1 | 4 | 7 | 9 |
11 | 13 | 14 | 16 |
2 | 3 | 5 | 8 |
6 | 12 | 18 |
10 | 15 |
During the later stages of a game Io is usually under farmed relative to other team members, gaining gold most effectively through support kills and some free time in lane if possible (keeping in mind a lone Io is a dead Io).
Get support kills and save for the heart, once you have it tether the nearest glass cannon core and bring roid rage upon your opposition. Dodge, duck, dip, and dive whilst trying to remain tethered, resist the urge to untether and save others unless you know you’re off cooldown to avoid getting stranded.
Note, if they are smart the entire enemy team will be trying to kill you first.
If the game goes any longer, Sange is a good option to provide even more beef; desolator is also an option if you think you’ll hit level 25 (but in my experience, if Io is hitting level 25 then the game is usually about to end regardless).
The goal of this stage for Io is to zone the enemy offlaners out of lane by making it difficult for them to contest your carry’s lane sustainability and farm.
This is a good time to take the safe lane tower as your carry will have built up some independence, push the lane and tether a catapult with overcharge.
Once taken, leave the safe lane and join the off lane to aggressively pressure other towers as you build your holy locket.
The holy locket allows you to pop health on yourself and restore a team mate considerably, but you still have very limited survivability at this stage so positioning is paramount.
Additionally, use your relocate to support ganks and potential turnarounds, map awareness is critical to prevent relocating into certain death. Use your holy locket after relocating to restore teammates and pop overcharge to go on the aggressive.
With headdress and tether, Io provides surprisingly high sustainability in lane, often catching the opposition off guard. Similarly, soul ring sustains mana through tether to your carry allowing them to spam spells and control the momentum of the lane.
Stay tethered to your carry at this stage, kiting the enemy and denying creeps, use soul ring to replenish your carry’s mana, and pop overcharge whenever your carry exhibits any form of aggression.
Io, when played with this build is a babysitter; your goal in the early game is to keep the creep wave in a favourable position for your carry, maintain some distance to permit some solo farm, and tether in aggressively with overcharge when your carry is in a good position to harass the enemy 4/3 position heroes.
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