You are here: Home >> Articles & Tutorials >> The Guardian Wisp's Strategy in Dota 6.68----Gameplay

The Guardian Wisp's Strategy in Dota 6.68----Gameplay

By dexterhan on Aug 9, 2010 |Gaming

Was this helpful? 0 0 Comments



Solo laning

I find this really non-suitable for a Wisp to solo-lane in a higher level game due to its inability to control the lane, either via spells (like Shadowfiend) or high damage/good animation (like... Nevermore). Also, 75% of Io's spells are orientated around being used with an ally and this is the final nail in the Guardian Wisp's "im solo mid" coffin.

Rating: 0/10
Io is simply build NOT for soloing. Even though he is a pretty potent ganger especially if he has outleveled the side-lanes’ enemies, I find soloing Wisp useless and going against the hero’s concept.

Dual laning
Dual lanes allow Io to be played both offensively and defensively with success. Tether makes the Wisp really unique and uncomparable to any other dual lane supporter or ganger. I, however, find him only a decent aggressive dual laner, as even though Tether allows an easy high-speed chase of a fleeing hero, any good non-solo lane opposing you would have an easy time avoiding the stun (and even when it hits, the 0 dealed damage make the stun time nearly non-significant). However, we should not forget Io's abnormally low armor and sub-par HP, which make him cannon fodder for most dual lanes with at least one nuker present in them. I think Wisp should be played passively as a babysitter on a dual lane, maxing out Tether and putting just one skill point in Spirits (for the spell scales up terribly, with the only benefit just +25 damage per level) as both spells allow you to easily keep your afk-ricing lane partner safe from danger. Another type of dual-laning I believe Wisp would be succesful in, is paired up with a strong (semi-)carry with early/mid game presence such as Kunkka and a roamer/jungle hero ganging oftenly as this would make Tether's stun actually useful. A lane which I've seen pretty often recently is Wisp/Ursa, which could be quite strong if the Wisp positions properly. For example, initiating Tether's stun from long range from the fog of war and surprising the enemy would allow Ulfsaar to effortlessly shred the enemy into pieces, but I find this lane best played on a more passive and counter-attack principle as when the enemies' disables/stuns are on cooldown, Ursa would be unstoppable.
Suggested dual lane partners:


Rating: 9/10
Tether provides amazing synergy between Wisp and any other hero; no matter the type of dual-laning (whether it is passively or aggressively orientated), Io is among the stronger laners in DotA.


Triple laning
In my opinion, Wisp's inclusion in DotA would open a lot of new and unusual triple lane strategies, involving the Protector of Spirits. I find him outclassed by the likes of Lion, Vengeful Spirit, and Witch Doctor in a traditional aggressive 2+ stun triple lane. However, as mentioned in the dual-lane section, a triple lane with Io, a carry/semi-carry and an Earthshaker around them would allow secure farm for the late gamer and could definitely kill and stand up to another triple lane. You may find this awkward and non-plausible, but I believe Abbadon/Dazzle + Wisp + pure late gamer, such as Drow would be one of the most secure lanes due to Tether’s regeneration transfer. However, we must not forget that, at least at first glance, 6.68 is aimed towards more ganging and aggressive play and I think Wisp’s damageless stun would serve as a drawback to the triple lane’s power. It could definitely work against a dual/solo lane, but in that case, I find the presence of a third hero nearly pointless.
Suggested triple lane combinations:


Rating: 7/10
Even though I find triple laning Wisp slightly worse than dual-laning him, I think the hero’s unique concept would pave the way to a lot of new possible strats, based on Tether’s amazing versatility.

Roaming/Ganging
Playing Wisp as a roaming hero has an actual point after Io hits level 6. However, after leveling up to Relocate, his ganging potential rises tremendously due his ability to appear with an accompanying hero anywhere on the map in 2.5 seconds. I believe he should not initiate the gang like Furion, who possesses a similar skill, but rather start teleporting after the rest of the team have initiated. This way even if the enemies are aware of him teleporting, they will not be able to take defensive measures. Wisp’s ganging potential is also greatly influenced by the type of ally he is paired up with, as any strong nuker/disabler brought with him would definitely turn the tides of the battle.

Rating: 8/10
In an experienced team with a high-level of communication and synchrony between players, Wisp and the ally he has Tethered with would be a huge factor in any gang.

Early/Mid/Late game presence
I find Wisp a hero, who, due to the power of his skills, is valuable during all stages of the game. Early game, he shines in a more passive and farm-orientated environment though he also exhibits great ganging power. As Relocate is an incredibly versatile skill, Wisp is able to fill various roles, depending on the ally he has Tethered with. Able to push and put pressure on lanes, safely escape and avoid danger, and to deliver trips back and forth to the fountain for both himself and an injured ally, Io would be useful in most if not all line-ups. However, Wisp does not exactly shine in 5 on 5 battles and his Spirits provide barely any AoE power. I find this hero being representative of the main idea behind 6.68, namely aggressive plays requiring good coordination and map awareness.

Rating: 8/10
Versatile and greatly useful during all stages of the game, Io is able to provide much to his team.

Suggested item build
Due to Io's primary attribute being Strength and him having 4 mana-requiring spells, I believe Urn should be a core item. As the hero is not intended to farm, I see him as a warder, with an impending need of survivability items like Bracers. Ring of Basilius also provides much needed armor along with some extra mana regeneration; plus, double mana regenaration is given to the ally you have Tethered with. The new Arcane Boots seem suitable for him, but I believe Treads are better due to their versatility. Phase Boots could also work if you are playing a more gang-orientated role. Choosing from more expensive items, Wisp would make an excellent Mekansm and Linken's Sphere carrier. The latter, along with Ghost Scepter, would allow him to survive longer from the inevitable focused fire which would be delivered to him. Blademail is also a good, but situational choice. A sort of overlooked item, Eul would be a good fit for Io, providing needed mana regeneration and a pseudo-disable and a more applicable self-targetted life-saver (and it does not even break Tether if casted on yourself). I find a good universal and realistic item build being something along the lanes of



Synergy
Similar to heroes like Dark Seer, Witch Doctor, and Vengeful Spirit, Io is very versatile and able to fit in almost any line-up. Except heroes with high physical damage and form of stun disable, such as Sven/Slardar, Io also creates a deadly combination when paired up with orbwalkers, such as Huskar/Drow/Viper, as he is able to provide both the initiating stun and the extra movement speed needed for chasing the enemy down. Another potent combination is Wisp/Juggernaut, as Tether does not get disabled by Bladefury. Relocate also allows some interesting combos such as Alchemist pre-channeling his stun and releasing it immediately after porting with maxed-out stun duration (though this may easily backfire if the enemy manages to hide into the Fog of War). Tinker/Io is also an interesting choice, especially during earlier stages of the game as Tinker can push a lane, teleport to another, rearm rinse and repeat. The Guardian Wisp can also be used with hardcore ricers, who destroy creep waves in a matter of seconds, such as Medusa, allowing them to farm for 12 seconds in seemingly dangerous locations. Other potent combinations, which I believe need no explanation, are Wisp/Tiny, Wisp/Ursa, Wisp/Kunkka. Blinkers and heroes with a similar ability, such as Akasha and Storm Spirit would also work as they can easily catch up with the enemy hero, who probably would have started fleeing upon seeing the incoming Relocate. These and other heroes with high mobility e.g. Morphling and any Dagger carrier can easily finish off low-HP heroes, who are trying to escape from the battle. Also, it is perfectly possible for Wisp to Tether with an ally who is being focused by enemies in a team-battle, offering a quick fountain trip and coming back to the battle in a 12 seconds (provided your 3 remaining allies can hold off for that long). Overall, there is a HUGE amount of possible strats involving this new hero and I find it useless listing all heroes who benefit from the Tether/Relocate combo as it actually includes every single one of the remaining 100. No matter what you aim for – safe pushing, ganging, pressuring lanes, turning a battle from 3 on 3 to 5(4) on 3 – Wisp is probably the most versatile and useful hero in the current DotA version.
Click here to see Guardian Wisp General Overview

Was this helpful? 0 0 Comments

Do you enjoy this post? Help us better!

About dexterhan

The Guardian Wisp's Strategy in Dota 6.68----Gameplay from dexterhan

If I wanna fly, I'll find a way to fly. You do what you love, and fuck the rest !

You're reading The Guardian Wisp's Strategy in Dota 6.68----Gameplay.

Comments

Hot Topics People Are Chatting

My Questions & Articles

Find latest questions, answers and articles.

Questions I Ask

Questions I Follow

Articles I Share

Do you like it? Share with friends!

Don't forget to follow us!

If you like our tutorials and answers, please give us a +1!