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Io

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Io
Io.png
Strength
17 + 1.9
Agility
14 + 1.6
Intelligence
23 + 1.7
Level 1 16 25
Hit Points 473 1043 1708
Mana 299 650 1079
Damage 43‒52 73-82 108‒117
Armor -0.04 3.6 8.14
Attacks / Second 0.67 0.82 1.01
Movement Speed 295
Turn Rate 0.7
Sight Range 1800/800
Attack Range 575
Missile Speed 1200
Attack Duration 0.15+0.4
Cast Duration 0.001+0
Base Attack Time 1.7

Io the Guardian Wisp is a highly unique ranged strength hero who works best as part of a communicative team. With its support-oriented skill set, Io is able to share its strength through Tether and Overcharge, harass enemy heroes out of the lane with Spirits, and materialize itself and an ally anywhere on the map with Relocate. Gank enemy Heroes, push undefended lanes, save teammates from deep within enemy territory - the possibilities are endless, and Io features one of the highest skill ceilings in the game.

Contents

[edit] Bio

Io Io, the Guardian Wisp
Play
Role: Pip roamer.png Support / Pip babysitter.png Lane Support / Pip ganker.png Nuker
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.
Voice: Himself (Responses)

[edit] Abilities

Tether
Partially blocked by Magic Immunity. Not blocked by Linken's Sphere. Cannot be purged. Play
Q
T
Tether icon.png
Ability Affects
Target Unit Allies
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%
Cooldown 12 Mana 40
Partially blocked by Magic Immunity. Cannot tether magic immune ally. Tether does not break if the tethered ally becomes magic immune.
The benevolent touch of Io brings strength from between the planes.

Notes:

  • 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.

Tether Break
Play
Q
T
Tether Break icon.png
Ability
No Target
Break the link to the tethered unit.

Notes:

  • Replaces Tether while you are connected with an ally.

Spirits
Blocked by Magic Immunity. Not blocked by Linken's Sphere. Cannot be purged. Play
W
W
Spirits icon.png
Ability Damage
No Target Magical
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
Cooldown 20/18/16/14 Mana 120/130/140/150
Io twists the particles of the universe with his unimaginable capabilities.

Notes:

  • 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.

Spirits In
D
D
Spirits In icon.png
Ability
Toggle
Calls the spirits closer to you. Can be toggled on and off.

Spirits Out
F
E
Spirits Out icon.png
Ability
Toggle
Sends the spirits farther away from you. Can be toggled on and off.

Overcharge
Cannot be purged. Play
E
V
Overcharge icon.png
Ability Affects
Toggle 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
Drawing on the energy of matter from all worlds, Io begins the unravelling of time.

Notes:

  • 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
Cannot be purged. Play
R
R
Relocate icon.png
Ability
Target Point
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
Cooldown 90/75/60 Mana 100
Io is the embodiment of the mystery of the universe.

Notes:

  • 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.

[edit] Recommended items

Explanation:
Starting:

Early-game:

  • Boots of Speed give a nice movement speed boost.
  • Magic Stick restores mana and health in a pinch to both Io and a tethered ally.
  • Urn of Shadows can be used in conjunction with Tether to restore a large amount of health to Io and an ally.

Core:

  • Magic Wand is an inexpensive upgrade from Magic Stick. It helps Io heal allies even more.
  • Io can use Mekansm to heal a tethered partner for 625 health, as opposed to the standard 250.
  • Arcane Boots can be used to restore a large amount of mana to Io and his allies, thanks to Tether.

Situational:

  • Heart of Tarrasque makes Io a very effective healer, thanks to its powerful health regeneration.
  • Shiva's Guard makes Io harder to take down, while providing a useful aura that can help in ganks.
  • Scythe of Vyse provides a valuable disable, and also some useful attribute bonuses.
  • Heaven's Halberd gives some strength and evasion, and the ability to disarm an enemy hero that is causing trouble to your team.
  • Necronomicon can be used during Relocate to aid in a gank or push.
  • Drum of Endurance gives you cost efficient attribute bonuses and further boosts you and your tethered partner's attack and movement speed.
  • Dagon provides extra burst damage that you might need to take down an enemy hero in a Relocate gank.

[edit] Tips

  • Tether can be used on allied heroes to get to their side with great speed, as it latches from a considerable distance.
  • Approaching a confrontation from behind will allow for easier use of Tether's slow. Positional items are also useful for this.
  • Spirits requires much practice and focus to control, and due to its high mana cost it is not advisable to use it frivolously.
  • Building Heart of Tarrasque or other HP regen items will allow for much more liberal use of your Overcharge. Also, the regen you get from these items will heal your tether partner, allowing you to heal allies by using Overcharge.
  • Remember that Tether can be used on friendly creeps, and in a dangerous situation Io may be able to avoid death by Tethering to a lane creep, owing to Tether's large latch distance.
  • Should an emergency arise, Io may Tether to a wounded ally and then Relocate to the fountain to heal both Io and his ally.
    • You can also save the life of a crucial allied hero with this method, but it will often result in your own inevitable death when Relocate forces you to return to your original location. Be sure to un-Tether your ally before you return.
    • The inverse of this can also work; Relocate from your fountain to the crucial ally and Tether them to bring them back. This is not always viable however, as it entails the 12 second discrepancy between Relocations.
  • If Io's team has an end-game carry such as Phantom Assassin or Faceless Void, his top priority becomes ensuring the survival of this hero at any cost, including his own life. Io's skillset makes him very good at doing this, and if he succeeds in preserving the life of his carry then they will eventually become hugely powerful, and most likely win the game for their team.
  • A good way to make Io cause a lot of damage with his nuke quickly is to summon the spirits, make them get closer, and when the cooldown has ended, get close to the enemy and activate the spell again. This way, all the spirits around you will explode damaging the enemy and five new ones will appear, potentially exploding on him too. Best used if Io is laning with someone with a good slow or stun, and when used to maximum potential (exploding all 10 spirits at maximum level) will cause 1000 magical damage.
  • When ganking or escaping, always remember that Tether duration is the same as its cooldown, so it can be maintained on constantly as long as you have enough mana.
  • Though using Tether to offer bonus healing from items such as Tranquil Boots or an Urn of Shadows charge is a good idea, your Tethered ally will not gain anything if you are fully healed. Using Overcharge to lower your health and mana before using any healing items will assure you are able to pass along the boosted regeneration.
  • Soul Ring is an excellent Item if you have Tranquil Boots so that you can give your Tethered target HP regen and also the Soulring Activation Mana.
  • A Bottle is good for the same reasons as Soul Ring; healing yourself and your partner in battle, and as well as giving mana.
  • Mask of Madness is a great situational item for increasing Io's DPS and survivability. Thanks to Overcharge, at max level Io only takes 10% extra damage for up to 170 IAS, 30% extra movement speed and 20% lifesteal. Due to Io's fragility, however, it is important that Mask of Madness is used in conjunction with HP and Armour boosting Items, as he can't be burst damaged down while under its effects. Note that if you use Overcharge and Mask of Madness while tethered to an ally or Necro warrior/archer, the movement speed boost is increased to 47% for yourself, and the Tethered unit still gains the 20% damage reduction and 70 attack speed and 17% movement speed bonus.

[edit] Io Partners

The most common playstyle for Io is to be partnered with a Carry, preferably one with mobility or health regen issues (as Io can help make up for both). Although any durability-focused carry can benefit from Io's support, among the better known Io Buddies are:

  • Tiny, whose mobility issues are almost negated by the proper use of Relocate.
  • Lifestealer, due to Infest allowing Relocate to take three heroes (including Io) instead of two.
  • Chaos Knight, whose Reality Rift can bring an enemy into the Tether slow.
  • Ursa, who benefits greatly by the mobility granted by Io.
  • Riki, due to his ability to blink behind targets to trigger Tether slow while in Smoke Screen. The attack speed bonus from Overcharge synergizes extremely well with Backstab.
  • Phantom Assassin, like Riki and Chaos Knight, can use her blink to trigger Tether's slow. Overcharge also synergizes very well with PA, making her more durable and allowing her to get more hits in.
  • Slardar and Sven, both who have a terrifying presence with Relocate and can deal large amounts of damage in a short amount of time under the benefits of Overcharge.
  • Legion Commander's heal is very powerful when combined with Tether. Io's Relocate can be used to Pick off lone enemies using Duel. Overcharge will increase the damage done during Duel and also reduce the damage taken during it. In addition, its very easy to hit all Spirits/Tether slow when the target is stuck in a duel.

[edit] Trivia

  • Io is the name of a priestess of Hera in Greek Mythology. She was seduced by Zeus and subsequently incurred Hera's wrath.
    • Io is also the name of one of four Galilean moons of Jupiter, which was named after the same character in Greek Mythology.
  • Wisp is the name of an Elemental from the Legend of Mana series, which has a similar appearance and is usually involved in healing.
  • Io's fun names in DotA were Weird Ball and Santelmo. Santelmo may refer to St. Elmo's Fire, a weather phenomenon that creates sparks of bright energy similar to that of lightning, mostly occuring from sharply pointed structures.
  • Enigma, Io, Keeper of the Light and Chaos Knight together represent the four fundamental forces of the universe with Io representing the strong nuclear force, as alluded to in his lore as the force that binds all matter together, as well as his abilities which mostly rely on being bound to a partner to achieve maximum effect.
  • Oddly enough, Io is referred in the bio as "it", but the ingame description for Spirits says: "Io twists the particles of the universe with his unimaginable capabilities."[1]

[edit] Update history

July 18, 2013 Patch

  • Fixed Tether icon.png Tether sharing mana regeneration when you have full mana.
  • Fixed Spirits icon.png Spirits initially spawning 250 units away instead of 150 units.

June 14, 2013 Patch

  • Relocate icon.png Relocate:
    • Fixed the initial ability not being interrupted if Io was only disabled in the cast time but not when the teleportation happened.
    • Fixed the initial ability not getting interrupted by Root debuffs (Ensnare (Naga Siren) icon.png Ensnare, Overgrowth icon.png Overgrowth, etc).
    • Fixed ability not revealing fog of war for enemies.
    • Fixed ability not showing the initial visual effect on the ground for enemies (only showed ping).
  • Fixed being able to return Tether icon.png Tether Relocate icon.png Relocate with a different set of targeting rules than the initial direction (no longer allowed to return relocate a creep).
  • Fixed Overcharge icon.png Overcharge missing a 2 second toggle cooldown.

March 28, 2013 Patch

  • Wisp name change to Io icon.png Io.
  • [Undocumented] Io icon.png Io changed back to blue from teal.

March 21, 2013 Patch

March 14, 2013 Patch

  • Fixed Tether icon.png Tether sometimes ending prematurely if Relocate icon.png Relocate was cast before Tether icon.png Tether.
  • Fixed Relocate icon.png Relocated units sometimes walking away to do a previous behavior.

December 06, 2012 Patch

November 08, 2012 Patch

September 21, 2012 Patch

  • Fixed being able to Teleport a Tether icon.png Tethered creep to the enemy base.

August 02, 2012 Patch

  • Fixed Chakra Magic mana regen not transfering over Tether.

July 19, 2012 Patch

  • Fixed Spirits detonating on non-hero units like Spirit Bear.

July 12, 2012 Patch

  • Fixed Spirits exploding on illusions.
  • Fixed Relocate to not teleport Wisp while dead.

July 05, 2012 Patch

  • Enabled Rubick, Wisp, and Luna in Captain's Mode.
  • Fixed Magic Stick interaction with Tether.
  • Overcharge and the two spirit control sub abilities no longer proc magic stick.
  • Spirits no longer don't retain their vision after they explode.
  • Fixed Relocate's return not interrupting other channeling spells (like TP Scroll).
  • Fixed heroes continuing old movement orders after returning with Relocate.
  • Fixed Soul Ring not working with Tether.
  • Fixes for guardian spirits rendering with pops and such when entering/leaving FoW.
  • Fixed Wisp voice lipsync getting stuck on with random noise.
  • Fixed ranged display stomping on ambient effects, including Wisp.
  • Fixed Tether being left behind when enemy teleported into FoW.
  • Changed Guardian Wisp Explosion Effects.
  • Added more obvious Wisp Tether Boundary Effect.
  • Tether now shows the amount that it heals it's target.
  • Wisp spirits no longer show up on the minimap.
  • Wisp and his tethered unit move their camera when they Relocate and Relocate back.
  • The Relocate sound stops correctly now.

June 28, 2012 Patch


[edit] Balance changelog

6.79

  • Tether icon.png Tether now does a -100% MS/AS slow instead of a stun.

6.78c

  • Tether icon.png Tether movement bonus decreased from 20% to 17%.

6.78

  • Spirits icon.png Spirits no longer provide vision, except temporarily when they collide with an enemy hero.
  • Overcharge icon.png Overcharge hp/mp cost increased from 3.5% to 4.5%.

6.75

  • Overcharge icon.png Overcharge HP/MP cost over time increased from 2.5% to 3.5%.
  • Tether icon.png Tether regeneration transfer now heals the Tethered unit at 1.5x the rate of Wisp.

6.72

  • Base damage increased from 33-42 to 43-52.
  • Attack range increased from 525 to 575.
  • Tether icon.png Tether
    • Movement speed bonus reduced from 15/20/25/30% to 20%.
    • Stun duration rebalanced from 1/1.25/1.5/1.75 to 0.75/1.25/1.75/2.25.
  • Spirits icon.png Spirits
    • Oscillation subabilities no longer interrupt Wisp's movement.
    • Now circle slightly faster when there are fewer alive.
    • No longer slow.
    • Life duration increased by 3 seconds.
    • Now spawn over 4 second interval instead of 6.
  • Overcharge icon.png OverchargeReworked:
Old Overcharge icon.png Overcharge:
Grants bonus attack speed, drains 2.5% of his current HP and MP per second. If Io is tethered to an ally the bonus attack speed is also granted to that ally.
This is a toggle ability.
Attack Speed: 60/80/100/120
New Overcharge icon.png Overcharge:
Grants bonus attack speed and damage reduction, drains 2.5% of his current HP and MP per second. If Io is tethered to an ally attack speed and damage reduction is also granted to that ally.
This is a toggle ability.
Attack Speed: 40/50/60/70
Damage Reduction: 5/10/15/20% [Reduces damage taken]

6.71

  • Tether icon.png Tether movement speed bonus reduced from 20/25/30/35 to 15/20/25/30.
  • Spirits icon.png Spirits cooldown rescaled from 14 to 20/18/16/14.

6.69

  • Tether icon.png Tether Stun duration reduced from 1.25/1.5/1.75/2.0 to 1/1.25/1.5/1.75.
  • Relocate icon.png Relocate cooldown increased from 80/60/40 to 90/75/60.

6.68b

  • Wisp can no longer teleport to the enemy fountain.

6.68

  • Created.

[edit] Gallery

[edit] See also

  1. http://www.dota2.com/hero/Io/?l=english