BIO
Wisp is everywhere, and in all things. Denounced by enemies as the great unmaker, worshiped by scholars as the twinkling of a divine eye, Wisp 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. Wisp is nothing less than the sum of all attractive and repulsive forces within matter, a sentient manifestation of the laws that bind particles together. It is only in the controlled warping of these forces that Wisp's presence can be experienced on the physical plane. A benevolent, cooperative force, Wisp bonds its strength to others so that the power of allies might be enhanced. Its motives inscrutable, its strength unimaginable, Wisp moves through the physical plane, the perfect expression of the mysteries of the universe.
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STATS
INTRODUCTION
Wisp is a master of backdoor and gang bang. Beware of Wisp if he is your enemy, because he can instantly jumps with his partner and backdoor your tower. Wisp is a hero that plays a real-support role. He should play beside a carry hero to support him with Wisp’s unique abilities. Here is some example of how strong Wisp is: He has a skill to increase his friend's movement speed, and this skill will also stun his enemies who is touched with the tether between Wisp and his friend, interesting is it? He also have a skill to increase his friend’s attack speed! and this will make your carry twice as strong! Not just that: he also can hold his friend’s hand and then together they can teleport right into the enemy's eyes and then gank the unlucky enemy.
ABILITIES
1. Tether
Tether yourself to an allied hero, granting both of you bonus movement speed. When you restore health or mana, your target gains 1.5x 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.
The benevolent touch of Io brings strength from between the planes.
This is your main skill for supporting your team's carry. It will increase both you and the tethered units movement speed, so it will make you & your partner can either chase a target or escape from enemy. And with the right positioning, you can stun the targetted enemy using the tether. Not just that, Wisp's tethered partner will be able to receive the HP-regen or Mana-regen from your regeneration item, for example if you use Healing Salve, your partner also gain the regeneration from it.
Example:
You tether to your friend, and ganking a lonely Alchemist
Break Tether
Break the link to the tethered unit.
2. Spirits
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.
Io twists the particles of the universe with his unimaginable capabilities.
This is your main nuke. With this skill, you will deal damage to your enemy using some small-blue balls. Try to change the radius to where the target enemy is and hit them hard. The damage is good for early-mid game, so keep harassing your enemy while still on the early-mid stage of the game.
Spirits In
Calls the spirits closer to you. Can be toggled on and off.
Spirits Out
Sends the spirits farther away from you. Can be toggled on and off.
Example:
Spirit Damage can harass enemy and destroy them
3. Overcharge
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.
Drawing on the energy of matter from all worlds, Io begins the unravelling of time.
This is your main skill as a carry's partner. With this skill combined with Tether, your carry will be so helped because of the +attack speed and the damage reduction. Be careful because this skill also drain Hp and mana when active, so use this only in a teamfight or gank.
4. 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.
Io is the embodiment of the mystery of the universe.
With this skill you can gank enemies anywhere on the map. Ask your partner to be ready, then tether him, and then teleport to the targetted enemy and kill him! as easy as that. This skill is also useful for backdoor: Find a lone tower or an empty lane and together with your partner teleport there and destroy the tower as quick as possible. (Tiny is a recommended partner here)
Example:
First: Use Spirits as a preparation, the spirits will be needed to damaging the enemy. And then tether with your friend.
Gone to the destination
And then harass the Alchemist, get the kill!
SKILLBUILD
Level 1: Tether
Level 2: Spirits
Level 3: Spirits
Level 4: Tether
Level 5: Spirits
Level 6: Relocate
Level 7: Spirits
Level 8: Tether
Level 9 : Tether
Level 10: Overcharge
Level 11: Relocate
Level 12: Overcharge
Level 13: Overcharge
Level 14: Overcharge
Level 15: Stats
Level 16: Relocate
Level 17-25: Stats
Why take Tether for level 1? You need it to escape if enemy wants to get firstblood by killing you. So you can tether to a creep or a friend and escape from the enemy.
Why maxed Spirits first? This is your main nuke, you will need this for ganking, farming, and killing on early mid game.
Why maxed Tether before Overcharge? You need Tether on mid game to gank enemies, and Overcharge is needed on late game to support your team's carry on the late game teamfight.
Wisp is everywhere, and in all things. Denounced by enemies as the great unmaker, worshiped by scholars as the twinkling of a divine eye, Wisp 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. Wisp is nothing less than the sum of all attractive and repulsive forces within matter, a sentient manifestation of the laws that bind particles together. It is only in the controlled warping of these forces that Wisp's presence can be experienced on the physical plane. A benevolent, cooperative force, Wisp bonds its strength to others so that the power of allies might be enhanced. Its motives inscrutable, its strength unimaginable, Wisp moves through the physical plane, the perfect expression of the mysteries of the universe.
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ROLE
Ranged - Support - Lane Support - Nuker
LEVEL | 1 | 15 | 25 | ||
---|---|---|---|---|---|
HIT POINTS | 473 | 978 | 1,719 | SIGHT RANGE | 1800 / 800 |
MANA | 299 | 608 | 1,089 | ATTACK RANGE | 575 |
DAMAGE | 43-52 | 70-79 | 109-118 | MISSILE SPEED | 1200 |
ARMOR | 0 | 3 | 8 |
INTRODUCTION
Wisp is a master of backdoor and gang bang. Beware of Wisp if he is your enemy, because he can instantly jumps with his partner and backdoor your tower. Wisp is a hero that plays a real-support role. He should play beside a carry hero to support him with Wisp’s unique abilities. Here is some example of how strong Wisp is: He has a skill to increase his friend's movement speed, and this skill will also stun his enemies who is touched with the tether between Wisp and his friend, interesting is it? He also have a skill to increase his friend’s attack speed! and this will make your carry twice as strong! Not just that: he also can hold his friend’s hand and then together they can teleport right into the enemy's eyes and then gank the unlucky enemy.
ABILITIES
1. Tether
Tether yourself to an allied hero, granting both of you bonus movement speed. When you restore health or mana, your target gains 1.5x 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.
MANA COST: 40/40/40/40 | COOLDOWN: 12 |
ABILITY: UNIT TARGET | AFFECTS: ALLIES |
MAX DISTANCE: 900 / 900 / 900 / 900 | MOVEMENT SPEED BONUS: 20% / 20% / 20% / 20% |
STUN DURATION: 0.75 / 1.25 / 1.75 / 2.25 |
This is your main skill for supporting your team's carry. It will increase both you and the tethered units movement speed, so it will make you & your partner can either chase a target or escape from enemy. And with the right positioning, you can stun the targetted enemy using the tether. Not just that, Wisp's tethered partner will be able to receive the HP-regen or Mana-regen from your regeneration item, for example if you use Healing Salve, your partner also gain the regeneration from it.
Example:
You tether to your friend, and ganking a lonely Alchemist
Break Tether
Break the link to the tethered unit.
COOLDOWN: 1 | ABILITY: NO TARGET |
2. Spirits
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.
MANA COST: 120/130/140/150 | COOLDOWN: 20/18/16/14 |
ABILITY: NO TARGET | CREEP DAMAGE: 8 / 14 / 20 / 26 |
HERO DAMAGE: 25 / 50 / 75 / 100 | OSCILLATION RADIUS: 875 / 875 / 875 / 875 |
EXPLOSION RADIUS: 300 / 300 / 300 / 300 |
This is your main nuke. With this skill, you will deal damage to your enemy using some small-blue balls. Try to change the radius to where the target enemy is and hit them hard. The damage is good for early-mid game, so keep harassing your enemy while still on the early-mid stage of the game.
Spirits In
Calls the spirits closer to you. Can be toggled on and off.
ABILITY: NO TARGET, TOGGLE |
Spirits Out
Sends the spirits farther away from you. Can be toggled on and off.
ABILITY: NO TARGET, TOGGLE |
Example:
Spirit Damage can harass enemy and destroy them
3. Overcharge
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.
ABILITY: NO TARGET, TOGGLE | ATTACK SPEED: 40 / 50 / 60 / 70 |
INCOMING DAMAGE REDUCTION: 5%/ 10% /15%/ 20% | HP/MANA DRAIN: 3.5% |
This is your main skill as a carry's partner. With this skill combined with Tether, your carry will be so helped because of the +attack speed and the damage reduction. Be careful because this skill also drain Hp and mana when active, so use this only in a teamfight or gank.
4. 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.
MANA COST: 100/100/100 | COOLDOWN: 90/75/60 |
ABILITY: POINT TARGET | CAST DELAY: 2.5 / 2.25 / 2 |
RETURN TIME: 12 / 12 / 12 |
With this skill you can gank enemies anywhere on the map. Ask your partner to be ready, then tether him, and then teleport to the targetted enemy and kill him! as easy as that. This skill is also useful for backdoor: Find a lone tower or an empty lane and together with your partner teleport there and destroy the tower as quick as possible. (Tiny is a recommended partner here)
Example:
First: Use Spirits as a preparation, the spirits will be needed to damaging the enemy. And then tether with your friend.
Gone to the destination
And then harass the Alchemist, get the kill!
SKILLBUILD
Level 2: Spirits
Level 3: Spirits
Level 4: Tether
Level 5: Spirits
Level 6: Relocate
Level 7: Spirits
Level 8: Tether
Level 9 : Tether
Level 10: Overcharge
Level 11: Relocate
Level 12: Overcharge
Level 13: Overcharge
Level 14: Overcharge
Level 15: Stats
Level 16: Relocate
Level 17-25: Stats
Why take Tether for level 1? You need it to escape if enemy wants to get firstblood by killing you. So you can tether to a creep or a friend and escape from the enemy.
Why maxed Spirits first? This is your main nuke, you will need this for ganking, farming, and killing on early mid game.
Why maxed Tether before Overcharge? You need Tether on mid game to gank enemies, and Overcharge is needed on late game to support your team's carry on the late game teamfight.
STRATEGY
Early Game
As a support, if there are no courier or wards yet, you need to buy those items. Your team need it
1. Courier > to transfer items
2. Wards > a. to remove fog of war in certain area and make the important area to be visible so your team can see if there are enemies trying to gank your team.
b. To see where is the rune spawn, and what kind of rune it is. So your team can get that rune.
As a support for the team, there is no need to last hit the creep, it is your carry’s job to do it. What you need to do is denying the creep, it will holds enemy’s gold so your team can lead in items.
On early game, it is recommended for you to keep harassing your enemy with your:
1. Blue balls
2. Right Click
And remember to use tether to escape if there enemies trying to gank you.
You can tether with a creep if you are alone, or you can tether with your friend if you are with your friend.
Mid Game
Mid game is the time for ganking. You need to roam around the map and find enemies in other lanes. So you can gank them and get some kills to benefit your team. Before the gank, ask your friend in the lane to help you gank the enemy. Tell your friend, which target you want to gank, so you and your partner can focus fire on him.
Tether will be useful here, you need this to stun the enemy and also to increase you + your partner movement speed so you can chase the targetted enemy. You can also use the Spirits to helps your team damaging the enemy. The Spirits damage is enough to deal a painful damage on early-mid game.
Relocate
Or you can surprise gank your enemy using Tether + Relocate: First, holding hand with your partner, and then you + your partner Relocate in front of the alone enemy, he will be surprised and your team can get the mid game kills you want. Relocate can also be use on a pushing strategy, you need to Relocate on the lonely tower and then destroy it quickly befor enemy comes up.
Late Game
On the late game, your part is to give a full support for your team's carry. Use Tether and then Overcharge to your carry, and together come to the teamfight with additional attack speed, it will benefit the most for your team, your carry will become so much stronger with it.
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Relocate
You can use Relocate to push in the lonely lane and then destroys enemy's base quickly.
ITEMS BUILD
1. You need to buy courier and wards for the team. If someone already done it, you don't need to.
Courier: 150
Wards: 150
You are the kind of hero that doesn't need lots of farm, so you will have golds to buy this kind of items. Your team will rely on courier and wards to become good. Courier will faster item transportation, and wards is needed to avoid enemy's gank.
2. Arcane Boots
Total cost: 1450
Recipe: Boots of Speed + Energy Booster
Why Arcane Boots? You have spammable skills, so you need more mana, with this item, your mana will be fulfilled. And also to replenish mana of the team.
3. Drum of Endurance
Total Cost: 1725
Recipe: Bracer + Robe of Magi + Recipe
Why Drums? It will gives you survivability with + STR and gives your team +Attack speed and +Movement Speed that will benefit your whole team.
3. Force Staff
Total cost: 2350
Recipe: Staff of Wizardy + Ring of Regen + Recipe
Why Force Staff? ForceStaff is useful on many purposes, you can initiate a teamfight with ForceStaff, or you can save somebody, or you can save yourself using forcestaff.
5. Schyte of Vyse
Total cost: 5675
Recipe: Mystic Staff + Ultimate Orb + Void Stone
Why Schyte of Vyse? Very good item to initiate a teamfight. You are considered a support, and this item is one of the best supportive items you can get. Or you can use this to defend against somebody by making him become chicken.
5. Shivs's Guard
Total cost: 4700
Recipe: Plate Mail + Mystic Staff + Recipe
Why Shiva's? Gives you an Arctic Blast (Slowing and a 200 damage) and gives you a slowing aura, and also gives you +15 armor which makes you tanky.
ALTERNATIVE ITEMS (FOR A SUPPORT)
1. Mekansm
Total cost: 2306
Recipe: Headress + Buckler + Recipe
Why Mekansm? Heal for all allies in AoE, is a must for teamfights.
2 Pipe of Insight
Total cost: 3628
Recipe: Hood of Defiance + Headress + Recipe
Why Pipe of Insight? Gives barrier for all allies in AoE that Block 400 spell damage, very useful.
3. Eul's Scepter of Divinity
Total cost: 2800
Recipe: Staff of Wizardy + Sage Mask + Void Stone
Why Eul? Can make you become more agile with Cyclone ability. You cannot be attacked for 2.5 seconds. Or you can cast it to the enemy and make your team can surround the target and harass him after landing on the ground.
GOOD ALLIES
1. Tiny
2. Chaos Knight
Chaos Knight is also a nice partner for you, you can gank together with him using Tether + Relocate so he can stun, and kill the target.
3. All Carries
(Example: Magine, Void, Luna)
BAD ENEMIES
1. High Instant Damage
(Example: Lina, Lion, Tiny)
They are all have deathly instant damage. And because you are squishy, you can instantly die, beware of them.
2. Hero thet Can Break the Tether
(Example: Shadow Demon, Obsidian Destroyer)
Beware of them because they can break your Tether.
3. A Global Teleport Hero
(Example: Furion, Tinker)
Early Game
As a support, if there are no courier or wards yet, you need to buy those items. Your team need it
1. Courier > to transfer items
2. Wards > a. to remove fog of war in certain area and make the important area to be visible so your team can see if there are enemies trying to gank your team.
b. To see where is the rune spawn, and what kind of rune it is. So your team can get that rune.
As a support for the team, there is no need to last hit the creep, it is your carry’s job to do it. What you need to do is denying the creep, it will holds enemy’s gold so your team can lead in items.
On early game, it is recommended for you to keep harassing your enemy with your:
1. Blue balls
2. Right Click
And remember to use tether to escape if there enemies trying to gank you.
You can tether with a creep if you are alone, or you can tether with your friend if you are with your friend.
Mid Game
Mid game is the time for ganking. You need to roam around the map and find enemies in other lanes. So you can gank them and get some kills to benefit your team. Before the gank, ask your friend in the lane to help you gank the enemy. Tell your friend, which target you want to gank, so you and your partner can focus fire on him.
Tether will be useful here, you need this to stun the enemy and also to increase you + your partner movement speed so you can chase the targetted enemy. You can also use the Spirits to helps your team damaging the enemy. The Spirits damage is enough to deal a painful damage on early-mid game.
Relocate
Or you can surprise gank your enemy using Tether + Relocate: First, holding hand with your partner, and then you + your partner Relocate in front of the alone enemy, he will be surprised and your team can get the mid game kills you want. Relocate can also be use on a pushing strategy, you need to Relocate on the lonely tower and then destroy it quickly befor enemy comes up.
Late Game
On the late game, your part is to give a full support for your team's carry. Use Tether and then Overcharge to your carry, and together come to the teamfight with additional attack speed, it will benefit the most for your team, your carry will become so much stronger with it.
CLICK HERE TO GENERATE DOTA 2 CHEATS:
Relocate
You can use Relocate to push in the lonely lane and then destroys enemy's base quickly.
ITEMS BUILD
1. You need to buy courier and wards for the team. If someone already done it, you don't need to.
Courier: 150
Wards: 150
Courier: Transfer items from shop to heroes Wards: Scouting some important area to protect teams against some ganks. |
2. Arcane Boots
Total cost: 1450
Recipe: Boots of Speed + Energy Booster
Active: Replenish Mana - Restores mana in an area around the hero. Flat movement speed bonuses from multiple pairs of boots do not stack. + 60 Movement Speed + 250 Mana MANA RESTORED: 135 Mana Needed: 25 Cooldown: 55 |
Total Cost: 1725
Recipe: Bracer + Robe of Magi + Recipe
Active: Endurance - Gives bonus +10 attack and +10% movement speed to surrounding allies. Passive: Swiftness Aura - Gives bonus attack and movement speed to surrounding allies. Multiple instances of Swiftness Aura do not stack. + 9 All Attributes + 3 Damage AURA ATTACK SPEED: 5 AURA MOVE SPEED: 5% Cooldown: 30 |
3. Force Staff
Total cost: 2350
Recipe: Staff of Wizardy + Ring of Regen + Recipe
Active: Force - Pushes any target unit 600 units in the direction it is facing. Double click to self-cast. + 10 Intelligence + 3 HP Regeneration Manacost: 25 Cooldown: 20 |
5. Schyte of Vyse
Total cost: 5675
Recipe: Mystic Staff + Ultimate Orb + Void Stone
Active: Hex - Turns a target unit into a harmless critter for 3.5 seconds. Destroys illusions. + 10 Strength + 10 Agility + 35 Intelligence + 150% Mana Regeneration Manacost: 100 Cooldown: 35 |
5. Shivs's Guard
Total cost: 4700
Recipe: Plate Mail + Mystic Staff + Recipe
Active: Arctic Blast - Emits a freezing wave that does 200 damage to enemies and slows their movement by -40% for 4.0 seconds. Passive: Freezing Aura - Reduces attack speed on enemies. Multiple instances of Freezing Aura do not stack. + 30 Intelligence + 15 Armor AURA SLOW: 25% Manacost: 100 Cooldown: 30 |
ALTERNATIVE ITEMS (FOR A SUPPORT)
1. Mekansm
Total cost: 2306
Recipe: Headress + Buckler + Recipe
Active: Restore - Heals 250 HP and gives +2 armor in an area. Passive: Mekansm Aura - Bonus HP Regen in an area. Multiple instances of Mekansm Aura do not stack + 5 All Attributes + 5 Armor BONUS HP REGEN: 4 Mana:150 Cooldown:45 |
2 Pipe of Insight
Total cost: 3628
Recipe: Hood of Defiance + Headress + Recipe
Active: Barrier - Gives nearby friendly units a shield that blocks 400 spell damage. Multiple instances of spell resistance from items do not stack. + 11 HP Regeneration + 30% Spell Resistance Manacost: 100 Cooldown: 60 |
3. Eul's Scepter of Divinity
Total cost: 2800
Recipe: Staff of Wizardy + Sage Mask + Void Stone
Active: Cyclone - Target unit is swept up in a cyclone for 2.5 seconds, and is invulnerable. Flat movement speed bonuses from multiple Eul's Scepters do not stack. + 10 Intelligence + 150% Mana Regeneration + 30 Movement Speed Manacost: 75 Cooldown: 30 |
GOOD ALLIES
1. Tiny
You are become a perfect partner for Tiny.
1. To Tether and to relocate on a targetted enemy and then Tiny can Avalanche-Toss the target
2. To thether to a lonely lane and with Tiny's large damage, you can destroys enemy's base quickly
Chaos Knight is also a nice partner for you, you can gank together with him using Tether + Relocate so he can stun, and kill the target.
3. All Carries
(Example: Magine, Void, Luna)
Your Tether and Overcharge grants them with a mighty power
BAD ENEMIES
1. High Instant Damage
(Example: Lina, Lion, Tiny)
They are all have deathly instant damage. And because you are squishy, you can instantly die, beware of them.
2. Hero thet Can Break the Tether
(Example: Shadow Demon, Obsidian Destroyer)
Beware of them because they can break your Tether.
3. A Global Teleport Hero
(Example: Furion, Tinker)
They can counter your Relocate and can turn your gank back.