I've been thinking about this hero's item build and I came across a few interesting choices.
Blink+phases/travels+force staff - Add this to your relocate and the fact that tether already gives you some "blinking" capabilities when you tether to an ally from farther than 900 units and it drags you to him/her, not to mention a large ms boost and you get a hero with absolutely imba mobility. It could get really hard to catch this dude. Add to it the ability to slow and stun and you know it will get really hard to run away from him too.
Bottle - apart from all the advantages bottle gives to any hero, bottle is useful because of how fast it allows wisp to regen when he relocates to fountain, kind of like for tinker when he tps to fountain.
Urn - This item is good for most aggressive support heroes imo, and wisp is no exception, especially considering that one charge's 400 hp heal can turn into a 400 hp heal for wisp + 400 hp heal for an ally ganker after they relocated to some other point on the map to help kill 2 or 3 enemies, or something like this.
Dagon/necro - I guess it's pretty obvious that throughout the entire late early/mid game we'll be watching Io tping whenever his ulti's cd is up, bringing an ally with him and ganging 24/7. However we must not forget that he will only be around for 12 seconds at most when he does this. Though I have no doubt that together with an ally, preferably another good ganker, they are more than capable of killing an enemy hero in 12 seconds, by adding a little more burst damage to your arsenal you'll probably able to get 2 or even 3 heroes. It's not a must, ofc, in fact it's pretty optional but it's definitely the kind of item i would consider getting for wisp.
High regen rate items - I'm thinking Hood/Pipe, linken's, heart and even bloodstone. These are good because obviously they help wisp take some heat while he is in the middle of the action, tethering his carry late game but also because they reduce the hp and mana loss when overcharging. That and the fact that you can transmit this regeneration to whoever you're tethering make this kind of items a must late game. I didn't mention Vanguard because frankly I think it's the worst for this purpose. Vanguard loses efficiency as you reach late game. The damage blocked is really no big deal since he's ranged, the increase in effective hp it gives is also probably the lowest when compared to the items I mentioned and it only regens hp. And not even a lot of it. Granted, hood and Hot also regen hp only but they regen faster and hood can be upgraded to pipe which synergizes well with your late game supportive/protective roles and heart regenerates massive amounts of hp.
Since you'll be supporting, you'll be lucky if you can farm up to this point. However, since wisp is capable of quickly relocating to exploit farm in a lane that your carry is not occupying at a given moment, we should not neglect the possibility that he gets a little extra gold that he could spend on a big item later on. In that case:
Satanic - This is item fits wisp like a glove for those really late game situations. First, since you've been spending you money on mostly protective items, adding some damage to your attack is a welcome improvement. Second, since it gives you lifesteal, you are now free to use overcharge more often because the lifesteal helps you counter the hp degen. Thrid, if you already had hot before your already large hp pool is now even larger. For a hero like wisp this is absolutely great. It means he can stay in the middle of the battle for longer, using his overcharge to hit enemy heros hard and fast and nuking them with his spirits but it also means that now, 2% of his max hp is a lot and you're passing that huge regen to whichever hero you're tethering (not during a battle, ofc, but it can still be very useful, specially if you consider that increased strength means increased hp regen). Add to that the regen you get from lifesteal and that you can also pass to your ally and it becomes a great choice.
Other items to consider are Hex and euls. They are obviously useful, but i think they are kind of situational for Io. IMO i'd get them only if my team seriously lacked disables.
TL;DR - I'd be getting Boots, bottle and urn first. If the game allowed for it i'd probably invest on dagon or necro, otherwise i'd go for force staff and/or dagger, in this order. I'd then pick a regen item and work on getting it. If selling an item to get an extra slot became necessary i'd sell urn and then maybe bottle and let my main regen item take over their role. Satanic if necessary/possible to finish.
BTW, sorry for the wall of text and comment away :P |
|