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Io icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
17 + 3
14 + 1.6
23 + 1.7
Level 0 1 15 25 30
Health 200 540 1380 1980 2280
Health regen 0 1.7 5.9 8.9 10.4
Mana 75 351 627 831 939
Mana regen 0 1.15 2.34 3.19 3.62
Armor 1 3.33 7.07 9.73 11.07
Att/sec 0.59 0.67 0.8 0.9 0.94
Damage 22‒31 39‒48 81‒90 111‒120 126‒135
Magic resistance 25%
▶️ Movement speed 320
▶️ Attack speed 100
Turn rate 0.7
Vision range 1800/800
Attack range 500
Projectile speed 1200
Attack animation 0.15+0.4
Base attack time 1.7
Damage block 0
Collision size 24
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.


Io minimap icon.pngIo, the Wisp
▶️ "beep boop"
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.


Tether icon.png
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: 60%/90%/120%/150%
Target Move Speed Bonus: 5%/8%/11%/14%
Enemy Movement Speed Slow: 8%/16%/24%/32%
Enemy Attack Speed Slow: 8/16/24/32
Slow Duration: 0.2
Cooldown: 12
Mana: 40
Buff modifier_wisp_tether: Dispellable with death only.
Buff modifier_wisp_tether_haste: Dispellable with death only.
Debuff modifier_wisp_tether_slow: Dispellable with any dispel.
The benevolent touch of Io brings strength from between the planes.


  • 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 gets stunned, hexed, hidden, feared, hypnotize, or rooted during the pull.
    • Forced movement cancels the pull as well, but only after the movement ends, and not upon getting applied.
    • Taunts, leashes, and silences do not interrupt the pulling.
    • 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, when Io gets assimilated or when using the sub-spell.
  • The movement speed bonus is only applied to the tethered ally, while Io copies the target's speed.
    • Io only copies the base speed of the target and any speed bonuses it has, flat and percentage.
    • If the target gets slowed, Io's speed does not copy the movement speed loss caused by the slow.
    • However, Io can be slowed directly by slowing effects, but cannot have its movement speed increased by other sources.
  • 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 heal and mana restore transfer happen regardless of how much Io actually healed/restored.
    • The Tether health and mana transfer percent is applied after all reductions/amplifications and will be multiplied by the tethered unit's own heal and mana restore reductions/amplifications.
  • If Io is tethered to an invisible unit, enemies can only see a fake link leading to the invisible unit's last known location.
  • The slow gets applied to every enemy that is in contact with the tether link. It is applied on each server tick.
  • 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.
Break Tether icon.png
No Target
Break the link to the tethered unit.
Cast Animation: 0+0
Cooldown: 1


  • Replaces Tether until the Tether is broken.
  • Goes on a 0.25-second cooldown when Tether is cast, so that it cannot be immediately broken.

Spirits icon.png
No Target
(Upgradable by Aghanim's Scepter. Passive)
Summon five particle spirits that dance in a circle around Io. If a particle collides with an enemy hero, it explodes, damaging 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 80/100/120/140)
Spirits Duration: 19 (Upgradable by Aghanim's Scepter. Infinite)
Cooldown: 26/24/22/20
Mana: 120/130/140/150
Aghanim's upgrade: Spirits now passively spawn around you constantly every second. Max of 5.
Not disabled by Break. The passive spirits spawning is not disabled by Break.
Buff modifier_wisp_spirits: Dispellable with death only.
Io twists the particles of the universe with his unimaginable capabilities.


  • 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 (in 0.8 second intervals) 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 2.7 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 most 7 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 within a 360 radius.
  • Remaining spirits detonate simultaneously at the end of the duration or if recast, dealing the explosion damage 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 400/500/600/700) damage to a single unit when all 5 spirits explode on a target (before reductions).
  • Acquiring Aghanim's Scepter icon.png Aghanim's Scepter removes the need to cast Spirits, and makes them spawn constantly around Io, like with a regular cast.
    • When acquiring Aghanim's Scepter while a spirits cast is already active, the spirits from that cast disappear without exploding.
    • When losing Aghanim's Scepter, the spirits from it do not disappear, and last until colliding with an enemy or until Io dies.
    • Despite the tooltip, the spirits still spawn in 0.8-second intervals, not in 1-second intevals.
    • The sub-spell is still available and can be used normally. The Spirits ability itself is hidden.

Spirits Movement
Does not proc any on-cast effects when cast.
Spirits Movement icon.png
No Target
Calls the spirits in and out.
Cast Animation: 0+0
Minimum Distance: 200
Maximum Distance: 700 (Talent 1025)
Cooldown: 0


  • 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 (Talent 3.3) seconds to move the spirits from max to min distance and vice versa.

Overcharge icon.png
No Target
Self / Allies
Io gains bonus attack speed and HP Regen based on max health. If Io is tethered to an ally, that unit also gains the bonuses.
Cast Animation: 0+0
Attack Speed Bonus: 50/80/110/140
Max Health as Health Regen Bonus: 0.5%/0.6%/0.7%/0.8%
Duration: 8
Cooldown: 22/20/18/16
Mana: 40/60/80/100
Buff modifier_wisp_overcharge: Dispellable with death only.
Drawing on the energy of matter from all worlds, Io begins the unravelling of time.


  • Io does not need to be already tethered to transfer the Overcharge. Tethering afterwards transfers it as well.
    • The Overcharge on allies does not show a duration, and always appears like a permanent buff.
  • Can regenerate up to 4%/4.8%/5.6%/6.4% of Io's max health over the duration.
    • Can restore up to 4%/4.8%/5.6%/6.4% of the target's max health, plus 2.4%/4.32%/6.72%/9.6% of Io's max health on the tethered ally.

Relocate icon.png
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: 3.5/3.25/3
Duration: 12
Cooldown: 90/75/60 (With talent: 65/50/35)
Mana: 175
Buff modifier_wisp_relocate_thinker: Undispellable. Persists death.
Buff modifier_teleporting: Dispellable with death only.
Buff modifier_wisp_relocate_return: Dispellable with death only.
Io is the embodiment of the mystery of the universe.


  • 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.
    • If Io is silenced as the delay finishes, the teleport does not happen either.
    • 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.
  • Relocate interrupts channeling spells and every current order of Io and the tethered ally both on initial teleport, and when going back.
  • Disjoints projectiles for Io upon teleporting to the targeted point, but does not disjoint upon teleporting back.
    • Does not disjoint projectiles for the teleported ally, neither upon teleporting to the target point, nor upon teleporting 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.


Hero Talents
Attack Tethered Ally's Target25+700 Health
-25s Relocate Cooldown20+60 Spirits Hero Damage
10% Spell Lifesteal15+325 Spirits Max Range
+35 Damage10+4 Health Regen
  • This attack damage talent is added as raw attack damage, so it does not benefit illusions, and is not affected by most percentage-based damage increasing or reducing effects.
  • The spell lifesteal talent stacks additively with other sources of spell lifesteal.
  • The spell lifesteal talent heals for 2% from non-hero units. Treats creep-heroes as creeps and does not heal off of illusions.
  • The health talent increases maximum health capacity, and keeps the current health percentage.

Recent Changes[edit]

Main Article: Io/Changelogs
  • Increased from 280 to 320.
  • Talents:
Level 20 left talent changed: +12 -> -25s <a href="/Io" title="Io"><img alt="" src="16?cb=20130329145847" decoding="async" width="16" height="16" class="noprint" /></a> cooldown.
Level 25 right talent changed: -24s <a href="/Io" title="Io"><img alt="" src="16?cb=20130329145847" decoding="async" width="16" height="16" class="noprint" /></a> cooldown -> +700 .
  • Talents:
Level 10 left talent: +45 reduced to +35.
Level 10 right talent: +5 -> to +4.
Level 15 left talent: +13% reduced to +10%.
Level 15 right talent: +400 <a href="/Io" title="Io"><img alt="" src="16?cb=20130329145906" decoding="async" width="16" height="16" class="noprint" /></a> max distance reduced to +325.
Level 20 left talent: +15 reduced to +12.
Level 20 right talent: +75 <a href="/Io" title="Io"><img alt="" src="16?cb=20130329145906" decoding="async" width="16" height="16" class="noprint" /></a> explosion damage reduced to +60.
Level 25 right talent: -30s <a href="/Io" title="Io"><img alt="" src="16?cb=20130329145847" decoding="async" width="16" height="16" class="noprint" /></a> cooldown reduced to -24s.

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.
  • Enchanted Mango icon.png Enchanted Mango gives some health regeneration, as well as mana restoration.
  • Gauntlets of Strength icon.png Gauntlets of Strength increases strength so Io can hit harder and has more health. It also builds into Soul Ring.

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.
  • 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.

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 275. 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 allows Io to dominate a creep to take advantage of its auras and abilities, as well as boosting the movement speed of both parties thanks to Tether, giving Io an option of skipping buying boots.

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.
  • 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.
  • Heart of Tarrasque icon.png Heart of Tarrasque gives a huge amount of health and health regeneration, increasing the tethered allies health regeneration and survivality.
  • Mjollnir icon.png Mjollnir provides huge damage output, which allows taking down tethered ally's targets (with the appropriate talent taken) rapidly.

Situational items:

  • Tome of Knowledge icon.png Tome of Knowledge grants experience to help Io reach its talents.
  • 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 attack damage and lifesteal, enabling allied physical attackers.
  • Solar Crest icon.png Solar Crest further buffs allied targets with attack speed, movement speed, and armor. Moreover, Io can use it on the enemies to slow and removes their armor.
  • Force Staff icon.png Force Staff provides useful ability to position different heroes, including Io.
  • Holy Locket icon.png Holy Locket enhances Io's healing power, as well as strengthening its defense with bonus health and magic resistance.
  • Heaven's Halberd icon.png Heaven's Halberd gives strength, evasion, status resistance, and the ability to disarm an enemy carry.
  • 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.


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.





  • 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 is also one of the names used by the dragon god Asgorath from d&d, whose symbol in the second addition was an orb.
  • 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. Santelmo may also refer to the Philippine's folklore creature which is a head of fire, or a ball of fire which Io resembles.
  • Enigma minimap icon.png Enigma, Chaos Knight minimap icon.png Chaos Knight, Keeper of the Light minimap icon.png Keeper of the Light, and Io minimap icon.png Io together represent the four fundamental forces of the universe with Io representing the strong nuclear force, as alluded to in its lore as the force that binds all matter together, as well as its abilities which mostly rely on being bound to a partner to achieve maximum effect.
  • Io has several "tentacles" that randomly palpate any visible unit within 256 range of it, enemies and alles alike, randomly switching between units every few seconds. This is purely for aesthetic purposes. A hiddem modifier ("modifier_wisp_tentacles") is responsible for this effect.