Help Support Our Growing Community

DOTAFire is a community that lives to help every Dota 2 player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!

Want to support DOTAFire with an ad-free experience? You can support us ad-free for less than $1 a month!

Go Ad-Free
Smitefire logo

Join the leading DOTA 2 community.
Create and share Hero Guides and Builds.

Create an MFN Account






Or

18 Votes

Wisp carries with Dagon WTF!

July 30, 2012 by Jonathan Hancock
Comments: 10    |    Views: 40143    |   


Dagon Carry Wisp (15-5-13)

DotA2 Hero: Io




Hero Skills

Tether

1 4 7 8

Spirits

2 3 5 9

Overcharge

10 13 14

Relocate

6 11 16

Talents

12 15 17 18

Introduction

Wisp is the ball that saves the day.
His methods of escape, ganking, and saving are unparalleled.
He appears behind enemy lines without a "wisp"er and chaos shortly ensues.

When your buddy is about to die in a 1 v 1 chase, you show up galantly with your 1800 range tether and dagon, and show that chaser who's boss.

Proof My Build Works vs 4 Disablers

Match I.D. 25115399
Kill Death Assists(15-5-13)
By 20 minutes (8-1-6)

(7:00 I cleanup what Juggernaut cannot.)
(9:00 - 10:00 Earthshaker saves us so we save him.)
(12:50 I initiate a teamfight by pinging.)
(16:00 I come in for another gank, and Teleport Obsidian away to avoid incoming enemies.
(19:00 The Dagon comes in where our teammates can't finish them.)
(24:30 Since we have ward up, I ping Rubick so Juggernaut can get ready)
(26:00 All of us are dead but Earthshaker pulls through.)
(30:00 Morphling escapes a 5 man gank)
(37:00 The Highlight of the Entire match, our team goes rosh, the enemy team initiates, I stun tiny then my team becomes aware. Then the Juggernaut I babysat wins the game for us.
It brings tears to my eyes :')


Support Wisp goes mid, if you want to be a Dagon Wisp you need to take side lanes for ganking gold.



The only way to win as Wisp is if your team knows what they are doing.
If you have a teammate that goes into a frenzy when you kill creeps then you will lose.(100%)
If you have a teammate who says NO! these are my healing items, you will lose.
If you have a teammate who goes in 1 v 5 and yells at you, you will lose.
If you have ******s for teammates, someone picks spectre after you pick wisp, you will lose.

I was lucky that everyone, and I mean everyone knew what they were doing.

My Match Lineup

Radiant


Wisp Top
Juggernaut Top
Obsidian Destroyer Mid
Earthshaker Bot
Morphling Bot

Dire


Alchemist Top
Rubick Top
Weaver Mid
Kunkka Bot
Tiny Bot

2 stunners 2 ministun 1 disable vs 4 stunners

Which lane to pick?

Top Suicide Lane


Only go Top if you have a high dps dealer or stunner, if you have a useless hero like Necrolyte in your lane or some "team genius oh I picked a carry, Spectre -_-" you will lose your game.


Mid


Mid is a decent lane for Wisp, but Wisp can get way more ganks if he goes on the side lanes.
The spirits are deal very very small damage in lvls 1-3, you will get denied alot easier than any other hero unless you got a Basilius.
Your plan here is to wait till lvl 6 and relocate for ganks, with no gank gold, meaning you'll deal pretty much 0 damage, The Mid Wisp works sometimes, but you will be no where near as good if you would have went sidelanes. Especially since mid will give you close to 0 gold as compared to a steady income of 220 gold + creeps every 3 minutes.

Bottom Safe Lane


Bottom isn't really that necessary, top is your best bet, you can stun escape and save your team. But if you plan on choosing bottom, you get the benefits of pulling, tethering to you buddy if your buddy plans to pull and your enemies try to gank him. It is a lot safer bottom than it is mid or top. Though.

Go Heavy Support Wisp if you enjoy your Dying, Feeding, Being Reported, Yelled at by teammates, not being able to kill any enemies, or being stun locked, not being able to use your mekanism and dying upon sight.
Enjoy your 0 armor till lvl 10 you baddie.

Items

Random
(Basilius, Tango, 2 Salves, Branch.)
It is by far my most favorite starter.
Basilius increases your armor from 0 to 3, provides teammates with 2 bonus armor, gives you last hitting power, increases your regen so you can give more mana to your allies when you tether.

Courier is what most people expect you to get.

Wisp is one of the only heroes that doesn't require boots early in the game because of Wisp's 1800 range tether.

Bottle is very optional unless you are going mid, the bottle doesn't help your farm that much, and you need to be out of combat which wisp will rarely be out of at any time.

Mekanism is optional, yeah I know it's 500 hp for your tethered mate obviously, from my experience your enemies will be running when they have Dagon and Spirits to dodge.
Plus If you carry gets 500 hp, that is nothing close to a comeback in a fight, there are alot of terrible Wisps, that die trying to make a mech, 2306 gold, (Expensive) and Wisp sucks *** at farming creeps. Btw any enemy nuke will make that mech useless. I bet there will be some commenter, oh oh Wisp farms with spirits takes 10 seconds to farm with spirits, takes forever such a waste period enjoy your enemies running away.

I do not get Urn because it doesn't work with accompanied with tether. Hence leaving you running back to base all the time not letting you protect your allies. Basilius will always be better than the 6 damage from the gauntlets and 0 armor.

Do not get a Helm of Dominator, your team will yell at you they are right since it helps your team in no way and is a waste of money. It's as smart as getting Crystalys on a Wisp lol (terrible idea). Your armor and damage will never match up to a carry, you need people to help you.

Drums are can either be made before dagon or after dagon.

The Tranquil boots are optional, get any boots that will not make your carry break the tether.

Skills

Tether: 40 mana A bond that can be broken upon 800 range. Transfers items and regen to whomever wisp is tethered to. Works on mechanical units also. Grants 40 movements speed to wisp and target.
This is Wisp's best skill.
It speeds your teammates up so they can run and allows you to fight if necessary.
Tether has 1800 range, in order to be pulled to a unit, you must click on an ally once and not move. If you move while tethering you will just get the connection and won't be pulled to them.


Spirits: 120 mana 5 spirits that can be moved in and out.
Use the Spirits to harass enemies, give your carry farm, and gain vision to prevent ganks. Spirits will explode and deal damage at the end of the duration.
Adjust your spirits to hit the enemy until the enemy stops running and tries to fight you, that's when you pull the spirits in for colossal damage.

Overcharge: 2.5% hp and 2.5% mp Increases your attack rate and a tethered units attack rate.
You can skip this skill for stats unless you are pushing or your carry suffers from an attack speed deficit.
It is best used on a siege creep, carry, or you :).

Relocate: Teleport's Wisp and a tethered unit to a target location for 12 seconds.
This is by far the the best ganking skill in the game, it allows you to position yourself in conjunction for a tether.

Pros / Cons

Pros:

    He's a global ganker.
    He give's his regen to allies.
    He can save people in the heat of battle.
    Can turn a battle around in 10 seconds literally lol.
    An 1800 range escape mechanism.
    Can tether and overcharge a siege creep to take down a tower.
    Can teleport buddies with him.
    Can go shopping every 60 seconds.
    Can go all out suicide bomb style, if you are about to get ganked and tethering only is not an option, you have to relocate your teammate to the fountain, untether and comeback with spirits in as close as possible.
Cons:
    Disables can punish you harshly, most people will not waste their stun to kill the wisp if they have a carry auto attacking them.
    Most people will not charge at a wisp that has spirits and dagon up.
    Silencer can destroy you.
    Nightstalker can destroy you.
    Your tether cannot dodge projectiles.
    His damage and stats do not scale at late game, unless you have a dagon :).

Creeping / Jungling

Wisp should never be jungling.

But Wisp can speed your carries jungle farm up with Overcharge and Tether while you leach experience.

DO NOT KILLSTEAL YOUR CARRIES JUNGLE.

Team Work

Ping if you want to initiate so your team can ready up.

Make sure you have teammates that haven't been diagnosed with down syndrome.

If your ally is a blink dagger stunner like Slardar, Sandking, Earthshaker, it is the holy grail of good game.

Quick Comment (10) View Comments

You need to log in before commenting.

Similar Guides
Featured Heroes

Quick Comment (10) View Comments

You need to log in before commenting.

DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.

Copyright © 2019 DOTAFire | All Rights Reserved