|Ability Name||Ability Description||Details|
|Tether||ACTIVE – Tether yourself to an allied hero granting both of you bonus movement. When you heal health or mana your target gains the same amount. Stuns any enemy unit that crosses the tether. Breaks when they distance is too great or you cancel the tether.
DEACTIVE – Break the link to the unit you are tethered to.
|Spirits||ACTIVE – Summon five spirits that dance in a circle damaging all that they hit around you. If the wisp hits an enemy hero they will explode damaging all in an area around them.
SPIRITS IN – Calls the spirits closer to you. Can be toggled on and off.
SPIRITS OUT – Sends the spirits farther away from you. Can be toggled on and off.
Min Radius: 100
|Overcharge||You and any unit that you have tethered gain increased attack speed and damage resistance at the cost of draining 2.5% of your health and mana per second.||Attack Speed: 40/50/60/70|
Damage Reduction: 5/10/15/20
|Relocate||CHANNELED – 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.||Duration: 12|
The Guardian Wisp
|The Guardian wisp links himself to a target ally hero, allowing the target to gain any positive buffs Io has. Both units also gain extra movement speed, and any enemy units who come into contact with the tether will be stunned and take magic damage. The tether will break if it stretches too far. Lasts 12 seconds.|
|Io summons 5 spirits around him, which will explode if an enemy hero comes into contact with them. If an enemy non- hero unit comes into contact, it'll only be damaged slightly. Io can make the spirits circle around him in a wide area, or contract to spin around him.|
|The Guardian Wisp charges himself with excess energy, gaining additional attack speed and grants damage reduction. However, it will also drain 2.5% of his maximum health and mana every second. Any tethered unit will gain the positive buff.|
Io teleports both himself and his tethered ally to a target destination after a brief delay. After 12 seconds, both heroes return to their original spots.
Originally nothing more than a lowly spirit of the trees, Io dwelt peacefully amongst his kind in the Great Forest. As the Great War spread across the land the creatures of the forest were forced to defend their home. The desire to protect his kin awoke power in Io he had not known he possessed. He discovered he was able to connect his life force to another creature to strengthen them or help them flee by instantly transporting them out of harm. Io became known amongst his people as the Guardian Wisp, a protector of the Spirits. All other spirits swore to assist him and can be summoned to his side to aid him in his battle. Uninterested in the battle between the Sentinel and the Scourge, Io fights only to protect his people.
Wisp is everywhere, and in all things. Denounced by enemies as the great unmaker, worshiped by scholars as the twinkling of a divine eye, Wisp occupies all planes at once, the merest fraction of its being crossing into physical existence at any one moment.
Like the great twin riders Dark and Light, and yet another ancient traveler whose true history is lost to the ages, Io the Wisp is a Fundamental of the universe – a force older than time, a wanderer from realms far beyond mortal understanding. Wisp is nothing less than the sum of all attractive and repulsive forces within matter, a sentient manifestation of the charge that bind particles together. It is only in the controlled warping of these forces that Wisp’s presence can be experienced on the physical plane. A benevolent, cooperative force, Wisp bonds its strength to others so that the power of allies might be enhanced. Its motives inscrutable, its strength unimaginable, moves through the physical plane, the perfect expression of the mysteries of the universe.