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The Guardian Wisp's Strategy in Dota 6.68----General Overview

By dexterhan : A how to tutorial about Guardian Wisp, Dota 6.68 Guardian Wisp, Guardian Wisp Strategy, Gaming with step by step guide from dexterhan.

General overview

Being the second ranged (525) strength hero introduced to DotA, the Guarding Wisp has one of the worst stat gains (5.2 in total per level) amongst them all. Even though his base attack time is listed on PlayDota.com as being second in speed only to Magina's, it is actually the pretty standart 1.7. However, the Wisp's missile speed is of 1600 is way above the average of 1097. A thing, which barely makes up for Io’s negligible starting damage and armor of 33-42 and 0, is his nearly instant casting animation of 0.01. His movement speed of 295 is just below the average of 299.75.

Rating: 4/10
Io is a potent spell caster whose stats are below average in order to compensate for the power of his magic.

Spells overview

Tether

One of the most effect-heavy spells in DotA, Tether is Wisp's bread and butter skill. It is amazingly spammable, with its mana cost of 40 and its duration and cooldown being the same number (12). Tether combines the effect of 1 and a half self-targetted Force Staffs on steroids, allowing quick map movement, provided there is an allied unit nearby. The heart of this skill, however, is the buffs the linked unit receives. As long as Wisp's mana and HP amount does not change by 50% over 0.02 seconds, all regenned amounts are transferred. This includes all forms of health and mana regeneration, for examle, Regeneration runes, any form of Lifesteal, and Tarrasque's 2% of max HP per second. Also, the 500 HP bonus activating Armlet provides, is received without the linked unit suffering from the 30hp/sec degen. On top of that all, if Io is healed with, let's say, 400 HP by Chen, 800 HP are received. Tether also provides you and your ally with one of the greatest movement speed bonuses in the game and allows you both to set-up a 2-seconds stun. Last but not least, the spell’s giant casting range of 1800 allows you to latch on to an ally, who is being ganged and provide him or her with an easy escape.



Spirits

The odd one amongst Io's abilities, Spirits is a great scouting and offensive/defensive tool due to its adjustable range. It goes great together with Relocate, helping you find, slow, and eventually kill low HP enemies, who would have fled after seing the mini-map indication of you teleporting. It could also work as a long range pre-initiation and dagger-disabling skill, similar to Fissure and Illusory Orb, though I see more skilled players positioning properly and avoiding the spinning orbs with ease. Some information that it not mentioned in the skill's tooltip: summoned spirits last a total of 16 seconds, they damage non-hero units for 8/14/20/26, and you can change the AoE between 100 and 875.



Overcharge

A bit more than a sub-ability of the slightly overpowered Tether, Overcharge is a self-explanatory buffing spell. Its negative effect on Io is just yet another reason for him being a number one target of the opposing team. By the way, you can fasten a push by using the Tether/Overcharge combo on a creep siege machine

Relocate

The second spell, along with Tether, which defines Guardian Wisp's in-game purpose (except than abusing players who are not aware of the -dh command), Relocate is the ultimate ganging/pushing/babysitting tool, allowing you and an ally a fast trip to the fountain or around the map, pressuring or ganging enemies. Even the rather long casting time and indication for the enemies do not save this spell from being overpowered, as it requires just a little general DotA practice for you to know where to port.

Rating: 9/10
Having, in my opinion, one of the best non-ultimate skills in DotA, Wisp’s skills suggest great synergy between each other and more importantly, they all seem they could have great influence on the game, when the Protector of Spirits is paired with the right ally. The combination of Tether/Overcharge/Relocate clearly outshines Spirits, but it is still a useful and notable spell.

Click here to see Guardian Wisp Gameplay





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