1 | 4 | 7 | 8 |
2 | 3 | 5 | 9 |
10 | 13 | 14 |
6 | 11 | 16 |
12 | 15 | 17 | 18 |
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.
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 :')
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.
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:
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.
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.
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