover the overcharge cost and heal the ally. Fun times.