Io counter and synergy picks
Pick Io with Marci to increase win-rate from 50.2% to 56.8% or against Chen to increase win-rate to 58.6% in Patch 7.39c.
Good with...
...based on stats [7.39c]
Hero | Change in Win Rate ▼ |
---|---|
6.6% | |
5.1% | |
4.8% | |
4.2% | |
3.8% | |
3.7% | |
3.7% | |
3.2% | |
3.2% | |
3.2% | |
3.1% | |
2.9% | |
2.7% | |
2.7% | |
2.4% |
...based on gameplay [7.39c]
Io enables Tiny to jump in aggressively and Relocate back out safely. Overcharge boosts Tiny’s attack speed for faster combos and objective damage. Tether movement allows Tiny to position for Toss or Avalanche. Their burst combo is deadly throughout all game stages.
Gyrocopter deals AoE damage while Io boosts his attack speed with Overcharge. Tether helps Gyro chase or kite with Rocket Barrage and Flak Cannon. Relocate allows for surprise ganks and global pressure. They dominate fights with early levels and snowball hard.
Io supports Wraith King’s frontline style by constantly healing and enabling extended fights. Tether keeps him mobile despite low base speed. Reincarnation pairs well with Relocate saves and resets. Their combination excels in chaotic teamfights and tower dives.
Io allows Razor to stay on top of targets with Tether and boosts his damage via Overcharge. Static Link becomes deadly with the added sustain from Io. Relocate turns Razor into a global threat in pickoffs. This duo excels in midgame pressure and frontlining.
Io gives Ursa the sustain and mobility he lacks for deep dives. Overcharge enhances Fury Swipes stacking and allows for faster Roshan. Tether lets Ursa reposition mid-fight or escape kiting. Relocate sets up ambushes and resets fights in Ursa’s favor.
Io supports Legion Commander during Duel attempts with healing and Overcharge DPS. Relocate enables global gank potential and resets bad duels. Tether movement assists in engaging or escaping after fights. Their synergy excels at snowballing pickoffs.
Io sustains Dragon Knight during tower sieges and pushes. Overcharge enhances DK’s right-clicks during Dragon Form. Tether movement offsets his slow speed and poor chase. They become an unstoppable siege combo when played together.
Luna benefits greatly from Overcharge and Tether for increased attack speed. Io lets her stay in fights longer with sustain and positioning tools. Relocate gives Luna the ability to farm aggressively and join fights anywhere. They scale well into strong teamfight combos.
Io increases Slardar’s survivability during blink initiations and enhances his brawling potential. Overcharge boosts his bash rate and armor shred. Tether ensures he stays on top of slippery targets. They control objectives quickly and punish overextensions.
Io amplifies PA’s burst potential and keeps her alive after dives. Overcharge maximizes her crit potential and DPS output. Tether gives her mobility and helps chase or escape. Together they create high-risk, high-reward pickoffs that scale into late game.
...core items [7.39c]
A core item that provides HP sustain for your whole team. Works as a double heal for your Tethered ally.
A core item to boost the healing and HP regen from Tether and Overcharge. Also provides a secondary burst of heal for your cores with
Magic Wand charges.
An early to mid game item to buff one of your cores against physical damage while boosting their attack speed and mobility. Can also be cast on yourself to gain a physical damage barrier.
A defensive item that lets you or a teammate become invisible and get out of trouble. Also helps defend against magical damage with the barrier.
A core aura item that boosts the HP sustain, damage, mana sustain, and tankiness of your team. Works well to utilize Tether to have more HP sustain for your hero and your ally.
A late game pick up that makes you more tanky and provides massive HP regen for yourself and your Tethered ally.
A late game damage item to go with your level 25 talent. Helps your Tethered ally deal more physical damage by lowering the armor of your attack target.
Good against...
...based on stats [7.39c]
Hero | Change in Win Rate ▼ |
---|---|
8.4% | |
5.2% | |
4.7% | |
4.3% | |
4.1% | |
4.0% | |
4.0% | |
3.9% | |
3.6% | |
3.6% | |
3.4% | |
3.4% | |
3.4% | |
3.3% | |
3.3% |
...based on gameplay [7.39c]
Io functions perfectly fine under the effects of Disruption. Io can still Relocate his allies even DURING Disruption, although Disruption would interrupt Io's Relocate if used on Io himself, while channeling. Tether can keep affecting Io's allies and provide them with healing and mana even DURING Disruption. Spirits stay active and can do damage DURING Disruption. He doesn't really have any buffs or passives to be dispelled or broken with Demonic Purge.
Io can tether to allies and relocate them out of Oracle’s False Promise burst timing. His sustain through Overcharge and healing outpaces Oracle’s chip damage. Io plays faster than Oracle, making it hard for him to impact early engagements. The mobility from Io denies Oracle’s slow saves.
Io’s movement and sustain counter Void Spirit’s burst and mobility advantage. Tether makes it hard for Void Spirit to isolate targets. Relocate punishes Void’s over-extensions and forces him to retreat. Io’s healing allows his cores to survive Void’s initiation combo.
Spectre struggles to burst heroes through Io’s healing and damage reduction from Overcharge. Tether gives movement speed to escape dagger chases. Relocate breaks Haunt focus and resets fights. Io sustains his core through long fights, where Spectre usually excels.
Io can sustain through Juggernaut’s Blade Fury harass in lane and keeps allies alive during Omnislash. Tether makes it hard for Juggernaut to chase Io or his partner. Relocate removes allies from dangerous situations. Juggernaut is unable to snowball due to constant healing pressure.
Spectre struggles to burst heroes through Io’s healing and damage reduction from Overcharge. Tether gives movement speed to escape dagger chases. Relocate breaks Haunt focus and resets fights. Io sustains his core through long fights, where Spectre usually excels.
Io mitigates Zeus’s magic damage through constant healing and Overcharge’s reduction. He can bring in high-damage partners with Relocate to burst Zeus down. Zeus struggles to find targets when Io is healing through his nuke combo. Tethered regen allows Io’s team to shrug off poke damage.
Earth Spirit struggles to finish off targets through Io’s sustain and constant healing. Tether movement avoids Boulder Smash and makes follow-up harder. Overcharge boosts survivability and damage to punish Earth Spirit’s commitment. Io’s tempo denies Earth Spirit his skirmish advantage.
Io helps his cores tank through Anti-Mage’s Mana Break with raw sustain and regen. Tethered allies are harder for Anti-Mage to isolate. Relocate saves targets from Mana Void follow-ups. Io’s early-mid pressure prevents Anti-Mage from farming freely.
Io punishes Invoker’s long spell cooldowns with sustained healing and pressure. He enables his carry to survive through Invoker’s magic combo. Tether movement avoids AoE spells like Chaos Meteor and Ice Wall. Relocate bypasses Invoker’s map control setups and picks.
Bad against...
...based on stats [7.39c]
Hero | Change in Win Rate ▲ |
---|---|
-5.0% | |
-4.7% | |
-4.5% | |
-4.2% | |
-4.2% | |
-4.0% | |
-4.0% | |
-3.4% | |
-3.1% | |
-3.0% | |
-2.8% | |
-2.7% | |
-2.7% | |
-2.7% | |
-2.5% |
...based on gameplay [7.39c]
Io's entire kit is tailored towards healing, with his Tether, Overcharge and even Relocate that can be used to go back to the fountain for regen - Ice Blast shuts all of that down entirely. Since Io tends to stay close to his Tethered ally it makes it easy for Ice Blast to connect with multiple targets.
Underlord punishes clumped heroes with Pit of Malice and Firestorm, making Io’s tether risky. Io’s low HP pool gets shredded by magic AoE damage. Fiend’s Gate negates Io’s Relocate advantage for map control. Underlord’s teamfight presence counters Io’s healing tempo.
Troll Warlord ignores Io’s saves due to Battle Trance and high attack speed. Io struggles to kite or disable him, and Overcharge isn’t enough to reduce his damage output. Troll excels in sustained fights where Io usually thrives. Relocate offers limited counterplay once Troll locks on.
Kunkka’s AoE spells disrupt Io’s positioning and punish close tethering. X Mark ruins Relocate attempts by pulling allies back into danger. Boat's damage reduction counters Io’s burst healing. Io gets overwhelmed in teamfights when Kunkka controls space.
Lina bursts Io instantly with her combo, making it hard for him to channel or save. Her range punishes any aggressive Relocate attempts. Io’s partner is usually squishy, and Lina can kill them even through healing. She forces Io to play passively and defensively.
Monkey King punishes grouped heroes with Wukong’s Command, forcing Io to disengage. His high mobility allows him to follow Relocate attempts. Io can’t sustain allies inside Monkey’s arena without being at risk himself. Monkey thrives when Io tries to group and sustain.
Magnus’s Reverse Polarity hits both Io and his tethered partner, punishing close positioning. Empowered cores outscale Io’s healing advantage. Skewer displaces Io from his partner, making saves difficult. Io struggles to recover fights once Magnus initiates.
Lone Druid’s high physical burst from Spirit Bear overwhelms Io’s healing. The Bear can interrupt Io’s channeling and tank Relocate’s repositioning. Io gets zoned out of fights with Savage Roar and pressure. He can’t stop the push tempo or single-target kill pressure.
Winter Wyvern’s Winter’s Curse punishes Io’s close tethering by turning his own ally against him. Splinter Blast and Arctic Burn ignore Io’s healing advantages. Her defensive toolkit is stronger than Io’s saves in late fights. She scales better into long engagements.
Crystal Maiden roots Io and interrupts his channeling with Frostbite. Her AoE slow punishes clumped Relocate plays. Freezing Field zones Io out of teamfights entirely. Io can’t stop her disables or scale to keep up with her control.
...counter items [7.39c]
Gives you HP sustain to stay in the lane and trade against Io by matching his HP sustain through Tether.
Gives you movement speed to match Io's movement gain through Tether to kite or chase him down.
Gives you movement speed to match Io's movement gain through Tether to kite or chase him down.
Adds another layer of damage to burst down Io. Builds into
Spirit Vessel later on which is incredible against him.
Helps significantly lower the healing and HP regen from Tether and Overcharge with Soul Release charges.
Gives you mobility to jump Io and possibly delete him at the start of the fight. Works well if you have an instant stun or hex.
Gives you an invisibility tool to kite Io and his Tethered ally. Can also be used to get close to him and burst him down.
Gives you a repositioning tool to kite Io and his Tethered ally. Can also be used to close the gap on him and burst him down.
Gives you an instant disable against Io to burst him down in its duration before he regenerates himself or his Tethered ally.
Lowers the healing and HP regen from Tether and Overcharge.
Lowers the healing and HP regen from Tether and Overcharge.
Gives you an instant lockdown against Io and potential to burst him down with chain stun before he regenerates himself or his Tethered ally.
Bad with...
...based on stats [7.39c]
Hero | Change in Win Rate ▲ |
---|---|
-11.3% | |
-9.7% | |
-7.6% | |
-7.3% | |
-6.0% | |
-6.0% | |
-5.6% | |
-4.9% | |
-4.7% | |
-4.0% | |
-3.8% | |
-3.7% | |
-3.7% | |
-3.7% | |
-3.6% |