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The Radiant |
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17 + 1.9 | 14 + 1.6 | 23 + 1.7 |
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Level | 1 | 16 | 25 |
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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 |
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Io the Guardian Wisp is a highly unique ranged strength hero who works best as part of a communicative team. With his support-oriented skill set, Io is able to share his strength through Tether and Overcharge, harass enemy heroes out of the lane with Spirits, and materialize himself 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 - 1 Bio
- 2 Abilities
- 3 Recommended items
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Bio
Io, the Guardian Wisp
| Role: | Support / Lane Support / 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. |
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Abilities
Tether | | Ability | Affects | |
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Target Unit | Allies | |
| Tether yourself to an allied unit or hero, granting both of you bonus movement speed. When you restore health or mana, your target gains 1.5 times the amount. Any enemy unit that crosses the tether is stunned. The tether breaks when the allied unit moves too far away, or Io cancels the tether. | Range: 1800 Maximum Radius: 900 Tether Duration: 12 Stun Duration: 0.75/1.25/1.75/2.25 Bonus Movement Speed: 17% | 12 | 40 |
The benevolent touch of Io brings strength from between the planes. | Notes:
- If you try to tether a unit that is 700 units or further away from Io, he will latch on and pull himself closer to the target (to a distance of 300).
- The tethered unit will benefit from Overcharge, Relocate, and from Io regenerating HP/mana.
- Has a sub-ability that lets you break the tether.
- A unit may only be stunned once per cast of tether.
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Tether Break | | | Break the link to the tethered unit. Notes:
- Replaces Tether while you are connected with an ally.
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Spirits | | Ability | | Damage |
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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 | 20/18/16/14 | 120/130/140/150 |
Io twists the particles of the universe with its unimaginable capabilities. | Notes:
- You gain 2 sub-abilities to control how far away from Io 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.
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Spirits In | | | Calls the spirits closer to you. Can be toggled on and off. | | |
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Spirits Out | | | Sends the spirits farther away from you. Can be toggled on and off. | | |
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Overcharge | | Ability | Affects | |
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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.
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Relocate | | | 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 | 90/75/60 | 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 this casting delay, Relocate will be cancelled.
- If an allied hero is Tethered, that hero will be teleported along with you. You can break the tether at any time to prevent that hero from teleporting with you.
- Relocate does interrupt chanelling and casting time abilities both on initial teleport, and when going back.
- You may Relocate and then follow up with a Tether to an allied hero to bring back with you at the end of the duration.
- If Io is Tethered to a unit, the Tether's duration will be refreshed upon casting Relocate.
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Recommended items
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| Starting | | | Early-game | | | Core | | | Situational | |
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Explanation:
- Io is a hard support hero with only one major offensive spell, and so his recommended build focuses on buffing speed and early game mana.
- Given that 1.5 times the healing that Io undergoes also applies to Io's tethered partner, regeneration items that effect both Io and other targets can have more than double their effectiveness. For example, using Mekansm will heal partners for up to 625 as opposed to 250. This also applies to the less specialized items Urn of Shadows and Arcane Boots.
- The 2% health regeneration of Heart of Tarrasque makes Io a very effective healer if you get it.
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