Guardian Wisp (Io) Background Story:-
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.
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.
Break Tether (Tether’s Subskill)
Break the link to the unit you are tethered to.
Spirits
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 (Spirits’s Subskill)
Calls the spirits closer to you. Can be toggled on and off.
Spirits Out (Spirits’s Subskill)
Sends the spirits farther away from you. Can be toggled on and off.
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.
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.
Guardian Wisp (Io) Skills:-
TetherTether 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.
Break Tether (Tether’s Subskill)
Break the link to the unit you are tethered to.
Spirits
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 (Spirits’s Subskill)
Calls the spirits closer to you. Can be toggled on and off.
Spirits Out (Spirits’s Subskill)
Sends the spirits farther away from you. Can be toggled on and off.
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.
Relocate (Ultimate)
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.
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.
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