Nature's Prophet is a ranged intelligence hero, whose play style is different from most intelligence heroes, because he can be almost anywhere at any given time with his Teleportation. This ability allows him to participate in most ganks and pushes at a moment's notice. With Sprout, he creates a ring of trees, trapping anyone within them in place, serving to disable anyone caught within them. The trees around him serve as his objects of power; using them, he summons sentient tree beings known as Treants from trees on the map with his Nature's Call ability. Wrath of Nature is the main and only directly damaging spell in his arsenal, but it can potentially be very powerful, as it can inflict increased damage with each bounce off subsequent enemies and can clear out multiple creep waves with its moderate cooldown and mana cost. Commonly played as a ganker, offlaner and jungler and known as a strong pusher, Nature's Prophet has superb farming capabilities and global presence, giving him the power to be anywhere on the map. Late-game, Nature's Prophet makes himself useful by constantly distracting and annoying the enemy team by pushing. If attention is not given to him, he can single-handedly win the game by constantly taking several towers or even the Ancient.
- Creates a planted tree on every 45th degree of a 150 radius circle, resulting in 8 trees forming a ring and trapping the targeted unit.
- Destroying one tree is enough to allow units to walk in and out of the ring of trees.
- Trees created with Sprout act exactly like the other trees on the map. They block vision, pathing and interact with spells the same way.
- Sprout grants 500 range flying vision around the targeted point for its duration.
- Units not controlled by any player do not try to path around the Sprout trees, but simply walk against them as if they are not there.
- This effectively causes them to get stuck, until they change directions (e.g. when aggro-ing them).
- Sprout trees have a different model and are smaller than other trees on the map and they do not have a dying animation.
- heals for twice as long when targeting a Sprout tree.
, Sprout trees summon upon getting destroyed.
- Only the first trees of Sprout that get destroyed summon the treants. All remaining trees of that cast do not.
- It does not matter how they get destroyed. Expiring Sprout trees summon them as well.
- If there are Greater Treants alive from a previous cast, they get instantly killed if new ones are summoned.
- If is not learnt, the treants do not spawn.
- In Ability Draft, Nature's Call must be drafted as well for the treants to spawn.
- Disjoints projectiles upon teleporting.
- Double-tapping the ability automatically targets the team's Fountain.
- Unlike the teleports from and , canceling this one does not consume the cooldown and mana.
- During the cast time, a visual effect is created around Nature's Prophet and at the target location. These visual effects are visible to everyone.
- Also plays a sound at the target location, however, this is only audible to enemies when Nature's Prophet is visible to them.
- Nature's Call can only create as many treants as there are trees in the targeted area.
- Destroys all trees in the target area, regardless of how many treants are created.
- Treants always spawn at the center of the area.
- Must have at least 1 tree within its area to be castable. Targeting an area without trees gives an error message.
- However, if trees within the targeted area disappear during the cast time, the spell is not canceled, wasting mana and cooldown.
- Wrath of Nature can be cast on the ground. It automatically jumps on the closest visible enemy.
- Bounces in 0.25-second intervals, so hitting all targets takes 4.25 seconds. Each bounce increases the current damage by 11%.
- Can never hit the same unit twice per cast.
- This is how much damage each bounce deals on each level (before reductions):
- Level 1: 110 / 122.1 / 135.5 / 150.4 / 166.9 / 185.3 / 205.7 / 228.3 / 253.4 / 281.3 / 312.2 / 346.5 / 384.6 / 426.9 / 473.9 / 526 / 583.9 / 648.1
- Level 2: 140 / 155.4 / 172.5 / 191.5 / 212.6 / 236 / 262 / 290.8 / 322.8 / 358.3 / 397.7 / 441.4 / 490 / 543.9 / 603.7 / 670.1 / 743.8 / 825.6
- Level 3: 170 / 188.7 / 209.5 / 232.5 / 258.1 / 286.5 / 318 / 353 / 391.8 / 434.9 / 482.7 / 535.8 / 594.7 / 660.1 / 732.7 / 813.3 / 902.8 / 1002.1
- This is how much damage each bounce deals with the base damage increasing talent on each level (before reductions):
- Level 1: 135 / 149.9 / 166.4 / 184.7 / 205 / 227.6 / 252.6 / 280.4 / 311.2 / 345.4 / 383.4 / 425.6 / 472.4 / 524.4 / 582.1 / 646.1 / 717.2 / 796.1
- Level 2: 165 / 183.2 / 203.4 / 225.8 / 250.6 / 278.2 / 308.8 / 342.8 / 380.5 / 422.4 / 468.9 / 520.5 / 577.8 / 641.4 / 712 / 790.3 / 877.2 / 973.7
- Level 3: 195 / 216.5 / 240.3 / 266.7 / 296 / 328.6 / 364.7 / 404.8 / 449.3 / 498.7 / 553.6 / 614.5 / 682.1 / 757.1 / 840.4 / 932.8 / 1035.4 / 1149.3
- All bounces together can collectively deal up to 5543.6/7055.4/8567.3 ( 6803.5/8315.3/9827.2) damage (before reductions).
- The caster receives one stack of attack damage for each enemy killed by Wrath of Nature.
- To gain a stack, enemies have to die to the damage. Killing an enemy with the Wrath of Nature debuff does not grant a stack.
- Each instance has its own independent duration.
- The status buff shows the current amount of damage the stack provides. There is no stack limit.
- This is how much attack damage Wrath of Nature can grant with a certain amount of stacks on each level:
- Level 1: 4 / 8 / 12 / 16 / 20 / 24 / 28 / 32 / 36 / 40 / 44 / 48 / 52 / 56 / 60 / 64 / 68 / 72
- Level 2: 5 / 10 / 15 / 20 / 25 / 30 / 35 / 40 / 45 / 50 / 55 / 60 / 65 / 70 / 75 / 80 / 85 / 90
- Level 3: 6 / 12 / 18 / 24 / 30 / 36 / 42 / 48 / 54 / 60 / 66 / 72 / 78 / 84 / 90 / 96 / 102 / 108
- With roots and disarms all hit enemies and provides True Sight over them.
- The duration starts at 1.6 and increases by 0.094 seconds per bounce.
- This results in a duration of 1.6/1.69/1.79/1.88/1.98/2.07/2.16/2.26/2.35/2.45/2.54/2.64/2.73/2.82/2.92/3.01/3.11/3.2 seconds from the first to the 18th bounce.
|20% Cooldown Reduction||20||+8 Armor|
|+5Summoned||15||+25 Attack Speed|
|+25Base Damage||10||+20 Damage|
- This attack damage talent is added as raw attack damage, so it does not benefit illusions, and is not affected by most percentage-based damage increasing or reducing effects.
- Increased minimum root duration from 1.2 to 1.6.
- Increased maximum root duration from 3 to 3.4.
- Reduced cast backswing from 1.1 to 0.5.
- Rescaled movement speed from 325 on each level to 300/320/340/360.
- Reduced attack damage 22-26/26-30/30-34/34-38 to 20-24/24-28/28-32/32-36.
- Reduced base attack time from 1.75 to 1.6.
- Increased movement speed from 325 to 360.
- Notes: attack damage was not updated in this patch.
- Old: Increases base damage from 110/140/170 to 135/170/205 and causes it to apply a 4-second debuff on hit enemies, which summons a if the unit dies with the debuff, or a if the dying unit is a hero.
- New: Reduces root and disarm hit enemies for a duration starting at 1.2 on the first bounce and scaling up to 3 seconds on the last bounce. cooldown from 85 to 60, and causes it to
upgrade for :
- Causes the first 2 trees of to summons a when destroyed. Works for expiring Sprout as well. Can only have 2 Greater Treants alive at a time.
- Level 15 left talent: +4 summoned increased to +5.
- Level 25 left talent: 1.8x health/attack damage increased to 2x.
- Reduced base armor from 2 to 0.
- Reduced gold bounty from 20 to 8.
- Reduced experience bounty from 16 to 12.
- provides health regeneration for Nature's Propet to survive his lane.
- restores health as well.
- restores mana to Nature's Prophet so he can continually use his spells in the early game, particularly Nature's Call, as his base intelligence and comparatively costly spells means that he will otherwise quickly run out.
- is cheap attribute item that can shore up Nature's Prophet's health, damage, and mana.
- provides burst health and mana can give him the survivability to escape an enemy gank, or enough mana to cast one more spell.
- provide Nature's Prophet with a boost to his movement speed, important for catching up to enemies to cast his spells during ganks. While he has strong global mobility in Teleportation, having enough speed to re-position during fights is crucial.
- augments Nature's Prophet's global mobility. While Teleportation already grants him global presence without the need to target his destination at an allied building, a Town Portal Scroll allows him to zip between front and backline, defending a tower or ganking.
- provide additional attribute bonuses to Nature's Prophet, and give him even more burst health and mana regeneration. A fully-charged Magic Wand can give Nature's Prophet enough mana to cast any of his spells even when completely empty.
- provide Nature's Prophet with a boost to his attributes and additional attack speed. The attributes allow him to give himself more health, or mana and base damage.
- gives Nature's Prophet more initiation and escape ability, augmenting his already formidable global presence due to Teleportation. Used offensively, Nature's Prophet can get in a powerful first strike on unwary enemies prior to disabling and focusing them down. Used defensively, the invisibility and increased movement speed allow him to evade any enemy rotations aimed at halting his pushes, and can allow him to invisibly cast Teleportation.
- is a powerful early aggression tool. Its low cost and easy buildup make it possible to obtain quickly in the early game, while the bonuses it provides augment Nature's Prophet's physical attacks and allow him to gank enemies to great effect by silencing them. The augmented mana regeneration also allows him to stay out in the field longer without needing to return to base as often.
- dispel that shutdowns enemy's disengage options and slows them for you to catch up, nullifying the risk when going in combat against a dangerous enemy. complements Orchid Malevolence's silence with its
- is a very powerful offensive and pushing item. By boosting his attack speed and inflicting the enemy units, including towers, with a negative armor aura, auto attacks become much deadlier. Increased armor also gives him survivability against physical damage.
- , if obtained early, can greatly augment his late-game potential by accelerating gold and experience gain at the cost of early-game aggression. As well, the bonus attack speed will make use of disabler abilities to increase damage per second.
- hex ability, giving him another way to control enemies' movements on top of Sprout. It also provides a large increase to his intelligence, giving him more damage and mana, as well as all-around attributes and powerful mana regeneration. massively increases the ganking power of Nature's Prophet by giving him a
- augments the strength of Wrath of Nature, allowing it to deal more damage overall and sprouting Treants upon successfully killing an enemy unit, be it a creep or hero. This greatly augments Nature's Prophet's pushing power, since it will summon reinforcements upon striking down enemy lane creeps.
- augment Nature's Prophet's attack damage and allows him to boost his movement speed, it can make him a bigger threat in ganks since he can maneuver into position more easily after casting Teleportation, to pen in an enemy with Sprout and deal heavily damaging attacks.
- can greatly augment Nature's Prophet's offensive and pushing potential. The increased damage and armor reduction on targets make his physical attacks much deadlier, allowing him to soften up gank targets or reduce tower armor to hasten pushes.
- upgrades from Orchid giving the much needed attack speed and some crit rating to amplify the end of duration after effect.
- break on gank targets, enemy passives can be removed from play, increasing the odds of a successful kill. Also, the bonus attributes give Nature's Prophet increased resilience. , when upgraded from Shadow Blade, can give Nature's Prophet additional ganking power when used properly. By applying a
- aids Nature's Prophet in ganks and pushes due to its active which boosts movement and attack speed of himself and allies.
- can be a useful item to purchase on Nature's Prophet, depending on the situation. It can enhance his mobility by allowing him to quickly re-position himself, such as pushing himself over a cliff, re-positioning allies, or breaking Linken's Sphere on a gank target prior to other disables.
- can tremendously increase Nature's Prophet's maneuverability and ability to evade enemy ganks. After using Teleportation to arrive at a lane for a push, Blink Dagger can be used to instantly jump away to evade any enemies attempting to rotate in. It can also be used to initiate more easily on gank targets.
- is a very unorthodox early-game item. However, it can be a powerful offensive item, as it provides a large amount of attack damage and intelligence. As well, the armor increases his survivability and the active is useful, as any damage incurred can be replenished by returning to the fountain with Teleportation.
- gives Nature's Prophet significantly more ganking power as he can instantly burst down a portion a gank target's health, making successful kills more likely. His ability to farm and get kills also allows him to upgrade it to allow it to remain potent throughout a match.
- is a strong all-around pushing and fighting item. The greatly increased attack speed as well as attack modifier allows Nature's Prophet to make short work of creep waves, and increases the potency of his attacks during ganks and teamfights. The active can be cast to increase damage output via proccing the shield.
|Roles:||Carry Jungler Pusher Escape Nuker|
|Playstyle:||Planted as a seed by the goddess Verodicia, and grown from the remnants of her own body, the Nature's Prophet rose on the vernal equinox to defend the verdant world. Gifted with foresight, he Teleports freely across the land to intercept and ambush trespassers. A ring of trees Sprout from the forest floor, trapping foes within its foliage. From the woods, he calls forth countless treants to act as sentient guardians. Channeling the goddess' fury, the Prophet strikes at every intruder in the land, bringing the Wrath of Nature down on all who would do harm to Verodicia's creation.|
- was called Force of Nature in DotA.
- In DotA, Nature's Prophet's name was Furion, a reference to Malfurion Stormrage from the Warcraft universe. His Dota 2 name had to be changed in order to avoid copyright issues with Blizzard. He is still called Furion by the majority of the player base and is referred to as "Furion" in the game files.
- Nature's Prophet was originally named "Tequoia" in Dota 2, but this was changed for unspecified reasons.
- "Nature's Profit" is a popular nickname for Nature's Prophet, due to his farming and splitpushing playstyle.
- Nature's Prophet's early lore concept made him the father of , and (similar to how he was in DotA), but this idea was later scrapped.
- Nature's Prophet's spawning response, ▶️ "I speak for the trees." is a direct reference and homage to Dr. Seuss' The Lorax.
- One of Nature's Prophet's last hitting responses, ▶️ "Green is good.", is a reference to "greed is good," a quote from the 1987 film Wall Street, as well as the Warcraft III cheat code of the same name.
- One of Nature's Prophet's Illusion Rune responses, "Leaves of three, let them be," is a traditional rhyme for identifying and avoiding Poison Ivy.