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55 Votes

Wisp, the Ultimate Support

February 12, 2013 by Ragnar
Comments: 37    |    Views: 242797    |   


Build 1
Build 2

For Lane Support

DotA2 Hero: Io




Hero Skills

Tether

1 4 8 9

Spirits

2 3 5 7

Overcharge

10 12 13 14

Relocate

6 11 16

Talents

15 17 18


Wisp, the Ultimate Support

Ragnar
February 12, 2013


Recent Changes

I've switched the level 1 skill to tether from spirits. It's a lot of fun to immediately hit people with your balls at level 1, but as a support it's your duty to make sure whoever you're supporting stays alive. In the interest of this, I've switched it to tether first.

In addition, I looked up some of the more advanced DotaFire formatting tricks, and have applied those. I hope this makes the guide more readable.

Tranquil Boots vs. Arcane Boots

First, why no Arcane Boots? These seem generally standard on Wisp, but I don't believe them to be the best choice. Arcane Boots cost 1500, for that you get the extra 250 mana, and the replenish mana skill. This gives everyone around you, including yourself, 135 mana (minus 25 to yourself), and an extra 202.5 to whomever you're tethered to if your mana is not full.

This is the key part. The number one thing you have to always remember with with is this:

If Wisp is not regenerating Health or Mana, then he is not transferring Health or Mana

With Tranquil Boots + Soul Ring you get:
  • +75 Movement Speed
  • 6 HP/s
  • 50% Mana Regen
  • 3 Armor
  • a 170HP heal over time
  • a 150 Mana Restore (self)
  • a 225 Mana Restore for an ally, which
    will get transferred even if Wisp is at full mana.
  • a way to remove 150 of your own health,
    allowing you to always be able to give someone else 225 health.
With Arcane Boots you get:
  • +60 Movement Speed
  • +250 Mana
  • +135 Mana Restore in an AoE on a 55 second cooldown








Finally, the best part, is that with the 6HP/s regen, you'll regenerate 150 health over 25 second, the same as the amount you lose from soul ring. You can use soul ring endlessly and have a net change of zero hp, even without using the Tranquils. If you're tethered, go ahead and use the Tranquils to give your ally not only 225 mana but 225 health as well (if you go Arcanes, you can't heal people until you get Mek, unless you go urn).

Items

Early Game



You'll notice that there is a lot of leftover gold in my starting items, this is for 2 reasons:
  1. Gold to buy Animal Courier or Observer Ward if other people don't
  2. Quicker boots

The quicker boots are important since you're going to be moving around a lot tethering people and harassing with spirits. I like to get them as early as possible within reason.

Tranquil Boots: Almost always my first item for the reasons I described above. Quick movespeed, reliable health regeneration, extra armor, and cheap

Magic Wand +3 to all stats, and a +225 Health/Mana restore that you'll be able to use pretty frequently. Don't forget that if you're tethered, that's a 337.5 restore to your ally.

Soul Ring is usually my third pickup, and it's probably Wisp's most important item.
  1. It lets you make sure that your health is not full so that you can heal other people. This is very important as wisp because remember, if you're not regenerating, neither are your allies.
  2. The Soul Ring gives you the exact amount of mana you need to cast spirits, and with only a 6 second difference between Soul Ring cooldown and Spirits duration. This means you get a free Spirits every 25 seconds, enough to keep it almost perpetually up as you move around the map.

Mid/Late Game

Mekansm: This should be pretty self explanatory. +5 armor and attributes for you. +4HP/s regen in an AoE. Most importantly, a 250HP heal in an aoe, providing 625 total health to whoever you're tethered to. If you have full health, use your Soul Ring first so that you have lower health and can transfer more of your own regen

Bloodstone: Ah, Bloodstone. You'll have a hard time getting it, but when you do, you become a walking fountain for your team. Just remember to use Overcharge to keep your health/mana low so that you can always be transferring it through Tether

Other Fun Options

Drum of Endurance: More strength, more stats, and a great move speed bonus to help you zip around stunning people and hitting them with Spirits. I'll pick this up right after Mek sometimes.

Urn of Shadows: I personally don't like urn on Wisp, but I understand the appeal. I'd say if you were going to get it, either pick it up right before or after Mekansm. I usually don't get it because I want the Soul Ring and Mek ASAP, and I feel like Urn just delays them.

Eul's Scepter of Divinity: Great move speed bonus, great mana regen, and a great active ability that can save yourself or mess up an enemy.

Bottle: If you have some extra money, this is a good early game pickup that can add some extra regeneration and sustainability to your lane.

Heart of Tarrasque: Some will prefer this over Bloodstone. My problem with it is that it doesn't improve your Mana Regen, so you won't be able to keep Overcharge on perpetually. If I'm balling out of control I'll get it after Bloodstone though.

Skills

Tether


Type:
Targets:


Active
Allied Units
Tethers yourself to an allied hero granting both of you bonus movement speed. When you regenerate health or mana, your target regenerates 1.5x the amount that you do. In addition, any enemy unit that crosses the tether is stunned. If the distance between you and your target is too great however, the tether breaks.

Level

1


2


3


4

Mana

40


40


40


40

Cooldown

12


12


12


12

Range

1800


1800


1800


1800

AoE

N/A


N/A


N/A


N/A

Duration

12


12


12


12

Effect

.75 second stun, 20% bonus movement speed


1.25 second stun, 20% bonus movement speed


1.75 second stun, 20% bonus movement speed


2.25 second stun, 20% bonus movement speed


Notes:
  • The range is 1800, but the break distance is 900
  • If you Tether someone who is between 900 and 1800 units away, you'll be pulled to 300 units away from them
  • You will only transfer whatever health and regen Wisp experiences. If Wisp uses Mekansm while at full health, he will not transfer the 250 health he would have received.
  • You can Tether to an invisible ally, making for a great surprise initiation
  • You cannot Tether to a magic immune ally, but if an ally goes magic immune, it will not break the tether

Spirits


Type:
Targets:


Active
N/A
Summons five Spirits that circle around you. If a Spirit hits an enemy hero it will explode damaging all in an area around it.

Level

1


2


3


4

Mana

120


130


140


150

Cooldown

20


18


16


14

Max/Min Radius

875 / 100


875 / 100


875 / 100


875 / 100

Explosion AoE

300


300


300


300

Duration

19


19


19


19

Damage

25 to heroes, 8 to non-heroes


50 to heroes, 14 to non-heroes


75 to heroes, 20 to non-heroes


100 to heroes, 26 to non-heroes


Notes:
  • Spirits will only explode on heroes, they'll just pass through non-heroes
  • Spirits will explode on invisible units! If they start exploding into what seems to be thin air, start running. This is also a good way to finish off a Melding TA, harass Broodmother, check for Bounty Hunter, Clinkz, Nyx Assassin, and more
  • You can pull the Spirits in to their minimum radius, then Tether to an ally who's near an enemy. This will pull you right next to the enemy and trigger all 5 spirits on them. At max level, this is a 500 damage nuke. I call it a Wisp Bomb.
  • Remember that the 875 radius is significantly larger than most nukes and harassing abilities. Use it to zone people out of lane and keep them from getting farm

Overcharge


Type:
Targets:


Toggled
N/A
You and any unit that you have tethered gain increased attack speed and damage resistance at the cost of draining 3.5% of your health and mana per second.

Level

1


2


3


4

Mana/Health degen

3.5%


3.5%


3.5%


3.5%

Cooldown

N/A


N/A


N/A


N/A

Bonus Attack Speed

40


50


60


70

Damage Reduction

5%


10%


15%


20%


Notes:
  • The degen is 3.5% of you maximum health/mana
  • Overcharge can be toggled on and off quickly to reduce damage from specific instances of damage, such as tower hits
  • Since you're losing health/mana and regenerating a portion of it at the same time, you can turn this on to lower your health/mana allowing you to heal/give mana to whoever you're tethered to at the same time
  • Tranquil Boots, Clarity, Urn of Shadows and Healing Salve are not broken by Overcharge

Relocate


Type:
Targets:


Targeted
Point
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.

Level

1


2


3

Mana

100


100


100
Duration

12


12


12

Teleportation Delay

2.5


2.25


2

Cooldown

90


75


60


Notes:
  • Relocate is NOT channeled. You can move around, cast spells, do whatever you want during the 2-2.5 second teleportation delay
  • If you Tether someone before you are teleported, the duration of the Tether will be refreshed to 12 seconds but the cooldown will not. This means that if you Tether someone a few seconds before using Relocate, you can re- Tether them at the location and get 2 stuns in
  • Casting Spirits before teleporting can ensure that you have a couple of them out and ready to nuke with once you arrive
  • If you have someone Tethered, they will come with you. However, if the tether breaks, they won't return with you.
  • You can Tether someone at the destination point to bring them back. This is a good way to save allies
  • Kunkka and Disruptor can mess you up pretty badly. Disruptor will Glimpse you back as soon as you Relocate in, and Kunkka can use X Marks the Spot to bring you back as soon as you Relocate out.
  • You will still Relocate even if you're stunned/silenced
  • A red spiral will appear on the enemy minimap when you Relocate somewhere, and a white shimmering light will appear on the ground. In addition, a white spiral will appear on the ground (but not he minimap) showing where you're returning to.
  • Reaper's Scythe will still kill you if you Relocate out partway through it.

Ganking

Here's how you do amazing ganks with wisp.
1. Find your carry/ganker
2. Tether them (wait about 4-6 seconds after tethering)
3. Turn on overcharge
4. Start the relocate. Be sure that you're relocating to somewhere out of view of the person you're going on (such as behind or in trees near to them, you'll destroy the trees, don't worry)
5. AS SOON as you start the 2 second relocate countdown, turn on Spirits (you can do whatever you want during the countdown)
6. As soon as you land, sprint (float?) past them so that you stun them. Your spirits should be pulled in as tightly as possible, and this means that while their stunned, all 5 spirits will land on them (375 damage with magic resistance factored in). There's no reason that between this and your carry bashing on them that they shouldn't be dead
7. Break the tether, re-tether, and if the target isn't dead, stun him again. This is why you wait 6 seconds before relocating. Tether has a 12sec cooldown, so if you instantly relocate after tethering you'll only be able to stun once. Two stuns is obviously better.
8. Go home. This step is important, tether only lasts for 12 seconds, which is how long relocate lasts, so if you don't refresh it, you'll leave your ally behind enemy lines.

Team Fights

In team fights you have three jobs

1. Keep the carry overcharged

2. Keep spirits up

3. Don't have full health

If you die, your team loses a huge asset. You have the ability to throw out a 500 damage AOE nuke every 14 seconds, which can be as much as 4-6 times in a heated teamfight. In addition, you'll have the mek, and the overcharge, letting you make you give any teammate a constant stream of health. Don't die, just don't do it. Stay back, help, you don't need kills to be a good wisp. So long as you don't have full health you'll always be healing whoever you're tethered to, and that alone can make a huge difference.

Relocate Saves

This is probably the trickiest part of wisp, but it can also be the most game changing. In a big fight, you can use your relocate to:

1. Bring someone to the fight who didn't get there in time

2. Pull someone out who's about to die

3. Take someone back to heal quickly during the fight

Much as Chen send backs take a huge amount of game sense and map awareness, Wisp relocates require you to be very cognizant of how your team is doing in a fight and what's needed most. It will be up to you to decide how to use it best in every encounter, but keep a few things in mind.

1. You can move around after you cast relocate

Those two seconds are your friend. Use them to tether someone at the last second, to run away from who you're being chased by, or to land your last couple of spirits. In addition, if you're teleporting out and you haven't blown your mek yet, now's the time.

2. The enemy can see where you're coming back to

There will be a small swirly icon on the ground for where you're going to be returning to. If you can, it's good to jump inside some trees to try to hide this indicator. If you're pulling your carry out and are likely sacrificing yourself, there's still the chance that you can survive if you relocate from inside some trees.

3. If you don't let yourself fully heal at the fountain, when you return to the fight you'll have those couple seconds of fountain regen

Use them! Instantly tether someone and you'll give them a quick 50+ health with this regen. Stand outside of fountain range until the last second once you only have 100 health or so left to heal, and you can bring that regen with you.

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