Skip to content

Io · Hard Support (pos. 5)

Io Matchups and Counters

MatchupsData-drivenMediumPatch 7.41
353Updated

This guide is assembled by the site from match data and the game's own information — nobody wrote it by hand. Official and community guides appear alongside it when they exist.

Overview

This guide covers Io's matchups and how to adapt to them. Matchups that show a win rate come from the public matches we measured (at least 50 games each; 100 when the sample allows). When the sample is too small, the list is completed with matchups read from both heroes' kits, which carry no figures.

Strengths

  • Keeps allies alive with Tether.
  • Mobility: Relocate gets Io in and out of fights.
  • Heavy magical burst: Valve lists it as a Nuker.

Weaknesses

  • Low base armor (1): vulnerable to physical harass early on.
  • Plays on little gold: expensive items arrive late.

Builds

Against magic damage

DefensiveRecommended
Open build

When to use it

For games where the enemy kills with spells: keep your first two core items and add magic resistance or spell immunity.

Where it's played

Picked before the game: the main lane first, then the alternatives.

Seen from RadiantRadiant · bottom leftDire · top right
  1. Safe laneMain53% of matchesSafe lane next to your carry, as Hard Support (pos. 5).
  2. MidPriority 229% of matchesMid lane, one against one (pos. 2).
  3. OfflanePriority 319% of matchesOff lane next to your offlaner, as Soft Support (pos. 4).

Core items

  1. 1Aghanim's Scepter
  2. 2Black King Bar

Situational

Pipe of InsightAgainst magic damage. +14 Health Regeneration, +20% Magic Resistance. Active: Barrier.Consecrated WrapsAgainst magic damage. +12% Magic Resistance, +5 All Attributes, +250 Health.

Skill order

Max order:Tether›Spirits›Overcharge›Break Tether

Ability1234567891011121314151617
●·●·●·●··········
·●···············
···●···●●●·······
·····●······●···●
···········●·●●··

Talents by level

  1. Attack Tethered Ally's Target (50% damage)
    -2.0s Relocate Cast Delay
    25
  2. +0.2% Overcharge Max HP Regen Bonus
    -30s Relocate Cooldown
    20
  3. +40% Spirits Damage
    +5% Tether Movement Speed
    15
  4. +8 Strength
    +1.5s Overcharge Duration
    10

Abilities

  • Tether12s40 mpTethers 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
    55%·75%·95%·115%
    Enemy move/attack slow
    15%·30%·45%·60%
    Damage per second
    0
  • Spirits15s90 / 100 / 110 / 120 mpSummon 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%
  • Overcharge25 / 22 / 19 / 16s40 / 60 / 80 / 100 mpIo 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%
    Bonus armor
    0
    Bonus magic resistance
    0%
    Max health regen
    0.5%·0.6%·0.7%·0.8%
    Duration
    8
  • Spirits InSends the spirits closer to you. Can be toggled on and off.
  • Spirits OutSends the spirits farther away from you. Can be toggled on and off.
  • Relocate90 / 80 / 70s175 mpTeleports 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
  • Break Tether1sBreak the link to the tethered unit.
  • EquilibriumPassiveIo 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%

Most played skill order

The most played order in the last 88 professional matches with this hero. Highlighted levels are the points spent on talents.

Max order:Tether›Spirits›Overcharge›Break Tether

Ability1234567891011121314151617
●·●·●·●··········
·●···············
···●···●●●·······
·····●······●···●
···········●·●●··

Strategy

1Good matchups

Io does well against these:

  • Disruptor: Io wins 64.7% of the 51 games measured against Disruptor this patch.
  • Ember Spirit: Io wins 63.5% of the 52 games measured against Ember Spirit this patch.
  • Snapfire: Io wins 62.0% of the 71 games measured against Snapfire this patch.
  • Jakiro: Io wins 60.0% of the 50 games measured against Jakiro this patch.
  • Queen of Pain: Io wins 59.6% of the 57 games measured against Queen of Pain this patch.

2Tough matchups

Io struggles against these:

  • Rubick: Io only wins 45.8% of the 72 games measured against Rubick this patch.
  • Sven: Storm Hammer (stun) lets Sven pin Io down before Relocate gets them out.
  • Shadow Demon: Disruption (disable) lets Shadow Demon pin Io down before Relocate gets them out.

3Synergies

Io works well alongside these, because their kits fit together:

  • Morphling: Tether from Io keeps Morphling alive, and Morphling is the damage the team needs to protect.
  • Phantom Assassin: Tether from Io keeps Phantom Assassin alive, and Phantom Assassin is the damage the team needs to protect.
  • Templar Assassin: Tether from Io keeps Templar Assassin alive, and Templar Assassin is the damage the team needs to protect.

4Adapting the build

The situational builds in this guide answer specific threats: Against magic damage, Against physical damage and Against disables.

5Playing against Io

If you're on the other side, this is what to exploit:

  • Low base armor (1): vulnerable to physical harass early on.
  • Plays on little gold: expensive items arrive late.

Tips

  • Look at the enemy team before choosing your build: the situational builds below answer the most common threats.
  • Good matchup: Disruptor. Play forward when you face them.
  • Tough matchup: Rubick. Play safer and wait for your team.
  • Against teams with a lot of dive, save Relocate for the first jump.

Matchups

Strong against

  • Disruptor64.7%win rate in the matchup

    Io wins 64.7% of the 51 games measured against Disruptor this patch.

    51 matches

  • Ember Spirit63.5%win rate in the matchup

    Io wins 63.5% of the 52 games measured against Ember Spirit this patch.

    52 matches

  • Snapfire62.0%win rate in the matchup

    Io wins 62.0% of the 71 games measured against Snapfire this patch.

    71 matches

  • Jakiro60.0%win rate in the matchup

    Io wins 60.0% of the 50 games measured against Jakiro this patch.

    50 matches

  • Queen of Pain59.6%win rate in the matchup

    Io wins 59.6% of the 57 games measured against Queen of Pain this patch.

    57 matches

Weak against

  • Rubick45.8%win rate in the matchup

    Io only wins 45.8% of the 72 games measured against Rubick this patch.

    72 matches

  • Storm Hammer (stun) lets Sven pin Io down before Relocate gets them out.

  • Disruption (disable) lets Shadow Demon pin Io down before Relocate gets them out.

Works well with

  • Tether from Io keeps Morphling alive, and Morphling is the damage the team needs to protect.

  • Tether from Io keeps Phantom Assassin alive, and Phantom Assassin is the damage the team needs to protect.

  • Tether from Io keeps Templar Assassin alive, and Templar Assassin is the damage the team needs to protect.

Changelog

  1. Guide created for patch 7.41.

Was this helpful?

Your vote helps other players find the best guides.