Friday 29 June 2012

Guardian wisp



Wisp Io, the Guardian Wisp
Role:Support
Lore: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.
Voice:Responses

[edit]Abilities

Tether

Q
T
Tether icon.png
AbilityAffects
Target UnitAllied Heroes
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 the distance is too great or you cancel the tether.
Range: 1800
Maximum Radius: 900
Tether Duration: 12
Stun Duration: 0.75/1.25/1.75/2.25
Bonus Movement Speed: 20%
Cooldown 12Mana 40
Notes:
  • If you try to tether a unit that is 700 units 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 benefit from Overcharge, Relocate, and from Io regenerating HP/mana.
  • Has a subability that lets you break the tether.
  • A unit may only be stunned once per cast of tether.
Tether Break
Tether Break icon.png
Ability
No Target
Break the link to the unit you are tethered to.
Spirits

W
W
Spirits icon.png
AbilityDamage
No TargetMagical
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.
Radius of explosion: 300
Duration: 19
Damage to Heroes: 25/50/75/100
Damage to non-Heroes: 8/14/20/26
Cooldown 20/18/16/14Mana 120/130/140/150
Notes:
  • You gain 2 subabilities to control how far away from Io the spirits orbit.
  • Spirits are summoned over the course of four seconds.
  • The spirits complete a revolution every ~2.3 seconds regardless of distance from Io. Spirits move more quickly when further from Io.
Spirits In

D
D
Spirits In icon.png
Ability
Toggle
Calls the spirits closer to you. Can be toggled on and off.
Spirits Out

F
E
Spirits Out icon.png
Ability
Toggle
Sends the spirits farther away from you. Can be toggled on and off.
Overcharge

E
V
Overcharge icon.png
AbilityAffects
ToggleSelf
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.
Bonus Attack Speed: 40/50/60/70
Damage Reduction: 5%/10%/15%/20%
Notes:
  • The health/mana loss is actually 0.5% in every 0.2 seconds, resulting in ~2.475% loss per second
Relocate

R
R
Relocate icon.png
Ability
Active
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.
Range: Global
Delay before teleport: 2.5/2.25/2
Duration: 12
Cooldown 90/75/60Mana 100

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