Io

io dota 2

Io, the Wisp, is a ranged strength hero who works best as part of a communicative team. With its support-oriented skill set, Io can share its healing and buffs through Tether and Overcharge, harass enemy heroes out of the lane with Spirits, and materialize itself 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.

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Io’s facing direction is marked by an arc-like effect.

Bio[]

Io, the Wisp

Io is everywhere, and in all things. Denounced by enemies as the great unmaker, worshiped by scholars as the twinkling of a divine eye, this strange Wisp of life-force 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 the material field, a sentient manifestation of the charge that bind existence together. It is only in the controlled warping of these electrical waylines that Io’s presence can be experienced on the physical plane. A benevolent, cooperative force, Io bonds its strange magnetism 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.

Abilities[]

Affects

Allies

Enemies)

Tethers Io to an allied unit, granting bonus movement speed to both. When Io restores health or mana, tethered units target gains a larger portion of that amount. The tether breaks when the allied unit moves too far away, or Io cancels the tether.

Cast Animation: 0+0

Cast Range: 1600

Tether Break Distance: 1000

Tether Pull Distance: 700

Tether Break Distance During Pull: 2150

Heal/Restore Transfer: 70%/90%/110%/130%

Target Move Speed Bonus: 6%/8%/10%/12% ( 16%/18%/20%/22%)

Enemy Move Speed Slow: 15%/25%/35%/45%

Enemy Attack Speed Slow: 15/25/35/45

Slow Duration: 0.2

 Contact Timer: 7

 Contact Damage: 150

 Contact Stun Duration: 1.75

12

40

Tether stuns enemies touching it for 1.75 seconds and deals 150 damage. Does not affect the same unit more than once every 7 seconds. Increases movement speed bonus by 10%.

Modifiers

modifier_wisp_tether: Dispellable with death only.

modifier_wisp_tether_haste: Dispellable with death only.

modifier_wisp_tether_slow: Dispellable with any dispel.

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modifier_wisp_tether_stun_tracker: Undispellable. Persists death.

modifier_stunned: Dispellable with strong dispels.

The benevolent touch of Io brings strength from between the planes.

Notes:

  • Has a Break Tether sub-ability that lets Io break the tether while connected with an ally.
  • Tethering a unit that is 700 units or further away causes Io to latch on and pull itself to the target.
    • Pulls Io at a speed of 1000, until coming within 300 range of the target.
    • Can pull Io over impassable terrain and through trees.
    • Destroys trees within 150 radius around Io once the pull ends.
    • If Io breaks the tether while getting pulled to the tethered target, the pull immediately stops.
    • The pull gets interrupted when Io gets stunned, hexed, hidden, feared, hypnotized, or rooted during the pull.
    • Forced Movement cancels the pull as well, but only after the movement ends, and not upon getting applied.
    • Taunts, leashes, and silences do not interrupt the pulling.
    • If the distance between Io and the target gets greater than 2150 during the pull, the pull ends and the Tether breaks.
  • If the distance between Io and the target gets greater than 1000, the Tether breaks.
    • When the distance between Io and the tethered target gets greater than 700, the link’s visual appearance changes.
  • The movement speed bonus is only applied to the tethered ally, while Io copies the target ally’s movement speed.
    • Sets Io’s base movement speed equal to the base speed of the target, plus any speed bonuses they have, flat and percentage.
    • This means tethering a unit that has less movement speed than Io causes Tether to reduce Io’s movement speed.
    • Since it sets Io’s base movement speed, percentage-based movement speed bonuses and slows are based on this value during Tether.
    • Fully overrides any flat movement speed bonuses and reductions on Io, from items and abilities alike.
    • If the target is slowed, the slow is not copied by Io. Tether copies the target’s movement speed as if they are not slowed.
    • Does not copy the target’s movement speed while Io is hasted.
    • While tethered, Io cannot bypass the maximum movement speed limit, even if the tethered ally does.
  • If Io or the tethered unit is invisible, enemies can only see a fake link leading to the invisible unit’s last known location. If the tethered unit is visible to the enemy, enemies can still see the unit is tethered.
  • The movement speed slow gets applied to every enemy that comes within approximately 55 range of the tether link on each server tick.
  • With the level 25 talent, Io performs instant attacks on every enemy the tethered ally attacks.
    • These instant attacks can proc any attack modifiers and on-hit effects normally. They do not have True Strike.
    • The attacks are performed as soon as the ally launches their attack (including instant attacks from the ally). It does not matter whether the attack actually hits or not.
    • The instant attack does not trigger if Io is stunned or disarmed.
    • Does not perform attacks when the tethered target also has this talent (i.e. an illusion of Io).
  • With Aghanim’s Shard, enemies are also damaged and stunned along with the movement speed slow.
    • Enemies also receive the hidden tracker modifier which lasts for 1.75 seconds, preventing enemies from getting stunned more than once every 7 seconds.
    • This modifier is affected by status resistance, so increased status resistance results in more frequent stun and damage instances.

Break Tether

QT

Break the link to the tethered unit.

Cast Animation: 0+0

1

Notes:

  • Replaces Tether until the sub-ability is used or the tether is broken.
  • Interrupts Io’s channeling abilities upon cast.
  • Break Tether goes on a 0.25-second cooldown when Tether is cast, this is to prevent accidental double-casts and prematurely ending the ability.

Summon five particle spirits that dance in a circle around Io. If a particle collides with an enemy hero, it explodes, damaging all enemy units in an area around it. Creeps take minor damage from touching a particle spirit, but do not cause them to explode. When its duration ends, any remaining Spirits explode.

Cast Animation: 0+0

Collision Radius: 110

Explosion Radius: 360

Collision Damage: 10/15/20/25

Explosion Damage: 30/50/70/90 ( 90/110/130/150)

Duration: 19 ( Infinite)

26/24/22/20

120/130/140/150

Spirits now passively spawn around you constantly every second. Max of 5.

The passive spirits spawning is not disabled by Break.

Modifiers

modifier_wisp_spirits: Dispellable with death only.

Io twists the particles of the universe with his unimaginable capabilities.

Notes:

  • Interrupts Io’s channeling abilities upon cast.
  • 5 spirits are summoned over the course of four seconds so that the distance between each spirit is equal.
    • The first spirit is always spawned to the north of Io, with the following spirits spawning in 0.8-second intervals behind the previous spirit.
    • The spirits expand automatically to their maximum distance upon cast.
    • The spirits always rotate clockwise and are locked to Io’s location, following it wherever it goes.
    • Moving the spirits in or out does not break their formation. They always rotate in a circle and keep an equal distance from each other.
  • The spirits complete a revolution every 2.7 seconds regardless of distance from Io.
    • Their angular velocity is constant, meaning their speed increases the further away they are from the caster.
    • This means the first created spirit can rotate at most 7 times around Io.
  • When a non-hero unit comes within the 110 collision radius of the spirits, it takes the collision damage.
  • When a hero comes within collision radius, the spirit explodes, dealing the explosion damage within a 360 radius.
  • Spirits do not collide with or explode on invulnerable or hidden heroes.
  • Remaining spirits explode simultaneously at the end of the duration or if recast, dealing the explosion damage around them.
  • Spirits provide 150 radius flying vision for 3 seconds at the location where they collided with a hero.
    • They do not provide vision when exploding caused by expiring or recasting.
  • The spirits are invisible to the enemy if Io is invisible.
  • Can deal up to 150/250/350/450 ( 450/550/650/750) damage to a single unit when all spirits explode on a target (before reductions).
  • Treats creep-heroes as heroes and illusions as creeps.
  • With Aghanim’s Scepter, Spirits turns into a passive ability, constantly spawning spirits around Io.

Spirits In

DD

Calls the spirits closer to you. Can be toggled on and off.

Cast Animation: 0+0

Min Distance: 200

0

Notes:

  • This ability is hidden if Io does not have the spirits buff.
  • Does not interrupt Io’s channeling abilities upon cast.
  • Moves the spirits towards Io at a speed of 250. It takes 1.8 ( 3) seconds from moving the spirits from maximum to minimum distance.

Spirits Out

FE

Sends the spirits farther away from you. Can be toggled on and off.

Cast Animation: 0+0

Max Distance: 650 ( 950)

0

Notes:

  • This ability is hidden if Io does not have the spirits buff.
  • Does not interrupt Io’s channeling abilities upon cast.
  • Moves the spirits away from Io at a speed of 250. It takes 1.8 ( 3) seconds from moving the spirits from minimum to maximum distance.

Io gains bonus attack speed, spell amplification, and HP Regen based on max health. If Io is tethered to an ally, that unit also gains the bonuses.

Cast Animation: 0+0

Attack Speed Bonus: 50/70/90/110

Max Health as Health Regen Bonus: 0.5%/0.6%/0.7%/0.8%

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Spell Damage Bonus: 10%/12%/14%/16%

Duration: 8

22/20/18/16

40/60/80/100

Modifiers

modifier_wisp_overcharge: Dispellable with death only.

Drawing on the energy of matter from all worlds, Io begins the unravelling of time.

Notes:

  • Interrupts Io’s channeling abilities upon cast.
  • Applies generic outgoing damage amplification on Io and the tethered ally. Stacks additively with other sources of generic outgoing damage manipulation.
    • The amplification affects only spell damage Io and the tethered ally deal that is not flagged as HP removal. Attack damage is not amplified.
  • Io does not need to be already tethered to the target transfer the Overcharge. Tethering afterward transfers it as well.
    • The Overcharge on allies does not show a duration, and always appears like a permanent buff.
  • Can regenerate up to 4%/4.8%/5.6%/6.4% of Io’s max health over the duration.
    • Can restore up to 4%/4.8%/5.6%/6.4% of the target’s max health, plus 2.8%/4.32%/6.16%/8.32% of Io’s max health on the Tethered ally.

Teleports Io and any tethered ally to any location. After the spell expires Io and any tethered ally will return to their original location. Double-click to teleport to your team’s base fountain.

Cast Animation: 0+0.53

Cast Range: Global

Effect Delay: 3.5/3.25/3

Duration: 12

100/90/80 70/60/50)

175

Can be cast while rooted. Does not teleport Io or the tethered ally while Io is still rooted as the delay finishes.

Modifiers

modifier_wisp_relocate_thinker: Undispellable. Persists death.

modifier_teleporting: Dispellable with death only.

modifier_wisp_relocate_return: Dispellable with death only.

Io is the embodiment of the mystery of the universe.

Notes:

  • ↓↓ Double-tapping automatically targets the team’s fountain.
    • ☐ Disabled Help prevents Io from relocating the tethered ally.
  • If Io is rooted, stunned, slept, cycloned, or hexed during the effect delay, Relocate gets cancelled.
    • If Io is silenced as the delay finishes, the teleport does not happen.
    • Disabling the tethered ally of Io does not prevent the ally from getting teleported if Io successfully does so.
    • The returning teleportation cannot be prevented.
  • Enemies get a ‼ Ping on their minimap during the teleport delay, showing them where Relocate was targeted.
    • Creates a visual effect at the targeted point during the teleport delay, which is visible to everyone.
    • Creates a visual effect at Io’s position before the teleport happens, which also is visible to everyone.
  • Relocate interrupts channeling abilities and every current order of Io and the tethered ally both on initial teleport, and when teleporting back.
  • Disjoints projectiles for Io upon teleporting to the targeted point, but does not disjoint upon teleporting back.
    • Does not disjoint projectiles for the teleported ally, neither upon teleporting to the target point, nor upon teleporting back.
  • Io may break Tether at any time to prevent bringing an ally back.
  • Can only teleport heroes, clones, illusions and creep-heroes.
  • Teleports invulnerable and hidden targets.
  • Destroys trees within 150 radius around Io upon both teleports.

Talents[]

Notes:

  • This attack damage talent is added as bonus attack damage.
    • Does not benefit illusions and is not affected by most percentage-based damage increasing or reducing effects.
  • The spell lifesteal talent stacks additively with other sources of spell lifesteal.
    • Heals for 3% from non-hero units. Treats creep-heroes as creeps and does not heal off of illusions.
  • The health talent increases maximum health capacity, and keeps the current health percentage.

Recent Changes[]

  • Increased health regeneration from 0 to 0.25.
  • Tether
    • Increased link break distance from 900 to 1000.
    • Increased heal/restore transfer from 60%/80%/100%/120% to 70%/90%/110%/130%.

Recommended Items[]

Starting items:

Early game:

Mid game:

Late game:

Situational items:

  • Tome of Knowledge grants experience to help Io reach its talents.
  • Tranquil Boots heals Io and tethered allies more if they do not need the mana from Arcance Boots.
  • Drum of Endurance gives cost efficient attribute bonuses and further boosts Io’s and its partner’s attack and movement speed.
  • Pipe of Insight grants aura of health regeneration and magic resistance, a great item to absorb magical damage.
  • Vladmir’s Offering has useful aura with many perks, including bonus attack damage and lifesteal, enabling allied physical attackers.
  • Solar Crest further buffs allied targets with attack speed, movement speed, and armor. Moreover, Io can use it on the enemies to slow and removes their armor.
  • Force Staff provides useful ability to position different heroes, including Io.
  • Holy Locket enhances Io’s healing power, as well as strengthening its defense with bonus health and magic resistance.
  • Heaven’s Halberd gives strength, evasion, status resistance, and the ability to disarm an enemy carry.
  • Scythe of Vyse provides a valuable disable, some useful attribute bonuses, as well as mana regeneration which can pass on to tethered ally.
  • Desolator adds damage and applies armor reduction on enemies; works better in the late game after taking talent that lets Io attack tethered ally’s target.

Gameplay[]

Audio[]

History[]

Equipment[]

Trivia[]

  • Io is the name of a priestess of Hera in Greek Mythology. She was seduced by Zeus and subsequently incurred Hera’s wrath.
    • Io is also the name of one of four Galilean moons of Jupiter, which was named after the same character in Greek Mythology.
  • Io’s fun names in DotA were Weird Ball and Santelmo. Santelmo may refer to St. Elmo’s Fire, a weather phenomenon that creates sparks of bright energy similar to that of lightning, mostly occurring from sharply pointed structures. Santelmo may also refer to the Philippine’s folklore creature which is a head of fire, or a ball of fire which Io resembles.
  • Enigma, Chaos Knight, Keeper of the Light, and Io together represent the four fundamental forces of the universe with Io representing the electromagnetic force, as alluded to in its lore as the attractive and repulsive force, the charge that binds existence together, its powers over magnetism, as well as its abilities which requires Io to pull itself towards allies.
  • Io has several “tentacles” that randomly palpate any visible unit within 256 range of it, enemies and alles alike, randomly switching between units every few seconds. This is purely for aesthetic purposes. A hidden modifier (“modifier_wisp_tentacles”) is responsible for this effect.

Gallery[]

  • Splash artwork

  • Io model (sprite)

  • Ability icon progress [?]

  • Hero icon progress [?]

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