2 Votes

Wisp Assassin

November 13, 2017 by asci
Comments: 0    |    Views: 8916    |   


supporting a fast "jumping" carry Partner

DotA2 Hero: Io


Purchase Order

Starting Items

Laning Items

Core items

situational Items



Hero Skills

Tether

1 13 14 16

Spirits

2 3 5 7

Overcharge

4 8 9 11

Relocate

6 12

Talents

10 15 17 18

Hero Talents

+50 Health Regen
25
Tether Stuns
+150 Gold/Min
20
Attack Tethered Ally's Target
Tether Grants Scepter Bonus
15
+90 Spirits Damage
+400 Spirits Max Range
10
+60 Damage

Introduction

Hi, my name is asci, this guide is since 7.0 valid for all burst carries who like full health and mana and can move fast or have blink, like PA, Slark, Ursa or Legion Commander.

This was my Io + Phantom Asassin Guide, so i won't change the names. Just put Slark instead of PA if you play him.
For PA this guide allows very early tower diving and uses the synergy between their abilities.

Ranked Play

This Guide is not for Pros, this is what is working for me during many public Wisp Games with minimal Team Communication.
In higher MMW Games with teamspeak other Io Guides work better.

Pros / Cons

Pros
-Can gank, scout and and safe all over the map while being a fountain for his partner.
-He is never useless, stays relevant trough the game.
-Relocate can be used in many ways.
-Can make your carry stronger.
-After Soulring his income can be slow


Cons
-Very, very Squishy.
-Needs Mana and Health items right from start to be efficent.
-Needs very high Map awareness.
-Overload before Heart of Tarrasque is two sided and can get Wisp killed.

Talents

Talents are again all new on Io, bit annoying.
I still didnt play Io since then, so these are just my ideas. I will play and Update :)

At level 10 you can get +400 Spirits Max Range or +60 Damage, i think Io tries to stay away from physical contact and doesnt need to dash out damage.
The higher max Range is quite nice.
You could detect ganks, pull Camps or last hit fleeing enemys.

At level 15 you can either get Tether Grants Scepter Bonus or +90 Spirits Damage.
+90 Spirits Damage is nice, but the strenght of Spirits will soon fade away.
Wisp is there to serve his carry, so if that carry doesnt need to buy aghs and saves 1 slot the choice is easy.
Remember that he will only get this Talent from you while teethered.
Take the Tether Grants Scepter Bonus talent.


At level 20 you can either get +150 Gold/Min or Attack Tethered Ally's Target.
Take the Money, you want to buy Heart of Tarrasque.

And finally at level 25 you can get by now completely useless extra +50 Health Regen or a Stun. You got Heart of Tarrasque.
Teether stun is best with CK, Tiny, PA, QoP... you get the Picture....so as this Guide is made for them take the Stun.

Items

What is paramount for this build is that Io needs items right from start.
If in any way possible try to get the other Support to buy that Donkey and Wards , later after u finished your Soul Ring you start supporting.
Dont get bullied into buying wards and donkey, u feed everything 1.5 times to your carry, so you need your money at start. Period.

I always random (2000 Games now), so i usually have enough money to get Ring of Regen , Sage's Mask and one Observer Ward at start.
No one needs a Crystal Maiden with items, but Io without Soulring asap is useless.
Until then your Spirits will be ward enough.

Boots of Speed are low Priority as im using mostly teether to move anyway.
I disagree with the standard Bottle for Io, it is still dangerous to go to rune spots alone, a soul ring gives constant health with mana burst + i try to start with ring of regen and Sage's Mask anyway so my carry gets constant health and mana from start.
The Iron Branches give +4 stats for 200 Gold, so u can teether 0.03*4*1,5=0,18 health regeneration (this is already a continually 4th of the regeneration of a Tango )and 0,24 mana regen right from start.

Inform your Carry not to buy any health or mana regen items as u are the one who will take care of that (with teether you will regen 1.5 times more then he could do with the same items, which adds to a proper extra 3 Hp + 75 % Mana regen for Soul ring alone).
Every consumable not bought by PA early game will help him in his item progession.

Skills

Teether:
Better then boots... makes you move really fast...slow wirks well with Phantom Strike , synergy with force-staff on your partner, as long as you teether before he is out of reach u will swish behind.
Regenerating health and mana for your carry (see above) as long as Wisp regenerates.
If you are tethered to an invis hero the other team will see that there is a teether but it will only lead to the last known place.
This is very useful if you play with slark.

Teether doesnt work into Black King Bar , so teether before your carry activates BKB.
If the enemy crosses the teether he will be slowed.
The Problem here is that Io stays behind his carry and uses his spirits.
The good thing with a blink hero is that in teamfights if PA blinks the slow will most times work.
Dont max early as the gains are not worth it (the 1.5 regen stays same).

Spirits:
It takes 4 seconds until all 5 Spirits are there.
Spirits are really strong early game if maxed first. The Bristle who later will laugh about you will be surprised how fast he died from spirits level 3.
You have balls and you want to use them :)
On creeps they dash out collison damage and the spirits live on, on heroes they explode with a higher explosion damage.
Bonus is that upon recast while active (possible from lvl 2) you trigger all 5 spirits to explode and deal at level four 5 times 100 = 500 damage as a nuke in a 300 radius.
Repeat (use Soul Ring ) and dish out 1000 damage over short time at level 11.
As teethered PA or QoP love to tower dive and will pull you behind just use this to make their work much shorter.
Soul Ring will make it possible to have Spirits nearly always active.
You can use Spirits to pull or stack all camps at the same time at second 53.
Mid game Spirits fall off and are used to scout for incoming ganks, late game i keep them constantly on while beeing teethered to the strongest Carry to find enemy Junglers or invisible Heroes (they will still explode on contact, so good luck sniper trying to sneak away).
Once found PA jumps in, your Spirits make sure enemy wont get out and he wont get help without you knowing.
The dagger makes the Enemy slow, PA jumps him again, you teeter again...recast Spirits.
See the picture?
Just a really fast and devasting train only a windranger can escape.

Overload:
The two sided coin. Since Dota 7 you have to skill this, so better get some good idea how Overload works.
First: this skill will lower your health and mana. If you got no soul ring you can use this to make sure you continually regen your ally by lowering yours below 100%.
Second: the health loss is % based so it wont kill you.
This is another reason why a Dazzle as hard support is such a dream combo.
But health drains very fast so toggle it off before its too late.
One flare from Skywrath Mage will be your End. And he knows that.
Once you got Heart of Tarasque this will offset your health loss and you can leave it on for longer stretches. This is why HoT is core.
Third: avoid using mekanism or guardian Greaves before u lost about half of your health.
Fourth: wisp and the teethered unit get attack speed bonus and at lvl 4 a nice 20% damage reduction.
Overload and Relocate is why Wisp stays relevant troughout the game.
Io is a fountain, a global TP and on top of that a % based damage modificator.
In short the wet dream of every hard carry.

Relocate:
Relocate works even on stunned heroes.
How to use your ulti to safe somewhere else on the map: relocate to somewhere safe around the chased ally, turn on spirits to confuse, on last second teether with ally.
Maybe help him with the Force Staff to stay alive until the time is ripe for the relocate.
If you want to safe your Carry just teether, double hit R and try to keep your carry alive until you both go to base, break teether so you wont take him back.
Look for nearby creeps to teether to upon coming back because the whole enemy team waits there eager to slaughter you...if u got a force staff this might even work.
Good luck.
Hope that at the end of the game when you are 1:12 in kills the guys you saved dont report you for feeding.
If Wisps Ulti is up and no one on the map to gank go teethered to base for shopping, healing and getting a boost on coming back for both.
Hope your Carry is not stupid enough to break teether while you are shopping.

Keep your carry moving, cleaning out the enemy Jungle while warding, gank with your Ulti.

Team Work

Io is ranged, so keep your distance, hug your tower, let spirits do the damage, always stay teethered if your Carry gets into contact (another reason not to go for runes). Deny creeps and spam Spirits until depleting your mana.
Use Soul Ring frequently, so u keep healing your Carry. If u dont heal he wont heal.

Stay in safe lane, but near the woods to detect incoming ganks with your Spirits.
Teether over Trees to get rid of them.
PA can use his first skill to last hit und you support the mana to do so - there schould be no reason for you two to leave your tower too far.
Your opposing team schould buy loads of tango's or stay out of XP range and start to hate you.
So always stay behind your Carry, use your Spirits at max Distance.
Then with Lvl 3-4 Spirits get "careless".
Go to front with the Spirits on while PA cleans out the Creeps behind you.
The other Team will sooner or later gank you.
If they do PA blinks in with with Stifling Dagger and
Phantom Strike (maybe teether will slow them) and cleans them out. He has now up to 200 Bonus Attack Speed, Evasion plus Damage Reduction and Crits.
Don't forget to make your Spirits smaller and explode them, use Soul Ring, and recast Spirits.
As PA has had a good item progression and didn't waste Money on Tango this part schould be easy enough.
If they dont gank dont push it as PA will snowball anyway.

Be prepared to do some nasty towerdiving with PA jumping right under their tower.

From midgame ward a lot in the enemy Jungle. The more u see there the better and safer you can gank there with your ulti.
My favorite partners are carrys like PA who really benefit from the speed bonus from teether, from being at full health all the time and who dont need too much mana.
The ideal hard support schould be dazzle, together with Omni Knight and Io your PA schould never need to die and just snowball with the Rest of the Team running behind.
Try it :)

When Pushing high Ground don't forget to use glimmer cape, not on yourself but on your Carry of Course :), use drum and Guardian Greeves early, at 50% health i would say.

Creeping / Jungling

With Spirits minimal Size at Lvl 4 go into the stacked Creep Camp and let the Spirits explode, repeat.
I don't like to do this.
Io schould never be alone, also you steal farm from your Carry.
Maybe if you play Io mid, but then this is the wrong guide.

Better: when following PA with Spirits at maximal size Creeps will leave their camp and come into view so PA can just jump from one to another and Jungle really fast.
Bit like Antimage without Battlefury but Crits.

Friends & Foes

If there is a Lion in the other Team, dont lane against him.
He will be your Nemesis and have all the fun.
Also Silencer, QoP, Lina, Pudge, Mirana, Nightstalker und PA himself are Enemys you dont want to have in the other team.
Zeus with agha + refresher is really unfair...you will need to get higher base HP before he instakills you from anywhere on the map.
Clinkz just one shots you, invis heroes will focus you anyway, spam spirits all the time to detect incoming ganks. Ward. Late Game you are the team *****, teleport, heal and protect your Team.


Sven, Windranger, CK, PA, Tiny, Juggernaut (healing ward), LC (heal) are Friends of Io, laning with CK or Tiny will make first kills very easy as they can make teether slow reliable and if tiny throws you you even stun :)

Open for Suggestions.
Happy about Comments.

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