Sunday, September 11, 2011

Wisp


Guardian Wisp Guide

Wisp

Basic Stats

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Strength Agility Intelligence
17+1.9 14+1.6 23+1.7

Advanced Stats

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Affiliation Sentinel
Damage 43 - 52
Armor 0
MoveSpeed 295
Attack Range 575
Attack Animation 0.15 / 0.4
Casting Animation 0.001 / 0
Base Attack Time 1.7
Missile Speed 1600
Sight Range 1800 / 800

Menu

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  • Skills
  • Skill Build
  • Item Build
  • Final Item Build(s)
  • Strategy

Skills

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  • Tether
  • Spirits
  • Overcharge
  • Relocate

Tether

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IO joins himself to another allied unit. During the tether, you see a whitish animation link connecting you to the targeted unit. The targeted unit and IO get extra movement speed. Any heal that IO uses on himself will inadvertently be used on the tethered unit as well thus healing both the heroes. Any Enemy Unit that comes in contact with the tether will be stunned (rather mini-stunned). However in order for the tether to be intact both the targeted unit must be within 900 range of IO. Otherwise the tether will break. It is the signature move of IO. It can be used in multiple ways as follows

  • to escape enemies
  • to save allies
  • to gank an enemy hero
Level Mana Cost Cool Down Casting Range Area Of Effect Duration Allowed Target Effects
1 40 12 1800 900 12 / 0.75 seconds * Allied Units 20% MS bonus
2 40 12 1800 900 12 / 1.25 seconds * Allied Units 20% MS bonus
1 40 12 1800 900 12 / 1.75 seconds * Allied Units 20% MS bonus
1 40 12 1800 900 12 /2.25 seconds * Allied Units 20% MS bonus
Note :
  • * - Tether Duration / Stun Duration
  • If the unit you are trying to tether is more than 700 range away then IO will pull himself close to the unit until a range of 300 range and latch on to the unit
  • The tethered unit will benefit from Overcharge, Relocate, and from Io regenerating HP/mana.
  • IO activating armlet will not transfer to the tethered unit
  • IO gaining more than 50% of his HP/MP in less than 0.02 seconds will not transfer to the tethered unit.
  • Has a ability to let you end the tether

Tether is the signature skill of IO. It has multiple uses and not just as an escape mechanism. We already know that the tethered units gain 20% bonus speed. A heal to IO while the tether is on will pass on to the tethered unit.Lifesteal will also pass on to the tethered unit(that is if you really decide to take lifesteal )

As an escape strategy, you can use tether to an allied hero who is within 1800 range but more than 900 range. Io will latch onto that hero and pull itself to as close as 300 - 400 range. The stun + movement speed bonus provided by tether can be used to help allies escape from dangerous situations.

Supporting the right hero is something that can decide the game. If you are playing 5v5 which allied hero do u tether to? Try for the tanks (only if they are playing well) . If they are playing bad then you both will be feeding the enemy a lot

Spirits

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IO summons 5 spirits around him for the duration of 4 seconds. If an enemy hero moves close enough to a spirit the spirit latches on to him and deals damage to nearby enemy units in 300 AOE. The spirits do deal damage to non-hero units , however they do not explode on contact. The damage dealt to creeps usually range from 25-30. Note never to use this to farm . This is NOT your farming skill.

Level Mana Cost Cool Down Casting Range Area Of Effect Duration Allowed Target Effects
1 120 20 N/A 300* 19 seconds Enemy units 8 / 25 ** damage
2 130 18 N/A 300* 19 seconds Enemy units 14 / 50 ** damage
3 140 16 N/A 300* 19 seconds Enemy units 20 / 75 ** damage
4 150 14 N/A 300* 19 seconds Enemy units 26 / 100 ** damage

Note


  • * Area Of Effect Upon Explosion
  • Damage to Creeps / Non- Hero Units
  • Damage is purely Magical
  • Can hit Invisible Units
  • Minimum Oscillation Range is 100
  • Maximum Oscillation Range is 875
  • You can control using sub abilities the range ( distance ) of the spirits

OverCharge

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IO receives more energy than he can handle granting him more bonus attack speed and damage reduction. However it also reduces 2.5% of IO's HP and MP . The bonus attack speed and damage reduction are granted to the tethered unit too.

Level Mana Cost Cool Down Casting Range Area Of Effect Duration Allowed Target Effects
1 2.5% of current HP and MP N/A N/A N/A N/A Self 40 IAS, 5% damage reduction
2 2.5% of current HP and MP N/A N/A N/A N/A Self 50 IAS, 10% damage reduction
3 2.5% of current HP and MP N/A N/A N/A N/A Self 60 IAS, 15% damage reduction
4 2.5% of current HP and MP N/A N/A N/A N/A Self 70 IAS, 20% damage reduction
  • The bonus affects the tethered units too
  • The HP/ MP lost cant be lessened in any way
  • The hp/mana loss is actually 0.5% in every 0.2 seconds, resulting in 2.4751256878125% loss per second

Relocate

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This is a very useful skill of IO. It allows the wisp to relocate anywhere on the map for 12 seconds. If it is tethered with an ally it can relocate the ally as well.

Level Mana Cost Cool Down Casting Range Area Of Effect Duration Allowed Target Effects
1 100 90 seconds Global N/A N/A N/A Teleport after 2.5 seconds
2 100 75 seconds Global N/A N/A N/A Teleport after 2.25 seconds
3 100 60 seconds Global N/A N/A N/A Teleport after 2 seconds
  • There is a casting delay and the enemy has visual indicators on the minimap at the target location before it happens.
  • If IO is stunned / disabled during the casting then relocate will be disabled
  • You can tether an ally to get him to a location to (eg. to help in team fights) . Once you finish the relocate there, you can break the tether if you want the allied hero to remain there instead of returning back with you
  • The -disablehelp command will prevent an allied Io from teleporting your hero with this this ability.

Skill Build

According to me Wisp can play only support and no other role.So i always build a support skill build for him. Remember obviously the skill build does change according to the situation but then the basic idea is sort of the same..
  1. Tether
  2. OverCharge
  3. Spirits
  4. Overcharge
  5. Tether
  6. Relocate
  7. Spirits
  8. Overcharge
  9. Overcharge
  10. Tether
  11. Relocate
  12. Spirits
  13. Spirits
  14. Tether
  15. Stats
  16. Relocate
  • Note : You can shuffle up the overcharge with the spirits/tether if you want
  • Many people do like to maximise tether first cause of the miniscule increase in the stun duration. However if the extra stun is really required then you can always tether again. This is possible cause of the very less CoolDown of the Skill

Item Build

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  1. 3 * Iron Wood Branch
    3 * 53

  2. 2 * Gauntlets of Strength
    2 * 150

  3. 2 * Circlet Of Nobility
    2 * 185

  4. 2 * Bracers
    2 * 150

  5. Chicken
    175

  6. Ring Of Regeneration
    350

  7. Boots Of Speed
    500

  8. Chainmail
    550

  9. Headdress Of Rejuventaion
    200

  10. Nazreithm Buckler
    200

  11. Mekansm
    900

  12. Gloves Of Haste
    500

  13. Belt Of Giant Strngth
    450

  14. Power Treads (Strength)
    -

  15. Ring Of Health
    875

  16. Stout Shield
    250

  17. Vitality Booster
    1100

  18. Vanguard
    -

  19. Ring Of Health
    875

  20. Void Stone
    875

  21. Perseverence
    -

  22. Mystic Staff
    2700

  23. The Ultimate orb
    2100

  24. Void Stone
    875

  25. The Ultimate Orb
    2100

  26. Linken's Sphere
    1325

  27. Mithril Hammer
    1600

  28. Gloves Of Haste
    500

  29. Maelstorm
    600

  30. HyperStone
    2100

  31. Mjollnir
    600

  32. 2 * Mithril Hammer
    2 * 1600

  33. Stygian Desolator
    1200

Note

While Tethered to a unit (preferably a hero) what you get is what they get for example you heal yourself with Urn of shadows they get healed 400 HP too. This works with clarity aswell as tangos/healing salve and any other healing. With Mekansm, your ally would get healed 500 HP because what you get is what they get aswell. 250 HP from Meka + 250 from you. The person your tethered with also get the heal from your lifesteal if you decide to get it.

Strategies

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  • Early Game
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    Well remember at this stage your ARMOR IS '0'. So basically what I'm trying to say is that you should play as careful as possible. Indeed you should remember that your game should entirely depend on your support abilities. If you are laning with a Tank then allow him to farm as much as possible. Remember you are support hero so you should not try to (if i can use the term) kill steal your creeps. In the early game your hero should just look to farm whatever he can, and gain lots of experience. Stay as back as possible. Remember the enemy will target you first in the early laning stage. Dont ask me the reason cause it is pretty simple. You are so damned weak. So in case of the enemies going back (retreating) then you should know to stay back , or away from forest. Try not to take frequent trips to the fountain, as for a support you need more of experience and farm your core items. Once you get your level 6 you (along with your ally if he wants) can make a relocate to the fountain for item buying as well as for HP regeneration. Once you have farmed your core items of PT, Meka and Vanguard/Perseverance you should start the ganks. By start i mean the team should start the ganks and not you. You should never be the initiator of any fight at any cost. All your skills are based on support game and you should know how to play with your strengths.

  • Mid to Late Game
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    During Mid Game is when Wisp becomes a major deciding factor . This is because the entire team needs wisp in order to win the battle. Wisp should know which hero to tether to. Always tether to the killer in the team as you want him to get the most kills. You should be more than happy with the assists cause thats what you are "An Assist". Remember your combo... tether ---> Spirits---> Overcharge..... Overcharge has been given preference in my Skill Build cause if you are going to play support you need your tethered hero to have a higher attack speed. Indeed as much as possible. Also when you decide to use Mekansm, remember to tether yourself to the hero (allied) with the lowest HP. This is cause of the tether

    . So he will gain quite a lot of HP when you use Mekansm.Use your hero to the advantage of the team always. In case of a hero 9 very important hero to your team dying) you can also tether to him and relocate to a nearby place. Why nearby place you ask ? Its simple. Its cause you dont want suddenly two team players from your team to vanish. In the case you relocate to a nearby place then you can easily come back and fight . In case your HP is very low you can count on your relocate ability to take you back to the place where you left your tethered hero. If you can use your skills properly then you are the most imba support hero in the game.

Two Melee

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This is probably the worst situation that you can be in. Yes i know that you are ranged and they are melee and lots of people will say you will harass them and blah blah. But you should remember that you are basically zero armor. And your damage is also not that imba. So your harass would probably not harass them as much. If they decided to attack then you can die very easily. So you need to maintain your range and in case you suspect them of moving forward to kill then you should immediately stay back. Remember even if there is only one hero in the lane you simply cannot defeat him 1v1. You need your allies in order to even think about killing any hero. So you should pobably just think about getting ur farm and earning money in order to at least finish your core items.

One Range and One Melee

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This situation is sort of better as there is only one hero which is nearer to you (the melee) . You should just abide your time here and gain experience/gold and then wait for some ally to come into your lane and then go for the kill using tether overcharge and spirits. Try to deny your allied creeps and get a lot of experience difference between you and your enemies. Do Not use your spirits to try to damage the enemy creeps. It is not ur farming tool . However in case some other enemy hero is absent from their respective lanes then use your spirits to scout the forest without actually going there. Also your slow in spirits might help you to escape in case of a gank.

Two Ranged heroes

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Against two ranged heroes is your safest zone. This is cause the distance between you and the other heroes is huge and you should have ample time to go back for a tower hug in case of a gank. You would be better off taking your last hits/ deny your allied creeps. In this case you can probably ask your allies to come and help you in a gank with the enemy hero as soon as level 3. Your abilities are good enough for killing ranged heroes. Just remember that you are not the initiator, you should stay back and try to support your team mates. Use your spirits and maximize their range in order for the slowing capabilities that they possess. In case of your allied heroes getting ganked you can relocate to him tether him and run. After 12 seconds when your relocate time will lapse then you along with your ally will go back to wherever you were.

Note:

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Remember that when you play as a support it is your duty to check enemy heroes for wards, gems. Also you should buy the chicken and the disables like scythe. You have the mekansm and should know when to use it. Do not leave it to too late as its +2 armor will give a lot of help to the entire team if the entire team is affected by the mekansm . Check for runes and Check for missing heroes.

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