Initially not more than the spirit of low trees, Io dwells peace among the major types of forests. As the great war spread across the land creatures of the forest was forced to defend their homes. The desire to protect his kinsman awakened powers in Io he didn't know he had. He found he was able to link the power of life to other beings to strengthen them or help them escape with the direct transporting them from danger. IO is known among his people as the Guardian one, protective spirits. Other spirits and vowed to help him may be called to his side to help him in battle. Not interested in the battle between the Sentinel and scourge, Io fights only to protect his people.
Hero class: Guardian Wisp
Name of the hero: Io
Range: 520
Movement speed: 295
Type of Hero: strength
Starting with the armor: 0
Starting from damage: 33-42
Agility: 14 + 1.6
Power: 17 + 1,9
Intelligence: 23 + 1.7
Tether
The Allied Unit itself, IO tethers, granting the bonus movement speed for both units. Enemy units that connection is governed by the laws of the tether is stunned must be maintained. Tether is cut off if it extends beyond the 900 units. It takes 12 seconds.
Movement Bonuses: 8/25/30/35%
Stun duration: 1.25/1.5/1.75/2.0
Cooldown: 12
Manacost: 40
If you attempt to bind a unit that is an outside his range (by up to 900) Io will latch and pulling are closer to the unit.
Harness transmits additional States to the heroes of the Allied units. This includes the overpayment, the change in location and at any time to restore hp/mp.
Note: a subset that enables you to break the rope.
This skill is such an awesome foothold. Io Combine it with Ursa Major, and say goodbye to the target. However, this skill won 't do much if the you don 't be a hero support .
Spirits
Io summons 5 ancient spirits within 6 seconds; Spirits dancing around Io in a circle to protect him. If an enemy hero moves close enough to touch a spirit, releasing the spirit of his life energy in a burst of malicious and slowing down all enemies in a 300 area of effect. Not the hero units only take less damage by touching a spirit and get not them to explode.
You have two sub domains abilities. To move them out and call them back in, you can stop them at any distance on toggling the ability to order.
Damage caused by the spirit: 25/50/75/100.
Slow: 30%
Cooldown has: 14
Manacost: 120/130/140/150.
Ability to Cool!
Overcharge
IO is based on more energy than it can safely handle, granting him bonus attack speed but draining 2.5 per cent of its current HP and MP in the second. If Io tethered to ally attack speed bonus is offered as an ally.
This ability of the switch.
Attack speed: 60/80/100/120
Note: this bonus influences tethered unit as well.
Maximum benefit should be combined with any other support skills for the tether.
Relocate
IO temporary places themselves, including any tied to the location of the target's hero, 12 seconds.
Casting is a delay, and before the enemy, and there are Visual indicators in the world, the teleport, Gaza.
Votes cast delay: 2.5/25/2.2.0
Cooling: 80/60/40
Manacost: 100
Note: If an Allied hero is attached, this hero will be teleported with you. You can break the security cable at any time to prevent this hero back with you. -disablehelp is available for this capability.
Skills instantly gank. Tether Ursa or Sven, kill your enemy quickly and you can go back to the place before. Need some coordination with partner to maximize gank. Also useful during the phase of the line to refill the bottle and buy something in Your database easily.