OVERVIEW
23 + 1.70
14 + 1.60
17 + 1.90
26 - 35
295
-0.04
Tether
Tether yourself to an allied hero, granting both of you bonus movement speed. When you restore health or mana, your target gains 1.5x the amount. Any enemy unit that crosses the tether is stunned. The tether breaks when the allied unit moves too far away, or Wisp cancels the tether.
Break Tether
Break the link to the tethered unit.
Spirits
Summon five spirits that dance in a circle around Wisp, damaging all that they hit around you. If a spirit hits an enemy hero, it explodes, damaging all enemy units in an area around it. Creeps take minor damage from touching a spirit, but don't cause them to explode.
Overcharge
Wisp gains bonus attack speed and damage reduction, at the cost of draining HP and mana per second. If Wisp is Tethered to an ally, that unit also gains the bonuses.
Relocate
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.
Spirits In
Calls the spirits closer to you. Can be toggled on and off.
Spirits Out
Sends the spirits farther away from you. Can be toggled on and off.
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