Io

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Io
Io icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
17 + 2.2
14 + 1.6
23 + 1.7
Level Base 1 15 25
Health 200 582.5 1257.5 1752.5
H. regen amp 0% 11.69% 32.86% 47.99%
Magic res. 25% 26.73% 28.51% 29.79%
Mana 75 351 627 831
M. regen amp 0% 41.4% 84.24% 114.84%
Spell dmg 0% 1.61% 3.28% 4.47%
Armor -2 0.24 3.82 6.38
Att/sec 0.59 0.67 0.8 0.9
Move sp amp. 0% 0.7% 1.82% 2.62%
Damage 22‒31 39‒48 69‒78 91‒100
Base health regen 1.5
Base mana regen 0.9
Movement speed 280
Turn rate 0.7
Vision range 1800/800
Attack range 575
Projectile speed 1200
Attack animation 0.15+0.4
Base attack time 1.7
Collision size 24
Legs
Gib type Ethereal

Io the Wisp is a ranged strength hero who works best as part of a communicative team. With its support-oriented skill set, Io can share its healing and buffs 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.

Io does not need to be facing towards a unit in order to attack, use abilities, or use items. It still has a front, marked by an arc-like effect, and a back.

Bio[edit]

Io minimap icon.png Io, the Wisp
Play "…"
Io is everywhere, and in all things. Denounced by enemies as the great unmaker, worshiped by scholars as the twinkling of a divine eye, this strange Wisp of life-force 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 the material field, a sentient manifestation of the charge that bind existence together. It is only in the controlled warping of these electrical waylines that Io's presence can be experienced on the physical plane. A benevolent, cooperative force, Io bonds its strange magnetism 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:

Abilities[edit]

Tether
Pierces spell immunity. Play
Q
T
Tether icon.png
Affects
Allies
Tethers Io to an allied unit, granting bonus movement speed to both. When Io restores health or mana, tethered units target gains a larger portion of that amount. The tether breaks when the allied unit moves too far away, or Io cancels the tether.
Cast Animation: 0+0
Cast Range: 1800
Tether Break Distance: 900
Tether Pull Distance: 700
Tether Break Distance During Pull: 2150
Heal/Restore Transfer: 120%/130%/140%/150%
Target Move Speed Bonus: 5%/8%/11%/14%
Cooldown: 12
Mana: 40
Modifiers
Buff Tether: Undispellable.
Buff Tether Haste: Undispellable.
Buff Tether Scepter: Undispellable.
The benevolent touch of Io brings strength from between the planes.

Notes:

  • Has a Break Tether sub-ability that lets Io break the tether while connected with an ally.
  • Tethering a unit that is 700 units or further away causes Io to latch on and pull itself to the target.
    • Pulls Io at a speed of 1000, until coming within 300 range of the target.
    • Can pull Io over impassable terrain.
    • Destroys trees within 350 radius around Io right after the pull.
    • If Io breaks the tether while getting pulled to the tethered target, the pull immediately stops.
    • The pull gets interrupted when Io is hit by another spell which applies Forced Movement, but not when Io is disabled.
    • If the distance between Io and the target gets greater than 900 (or 2150 during the pull), the Tether breaks.
  • When the distance between Io and the tethered target gets greater than 700, the link's visual appearance changes.
  • Tether has no set duration. It breaks only when exceeding the break distances, when Io or the target die, or when using the sub-spell.
  • The movement speed bonus is only applied to the tethered ally, while Io's movement speed is periodically set equal to the target's speed.
    • This means Io completely ignores movement speed slows and bonuses, but effectively get slowed or sped up when the tethered allied does.
    • Hastes have priority over Tether. Pounce and Kinetic Field have priority over it as well, so that Io does not ignore them.
  • The tethered unit benefits from Overcharge, Relocate, and from Io regenerating or replenishing health and mana.
    • Tethered units still benefit from all those effects even when turning invulnerable or when hidden.
    • The health and mana regeneration is only applied to the tethered unit if Io's respective pool is not full.
    • Healing effects like Mekansm icon.png Mekansm are applied to the tethered unit depending on how much health was replenished on Io.
    • Mana restoring effects like Arcane Boots icon.png Arcane Boots are applied fully to the tethered unit if 1 or more mana was replenished on Io.
  • If Io is tethered to an invisible unit, enemies can only see a fake link leading to the invisible unit's last known location.
  • When the level 15 Talent talent is chosen, the tethered ally's spells receive their Aghanim's Scepter icon.png Aghanim's Scepter upgrades until the Tether breaks.
    • Io does not require an Aghanim's Scepter for the talent to work.
    • Does not work for heroes who cannot drop their scepters.
  • When the level 25 Talent talent is chosen, Io performs instant attacks on every enemy the tethered ally attacks.
    • The attacks are performed as soon as the ally launches their attack (including instant attacks). It does not matter whether the attack actually hits or not.
    • Does not perform attacks when the tethered target also has this talent (i.e. an illusion of Io).
    • The instant attacks of Io can proc every attack modifier normally. The attacks have no True Strike, but completely ignore disarms.


Break Tether
Does not proc any on-cast effects when cast. Play
Q
T
Break Tether icon.png
Ability
No Target
Break the link to the tethered unit.
Cast Animation: 0+0
Cooldown: 1

Notes:

  • Replaces Tether until the Tether is broken.


Spirits
Does not pierce spell immunity. Play
W
W
Spirits icon.png
Ability
No Target
Affects
Enemies
Damage
Magical
Summon five particle spirits that dance in a circle around Io. If a particle collides with an enemy hero, it explodes, damaging and slowing all enemy units in an area around it. Creeps take minor damage from touching a particle spirit, but do not cause them to explode. When its duration ends, any remaining Spirits explode.
Cast Animation: 0+0
Collision Radius: 110
Explosion Radius: 360
Collision Damage: 10/18/26/34
Explosion Damage: 20/40/60/80 (Talent 95/115/135/155)
Explosion Movement Speed Slow: 20%/40%/60%/80%
Slow Duration: 0.3
Spirits Duration: 19
Cooldown: 20/18/16/14
Mana: 120/130/140/150
Modifiers
Buff Spirits: Undispellable.
Debuff Spirits Slow: Dispellable with any dispel.
Io twists the particles of the universe with his unimaginable capabilities.

Notes:

  • Upon use, this spell gets replaced by a sub-spell which allows moving the spirits in or out.
  • 5 spirits are summoned over the course of four seconds so that the distance between each spirit is equal.
    • The first spirit is always spawned to the north of Io, with the following spirits spawning in one second interval behind the previous spirit.
    • The spirits expand automatically to their maximum distance upon cast.
    • The spirits always rotate clockwise and are locked to Io's location, following it wherever it goes.
    • Moving the spirits in or out does not break their formatting. They always rotate in a circle and keep equal distance from each other.
  • The spirits complete a revolution every ~2.3 seconds regardless of distance from Io.
    • Their angular velocity is constant, meaning their speed increases the further away they are from the caster.
    • This means the first created spirit can rotate at least 8 times around Io.
  • When a non-hero unit comes within the 110 collision radius of the spirits, it takes the collision damage.
  • When a hero comes within collision radius, the spirit explodes, dealing the explosion damage and slowing enemies within a 360 radius.
  • Remaining spirits detonate simultaneously at the end of the duration or if recast, dealing the explosion damage and applying the slow around them.
  • Spirits provide 150 radius flying vision for 3 seconds at the location where they collided with a hero.
    • They do not provide vision when exploding caused by expiring or recasting.
  • The spirits are invisible to the enemy if Io is invisible.
  • Can deal up to 100/200/300/400 (Talent 475/575/675/775) damage to a single unit when all 5 spirits explode on a target (before reductions).


Spirits Movement
Does not proc any on-cast effects when cast.
W
W
Spirits Movement icon.png
Ability
No Target
Calls the spirits in and out.
Cast Animation: 0+0
Minimum Distance: 100
Maximum Distance: 700
Cooldown: 1.5

Notes:

  • This ability replaces Spirits until all spirits are gone.
  • Does not interrupts Io's channeling spells upon cast.
  • Moves the spirits in or out at a speed of 250. It takes 2.4 seconds to move the spirits from max to min distance and vice versa.


Overcharge
Does not proc any on-cast effects when cast. Pierces spell immunity. Play
E
V
Overcharge icon.png
Ability
Toggle
Affects
Self / Allies
Io gains bonus attack speed and damage reduction, at the cost of draining a percentage of its current health and mana per second. If Io is tethered to an ally, that unit also gains the bonuses.
Cast Animation: 0+0
Current Health & Mana Cost per Second: 6%
Attack Speed Bonus: 40/50/60/70
Damage Reduction: 5%/10%/15%/20%
Cooldown: 2
Modifiers
Buff Overcharge: Undispellable.
Drawing on the energy of matter from all worlds, Io begins the unravelling of time.

Notes:

  • Overcharge does not interrupt Io's channeling spells upon cast.
  • Can be toggled off while on cooldown.
  • A tethered ally is affected by the damage reduction and attack speed, but only Io's health and mana get drained.
  • Drains 1.2% of current health and mana in 0.2 second intervals.
  • Io and the tethered ally's effective health are increased by 5%/11%/18%/25%.
    • This quickly diminishes for Io because of the health loss.


Relocate
Pierces spell immunity. Play
R
R
Relocate icon.png
Affects
Self / Allied Heroes
Teleports Io and any tethered ally to any location. After the spell expires Io and any tethered ally will return to their original location. Double-click to teleport to your team's base fountain.
Cast Animation: 0+0.53
Cast Range: Global
Effect Delay: 2.7/2.35/2
Duration: 12
Cooldown: 130/110/90 (With talent: 70/50/30)
Mana: 100
Modifiers
Buff Relocate Teleporting: Undispellable.
Buff Relocate Return: Undispellable.
Io is the embodiment of the mystery of the universe.

Notes:

  • Double-clicking the ability automatically targets the team's fountain area.
  • If Io is stunned, slept, cycloned, or hexed during the effect delay, Relocate gets cancelled.
    • Can be cast while Io is rooted, but the teleport does not happen when still rooted after the delay.
    • Disabling the tethered ally of Io does not prevent the ally from getting teleported if Io successfully does so.
    • The returning teleportation cannot be prevented.
  • Enemies get a notification on their minimap during the teleport delay, showing them where Relocate was targeted.
    • Creates a visual effect at the targeted point during the teleport delay, which is visible to everyone.
    • Creates a visual effect at Io's position before the teleport happens, which also is visible to everyone.
  • Provides 300 radius flying vision at the targeted point during the effect delay. Does not provide vision otherwise.
  • Relocate interrupts channeling spells and every current order of Io and the tethered ally both on initial teleport, and when going back.
  • Io may break its tether at any time to prevent bringing an ally back.
  • Teleports invulnerable and hidden targets.
  • Destroys trees within 300 radius around Io upon both teleports.
  • The Disablehelp option prevents Io from relocating the respective ally.


Talents[edit]

Hero Talents
Attack Tethered Ally's Target25-60s Relocate Cooldown
+15 Health Regen20+150 Gold/Min
Tether Grants Aghanim's Scepter icon.png Scepter Bonus15+75 Spirits Hero Damage
+45 Damage10+25% XP Gain
Notes:

Recommended items[edit]

Starting items:

  • Tango icon.png Tango provides health regeneration to Io and a lane partner, thanks to Tether.
  • Healing Salve icon.png Healing Salve keeps Io and ally up in health during the early game.
  • Clarity icon.png Clarity sustains Io and ally with mana to use abilities.

Early game:

  • Bottle (Full) icon.png Bottle, available at the Secret Shop, restores both ally's health and mana with Tether.
  • Urn of Shadows icon.png Urn of Shadows heals Io while Tether passes that healing to an allied target.
  • Magic Stick icon.png Magic Stick instantly restores mana and health to both Io and a tethered ally.

Mid game:

  • Magic Wand icon.png Magic Wand gives attributes and a bit more amount of heal compared to Magic Stick.
  • Spirit Vessel icon.png Spirit Vessel, upgraded from Urn of Shadows icon.png Urn of Shadows, increases regeneration and healing for Io to keep allies healthy, while providing bonus health and movement speed to boost Io's survivability.
  • Arcane Boots icon.png Arcane Boots restore a large amount of mana to Io and allies with Tether.
  • Mekansm icon.png Mekansm heals Io's tethered partner for much more than the standard 250. It also provides an armor and health regeneration aura to boost survivability.
  • Helm of the Dominator icon.png Helm of the Dominator provides extra health regeneration for Tethered allies, and has an attack speed aura that stacks with Overcharge. It also lets Io Dominate a creep, potentially allowing him to forgo boots as his movespeed rises to 457 when Tethered to the creep.

Late game:

  • Guardian Greaves icon.png Guardian Greaves, built from Mekansm and Arcane Boots to save an item slot, restore huge amount of health and mana to Io and its team, especially with Tether. Io also enjoys the boosted health regeneration and armor as its HP decreases due to Overcharge.
  • Glimmer Cape icon.png Glimmer Cape allows Io or allied target to escape from enemies with invisibility and magic resistance.
  • Ghost Scepter icon.png Ghost Scepter shields Io from physical attacks, so it stays alive longer to help allies.

Situational items:

  • Soul Ring icon.png Soul Ring grants strength and health regeneration. More importantly, Io can pass the created mana to the tethered ally so both parties can use their respective abilities. Consider items like Tranquil Boots or Helm of the Dominator that boost health regeneration to sustain the health cost of Soul Ring.
  • Tranquil Boots (Active) icon.png Tranquil Boots heals Io and tethered allies more if they do not need the mana from Arcance Boots.
  • Drum of Endurance icon.png Drum of Endurance gives cost efficient attribute bonuses and further boosts Io's and its partner's attack and movement speed.
  • Pipe of Insight icon.png Pipe of Insight grants aura of health regeneration and magic resistance, a great item to absorb magical damage.
  • Vladmir's Offering icon.png Vladmir's Offering has useful aura with many perks, including bonus damage and lifesteal which help allied heroes who rely on physical attacks to deal damage.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity serves as a disable to stop channeling spells or prevent escape. The bonus movement speed allows Io to keep up Tether close to an ally without breaking it.
  • Force Staff icon.png Force Staff provides useful ability to position different heroes, including Io.
  • Heaven's Halberd icon.png Heaven's Halberd gives some strength, evasion, and the ability to disarm a troublesome enemy hero.
  • Heart of Tarrasque icon.png Heart of Tarrasque makes Io an ultimate healer, thanks to its generous bonuses of strength and health regeneration.
  • Scythe of Vyse icon.png Scythe of Vyse provides a valuable disable, some useful attribute bonuses, as well as mana regeneration which can pass on to tethered ally.
  • Desolator icon.png Desolator adds damage and applies armor reduction on enemies; works better in the late game after taking talent that lets Io attack tethered ally's target.

Gameplay[edit]

Roles: Support Support Escape Escape Nuker Nuker
Complexity: ★★★
Playstyle: The phenomenon that is Io manifests on the physical plane as a wisp of light, its purpose beyond mortal understanding. It flits to and fro the battlefield, searching for an ally to Tether to. Those blessed with Io's bond feel their feet lighten as the Wisp channels its own regenerative powers into their body. Should its host falter, Io begins to Overcharge, augmenting that ally's speed while strengthening his resolve. As a force unbound by the laws of corporeal space, Io is able to temporarily Relocate itself and an ally to any point in the world, often saving a companion from certain death.


Audio[edit]

History[edit]

Equipment[edit]

Trivia[edit]

  • 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.
  • 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 occurring from sharply pointed structures.
  • Enigma minimap icon.png Enigma, Io minimap icon.png Io, Keeper of the Light minimap icon.png Keeper of the Light, and Chaos Knight minimap icon.png Chaos Knight together represent the four fundamental forces of the universe with Io representing the electromagnetic 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.
  • Io connects to a unit with its tentacle when getting closer, despite of allied or enemy.

Gallery[edit]

Promotional Content