DotA2 Io Skill Build Guide

Dota2 IoDotA2 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 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.
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


  • If Io tries to tether a unit that is 700 units or further away, Io will latch on and pull itself closer to the target (to a distance of 300).
  • The Tethered unit will benefit from Overcharge, Relocate, and from Io regenerating health/mana.
  • The health and mana regeneration will only be applied on the tethered unit if Io’s respective pool isn’t full.
  • The regeneration of any instant healing effect like Mekansm’s one will be applied to the tethered unit depending on how much health was replenished on Io.
  • The regeneration of any instant mana regeneration effect like the Arcane Boots’s will be applied fully to the tethered unit if 1 or more mana was replenished on Io’s mana pool.
  • Has a sub-ability that lets you break the Tether.
  • A unit may only be slowed once per cast of tether.
  • If Io is tethered to an invisible unit, the link is not visible to enemies.
  • Cannot tether magic immune ally. Tether does not break if the tethered ally becomes magic immune.
Spirits 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.
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


  • Upon use, Io gains 2 sub-abilities to control how far away 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.
  • Unlike most other spells, the Spirits are visible to the enemy even if Io is invisible.
Overcharge 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.
Bonus Attack Speed: 40 / 50 / 60 / 70
Incoming Damage Reduction: 5% / 10% / 15% / 20%
HP/Mana Drain: 4.5% of current HP/Mana


  • Io cannot deny itself with this ability.
  • Io and the tethered ally’s effective health will be increased by 5.26/11.11/17.65/25% (This will quickly diminish for Io because of the health loss).
Relocate 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.
Range: Global
Delay before teleport: 2.5 / 2.25 / 2
Duration: 12
Mana Cost: 100
Cooldown Time: 90 / 75 / 60


  • 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 casting delay, Relocate will be cancelled.
  • Relocate interrupts channeling and casting time abilities both on initial teleport, and when going back.
  • If Io is Tethered to a unit, the Tether’s duration will be refreshed upon finishing casting Relocate.
  • Io may sever its Tether at any time to prevent bringing an ally back.

Io Skill Build Guide

  1. Tether (1)
  2. Spirits (1)
  3. Spirits (2)
  4. Tether (2)
  5. Spirits (3)
  6. Relocate (1)
  7. Spirits (MAX)
  8. Tether (3)
  9. Tether (MAX)
  10. Overcharge (1)
  11. Relocate (2)
  12. Overcharge (2)
  13. Overcharge (3)
  14. Overcharge (MAX)
  15. Stats (1)
  16. Relocate (MAX)
  17. Stats (MAX)

Leave a Reply

Your email address will not be published. Required fields are marked *

One thought on “DotA2 Io Skill Build Guide

  1. Brodt

    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.