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.
- Hero Class: Guardian Wisp
- Hero Name: Io
- Range: 525
- Movement Speed: 295
- Hero Type: Strength
- Starting Armor: 0
- Starting Damage: 33-42
- Agility: 14 + 1.6
- Strength: 17 + 1.9
- Intelligence: 23 + 1.7
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.
- Movement Bonus: 20/25/30/35%
- Stun Duration: 1.25/1.5/1.75/2.0
- Cooldown: 12
- Manacost: 40
If you try to tether a unit that is outside its range (by up to 900) Io will latch on and pull himself closer to the unit.
Tether transfers other states on the hero to the allied unit. This includes Overcharge, Relocate and any time you regenerate hp/mp.
Note: Has a sub ability that lets you break the tether.
This skill is what makes Io such a scary supporter. Combine him with Ursa and say goodbye to your target. However, this skill won’t do much if you don’t want to be a support hero.
Io summons 5 ancient Spirits over the course of 6 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 and slowing all enemies in a 300 area of effect. Nonhero units only take minor damage upon touching a spirit and do not cause them to explode.
You have two sub-abilities. One to move them outwards and one to call them back in. You can stop them at any distance by toggling the ability order.
- Damage per Spirit: 25/50/75/100
- Slow: 30%
- Cooldown: 14
- Manacost: 120/130/140/150
Io draws on more energy than he can safely handle, granting him bonus attack speed, but draining 2.5% of his current HP and MP per second. If Io is tethered to an ally the bonus attack speed is also granted to that ally.
This is a toggle ability.
Attack Speed: 60/80/100/120
Note: This bonus affects a tethered unit as well.
Another support skill which should be combined with Tether for maximum benefits.
Io temporarily relocates himself, along with any tethered hero, to the target location for 12 seconds.
There is a casting delay and the enemy has visual indicators on the minimap and the world of the teleport before it happens.
- Cast Delay: 2.5/2.25/2.0
- Cooldown: 80/60/40
- Manacost: 100
Note: 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 returning back with you. -disable help is available for this ability.
An instant gank skill. Tether Ursa or Sven, kill your enemy quickly and you go back to your place before. Need some coordination with your partner to maximize the gank. Also useful during the line phase to refill Bottle and buy something in your base with ease.