Io is one of the best (if not the best) supports in the game. Health regen, mana regen, attack speed increase, slowing the enemies, scouting an area, Io does everything a team would like from a support.
Oh, she (I like to think of Io as she) can also ward. Just so you know. In fact, using the ultimate, you can drop wards in pretty interesting places, making her one of the best warders as well.
However, unlike most supports who're burst support (if there's any such term) - they simply come, cast some stuff, use a few items and stay away, Io needs to practically coordinate with the carry/tethered unit, as synergy is must to make the most out of her.
Finally, this is my first guide on DotaFire (I was working on another, but found one with the same ideas, so ditched it), and will be updated in time. Feedback is appreciated.
There are two major builds for my Io now, and they're discussed below.
Pros:
Tether - "Tether yourself to an allied unit or hero, granting both of you bonus movement speed. When you restore health or mana, your target gains 1.5 times the amount. Any enemy unit that crosses the tether is slowed. The tether breaks when the allied unit moves too far away, or Io cancels the tether."
Range: 1800
Maximum Radius: 900
Tether Duration: 12
Slow Amount: -100% Movespeed/-100% Attack speed
Slow Duration: 0.75/1.25/1.75/2.25
Bonus Movement Speed: 17%
Mana Cost: 40
Cooldown: 12
Your first, best, unique, beautiful skill that has reduced infinite manly men to tears (some of happiness, some...not so much). Essentially, a skill with a gigantic range (1800), is essentially just a simple hook (its NOT like Morphling's Waveform, which dodges everything - you can still get stuck in Chronosphere if you try to cross it using this, for example). Any enemy unit that touches the Tether link is slowed, both in attack speed and move speed, by 100%, which makes it very effective against right clickers. Remember the comparatively smaller range for break. Crosses impassable terrain, breaks trees and is badass in general.
IMPORTANT: Your regen WILL NOT BE transferred if you're at full HP. Use E to bypass that.
*NOTE: You can also use this to escape. Any allied units includes creeps. So if there is one in range (esp if there's impassable terrain somewhere in the way), link and escape.
Spirits - Summon five spirits that dance in a circle around Io, damaging all that they hit around you. If a spirit hits an enemy hero, it explodes, damaging all enemy units in an area around it. Creeps take minor damage from touching a spirit, but don't cause them to explode.
Radius of explosion: 300
Duration: 19
Damage to Heroes: 25/50/75/100
Damage to non-Heroes: 8/14/20/26
Mana Cost: 120/130/140/150
Cooldown: 20/18/16/14
Summons five spirits, one by one, very close around you. This does negligible damage unless more than 2 hit, but if you increase its radius slowly, it can hit and detect heroes, even if they're invisible. Great tool to check behind trees, counter a counter gank etc.
Another way is to use this, then tether to a melee hero, go close to the enemy he's fighting. Slow AND damage from all five spirits.
Overcharge - o gains bonus attack speed and damage reduction, at the cost of draining HP and mana per second. If Io is Tethered to an ally, that unit also gains the bonuses.
Bonus Attack Speed: 40/50/60/70
Incoming Damage Reduction: 5%/10%/15%/20%
HP/Mana Drain: 4.5% of current HP/Mana
Simple, underestimated and powerful skill. The one level is gotten earlier because +40 AS is a lot, but most levels are saved for later because you aren't tanky enough to sustain this. The 20% damage reduction is insane late game. Just stick it to your right clicking hero and watch the rampage.
*Note: Use this to reduce your health so that your regen is passed along.
Relocate - 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.
Range: Global
Delay before teleport: 2.5/2.25/2
Duration: 12
Mana Cost: 100
Cooldown: 90/75/60
Your ultimate, a game changing skill. You can teleport ANYWHERE on the map. Set up wards, insane ganks (ever seen a tether PA drop on your head as you were heading back to your tower after that over-harass?), great escapes (tether and go to base), wonderful rescues (drop in, regen, tether, take the most important hero back with you), and be a fountain (drop in, tether, mek, soul ring, pipe and leave).
You can summon spirits before you leave, to arrive with some damage and detection.
*Note: While escaping, try to use this from inside trees, so that when you come back, you live too.
IMPORTANT: It is NOT channeled. You can move, tether, cast, dance, fart, and be yourself in the 2 seconds you have.
Io's items are mostly self explanatory. Since tether gives bonus regen to tethered unit, always use your actives whenever tethered, if possible. Here's an overview of the two builds:
Samukobo brought this to my attention, so I first thank him.
If you're laning with a melee hero, any creeps that he can't possibly take (possible harass etc) is yours to last hit. The timing will take some practice getting used to as your attack has decent travel time.
tl;dr - Last hit when your lane partner can't/
This is a basic build, WIP.
List of things to be added:
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