What players buy
The items bought most in each of Valve’s four game stages
151 buys
73 buys
47 buys
37 buys
37 buysBy GamGem ResearchLast updated 22 Sept 2026
Ranged · Universal
The items bought most in each of Valve’s four game stages
151 buys
73 buys
47 buys
37 buys
37 buysHow Io performs against every opponent with 30 or more counted games

Something that holds them still, or closes the gap yourself. Matched on “slow”.

A way out, a way to shrug the debuff, or something to eat the burst. Matched on “teleport”.

Damage that lands now rather than over a minute. Matched on “magical”.

Creeps, summons and anything that hits a building. Matched on “creep”, “summon”.



Healing, regeneration or lifesteal — not having to walk back. Matched on “healing”, “restore”, “regenerat”.

Burn it, drain it, or take the spell away entirely. Matched on “mana”.
One count per medal, not one rate split across them; a medal with no counted matches is left out.
Bands under 120 matches are absent rather than shown small.

Tethers 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.

Summon 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.

Io 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.

Sends the spirits closer to you. Can be toggled on and off.

Sends the spirits farther away from you. Can be toggled on and off.

Teleports 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.

Io gains outgoing damage amplification the closer it is to full health, and Health Restoration and Healing Amplification the closer it is to zero health.
Changes Spirits
Spirits now passively spawn around Io constantly every second up to the max. Spirits colliding with enemy Heroes slows them briefly. Can be activated to explode spirits.
Changes Tether
Tether damages enemies touching it. Io is healed for 50% of the damage done.
Ability names, icons, behaviour, damage type and text, plus the Aghanim’s Scepter and Shard descriptions — as the game itself ships them. Nothing here was counted over matches.
The same hero at each of Valve’s eight medals, over 4,610,063 public matches. Each medal carries its own sample, because the eight buckets are nothing like the same size.
Win rate against each opponent and across five match-length bands. This channel reports far fewer games than the medal figures above: the median hero pairing is 51 matches and the largest on the whole roster is 707. Rows under 30 games are absent rather than shown small, and the ones that remain are ORDERED by a figure shrunk toward even by its own sample — the rate you see is the real one, the ranking is the careful one.
The five most common items in each of Valve’s four game stages, with each row’s own pick count.
Where skill points go, read off every player's own learning order in premium and professional league matches on patches 7.41 and 7.40. Each level shows the ability most players took there and the share that did — a column only a third agree on is printed as a third, not as the rule. Heroes under 30 counted games show no path.
Each situation is a phrase match against Valve’s own ability text, and every row shows the phrases that matched. No win rate is attached, because nobody counts one per situation.
Mechanics are the ones Valve publishes for patch 7.41f. GamGem is not affiliated with or endorsed by Valve Corporation.