Dota2ProTips

DOTA2PROTIPS

Io
UniversalRanged

Io

Io is everywhere, and in all things. Denounced by enemies as the great unmaker, worshiped by scholars as the twinkling of a divine eye, this strange Wisp of life-force occupies all planes at once, the merest fraction of its being crossing into physical existence at any one moment. <br><br>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. Io is nothing less than the sum of all attractive and repulsive forces within the material field, a sentient manifestation of the charge that bind existence together. It is only in the controlled warping of these electrical waylines that Io's presence can be experienced on the physical plane. A benevolent, cooperative force, Io bonds its strange magnetism to others so that the power of allies might be enhanced. Its motives inscrutable, its strength unimaginable, Io moves through the physical plane, the perfect expression of the mysteries of the universe.

Base STR

19 +3

Base AGI

14 +1.6

Base INT

21 +1.7

Move Speed

320

Attack Range

500

Base Armor

1

Attack DMG

21–27

Projectile

1200

Equilibrium

Equilibrium

PassiveInnate

Io gains outgoing damage amplification the closer it is to full health, and Health Restoration and Healing Amplification the closer it is to zero health.

MAX DAMAGE AMP:

4%

MAX HEAL AMP:

4%

CURRENT DAMAGE AMP:

0%

CURRENT HEAL AMP:

0%

Tether

Tether

Unit TargetAghanim's Shard

Cooldown

12s

Mana

40

Tethers Io to an allied unit, granting bonus movement speed to both. When Io restores health or mana, the tethered unit gains a portion of that amount. The tether breaks when the allied unit moves too far away, or Io cancels the tether. Tether slows enemies touching it.

MAX TETHER DISTANCE:

1000

MOVEMENT SPEED BONUS:

6 / 8 / 10 / 12%

HP/MANA TRANSFER:

60 / 80 / 100 / 120%

ENEMY MOVE/ATTACK SLOW:

15 / 30 / 45 / 60%

DAMAGE PER SECOND:

0

  • If you try to tether a unit that is 700 distance or further away from Io, he will latch on and pull himself closer to the tethered unit (to a distance of 300).
  • The tethered unit will heal faster and will heal even if Io is at full health.
  • Io's movement speed matches the tethered unit's.

The benevolent touch of Io brings strength from between the planes.

Spirits

Spirits

No TargetAghanim's Scepter

Cooldown

15s

Mana

90 / 100 / 110 / 120

Summon five particle spirits that dance in a circle around Io. If a particle collides with an enemy hero, it explodes, damaging all enemy units in an area around it. Creeps take minor damage from touching a particle spirit, but do not cause them to explode. When its duration ends, any remaining Spirits explode.

CREEP DAMAGE:

12 / 18 / 24 / 30

HERO DAMAGE:

30 / 50 / 70 / 90

OSCILLATION RADIUS:

650

EXPLOSION RADIUS:

360

DURATION:

15

MOVEMENT SLOW:

0%

SLOW DURATION:

0

  • After summoning, Io can call the spirits in and out.

Io twists the particles of the universe with its unimaginable capabilities.

Overcharge

Overcharge

No Target

Cooldown

25 / 22 / 19 / 16s

Mana

40 / 60 / 80 / 100

Io gains attack speed, spell amplification, and health regeneration based on max health. If Io is Tethered to an ally, that unit also gains any bonuses granted by Overcharge.

BONUS ATTACK SPEED:

35 / 60 / 85 / 110

BONUS SPELL AMP:

8 / 10 / 12 / 14%

MAX HEALTH REGEN:

0.5 / 0.6 / 0.7 / 0.8%

DURATION:

8

Drawing on the energy of matter from all worlds, Io begins the unravelling of time.

Spirits In

Spirits In

Toggle

Sends the spirits closer to you. Can be toggled on and off.

Spirits Out

Spirits Out

Toggle

Sends the spirits farther away from you. Can be toggled on and off.

Relocate

Relocate

Point Target

Cooldown

90 / 80 / 70s

Mana

175

Teleports Io and a tethered ally to any location. After the spell expires, Io and the tethered ally will return to their original location. Double-click to teleport to your team's base fountain.

CAST TIME:

3.5 / 3.25 / 3

RETURN TIME:

12

  • Enemies receive a visual indicator in the world and on the minimap of the target location during the cast delay.
  • If Io is disabled during the cast delay, Relocate is cancelled.
  • If an allied hero is Tethered, that hero will teleport along with you. You can break the tether at any time to prevent that hero from teleporting with you.
  • Only heroes, creep heroes, and illusions can be relocated.

Io is the embodiment of the mystery of the universe.

+1.5s Overcharge Duration
10
+8 Strength
+5% Tether Movement Speed
15
+50 Spirits Hero Damage
+0.2% Overcharge Max HP Regen Bonus
20
-30s Relocate Cooldown
-2s Relocate Cast Delay
25
Attack Tethered Ally's Target (50% damage)
Aghanim's Scepter
Spirits

Spirits

Spirits now passively spawn around Io constantly every second up to the max. Spirits colliding with enemy Heroes slows them briefly. Can be activated to explode spirits.

Aghanim's Shard
Tether

Tether

Tether damages enemies touching it. Io is healed for 0% of the damage done.

Median across all public matches · OpenDota
FormPerformanceLaningFarmFightingExperience

Form

51%

Win rate in recent matches

Performance

31%

KDA ratio (kills + assists / deaths)

Laning

7%

Last hits per minute over full game

Farm

39%

Average gold per minute

Fighting

10%

Average kills + assists per match

Experience

60%

Average XP per minute

Strategy

When to Pick Io?

Look, I love Io. I really do. This hero has been terrorizing enemy teams at the highest level of Dota 2 for years, and there is a reason why he gets banned in almost every single TI and major draft. But right now? He has kind of fallen off—and the current meta is a big reason why. The patch we are in right now is a LANING patch. Heroes that dominate their lane, create early pressure, and snowball the mid game before things get complicated are winning games.

The best hard supports right now are Venomancer, Lich, Techies, and Rubick—heroes that are independently strong, create kill threats from the laning phase itself, and do not require a specific carry to function. Io is the complete opposite of all of that.

He is a hero that is only as good as whoever he is tethered to—and that dependency, which used to be his greatest strength in a meta that rewarded specific hero combinations, has become his biggest limitation in a meta where the enemy team can simply draft around the pairing and neutralize both heroes simultaneously. That said—and I want to be very clear about this—Io in the RIGHT conditions is still one of the most terrifying supports in all of Dota 2.

He is disgusting when paired with the right carry in the right draft—Gyrocopter, Huskar, and Ursa—heroes that become genuinely unkillable monsters the moment Tether connects and Overcharge starts pumping attack speed and damage reduction into them simultaneously.

He thrives in coordinated lineups where your team communicates, understands the Tether mechanics, and can capitalize on Relocate to create global kill opportunities that the enemy team simply cannot respond to fast enough.

He pairs beautifully with Huskar above all else—Tether plus Overcharge turns Huskar into one of the most oppressive and unkillable heroes in the entire game, and the Relocate save when the enemy tries to burst him down before Berserker's Blood kicks in removes their only realistic counterplay entirely.

Avoid picking him into heavy stun lineups that can instantly break the Tether and immediately lock down the carry while Io is desperately trying to reposition—Lion, Shadow Shaman, Bane—because a broken Tether in the middle of a fight means both heroes are suddenly exposed with no defensive link between them and zero time to react.

Also feels genuinely terrible in the current meta where the top five heroes are winning games through independent lane dominance and early kill threat—because Io in an uncoordinated pub game where his carry does not understand the Tether mechanics is just a small ball of light wandering around the map accomplishing absolutely nothing and wondering why nobody is following up on the Relocate.

Tips & common mistakes

  • Tether does not just link you to your carry—it also applies a slow to every enemy unit you pass through while moving toward your tethered ally. People completely forget about this passive slow and never position to maximize it. Walk THROUGH the enemy during Tether to apply the slow before the heal and attack speed kick in—it turns a defensive reconnect into an offensive play simultaneously.
  • Overcharge is your most important spell, and the timing of when you activate it is everything. Do NOT pop it the moment a fight starts — wait until your carry is actually taking damage and needs the damage reduction and attack speed simultaneously. An overcharge that burns out before the important part of the fight even begins is wasted resources that you cannot get back until the cooldown resets.
  • Relocate is not just an escape tool, and it is not just a kill setup tool—it is also one of the best objective-securing abilities in the game. Relocating your carry to Roshan when the enemy team is respawning, teleporting your Gyrocopter into a high-ground fight the enemy thought was safe, and saving a dying teammate from a gank in the offlane—these are all equally valid uses of Relocate, and most Io players only think about one of them.
  • The spirits from Io's ability provide vision and can be used to scout dangerous areas before your team commits to a fight or a Roshan attempt. Stop treating them as pure healing tools and start using them proactively to check areas of the map where the enemy might be setting up—a spirit that reveals a hidden smoke gank saves your entire team from a disaster that no amount of healing could have fixed.
  • You MUST buy a Blink Dagger or a Force Staff on Io. I cannot stress this enough. Without a movement item, you are completely dependent on the Tether pull to reposition in fights, and against any hero that can break your Tether or stun you before you reach your carry, you are absolutely helpless. A Force Staff Io who can push himself to safety or into the optimal Tether range is a completely different hero from an Io standing in one spot hoping nothing bad happens to him.
  • Relocate has a three-second channel on BOTH ends—you AND your carry are vulnerable during the animation. If the enemy has instant stuns or silences that can interrupt the channel, you need BKB on your carry before you attempt any aggressive relocate plays. An interrupted relocate that strands you in the middle of five enemies is one of the most game-losing moments any Io game can produce.
  • In the current meta where laning is everything, your job in the first six minutes is NOT to roam or be clever — it is to keep your carry alive, deny as many creeps as possible with the Tether slow, and make the enemy support's life miserable enough that they cannot freely harass. Io that abandons his carry in the laning phase to wander the map is feeding gold and losing the one phase of the game where his teamfight impact does not yet exist.

Summary

Io has kind of fallen off right now, and I am not going to pretend otherwise—the meta is not designed for him, the top hard supports are independently strong lane bullies that do not need a specific carry to function, and in a pub environment where coordination is inconsistent at best, Io's entire identity as a carry-dependent support becomes a massive liability rather than a strength.

But—and I want to say this very clearly—if you have the coordination, if you have the right carry, and if you have a team that understands what Relocate can do in the right hands, Io is still one of the most game-breaking supports in all of Dota 2. He is just harder to pilot correctly in this meta than he was six months ago.

Pick him when the draft allows it, tether him to the right carry, and use Relocate like the global game-changer it is rather than a panic button you press when things are already falling apart. Just don't pick him in a solo queue game with a Spectre carry who has never played with Io before and then wonder why nothing is working—because that is not an Io problem; that is a coordination problem, and no amount of Overcharge is fixing that.

Starting Items

tangoheaddressblood_grenadeward_dispenserbranchesfaerie_fire

Early Game

soul_ringchainmailmekansmogre_axestaff_of_wizardryhelm_of_iron_will

Core

holy_locketglimmer_capeultimate_scepterpaviseconsecrated_wrapspers

Late Game

black_king_baraeon_disklotus_orbvladmirsolar_crestheart
Essence RingMana DraughtPollywog CharmSeeds of SerenityGale GuardDragon Scale

This site uses cookies

We use essential cookies to keep the site working. No tracking or advertising cookies are used. Learn more about our cookie policy