4 | 12 | 13 | 14 |
2 | 7 | 8 | 9 |
1 | 3 | 5 | 10 |
6 | 11 | 16 |
15 | 17 | 18 |
Welcome to my second guide here on DOTAFire. Nature's Prophet is one of my favorite heroes because he can be helpful throughout the entire game. He's able to help out with early ganks, split push during the mid game, and become a fearsome DPS hero in the late game. He's also one of the easier heroes to jungle with and is not as micro intensive as some may suspect. So, without further ado, I give you my personal guide to Nature's Prophet.
Furion, the Nature's Prophet
Also known as one of the most annoying, no-fun-allowed heroes in DotA. That is, unless he's on your team. His Sprout is an often overlooked ability that can lock an enemy in place or hide yourself. His other ability, Nature's Call, is what allows him to jungle effectively, freeing up space for a 2-1-1-1 laning setup. His ultimate Wrath of Nature fits perfectly with his playstyle and, if used correctly, can push every lane at once, or assist with a gank, all while in his own jungle. But the reason NP is one of the most fearsome split pushers in the game is his last skill, Teleportation. This allows him to be literally anywhere on the map at any given time, and makes him one of the most frustrating heroes to play against in the entire game.
Pros
+ Global presence that your enemy must respect
+ One of, if not the, best split pushers in the game
+ Easy to farm with
+ Can turn a lost game into a victory with pushes
Cons
- Very squishy early game
- Has mana problems while jungling
- Lacks a hard stun / requires items for lockdown
- Requires intense map awareness or team communication to be successful
Type: Targets: |
Active Target Unit/Point Target |
Sprouts a ring of trees around a unit, trapping it in place. |
Level 1 2 3 4 |
Mana 100 120 140 160 |
Damage N/A N/A N/A N/A |
Cooldown 11 10 9 8 |
Range 600 600 600 600 |
AoE 150 150 150 150 |
Duration 3 3.75 4.5 5.25 |
Effect Blocks enemy vision if used on self Blocks enemy vision if used on self Blocks enemy vision if used on self Blocks enemy vision if used on self |
Type: Targets: |
Active Target Point |
Teleports to any point on the map. |
Level 1 2 3 4 |
Mana 50 50 50 50 |
Cooldown 50 30 40 20 |
Cast Duration 3 3 3 3 |
Type: Targets: |
Active Trees |
Converts an area of trees into Treants. Treants have 550 HP and deal 21-23 damage. |
Level 1 2 3 4 |
Mana 160 160 160 160 |
Num. of Treants 2 3 4 5 |
Cooldown 37 37 37 37 |
Range 750 750 750 750 |
AoE 150 225 300 375 |
Duration 60 60 60 60 |
Type: Targets: |
Active Enemy Units |
Damaging energy bounces around the map, striking enemies close to the cast point that are in vision. Each enemy hit beyond the first adds damage. |
Level 1 2 3 |
Mana 150 200 250 |
Cooldown 90 75 60 |
Range Global Global Global |
Damage 140 (155) 180 (210) 225 (275) |
+Dmg per Bounce 7% 7% 7% |
Max Targets 16 (18) 16 (18) 16 (18) |
As previously stated, Nature's Prophet is a great jungler whose role is determined by his item choices. In turn, his item choices should be determined the composition of both teams. This makes him a very versatile and fun hero to play. If you are unsure of how to jungle with this hero, check out Youtube. There's a ton of stuff showing you the best ways to jungle.
First off, I'd like to tackle the age old question of "what boots should I get on Nature's Prophet?" First off, let's discuss boots you should NEVER get. While Arcane Boots seem like they might be a good option, you overcome your mana troubles by the mid game, and these boots won't help you push waves or jungle effectively. Tranquil Boots are also bad since Furion is constantly right clicking. Don't get Boots of Travel... just don't.
So the choices come down to Phase Boots and Power Treads. Really, each boot has it's merits. PBs give you a great damage increase and a nice move speed boost for quick escapes. PTs on the other hand give you a nice attack speed bonus and can increase one stat by 8. In the pro scene, it seems like PBs are getting the nod rather than PTs, but try out both and see which you like more.
Now for the builds. The "All Rounder" build can get you through most games, having decent push, gank, and carry potential. Your big item goal here is a quick Scythe of Vyse since it gives you great stats, great regen, and a great disable.
The "Ganker" build is best used if the enemy has many squishy heroes that you can burst down easily. The big item here is Dagon. You can either follow this up with an Aghanim's Scepter for a stronger global ultimate, or a disable item like Rod of Atos, Orchid Malevolence or Scythe of Vyse.
The "Pusher" Build is perfect if the other team has great team fight heroes, but lacks raw pushing or counter pushing power. The two major items you want with this build are Necronomicon and Desolator. Ideally, you don't want the game to go on for too long when you're using this build, as it doesn't necessarily have the greatest late game potential.
Finally, the "Carry" build is perfect if your team is lacking in the late game DPS department. Desolator paired with another big damage item such as Monkey King Bar or Daedalus can wreck havoc on an enemy team.
The beauty of Nature's Prophet is that he can safely farm up almost any item to counter the opposing team's carry or overall strategy. This makes him a powerful asset to any team!
Well guys, there you have it!
Four builds for Nature's Prophet, but don't let this guide confine you. Furion can farm up almost any item combination, so get out there and experiment. Find your own personal combo that you can stomp pubs with and send them to Reddit crying for nerfs >=)
Once again, thank you for reading my second guide, and if you have any suggestions, criticisms, or praises, feel free to leave a comment below.
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