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Guardian Wisp

Io

  • Strength Io Strength
    17 + 1.9
  • Agility Io Agility
    14 + 1.6
  • Intelligence Io Intelligence
    23 + 1.7
  • Io

Tether

Io tethers himself to an allied unit, granting both units bonus movement speed. Any enemy units that contact the tether will be slowed. The tether will break if it stretches beyond 900 units. Lasts 12 seconds.

Spirits

Io summons 5 ancient Spirits over the course of 4 seconds; the Spirits dance around Io in a circle to protect him. If an enemy hero moves close enough to touch a Spirit, the Spirit releases its life energy in a burst, damaging all enemies in a 300 area of effect. Non hero units only take minor damage upon touching a spirit and do not cause them to explode.

Overcharge

Io draws on more energy than he can safely handle, granting him bonus attack speed and damage reduction, but draining 4.5% of his current HP and MP per second. If Io is tethered to an ally the bonuses are also granted to that ally.

Relocate

Io temporarily relocates himself, along with any tethered hero, to the target location for 12 seconds.

  • Sentinel
  • 0.15 / 0.4
  • 43 - 52
  • 0.001 / 0
  • -0.04
  • 1.7
  • 295
  • 1600
  • 575
  • 1800 / 800

If you need someone to support a single ally, there's no one better at doing that than Io, the Wisp. Tether is the core skill of this hero. It links him to an ally, increasing the movespeed of both his ally and himself and slowing anyone who touches the link, making it a perfect ganking tool. Since Io pulls himself to the tethered ally if the distance is high enough, it also doubles as a great escape skill. Besides, the skill is also useful after ganks, because it allows Wisp to transfer any regeneration he receives to his ally as well. With Spirits, Wisp has a long ranged damage skill that also serves the purpose of giving vision of enemies it hits. Overcharge's utility lies in its combo with Tether. At the cost of a percentage of Wisp's current HP and MP, it gives Wisp and his tethered ally increased attack speed and reduces the damage they receive, which effectively allows carries to do their job earlier in the game. But his true power lies in the synergy between Tether and his ultimate, Relocate. These two skills can turn any ally into a global ganking machine. Io and the tethered ally can teleport anywhere on the map for a short time. This is why Io is the only true global ganking support and it makes him very effective with allied carries that have killing power in the early-mid-game.

Originally nothing more than a lowly spirit of the trees, Io dwelt peacefully amongst his kind in the Great Forest. As the Great War spread across the land the creatures of the forest were forced to defend their home. The desire to protect his kin awoke power in Io he had not known he possessed. He discovered he was able to connect his life force to another creature to strengthen them or help them flee by instantly transporting them out of harm. Io became known amongst his people as the Guardian Wisp, a protector of the Spirits. All other spirits swore to assist him and can be summoned to his side to aid him in his battle. Uninterested in the battle between the Sentinel and the Scourge, Io fights only to protect his people.


Tether

  • Active
  • Unit
  • T

Io tethers himself to an allied unit, granting both units bonus movement speed. Any enemy units that contact the tether will be slowed. The tether will break if it stretches beyond 900 units. Lasts 12 seconds.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 40
  • 12
  • 1800
  • 900
  • 12/0.75 second *
  • Allied heroes
  • 17% ms bonus
  • 2
  • 40
  • 12
  • 1800
  • 900
  • 12/1.25 seconds *
  • Allied heroes
  • 17% ms bonus
  • 3
  • 40
  • 12
  • 1800
  • 900
  • 12/1.75 seconds *
  • Allied heroes
  • 17% ms bonus
  • 4
  • 40
  • 12
  • 1800
  • 900
  • 12/2.25 seconds*
  • Allied heroes
  • 17% ms bonus

Notes

• (*) Tether duration/slow 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.
• The tethered unit will heal 50% more than Io.
• The slow on enemy units is 100% movement and attack speed.




Spirits

  • Active
  • Instant
  • W

Io summons 5 ancient Spirits over the course of 4 seconds; the Spirits dance around Io in a circle to protect him. If an enemy hero moves close enough to touch a Spirit, the Spirit releases its life energy in a burst, damaging all enemies in a 300 area of effect. Non hero units only take minor damage upon touching a spirit and do not cause them to explode.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 120
  • 20
  • N/A
  • 300*
  • 19 seconds
  • Enemy units
  • 8/25** damage
  • 2
  • 130
  • 18
  • N/A
  • 300*
  • 19 seconds
  • Enemy units
  • 14/50** damage
  • 3
  • 140
  • 16
  • N/A
  • 300*
  • 19 seconds
  • Enemy units
  • 20/75** damage
  • 4
  • 150
  • 14
  • N/A
  • 300*
  • 19 seconds
  • Enemy units
  • 26/100** damage

Notes

• (*) Area of Effect of the explosion
• (**) Damage to creeps/heroes
• Damage type: magical
• Min/max Oscillation range: 100/875
• You gain 2 subabilities to control how far away from Io the spirits orbit.
• Spirits briefly give vision when colliding with an enemy hero.




Overcharge

  • Toggle
  • Instant
  • V

Io draws on more energy than he can safely handle, granting him bonus attack speed and damage reduction, but draining 4.5% of his current HP and MP per second. If Io is tethered to an ally the bonuses are also granted to that ally.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 4.5% of current HP and MP
  • 2
  • N/A
  • N/A
  • N/A
  • Self
  • 40 IAS, 5% damage reduction
  • 2
  • 4.5% of current HP and MP
  • 2
  • N/A
  • N/A
  • N/A
  • Self
  • 50 IAS, 10% damage reduction
  • 3
  • 4.5% of current HP and MP
  • 2
  • N/A
  • N/A
  • N/A
  • Self
  • 60 IAS, 15% damage reduction
  • 4
  • 4.5% of current HP and MP
  • 2
  • N/A
  • N/A
  • N/A
  • Self
  • 70 IAS, 20% damage reduction

Notes

• This bonus affects a tethered unit as well.
• The hp/mana lost can't be reduced in any way.
• The hp/mana loss is actually 0.9% in every 0.2 seconds, resulting in 4.419(725)% loss per second




Relocate

  • Active
  • Point
  • R

Io temporarily relocates himself, along with any tethered hero, to the target location for 12 seconds.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 100
  • 90 seconds
  • Global
  • N/A
  • N/A
  • N/A
  • Teleport after 2.5 seconds
  • 2
  • 100
  • 75 seconds
  • Global
  • N/A
  • N/A
  • N/A
  • Teleport after 2.25 seconds
  • 3
  • 100
  • 60 seconds
  • Global
  • N/A
  • N/A
  • N/A
  • Teleport after 2 seconds

Notes

• There is a casting delay and the enemy has visual indicators on the minimap at the target location before it happens.
• If Io is disabled during the this casting delay, Relocate will be cancelled.
• If an allied hero is Tethered, that hero will teleported along with you. You can break the tether at any time to prevent that hero from returning back with you.
• Tether will not time out during Relocate.
• Cancels any channeling skills when teleporting (in both directions).
• The -disablehelp command will prevent an allied Io from teleporting your hero with this this ability.