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Guardian Wisp
Io
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Strength
17+1.9
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Agility
14+1.6
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Intelligence
23+1.7
Advanced Statistics
Damage: | 43-52 | Armor: | 0 |
Movespeed: | 295 | Attack range: | 575 |
Attack speed: | 1.6 | Health: | 473 |
Health per level: | 38 | Mana: | 299 |
Mana per level: | 26 |
Bio
Originally, Io was nothing but the spirit of the trees. He lived peacefully amongst his kind in the Great Forest. But due to the spreading of the war, passed through the land, creatures of the forest were forced to defend their home. The desire to protect the family awoke power in Io he did not know what had. He found that the war is able to connect his life with the life of another being to increase the capacity or to help to run. Io became known among his people as the Guardian Wisp, a protector of Spirits. All other spirits swore to assist him and can be summoned at his side to help him in battle. Between the Sentinel and the Scourge, Io fights only to protect his people.
Abilities
Tether
Associated with the ally for 12 seconds, granting increased movement speed for 14%/15%/16%/17%. The enemy hero will be stunned, if you touch this connection. The maximum communication distance is 900 units.
Slow: 0.75 / 1.25 / 1.75 / 2.25
Requires mana: 40
Recharge: 12
Notes:
— Partially blocked by invulnerability spell. Does not block if the invulnerability spell was put after using abilities. To apply to the.
— Destroys all trees in a radius of 350.
— Cast once for passing through the communication path.
— Associated with you ally recovers 50% faster. This means that it restores 150% of the body's regeneration of the Visp.
— Health regeneration and mana only applies to the linked unit, if the mana and health Wisp Guardian not the maximum.
Spirits
Io calls 5 fireflies 19 seconds to defend him. Fireflies by tapping the enemy will explode, dealing damage. Mobs take damage, not exploding them.
The damage to the hero : 25 / 50 / 75 / 100
Damage on the creep: 8 / 14 / 20 / 26
Requires mana: 120 / 130 / 140 / 150
Recharge: 20 / 18 / 16 / 14
Notes:
— Damage type: magical.
— Locked invulnerability spell.
— In use, Guardian Wisp gets 2 extra abilities to control, how far is the orbit of the spirits.
— 5 spirits are called in for four seconds, so the distance between each spirit is equal.
Spirits do not collide or explode with illusions (including Hybrid).
The remaining spirits explode simultaneously at the end of the term or with repeated use, causing damage from the middle enemy.
Unlike most other spells, the spirits are visible to the enemy, even if invisible Guardian Wisp.
Overcharge
Increases attack speed, losing 4.5% of current HP and mana per second. If Io is related to an ally, the bonus is transmitted to the ally too.
Bonus attack speed: 40 / 50 / 60 / 70
Damage reduction: 5% / 10% / 15% / 20%
Recharge: 2
Notes:
— Damage type: pure (takes away health).
— Not blocked by invulnerability spell.
— The ability won't cast while channelling.
— Bound ally the same as Wisp gets a reduction of incoming damage and a bonus to attack speed, but only Wisp pays for these bonuses, and spends health c mana.
Relocate
Io 12 seconds is moving co-related a hero anywhere on the map. Enemies see a travel site. Allied hero and break the link will not be ported back.
Delay: 2.5 / 2.25 / 2
Requires mana: 100
Recharge: 90 / 75 / 60
Notes:
— If interrupted during the delay caste, Relocate will be cancelled. The rejection of teleportation cannot be used by the Wisp or allies.
— Enemies see a place in the game and on the mini-map where you will teleport. Creates a visual effect at the target spot during the delay of the teleport, which is visible to all. This effect persists until the end of return of the Wisp (not visible through the fog of war).
— Wisp can break his Tether at any time to prevent the return of ally.