2 months ago
29
Patch 3.1
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Free Agent - EU

Edit: Video guide on Io's loadouts! explains the difference between Sanctum of Faith and the other 2 cards (also timestamps in the comments to skip sections)

also has my recent loadouts which are updated from the guide.

https://www.youtube.com/watch?v=--tgXSc8x0w


Edit2: for consistency's sake, I've updated all the loadouts in here to match what was shown in the video


So you've been owned by a team that had a good Io, maybe you watched the PPC, or happen to be a weeb of some sort and like Io, maybe you've been playing Io and hard feeding so bad or not healing for much, nor dealing damage.

maybe you're a troll who wants to know what triggers Io mains when they see someone else playing her, or maybe, you're after her high win rate in ranked, whatever the reason may be, this guide is going to be a long one, so I'll be nice enough to write a TL;DR

Just keep multiple loadouts ok? don't just use 1 and think it's enough, have some versatility in your thinking.

Solo support? double support? triple support? enemy deployables? no flankers? flankers? team comp? all affect what you should be using, and it's very simple in nature and easy to get since it all revolves around 3 cards you swap out for each other.

and that's the TL;DR.


with Io, you have a few roles to be doing and a few tricks up your sleeve


  • at the start of a round, follow your flanker into his lane, deploy Luna on the point if you want to from that lane, then you start by pocketing the flanker or play from that side while healing the rest of your team, the longer you can keep the fight going, the more Luna will cap the point.

  • Io is a team leader, if you have a mic, don't be afraid to use it, always call out the missing enemy flanker(s) so your team can handle them, of course that's in ranked, otherwise use the old VGS system (sorry console players :( )

  • it's always a better idea to have Luna retreat than die, she heals out of combat so don't waste your moonlight on her if she's safe, your team needs it better.

  • Goddess Blessing is the carry talent, Life Link is a throw talent used by ( io damage ) players... ugh.

  • Sacrifice is a meme for weebs, it has a 4 second long lockout animation where you cannot do anything, 4 seconds is enough time for your team to die or be pushed back, and guess what, if your team dies, guess who's about to die again.... you!.

  • Sacrifice also requires the worst possible Luna positioning ever because otherwise you'll just die twice in a row and your spawn time will be longer than it should be.

You deal 400 damage every 0.6 seconds, a flanker typically has around 2k HP meaning that if you only rely on your in hand, you'd need a minimum of 3 seconds to finish an AFK enemy, however, if you add the fact that Luna has a stun, and Luna can be used to block enemy shots, then you will win that fight if anyone from your team deals 500 damage to that flanker, you can do the rest yourself.


  • but guess what you can also do!, your ult is bad on most maps, except when it's not!, it deals 800 damage, has a very short damage immunity on it, and, while it's traveling, you get a free shot on that enemy, that's 1200 damage that you dish out instantaneously! use it!, saving yourself means saving your team.

    • your positioning should be near your damage or behind your flanker, so start using VGS or your mic or stop complaining about bad players, yes, it sometimes happens to be your fault for standing way far behind everyone.

    • Make sure your team doesn't split in 3 lanes, that's just bad, you can't reach them all if you're a solo support.

  • Luna will now automatically climb on the payload if she's in front of it and the payload moves, also, if Luna gets stuck on geometry, there's a bug where she will push the payload while not being anywhere near it! if you are up against an Io and you see this make sure to call it out so your team knows to contest the payload while searching for Io/Luna to stop this!.

  • Luna's initial deploy blocks allies movement, if you try tanking for an ally with Luna while they are escaping, make sure you don't block them instead!.

  • Look under Io's portrait (bottom left), there's a fox icon indicating that Luna can stun whomever you mark with your arrows, it even has a fill up animation to indicate the cool down.

  • If you believe that moonlight garden is a bad card because it makes you lose the stun, remember that it procs on shields and deployables which Luna will not stun!.

  • The value you can get of spirit arrows (Luna reposition cooldown reduction) per point is around 2.4 seconds, ( the card can activate 6.6 times per second, which gives you 0.6 seconds reduction per second (and remember that 1 second has passed for that to happen), so every 2 seconds of you healing, your cool down would have gone down by 3.2 seconds.

    moonwalk 5 means that after 5 seconds of you healing someone, you'll be able to reposition Luna, so the value of the card increases with moonwalk but that means you're going to need to regen a lot of moonlight to make use of it as you should, running spirit arrows at 2 points will effectively halve your reposition cooldown.

    • Io loves all enemy shields and deployables, Ying clones, Barik turrets, Inara's walls, because she can safely farm them from a distance with Moonlight Garden for an easy % moonlight per hit, so if you hit something twice (takes 1.2 seconds to do) while having sanctum of faith at 5, you would have regenerated more than 25% moonlight.

    • In practice however, everyone is trying to kill you so you'd have to stay in cover!, sometimes you don't even get to hit anything in the game (against a sniper for example).

  • NOTE: The card protectors on Paladins.guru has wrong text!!!, check it in game.

Math regarding io


In this scenario, Io is pocketing a 2200 HP champion without taking into account any abilities for simplicity's sake, and going VS a champion that deals 1200 damage per second (such as Andro).

Io now heals for 150 every 0.15 seconds meaning she heals for 1000 every 1 second. I'm ignoring how long a pocket can last, moonwalk has been changed so that you can have a maximum of 210 moonlight (base is now 150 and moonwalk is buffed to 8% per level), so basically Io now has about 6 seconds of constant healing before recharging, so keep that in mind. Now let's apply io's DR+Healing 15% of 1200 is 180, meaning Andro now only deals 1020/s

with 0 Caut (for whatever reason), Io heals for 1000/s meaning the damage dealt is 20/s

with caut 1 she heals for 750/s => damage dealt = 270/s (TTK = 8.14 seconds)

with caut 2 she heals for 500/s => damage dealt = 520/s (TTK = 4.23 seconds)

with caut 3 she heals for 250/s => damage dealt = 770/s (TTK = 2.87 seconds)

This is a very big early game buff for Io (3 more full seconds of being alive to a squishy compared to last patch!), the end game TTK hasn't changed much (was 2.7 seconds, now it's 2.87).



What about NOT using Godess Blessing? (why would you though?), let's look at life link because people think it's the #1 talent for Io's own survival (not my opinion at all, to me Life Link is a throw pick).


I'm Assuming both Io and Luna are healing the target for no reason. without Caut, Io heals for 1000/s and Luna heals for 200/s which means a total of 0 damage is dealt to whomever you are pocketing (better than GB by 20/s wow!).


with caut 1, Io heals for 750/s and Luna heals for 150/s => 1200-900 = 300 dps (TTK 7.33 seconds)

with caut 2, Io heals for 500/s and Luna heals for 100/s => 1200-600= 600 dps (TTK 3.66 seconds)

with caut 3, Io heals for 250/s and Luna heals for 5/s => 1200-300= 900 dps (TTK 2.44 seconds)

so when the end game comes the difference between Godess Blessing and Life Link while both Io and Luna are healing the target, is 0.43 seconds


let's remove Luna because in reality luna's not going to be healing a squishy most of the time since Life Link players keep her for personal protection.

NOTE: this is also Sacrifice's stats, the worst talent on Io

with caut 1, Io heals for 750/s => 1200-750 = 450 dps (TTK 4.88 seconds)

with caut 2, Io heals for 500/s => 1200-500= 700 dps (TTK 3.14 seconds)

with caut 3, Io heals for 250/s => 1200-250= 950 dps (TTK 2.31 seconds)


This is where Life Link's numbers fall short of Godess Blessing, yes, Life Link heals in a radius, but if you think it lets you multi task your healing then think again, Luna heals for 50/s late game, that's nothing, pushing the payload heals for that much (did you know that?).


don't be fooled by end game numbers, who cares if you did only 100k healing when the enemy did 120k?

in reality you kept your team alive longer to do more, pushed with Luna (she auto climbs the payload now), and put some extra damage on enemies to recharge your moonlight.


Life Link is useful only if you fear your team might not protect you from a flanker, since Luna will be healing you while you fight, so early game you would be taking 1050 dps and will live for a bit longer than 2 seconds (if Luna stuns that enemy you should win that fight anyway regardless of the talent).

but late game you only get healed for 50/s meaning you take 1150/s and won't live longer unless you put 3 points on the HP card (but why would you?) Life link for defense is really not worth it in this scenario, just position Luna correctly and you don't even need it.

Io with Luna take about 2.3 seconds to kill a squishy without the stun or the stun damage anyways. but regardless of that, don't bully people who play a talent you don't like.

I've seen so many Sacrifice Io players on my side and they carried the enemy team since they focused on dealing damage and dying, getting locked in the Sacrifice animation for too long, our team getting wiped, then they die again.

but whatever, it's paladins, if people wish to throw the game then don't report them for picking a bad talent or running the worst loadout imaginable, that would get you banned not them, report them for not doing their job: supporting the team, and don't be toxic about it.

Main Build
Build Section
Notes
  • Io's healing ability (moonlight) :

Io consumes 33.33 moonlight per second, and has 150 units of moonlight at base.

This means that she heals for 1000/s and by default has 4.5 seconds of up time

  • Moonwalk (a card) adds 8% per level to your moonlight, meaning that you can get up to an extra 40% moonlight (210 moonlight) which equals 6.3 seconds of healing, or 6000 healing over 6 seconds.

  • Chronos DOES NOT AFFECT MOONLIGHT, buying it does absolutely nothing to help your team in pubs, Chronos removes 1.8 second per tier on Luna’s initial deploy, and 0.8 seconds on her redeploy, both are bad, also it cuts off 1.2 seconds off your leap per tier, but no, just no, DO NOT BUY CHRONOS WHILE PLAYING IO, and yes, I’ve watched the PPC where they bought it specifically to redeploy and move Luna around more but that’s the PPC, a 5 stack ranked game where you know all of your teammates and know what you’re doing.

  • Having Sanctum of Faith at 5+moonwalk at 4 means your down time is very low, the card at 5 literally translates to (the time you spend not healing = the time you can spend healing), if you add a few shots with moonlight garden 1 then it's all good.

  • Restored faith at 4 is a bit overkill, just look at Furia (heal for 525/3s) while Restored faith 4 is (heal for 720/3s), Furia managed with less even if she wasn't being aggressive, and io can too!, just use better positioning.

  • Have your team buy at least haven 1 at the start of round 2, after they max out whatever items they need, they can buy haven to make your heals even more broken, only haven 3 will be affected by diminishing returns and it still is good even with it.

Main Loadout
Sanctum of Faith

Sanctum of Faith

Moonlight

Regenerate 5% Moonlight every 1s while not using Moonlight.

Level 5

Moonwalk

Moonwalk

Armor

Increase your maximum Moonlight capacity by 32%.

Level 4

Restored Faith

Restored Faith

Moonlight

Heal for 40 every time you Heal an ally with Moonlight.

Level 4

Moonlight Garden

Moonlight Garden

Weapon

Generate 2% Moonlight for each enemy hit with Light Bow.

Level 1

Broken Deity

Broken Deity

Guardian Spirit

Increase Luna's deploy range by 20%.

Level 1

Goddess' Blessing

Goddess' Blessing

Moonlight

Allies being Healed by Moonlight take 15% reduced damage.

Level 1

Matchups
Champion Section
Team becomes Strong Against
ZhinCassieSha LinBomb King
Notes
  • Zhin's Guillotine is completely nullified by your DR, even under Caut 3, all it does is stun that ally and drain your moonlight, your ally might die because they're sunned not because Zhin ulted them.

  • A flanker pocketed by you will not lose to Vivian, or at least they shouldn't.

  • Sha Lin usually can't apply Cauterize fast enough, he's got high damage but a low rate of fire, anyone you're pocketing should win that fight.

  • Math VS Cassie combo

    The combo is (680 shot + 600 impulse + 200 disengage+680 shot) which all happen over 1.5 seconds = 1480 damage

    Calculation done under Cauterize 3 btw

    15% DR = your ally took 1258 in 1.5 seconds, and you healed them for 375 = net damage taken is 883

    if your ally has haven 1 :

    21% DR = your ally took 1169 in 1.5 seconds and you healed them for 375 = net damage taken is 794

    How awesome is It for your squishy flanker to have taken the damage of almost 1 shot only with that?

  • BK playing RS will need to sticky 3 bombs and then detonate for 765*3 to kill a squishy you're pocketing at detonation, so if he's just poking and not actually landing those sticks, you'll be able to deal with him.

Luna is Weak Against
DredgeTyraWilloKinessaStrix
Notes
  • Dredge will kill Luna with 2 broadside uses (950*6) so you're better of having Luna on you and not out there in the open.

  • Tyra's FireBomb without Burn Monster will deal 9% damage every 0.6 seconds, so in 6 seconds she'll die if anyone does any extra damage to her.

    Luna should be on you and keep her mobile all the time (you reduce the cool down of her position by 0.6 seconds for each second you're healing with spirit arrows 1, meaning that in you can move her almost every 6 seconds instead of 8 in most practical situations).

  • Willo will not be wasting her resources on Luna in most cases since she's going to be aiming for you, however, if she really wants to get Luna off the point, then the seedlings will deal a maximum of 2k damage on Luna, unless she's playing Scorn (but why would she?) where the damage will be a maximum of 3750.

    Luna will take 8 shots from her weapon to die and that's why Willo wouldn't be shooting at Luna, unless your tank is dumb enough to stack on the point with Luna, or Willo was literally free to waste her entire mag on Luna.

  • Snipers will not waste their shots on Luna unless they're already winning the fight, they will be aiming for you and your team instead, they force your position, guess what you do: stay behind your off tank and push in a 3 man squad until you breach that snipers position and deal with them, don't stand in the open and healbot....

Double support + land champs.
Build Section
Notes

Movement speed buffs don't apply to vertical movement, keep that in mind.

Don't play damage as io.

If corvus goes for Spreading influence then your team is going to stay in the fight for a while.

2 sup Grover/Ying/Corvus
Sanctum of Faith

Sanctum of Faith

Moonlight

Regenerate 5% Moonlight every 1s while not using Moonlight.

Level 5

Moonwalk

Moonwalk

Armor

Increase your maximum Moonlight capacity by 32%.

Level 4

Swift Arrows

Swift Arrows

Moonlight

Increase allies' Movement Speed by 18% while they are being Healed by Moonlight.

Level 3

Restored Faith

Restored Faith

Moonlight

Heal for 20 every time you Heal an ally with Moonlight.

Level 2

Broken Deity

Broken Deity

Guardian Spirit

Increase Luna's deploy range by 20%.

Level 1

Goddess' Blessing

Goddess' Blessing

Moonlight

Allies being Healed by Moonlight take 15% reduced damage.

Level 1

VS Dredge or blasters.
Build Section
Notes
  • You can't put Luna on the point, so keep her in the backline to guard you instead.

  • Keeping Luna Mobile is your #1 priority to keep her alive.

  • Keep Luna alive to guard your backline, help your team deal with the blaster, then put Luna on the point and extend.


How fast can you move Luna?

for every 0.9 seconds spent healing anyone, reduce your redeploy cooldown by 1.8 seconds

for every 1.8 seconds spent healing anyone , reduce CD by 3.6 seconds [ meaning that out of 8 seconds you only have removed 5.4 and thus the time left is 2.6 to move her again]


Chronos discussion : it is dumb to buy Chronos on Io since you do not heal for more (moonlight unaffected by Chronos).

However, the card you're using to reduce your cooldown is not a flat cooldown card and therfore it does not affect Chronos!

No Chronos + this loadout = move Luna once every 3 seconds.

Chronos 1 + this loadout = remove 0.8 seconds = 2.2 seconds to move Luna


Chronos on this loadout might be good, because when Luna dies (never let that happen btw) :

Chronos1 = Initial deploy is 16.2

Chronos2 = Initial deploy is 14.4

Chronos3 = Initial deploy is 12.6

Or just play the main build anyway and keep Luna at the back for 8 full seconds and once everything is clear put her on the point and that's that, it's what I do.

Mobile Luna
Sanctum of Faith

Sanctum of Faith

Moonlight

Regenerate 5% Moonlight every 1s while not using Moonlight.

Level 5

Moonwalk

Moonwalk

Armor

Increase your maximum Moonlight capacity by 32%.

Level 4

Spirit Arrows

Spirit Arrows

Moonlight

Reduce the Cooldown of Luna's redeploy by 0.30000000000000004s after healing with Moonlight.

Level 3

Restored Faith

Restored Faith

Moonlight

Heal for 20 every time you Heal an ally with Moonlight.

Level 2

Broken Deity

Broken Deity

Guardian Spirit

Increase Luna's deploy range by 20%.

Level 1

Goddess' Blessing

Goddess' Blessing

Moonlight

Allies being Healed by Moonlight take 15% reduced damage.

Level 1

Hyper Aggression style
Build Section
Notes

Not recommended

this is a dia4 match, details here:


https://cdn.discordapp.com/attachments/703226135395434599/706154664990736434/Io1.png

https://cdn.discordapp.com/attachments/703226135395434599/706154704345759754/Io2.png


Solo support

notice that Celestial body 1 is the filler this time, so 2250 HP, it's a filler so no problem with it at 1 but the value you get from it is questionable.

Moonlight garden isn't required at 5 but the minimum is 4 in an aggressive build, sanc2 is always guaranteed to proc and moonwalk 5 buffs it.

Io's account level is 150 btw,and Ying's account is level 519 and she's Dia2

yet Io did more damage and the same heals (but with extra DR)

yes, maybe Skye stole some heals off of Yings hands but still, that's how awesome a Godess Blessing Io is.

Aggressive style
Moonwalk

Moonwalk

Armor

Increase your maximum Moonlight capacity by 40%.

Level 5

Moonlight Garden

Moonlight Garden

Weapon

Generate 8% Moonlight for each enemy hit with Light Bow.

Level 4

Sanctum of Faith

Sanctum of Faith

Moonlight

Regenerate 2% Moonlight every 1s while not using Moonlight.

Level 2

Celestial Body

Celestial Body

Armor

Increase your maximum Health by 50.

Level 1

Restored Faith

Restored Faith

Moonlight

Heal for 30 every time you Heal an ally with Moonlight.

Level 3

Goddess' Blessing

Goddess' Blessing

Moonlight

Allies being Healed by Moonlight take 15% reduced damage.

Level 1

Io's Items
Build Section
Notes

Io is items free, she works without any items whatsoever, however, being the fastest walking support, she benefits from nimble.


  • if your team has double support and they depend on Chronos or Morale, you can pick up Cauterize.

  • if you're up against Snipers, haven is a must, since you have a base HP of 2200, buying haven 1 means that as long as you heal yourself for 40 HP, you'll be able to tank another shot

    [1200 damage per sniper shot - (84 reduced by haven 1) = 1116] or 2232 in 2 shots (you die in 2 shots) but just heal up that 32 and you'll take another shot.

    Counter argument : having celestial body at 1 and buying haven 1 means you will survive 2 shots without having to heal up for 32 HP.

  • If you're up against blasters (which I'm assuming will become a lot more prevalent in the upcoming meta) then blast isn't so bad.

  • Master riding gives you a free 3% point cap if you really want it at the start of each round, it's also good in case you're dying a lot, or on its maps.

    Argument2: if you're still on your training wheels as Io, master riding means that you can rejoin the fight faster, however, most Io players only die less than 3 times per match so the value of this item is questionable

  • Double support items are also viable, so if you think you need Rejuv to get more out of your Grover or Ying clones or whatever then feel free to do so, Io really does not require credits nor items to function properly, so the next time some dude in a random pub game says don't go double support cuz you'll be stealing each others credits, keep in mind that Io does not require items to function properly, they're just extra bonus to your amazing base kit.

Starting items
Nimble

Nimble

Armor

Gain 7% Movement Speed.

Level 1

Haven

Haven

Armor

Reduce the Damage you take from Direct attacks by 7%.

Level 1

Blast Shields

Blast Shields

Armor

Reduce the Damage you take from Area of Effect attacks by 7%.

Level 1

Cauterize

Cauterize

Weapon

Your weapon shots reduce the effect of healing on your target by 25% for 1.5s.

Level 1

How to feed or throw matches as io
Build Section
Notes

Play any talent other than Godess blessing, or buy Chronos at the start of the game, or have any of these cards in your loadout to feed as Io.

- Celestial Body : Increase your maximum Health by {50|50}.

You’re feeding because Io has 2200 base HP and usually isn’t alone, your positioning alone should save you from any flanker, the card can only be ran as a filler at 1 to tank 2 shots from a sniper (more details later).

- Crescent : Reset the Cooldown of Lunar Leap after dropping to or below {15|15}% Health

You aren’t Cassie or Barik, and your escape, if you do it twice backwards, whomever was diving you could either follow or switch targets while you’re away and scared to join the fight, you have a limited range on your healing too, this card is always a throw card, it’s bad beyond a reasonable doubt.

- Eternal Reliquary : Lunar Leap restores {2|2} Ammo.

You have 10 ammo at base, which is 4000 damage, what more do you need?

- Full Moon : Gain a {100|100}-Health Shield for 3s after activating Lunar Leap.

Are you really going to invest 3 points in this just to survive 1 more shot from a flanker? and that's only if you don't get 1 shot since this card isn't automatically going to activate.

- Half Moon: Reduce the Cooldown of Lunar Leap by {0.8|0.8}s

you don’t need this, it’s bad, worse than Crescent.

- Lunar Connection: Reduce the Cooldown of Luna's initial deploy by {1.2|1.2}s

After Luna dies, you will need to wait 18 seconds to redeploy her, which is long but you simply do not have the budget for having this card

- Sky Walker : Lower your gravity and increase your air control by {50|10}% while firing your Light Bow.

This is the card that’s used in top plays on frog isle to leap from your spawn to the point and use the ult to get a double, yes, good on 1 map if you’re a God at controlling your movement, but guess what, no one stacks the point in ranked on frog so you’d only get 1 elem from it, this card is only good for TDM when you’re playing troll mode io on Sacrifice or Life Link.

Feeding 101 : throw by using these
Chronos

Chronos

Armor

Reduce the Cooldown of all your abilities by 10%.

Level 1

Life Rip

Life Rip

Weapon

Your weapon shots gain +10% Lifesteal.

Level 1

Deft Hands

Deft Hands

Weapon

Increase your Reload Speed by 20%.

Level 1

Life Link

Life Link

Guardian Spirit

[Guardian Spirit] Luna Heals allies around her for 200 per second.

Level 1

Sacrifice

Sacrifice

Guardian Spirit

[Guardian Spirit] If Io falls below 200 Health while Luna is active, she trades places with Luna, Heals for 50% of her Health, and Luna dies in her stead.

Level 1

Eternal Reliquary

Eternal Reliquary

Lunar Leap

Generate 2 Ammo after using Lunar Leap.

Level 1

Full Moon

Full Moon

Lunar Leap

Gain a 100-Health Shield for 3s after activating Lunar Leap.

Level 1

Crescent

Crescent

Lunar Leap

Reset the Cooldown of Lunar Leap after dropping to or below 15% Health.

Level 1

Half Moon

Half Moon

Lunar Leap

Reduce the Cooldown of Lunar Leap by 0.8s.

Level 1

Sky-Walker

Sky-Walker

Armor

Lower your gravity and increase your air control by 10% while firing your Light Bow.

Level 1

Example matches
Build Section
Notes

Example1:

Casual Io vs Io, Sniper VS Sniper, and solo support VS triple support

Before looking at the screenshots, this match demonstrates the argument (double/triple support contest their credits), look at Ash (1999 credits) vs the 3 supports.

Io has the least amount of credits because she was a support playing damage,Jenos had a bunch of elems/kills which made him tie the main support (Corvus)

https://cdn.discordapp.com/attachments/666770406547652629/706031563309187101/IoVsIo1.png

https://cdn.discordapp.com/attachments/666770406547652629/706031611728363560/IoVsIo2.png

however, that argument is totally flawed because there are supports that don't 100% require items to function like io.

maybe Furia is a bad idea since she really needs the 2.1 second cooldown if she's a solo support but in double support she can relax a bit and focus on damage/stuns (get my double stun double support loadout for Furia if you want to try that out).


Anyways let's discuss the match:

The decision to be a damage dealer by the enemy Io was correct, she had Jenos playing grip on the worst loadout imaginable (default loadout - no retrograde) and Corvus playing spreading influence, so Corvus was the main healer, Jenos was the off support, and she switched from healing into damage and dealt as much as Kinessa did! awesome!, farming that Raum so I could heal him up felt funny and Raum was laughing it off after the first round.

However, her loadout was a bad idea, Broken deity 3? why?, Full Moon 3? skye walker 1?

note that she bought morale boost only because the map was Frog Isle and she was on the losing side so she hoped for a double with the ult but that didn't happen.


The reason she lost the first point fight is : Ash died because Corvus doesn't do much healing on tanks, she lost the defense because she let Ash die again, she lost the second point fight because she missed her ult and let Ash die again, and then lost the defense because She let Ash die for the last time.

Io can deal damage while being a hybrid

If Ash didn't have her shield up my damage would've been around 30k but I was farming that shield for more regen since I was a solo support.


So, what if you wanted to run Io as a damage support like FL Ying does?

Just don't do it! Io has no falloff, her damage output is slower than Cassie, Luna does 150 - 150 - 350 (and 300 for the stun), Life Link heals you for 50/s on Caut3, Sacrifice is a meme for troll lords and dying twice won't make you a damage dealer no matter what.


you do less than half of what Cassie does in damage, so why even consider doing it? Cassie can bully some flankers with her combo, what can Io do? stun once every 18 seconds? body block with Luna? that's you trying to survive not you trying to win, Luna blocks your arrows in case you didn't know!, even body blocking requires good movement and timing!.


and yes, I have games where I did more damage as Io than my team's Viktor which is around 120k damage, and guess what, I was playing Godess Blessing and a solo support in a ranked game in where I had 2 enemy tanks to farm my regen off of, dealing damage as Io does not require a loadout, 250 extra HP or 5 seconds off of Luna's deploy or 500 shield on low HP are all bad choices, never even take them into consideration...


Io damage players do the same mistake FL Ying players do unfortunately, they forget that you need to heal your team, Ying players forget about placing some clones in spots your team can get healed from, and they focus blindly on deploying a clone -> shatter -> reset (also Reso Ying players do the same).





Example 2:

Note to self: don't use mspaint to edit stuff xD JPG artifacting is an old meme.

So how much damage/healing does a Sacc io do?

https://cdn.discordapp.com/attachments/666770406547652629/705815177341435944/20200501180726_1.jpg

Half the damage of a total n00b Viktor such as myself.

our team was dying a lot, Ruckus was diving with Dark Gifts applied to him and his slow speed allowed Furia to get pyre strike heals on him while we had to deal with Kinessa on frog isle.

our level 14 Corvus did more than our level 41 io, both in damage and heals, simply because Saccrifice simply does not work.


note that the only reason Lian did bad was her playing precision so let's explain why precision is bad

1st shot = 400

2nd shot = 428

3rd shot = 456

4th shot = 484

5th shot (full stacks) = 512

all together 2280

the talent does not affect Valor or Grace so basically it means (add 280 damage after hitting the same enemy 5 times in a row), now if I recall, Ying has the same talent bonus when she's playing damage, so never play precision no matter what, it's just bad, you might get the 280 from using Eminince at mid range...


Regarding this Io's loadout:

https://cdn.discordapp.com/attachments/666770406547652629/705815997348577340/20200501180140_1.jpg

Swift arrows 4 to redeploy Luna a lot on Sacc, this is totally contradictory to the playstyle of Sacc since you keep Luna way back and lose her utility, if both of you are in the open then you'll just die, and in that game Luna was hard stuck behind the sniper wall on frog isle, never moved anywhere.

1 point on initial Luna deploy, which is a bad idea since Sacc resets the cool down if you die before Luna does

Restored faith at 4 isn't necessary whatsoever, 3 is enough, 2 is good in double supports, 0 when you have grover on your side.

So this loadout and outcome was bad on all fronts, bad talent choice, bad loadout, bad stats, on a high level io.

but remember that it was a casual match so it's fine.


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Example game 3:

Casual Io vs Io, Sniper VS Sniper, and solo support VS triple support

Before looking at the screenshots, this match demonstrates the argument (double/triple support contest their credits), look at Ash (1999 credits) vs the 3 supports.

Io has the least amount of credits because she was a support playing damage,Jenos had a bunch of elems/kills which made him tie the main support (Corvus)

https://cdn.discordapp.com/attachments/666770406547652629/706031563309187101/IoVsIo1.png

https://cdn.discordapp.com/attachments/666770406547652629/706031611728363560/IoVsIo2.png

however, that argument is totally flawed because there are supports that don't 100% require items to function like io.

maybe Furia is a bad idea since she really needs the 2.1 second cooldown if she's a solo support but in double support she can relax a bit and focus on damage/stuns (get my double stun double support loadout for Furia if you want to try that out).


Anyways let's discuss the match:

The decision to be a damage dealer by the enemy Io was correct, she had Jenos playing grip on the worst loadout imaginable (default loadout - no retrograde) and Corvus playing spreading influence, so Corvus was the main healer, Jenos was the off support, and she switched from healing into damage and dealt as much as Kinessa did! awesome!, farming that Raum so I could heal him up felt funny and Raum was laughing it off after the first round.

However, her loadout was a bad idea, Broken deity 3? why?, Full Moon 3? skye walker 1?

note that she bought morale boost only because the map was Frog Isle and she was on the losing side so she hoped for a double with the ult but that didn't happen.


The reason she lost the first point fight is : Ash died because Corvus doesn't do much healing on tanks, she lost the defense because she let Ash die again, she lost the second point fight because she missed her ult and let Ash die again, and then lost the defense because She let Ash die for the last time.

Io can deal damage while being a hybrid

If Ash didn't have her shield up my damage would've been around 30k but I was farming that shield for more regen since I was a solo support.


So, what if you wanted to run Io as a damage support like FL Ying does?

Just don't do it! Io has no falloff, her damage output is slower than Cassie, Luna does 150 - 150 - 350 (and 300 for the stun), Life Link heals you for 50/s on Caut3, Sacrifice is a meme for troll lords and dying twice won't make you a damage dealer no matter what.


you do less than half of what Cassie does in damage, so why even consider doing it? Cassie can bully some flankers with her combo, what can Io do? stun once every 18 seconds? body block with Luna? that's you trying to survive not you trying to win, Luna blocks your arrows in case you didn't know!, even body blocking requires good movement and timing!.


and yes, I have games where I did more damage as Io than my team's Viktor which is around 120k damage, and guess what, I was playing Godess Blessing and a solo support in a ranked game in where I had 2 enemy tanks to farm my regen off of, dealing damage as Io does not require a loadout, 250 extra HP or 5 seconds off of Luna's deploy or 500 shield on low HP are all bad choices, never even take them into consideration...


Io damage players do the same mistake FL Ying players do unfortunately, they forget that you need to heal your team, Ying players forget about placing some clones in spots your team can get healed from, and they focus blindly on deploying a clone -> shatter -> reset



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