
![]() |
![]() |
1 | 4 | 8 | 9 | ![]() |
![]() |
2 | 3 | 5 | 7 | ![]() |
![]() |
10 | 12 | 13 | 14 | ![]() |
![]() |
6 | 11 | 16 | ![]() |
![]() |
15 | 17 | 18 |
I've switched the level 1 skill to tether from spirits. It's a lot of fun to immediately hit people with your balls at level 1, but as a support it's your duty to make sure whoever you're supporting stays alive. In the interest of this, I've switched it to tether first.
In addition, I looked up some of the more advanced DotaFire formatting tricks, and have applied those. I hope this makes the guide more readable.
First, why no Arcane Boots? These seem generally standard on Wisp, but I don't believe them to be the best choice. Arcane Boots cost 1500, for that you get the extra 250 mana, and the replenish mana skill. This gives everyone around you, including yourself, 135 mana (minus 25 to yourself), and an extra 202.5 to whomever you're tethered to if your mana is not full.
This is the key part. The number one thing you have to always remember with with is this:
If Wisp is not regenerating Health or Mana, then he is not transferring Health or Mana
With ![]() ![]()
|
With ![]()
|
Early Game
Level 1 2 3 4 |
Mana 40 40 40 40 |
Cooldown 12 12 12 12 |
Range 1800 1800 1800 1800 |
AoE N/A N/A N/A N/A |
Duration 12 12 12 12 |
Effect .75 second stun, 20% bonus movement speed 1.25 second stun, 20% bonus movement speed 1.75 second stun, 20% bonus movement speed 2.25 second stun, 20% bonus movement speed |
![]() |
Type: Targets: |
Active N/A |
Summons five Spirits that circle around you. If a Spirit hits an enemy hero it will explode damaging all in an area around it. |
Level 1 2 3 4 |
Mana 120 130 140 150 |
Cooldown 20 18 16 14 |
Max/Min Radius 875 / 100 875 / 100 875 / 100 875 / 100 |
Explosion AoE 300 300 300 300 |
Duration 19 19 19 19 |
Damage 25 to heroes, 8 to non-heroes 50 to heroes, 14 to non-heroes 75 to heroes, 20 to non-heroes 100 to heroes, 26 to non-heroes |
![]() |
Type: Targets: |
Toggled N/A |
You and any unit that you have tethered gain increased attack speed and damage resistance at the cost of draining 3.5% of your health and mana per second. |
Level 1 2 3 4 |
Mana/Health degen 3.5% 3.5% 3.5% 3.5% |
Cooldown N/A N/A N/A N/A |
Bonus Attack Speed 40 50 60 70 |
Damage Reduction 5% 10% 15% 20% |
![]() |
Type: Targets: |
Targeted Point |
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. |
Level 1 2 3 |
Mana 100 100 100 |
Duration 12 12 12 |
Teleportation Delay 2.5 2.25 2 |
Cooldown 90 75 60 |
Here's how you do amazing ganks with wisp.
1. Find your carry/ganker
2. Tether them (wait about 4-6 seconds after tethering)
3. Turn on overcharge
4. Start the relocate. Be sure that you're relocating to somewhere out of view of the person you're going on (such as behind or in trees near to them, you'll destroy the trees, don't worry)
5. AS SOON as you start the 2 second relocate countdown, turn on Spirits (you can do whatever you want during the countdown)
6. As soon as you land, sprint (float?) past them so that you stun them. Your spirits should be pulled in as tightly as possible, and this means that while their stunned, all 5 spirits will land on them (375 damage with magic resistance factored in). There's no reason that between this and your carry bashing on them that they shouldn't be dead
7. Break the tether, re-tether, and if the target isn't dead, stun him again. This is why you wait 6 seconds before relocating. Tether has a 12sec cooldown, so if you instantly relocate after tethering you'll only be able to stun once. Two stuns is obviously better.
8. Go home. This step is important, tether only lasts for 12 seconds, which is how long relocate lasts, so if you don't refresh it, you'll leave your ally behind enemy lines.
In team fights you have three jobs
1. Keep the carry overcharged
2. Keep spirits up
3. Don't have full health
If you die, your team loses a huge asset. You have the ability to throw out a 500 damage AOE nuke every 14 seconds, which can be as much as 4-6 times in a heated teamfight. In addition, you'll have the mek, and the overcharge, letting you make you give any teammate a constant stream of health. Don't die, just don't do it. Stay back, help, you don't need kills to be a good wisp. So long as you don't have full health you'll always be healing whoever you're tethered to, and that alone can make a huge difference.
This is probably the trickiest part of wisp, but it can also be the most game changing. In a big fight, you can use your relocate to:
1. Bring someone to the fight who didn't get there in time
2. Pull someone out who's about to die
3. Take someone back to heal quickly during the fight
Much as Chen send backs take a huge amount of game sense and map awareness, Wisp relocates require you to be very cognizant of how your team is doing in a fight and what's needed most. It will be up to you to decide how to use it best in every encounter, but keep a few things in mind.
1. You can move around after you cast relocate
Those two seconds are your friend. Use them to tether someone at the last second, to run away from who you're being chased by, or to land your last couple of spirits. In addition, if you're teleporting out and you haven't blown your mek yet, now's the time.
2. The enemy can see where you're coming back to
There will be a small swirly icon on the ground for where you're going to be returning to. If you can, it's good to jump inside some trees to try to hide this indicator. If you're pulling your carry out and are likely sacrificing yourself, there's still the chance that you can survive if you relocate from inside some trees.
3. If you don't let yourself fully heal at the fountain, when you return to the fight you'll have those couple seconds of fountain regen
Use them! Instantly tether someone and you'll give them a quick 50+ health with this regen. Stand outside of fountain range until the last second once you only have 100 health or so left to heal, and you can bring that regen with you.
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
Quick Comment (38) View Comments
You need to log in before commenting.