Dota 2/Io the Wisp

Wisp is a ranged strength hero who is best played as a support. It has great supportive abilities that can assist heroes, initiate ganks and buff carries. Most of Wisp's playstyle centers around Tether, which lets you share your restoration items and stun enemies in a tripwire-like fashion. Wisp will usually be tagging along with another hero using Tether. With Overcharge, Wisp can buff up strong carries connected to it, making them very powerful, but sacrificing some of its health and mana. Its Spirits is a tricky damage nuke, but it is very effective at taking down heroes, by toggling those spirits in and out. Its ultimate, Relocate, is a very good teleportation spell, allowing Wisp and a partner to warp to safety, pull off surprise ganks or ferry Wisp's partner around the map. Wisp is certainly not a hero for beginners, but with good communication and skill, it can be a very strong support.

Tether
Tether creates a connection with another allied unit, granting bonus movement speed to you and the target. Health or mana regeneration will be shared with the tethered unit, as well as the effects from some of your other spells. Enemies caught by the tether will be stunned. The tether will break if the target moves too far, or if you cancel it manually. You will be tethering yourself to allied heroes a lot, since the benefits are very helpful, though you do need some positioning in order to land the stun. The speed bonus helps you escape or chase heroes and the shared regeneration means you can use healing items more efficiently. Since the cast range is twice as long as the break distance, you will be launched at the target if the tether target is outside of the break distance, which can be useful for getting to a location fast.
 * Ability: Target Unit
 * Affects: Allies
 * Max Distance: 900
 * Movement Speed Bonus: 20%
 * Stun Duration: 0.75 / 1.25 / 1.75 / 2.25
 * Mana Cost: 40
 * Cooldown: 12

Break Tether
Manually breaks the tether with the connected unit.
 * Ability: No Target
 * Cooldown: 1

Spirits
Spirits creates 5 spirits that will orbit around you. If a spirit collides with a hero, it will explode, doing damage to that hero and nearby enemies. Spirits don't explode if they touch a creep, though it does do minor damage. The distance of the spirits from you can be toggled using the two sub-abilities. It is a bit difficult to land each spirit on your intended target, though it will becomes much easier with practise. The spirits do quite some damage if you manage to land multiple ones on an enemy, and will often do enough to seriously injure or kill the target. It can even strike heroes in the fog of war or invisible heroes, which can help you scout out the hero's location after they make their escape.
 * Ability: No Target
 * Creep Damage: 8 / 14 / 20 / 26
 * Hero Damage: 25 / 50 / 75 / 100
 * Oscillation Radius: 875
 * Explosion Radius: 300
 * Mana Cost: 120 / 130 / 140 / 150
 * Cooldown: 20 / 18 / 16 / 14

Spirits In/Spirits Out
Controls the distance between Wisp and the spirits.
 * Ability: No Target, Toggle

Overcharge
Overcharge increases the attack speed and reduces the damage you take, but will drain a portion of your hp and mana per second. Tethered units will also get the overcharge buff, but will not have their hp or mana drained. It is a very useful ability to buff up teammates, especially your carries, since it will make them harder to kill and dish out more pain. Watch your health bar though, as the damage reduction isn't enough to negate the constant health drain, especially if you're taking damage from other sources.
 * Ability: No Target, Toggle
 * Attack Speed: 40% / 50% / 60% / 70%
 * Incoming Damage Reduction: 5% / 10% / 15% / 20%
 * HP/Mana Drain: 4.5%

Relocate
Relocate teleports you and a tethered unit to anywhere on the map, warping back after a set duration has passed. Enemies and allies can see where you will teleport to and where you will return after. While the time limit for the teleport might seem like a drawback, it is actually a very helpful feature. There are tons of uses for this ultimate because of this feature. You can teleport you and an ally back to the fountain to heal up and purchase items before instantly returning back to the frontlines. You can also teleport a strong ganker like Pudge or Tiny deep into enemy territory and pull off a surprise gank before warping back to safety. As you can break the tether after Relocate, you can drop off an ally in the location they want to be in before returning alone.
 * Ability: Target Point
 * Cast Delay: 2.5 / 2.25 / 2
 * Return Time: 12
 * Mana Cost: 100
 * Cooldown: 90 / 75 / 60