Developer's Blog

Remember me ?             Register


       

In this guide, I'll show you how to play one of the best supporters ever created - Io, the Guardian Wisp.

First of all, there is no build that'll work great in all situations. Hero build must be flexible and because of that, I'll focus on the strategies and justifications.
With this knowledge at hand, you should be able to "improvise" a suitable build if the game takes the turn for the worst.

I recommend reading the whole guide carefully instead of the miniguide to realize the immense power of Io.

Notes:
  1. For those who didn't notice, the miniguide is up there, in the guide's header.
  2. I am not a native English speaker, if you found any errors, please PM me. This is my second guide.
  3. The guide is designed to be Concise. There are expansions (marked by ) that allow this guide to achieve "near" complete status. Only view them if you really need to.
  4. Two replays were attached to this guide. The first one is the Ganker replay and the second one is the Support replay. Slightly different playstyle, same build. Switch to forum view to download them.
  5. Before jumping to suggestion/complaint, I suggest you to read the whole thing carefully. I hate being bashed with things I've already accounted for.


Io
Guardian Wisp
Banned in Captain mode
Support:High
Gank:Normal
Carry:Low
Tether
Hotkey: T
Spirits
Hotkey: W
Overcharge
Hotkey: V
Relocate
Hotkey: R
Affiliation:SentinelAttack Animation:0.15/0.4
Damage:43-52Casting Animation:0.001/0
Armour:0Base Attack Time:1.7
Movespeed:295Missile Speed:1600
Attack Range:575Sight Range:1800/800
Strength
Agility
Intelligence
17 + 1.9
14 + 1.6
23 + 1.7
Although Io is a Strength hero, he has very low Strength and high Intelligent as if he was an Intelligent hero.
His greatest strength but also his greatest weakness is his allies. Io has the power to increase his allies' mobility and survivability to an insane level but he loses this power when isolated.
No doubt he got excellent firepower from Spirits but this doesn't make Io a ganker, he needs his allies to help him achieve that.
Enemies will try to focus Io because of his softness but they didn't know what a wisp can do when cornered!



Ability: Active
Targeting:Unit
Hotkey:T
Io tethers himself to an allied unit, granting both units bonus movement speed. Any enemy units that contact the tether will be stunned. The tether will break if it stretches beyond 900 units. Lasts 12 seconds.


 ____________________________________________________________
 
Cost
Cooldown
Range
AOE
Duration
Effects
1
40
12
1800
900
12/0.75 second *
20% ms bonus
2
40
12
1800
900
12/1.25 second *
20% ms bonus
3
40
12
1800
900
12/1.75 second *
20% ms bonus
4
40
12
1800
900
12/2.25 second *
20% ms bonus

Notes
  • (*) Tether duration/stun duration

  • If you try to tether a unit that is 700 distance or further away from Io, he will latch on and pull himself closer to the tethered unit (to a distance of 300).

  • The tethered unit will benefit from Overcharge, Relocate, and from Io regenerating HP/mana.

  • The following HP or mana gain will not be transferred: Io activating Armlet, Io gaining more than 50% of his HP or mana in less than 0.02s.

  • Has a sub ability that lets you break the tether.


Effects table

Effects
Usages
Changes per level
Notes
MS bonus
Escape
N/A
Cannot target magic immune but can effect magic immune and mechanical units
Stun
Disable
+0.5s
Does not re-stun
Transfer
Support
N/A
Does not transfer back to Io and does not transfer degen.
Self-Pull
Position
N/A
Io still take damage during this effect

Expansion ▼





The bread and butter skill of Io, it's the ultimate multi-purpose tool and extremely spammable.

#1: Haste
Io's movespeed (295) with Tether (no Boots, Aura, Haste, etc) is 354
Luna's movespeed (330) with Tether is 396 (what the...???)

When Io tethered with an ally, they both get 20% MS bonus. As you can see, with Boot of Speed and Tether, you can easily surpass 400 MS, amazing right?

#2: Regenerate
Io's Regenerations from items, spells and stats will transfer to Io's partner during Tether's duration. How it works? Well, any HP/MP Io gains while Tethering will transfer to his partner.
This means:
  • Can heal up to 1/4 of Io's max HP for any ally with Heart active. Since he's going to stay back, an ally will be able to get this heal while in team clash.

  • Double the effectiveness of AOE heals for an ally. 500 HP instant heal in Mek case ().

  • Single heals now heal two heroes at once.

#3: Position
Let's me enlight you with this table

Stats
Range
700 to 1800
100 to 1200
Combat
Compatible
Not compatible
Manacost
50 MP
75 MP
Cooldown
12 seconds
14 seconds
Price
Free
2150

Its usage? Escape, Rescue, Support, Gank, Quick travel, etc...you name it

#4: Disable
A picture worth a thousand words.

Yes he CAN stun unit behind him (in a small AOE)

Works great with blinkers and invisible heroes. 100% chance of landing a stun


Doubt how powerful Tether is? Check out the following example

Only 2 Spirits Lvl 4 accounted for 200 damage + 2.25s stun in comparison with 210 damage + 3s stun of Overgrowth Lvl 1 (210 damage). This is what make Spirits and Tether combo so deadly.



Supporter semi gankerPure supporter build (Classic)
1. Tether1. Tether
2. Spirits2. Spirits
3. Tether3. Tether
4. Spirits4. Overcharge
5. Tether5. Tether
6. Relocate6. Relocate
7. Tether7. Tether
8. Spirits8. Overcharge
9. Spirits9. Overcharge
10. Overcharge10. Overcharge
11. Relocate11. Relocate
12. Overcharge12. Spirits
13. Overcharge13. Spirits
14. Overcharge14. Spirits
15. Attribute Bonus15. Attribute Bonus
16. Relocate16. Relocate
17+ Attribute Bonus17+ Attribute Bonus
Comment: Yeah, my all time favorite skill build, this build provide Io with great killing power and area of effect presence.Comment: This skill build greatly increase you supporting capability and an ally's Physical potential from an early stage.



First, this is only my humble analysis of these items. I'm not gonna enforce my build, especially item build, on anyone. Just do as you see fit and don't afraid to be different. A wise man (aka Steve Jobs ) once said "Stay hungry. Stay foolish". Ought to live up to that!

Prioritize those items more than anything else
__________________________________________________________
Without this, a single Relocate to Fountain cannot restore 100% health.
Every team needs ONE Mek, don't get this if someone else did. Smack the bastard who steal Mek from Io! Doesn't matter if your team had excellent coordination though.
Cheap yet useful item. A live saver from time to time.
Staple for all HEROES.
Another great item for Strength supporters like Io.
Dude, it's your job to buy the Chicken & Wards.
Expansion ▼




#1: Boots Comparison
The table divided Boots into 3 Tiers with decreasing priority from left to right.
Stats
MS boost
55
65
100
80 (55)
60
60
MS tethered
420
432
474
450 (420[1])
426
426 (494[2])
Effect
N/A
Replenish
Teleport
Rejuvenate
Attribute
Phase
Price
500
1500
2500
1025
1450
1400

[1]Damaged form of Tranquility Boot
[2]Phase activated


This boot has the highest priority because it's dirt CHEAP. The money you spend on its upgrade can be used to buy core items instead. Most of the time, Io and other supporters will choose to stick to the basic boot. The upgrade should only be made late game and in many cases, there WON'T be a late game because if you waste money and fail to support, you'll lose early, otherwise you'll win early.
The role of supporters in game is vital, they have to make the best effort to keep up with the increasing demands with MINIMAL resources. Thus, the basic boot is the best choice in many cases.


They're Category #2's Boots which means they're recommended should you choose to upgrade.
Boot of Travel is deemed superior to Arcane Boot in many ways.

Time Saving and Positioning
To get the most out of Arcane Boot, Io will have to be in the middle of the team. While clumping together, you're vulnerable to AOE spells and you waste valuable time. A few seconds of EACH member is worth consideration.

Global Presence Vs. Mana Replenishment
By choosing Boot of Travel, you effectively remove the need to carry TP scrolls and clear one inventory slot. One inventory slot is invaluable at late game. If you takes Travel, you will have one slot for an item that "may" surpass Arcane's Replenishment.

Ex: HoT Vs. Arcane's Replenishment...OVERKILL COMPARISON !!!!

Plus, it can target creeps, something TP scrolls cannot do. In combination with Relocate and you get one heck of a Global Presence. Note that Mana Replenishment's effectiveness DECREASE overtime as physical damage dethrone spells and reigns the battlefield while the effectiveness of Teleportation actually INCREASE as pushes can be done in seconds.

Cost effectiveness
Arguably, the cost for Travel's item builds is much higher than Arcane's. But then again, the decision to upgrade should be made at late game, after all the core items have been finished.

If you choose to take Arcane early to ignore the inventory loss, then it's Boot of Speed vs. Arcane Boot because Travel early game is...are you c-r-a-z-y ???

HP is damn important early game, then why would choose this
1000 gold to upgrade into Arcane Boot = 785 MP for the whole team
over this ???
600 gold to buy Bottle = 420 MP + 810 HP for one key hero

Again, Arcane Boot may prove to be effective on high mana consumption/spellcasters teams. Depend on the team you're in and your estimation of how the game will most likely proceed, make your choice.

In theory, it's indeed a nice item. Though I'm still bothered by the fact that it failed to shine in my recent games. I'll need more testing to confirm it but here's the primary cons I found so far...

Invest 525 gold on Tranquility boot = Invest 500 gold on 5x Healing Salves
5x Healing salves = 2000 HP ~ 17.7 minutes of continuous usage of Rejuvenate

So this means after you completed the Boot (instead of buying Healing Salves), it takes 17.7 minutes of continuous usage before the Boot actually yields any extra healing.
Normally it takes 10 minutes to get to Bottle (600 gold, roughly equal 525 gold) so only after 10+17.7=27.7 minutes into the game can the Boot make any difference...27.7 minutes. That's mid game for ya and 15 HP/s (non-combat) is no longer effective.

#2: Mekansm

Mek is indeed awesome on Io tho in some games I must admit there are certain players who are better Mek wielders than I am 'coz I usually get focused when "certain" foes get the idea of how annoying it is letting that floating orb of light alive...

Oh right, Decoy Io doesn't need Mek 'coz you're going back to Fountain after you have done your duty and not going to participate in that teamclash. They're raped when I turn out to be a Decoy. There goes the team game ~

Plus, if another supporter can get Mek earlier than you can then let him get it. Do NOT wait for a certain slowpoke orb of light to farm up Mek, he may never get there in time...Mek is a vital item in team clashes thus your team will need it asap.

So people, stop bashing me for de-priotize "Mek on Io" please~~~



Pros:
[+] Speed boosting spells.
[+] Long and spammable AOE stun.
[+] Global teleportation for him and 1 ally.
[+] Build-in escape spells.
[+] Powerful nuke.
[+] Require minimal items.


Friends: Allies that treasure Io's strengths.
Since Io is a supporter and he got lots of stuff to offer, everybody loves him
EXCEPT

Already fast heroes:
MS boost and IAS are useless.


Summoners
Hmm...don't know which one to support?


Illusion heroes
"Hey, you gave them MY position" that's what they all say.


*Note: The "everybody loves him" part applies. There's actually no known de-synergy hero with Io. However, the aforementioned heroes "wasted" Io's supporting potential in some forms while they still, of course, greatly benefit from healing and other stuffs he offers.
For example: Lycan's Wolf Form may not want the increase MS but he still needs healing like everybody else.


14/07/2011: Project begins. Hero stats completed.
17/07/2011: Basic layout, skill tables completed.
23/07/2011: All basic content complete, formatting begins
18/08/2011: Titles and Mini guide added
04/09/2011: All content updated.
15/10/2011: Publication request
01/11/2011: Strategy -> Skill build. Add expansion marker
02/11/2011: Add Skill interaction to Relocate's expansion and clarifications to items section. Credit updated.
Guide published thank to Lycan.
07/01/2012: Spotlight~
10/01/2012: Minor update. 6.73b update pending...
13/01/2012: Add expansion -> Core -> Item builds.

As usual, credit goes to Eul, Guinsoo and IceFrog for making DotA
Lycan and Lapis Lazuli for their early feedback.
The][nquisitoR for the Roof guide, which I used for reference.
And me for writing this guide.





Io the Guardian Wisp
Author: Lightning_Ray
Map Vers.: 6.72f

Spirit of the trees

Concise guide to Guardian Wisp

Date Posted: 07/15/11
Last Comment:17/02/2012
Total Votes: 68
Current Rating: 8.42
Views: 78690



Login to post a comment