DotA2 Skill: Tether




Tether


Casting Method:Active
Targetting Method:Unit
Allowed Targets:Allied Heroes
Tether yourself to an allied unit, granting Io the movement speed of the tethered target. When you restore health or mana, your target gains 1.05 / 1.2 / 1.35 / 1.5 the amount. The tether breaks when the allied unit moves too far away, or Io cancels the tether.

Range: 1800
Maximum Radius: 900
Bonus Movement Speed: 5% / 8% / 11% / 14%
Duration: 14
Mana Cost: 40 Cooldown Time: 12
Additional Information
Can tether magic immune allies. Tether does not break if the tethered ally becomes magic immune.

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

Notes:
  • If Io tries to tether a unit that is 700 units or further away, Io will latch on and pull itself closer to the target (to a distance of 300).
  • The Tethered unit will benefit from Overcharge, Relocate, and from Io regenerating health/mana.
  • The health and mana regeneration will only be applied on the tethered unit if Io's respective pool isn't full.
  • The regeneration of any instant healing effect like Mekansm's one will be applied to the tethered unit depending on how much health was replenished on Io.
  • The regeneration of any instant mana regeneration effect like the Arcane Boots's will be applied fully to the tethered unit if 1 or more mana was replenished on Io's mana pool.
  • Has a sub-ability that lets you break the Tether.
  • A unit may only be slowed once per cast of tether.
  • If Io is tethered to an invisible unit, the link is not visible to enemies.


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