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Fireblaze762's Guide on Furion




Furion has the potential to be one of the strongest heroes in the game, at every point in the game. When played well, he's a scary ganking force, monstrous pusher, along with an excellent carry. Furion is a complex hero, and requires solid decision making. He is incredibly versatile and can take on many roles. Through this guide I hope to show my own way of playing furion and help people use him to his full potential.


UPDATED: 21/12/2011

This is my first guide so constructive criticism is appreciated


17 + 1.8
18 + 1.9
21 + 2.9




A few comments on his Stats
Pros:
Good Int Growth
Good Attack Range
Good Base damage
Good Attack animation



Cons:
Low Str
Long Casting animation (back swing can be cancelled though)




<My Ranking>



His pushing ability is formidable due to his ability to push multiple lanes at once thanks to teleport and WoN, along with the power of the treants. If given time, he can push down towers very quickly, albeit not as fast as a broodmother. Losing teamfights against a furion means your towers are going to die.



Furion has a decent early game due to his passable lane control, along with good ganking potential. He is quite useful to your trilane or roamer as you add ~4 hits worth of extra damage, along with a potential 3 extra seconds from sprout.





Skill Information

Skill use
Sprout It's most common use it to trap opponents, allowing you to attack them without them escaping.
Sprout provides flying vision making it useful for scouting up ramps. Additionally, you can use it to block up ramps by placing it in the middle of one. Sprouting yourself can block meele heroes attacking you. The final use is to act as fodder for Force of nature, allowing you to create treants anywhere (albeit at a high mana cost).

Teleport: Note that you can teleport at any spot, and you aren't limited to creeps, however you must have already been to the place you are teleporting. Because of this, it is a good idea to scout using treants in order to gain the intial vision you need. In addition, teleport uses a 'cast time' as opposed to channel mechanism. This means that if you interrupted, your hero automatically recasts it again without putting it on cd. You can cancel this spell by pressing 'S'. A common strategy with this involves the idea of fake tping. The spot you teleport to will have a sort of swirling spot, which is seen by both allies and enemies. By casting the teleport on the opposing lanes every so often and then cancelling, they will get scared, and will be confused as to when you really do teleport.

Force of nature: 1 tree = 1 treant. The levels merely show the maximum amount of trees you can use up in one cast. If you cast the spell on only 2 trees you can only get 2 treants, no matter what level the spell is. The most obvious use of treants is pushing, but using them to scout is a good idea. In addition, treants can be used in order to improve your last hitting. This is similar to the idea that enigma uses edilons to synchronize with his attacks, in order to have better last hitting.

Wrath of nature: If you want to hit a hero for high damage, generally aim to start the wrath as far from the hero as possible. In addition, its a good idea to try and secure at least 1 last hit with this wrath, by starting off the spell by last hitting a hero with low hp. Note that this spell only hits visible units, meaning if you want to hit neutrals for farm, use your treants to scout the opponents.






Furion is incredibly versatile and his item/skill builds can be done in multiple ways. Here are common ones for me

Skill build

1 - Force of nature
2 - Sprout / Teleport
3 - Teleport / Sprout
4 - Teleport
5 - Teleport
6 - Wrath of nature
7 - Teleport
8 - Force of nature
9 - Force of nature
10 - Force of nature
11 - Wrath of nature
12 - Sprout
13 - Sprout
14 - Sprout
15 - stats
16 - Wrath of nature

Analysis : This is my most common build as it provides a mix between mobility from teleport, with pushing potential from Force of nature. Maxed teleport at 7 is great as it gives you great versatility although you don't have that strong trapping potential or pushing power. The single level of treants at level 1 is for vision purposes.


Item build







This might seem very strange, as it looks like we are going for a supporting route, but plan to farm up significant amounts of gold for hex, and the Tp scroll might seem useless as we already have teleport, but if you look at it this way:
= Its an excellent item on furion, although its preferred if you're allies dont already have it. It helps speed up your pushing.
= It gives you some bonus hp/mana while the AS is actually very appreciated on furion. It also has good buildup and is the best boots choice in my opinion.
= This is an extremely useful item on furion. Furion is quite reliant on his physical attack in order to deal damage, and hence the - 6 armour is very appreciated. The mana regen is also very useful, and its quite cheap anyway.
= Furion is capable of farming at great speeds. A fast hex can be quite game breaking due to the huge cast range of its disable, and a teleport -> Hex is really quite scary.

= I highly reccomend keeping a Tp scroll at all times, even if you never need to use it. It allows you to go to base and teleport back in seconds.
= I highly reccomend buying wards on furion. The vision is invaluable to not only yourself, but also your team. Additionally furion can teleport anywhere to place the ward, saving a lot of time. Finally, furion farms very fast anyway and he isn't that item dependant so saving your supports some 500 gold is very reccomended.



Bootless

Should we get boots on furion? My answer - Yes. You can play without it perfectly well, however boots just makes your life a lot easier. Int treads gives a pretty nice DPS boost. Late game of course, you can quite easily just sell your boots for another DPS / utility item.



When to get Agha?

Aghanims is a commonly bought item for furion, but is unneeded and sub par in my opinion. The stats are useful I guess, for furion as a hero shouldn't be built as a tank, and nor does he need much bulk. Buying items such as BKB, lothars, Ghost sceptor, force staff would be far better if you found yourself in need of survival.

The ultimate upgrade is not only unneeded, but often unwanted. In many games, you wont be the hard carry, even though you are a formidable threat lategame. You will be getting your income by pushing down towers, with some occasional lane / neutral creeps. Agha takes a lot of creeps away from your allies.

Now, you might say - This would surely be good in pub stomp builds? Not really is my answer. In pub stomp builds, it would be far more effective to just buy DPS items and kill opponents. Agha would have to be sold at one point as it just isn't that good in end game builds. Its not terrible Per Se, but its not reccomended.

I have changed my mind. Upon closer examination of the item and trying it a lot more, I believe it's now a solid item, although not always core.

The pushing effect renders opponents unable to push, while the stats make you a lot more bulky and allows you to tank more nukes from your opopnent, before buying back to ruin the teamfight once more.

Combined with refresher and AA / Spec / Zeus, you have a monstorous global nuke combo, which seriously rips apart gank based teams.




Why not Jungle?

I believe Jungle furion is a waste of his potential. By going jungle furion you are going to limit your mana pool so that its always around ~100. This stops you from ganking opponents with the Teleport -> Sprout combo. Additionally, your team mates might not be able to handle having 1 less hero in the lanes. Jungling is also susceptible to ganks from opposing supports.

Laning Furion works well. Furion has good laning stats, with 45-59 base damage, 600 range and a great animation, meaning he wont have much difficulty last hitting. Through this, he can often farm up faster than Jungling builds, although it depends on the opponents. Laning build also uses up less mana, meaning he can always teleport->sprout to gank other lanes. Having a fourth hero in trilane v trilane encounters is invaluable. Finally laning furion often gives better levelling if you side solo, and a furion with a quick level 4 teleport is a huge pain.

When laning, i recommend soloing. Playing in a trilane means you'll end with up with minimal farm midgame, which means you are going to be quite useless.

However, there is without a doubt situations where you should jungle as well. For instance, you might want to get an economic advantage by having some heroes jungling. Alternatively, you can send some treants to help out an allied jungler, jungle faster.





How to play


Your main objective is to pick up some farm in your lane while maintaining map control by helping out in ganks with teleport + sprout, placing observer wards and using treants for vision. If you have the right team, you can attempt pushes as well. Treants can be used to pull the opponents creeps away which can give you more time to attack the tower. Remember to always look at the lanes, and spam some fake teleports every now and then to keep the opponents on their toes.


TOP 10 earlygame tips

1 - Get a single level of treants early, and use them to scout. They give some gold and exp, but the vision is worth it, and hopefully they wont die anyway. Whats more, you might uncover a smoked enemy.

2 - Every now and then cast a fake teleport on another lane. Check how the opponents respond to this. Do they run back out of exp range? Do they plain ignore it? Use this to your advantage

3 - Trade hits, but dont die. Furion is able to teleport back to base easily and get back with a tp scroll, not losing much exp/gold. Furthermore, furion has good animation, damage, armour and sprout might limit their vision.

4 - Unless going for the pubstomp build (dagon) don't stay in one place for longer than a few minutes. You're a ganking monster due to teleport. Abuse it!

5 - You're treants can attack. Use this to synchronize with your attacks to aid your last hitting, or use them to harass the opponent. You can even use them to pull and potentially double pull if you're competent enough. This can be done while you're still laning.

6 - Think twice before teleporting into fog. You never know when you might run into an opponent you weren't expecting.

7 - If you're facing significant pressure, just go jungle. Its smart to use a single treant to help defend your base tower if you were soloing, as this treant can lure the creeps away.

8 - If you're not sure, SPROUT. The flying vision is invaluable, and you can use it to block off opponents.

9 - Ward early. You dont necessarily need to buy the wards yourself, but you are excellent at placing them. Try and make sure you send a treant to the spot before you teleport though, in order to ensure its safe.

10 - Force of nature destroys trees. Use this to stop the opponents from juking, making pull attempts easier, give greater vision and a lot more.


TOP 10 midgame tips

1 - Realise you aren't that useful in actual confrontations. You can probably help out your team more by pushing down a tower.

2 - Wrath from afar. If you want to hit enemy heroes at bot lane, target your ultimate on creeps at top lane. This will mean the later, and stronger bounces, will hit the opponents at bottom.

3 - Sprout does stop vision. If an opponent is isolated, the trees will actually hamper their ability to attack back. This is especially useful if you can employ hit and move tactics. When you attack an opponent, they'll get vision of you, however if you move directly after an attack, they lose it.

4 - Gank with your team, but don't always stay near them. You don't need to stick with your allies, you have teleport to get to them if needed. Initiate ganks if you're allies are near, or just teleport mid way through. If theres no gank attempts, farm up, or push a tower.

5 - Carry a TP scroll. You're natural TP is far superior to a tp scroll, and at times you want to save it. Examples would include teleporting using scroll back to base, and then using your skill to get back to your target, non tower, point.

6 - Make sure you always have vision. Ward the hell out of everywhere while constantly using treants that aren't pushing to patrol around key points. Not only do you reduce the risk of teleporting into a bad spot, but you can also inflict damage to them through wrath.

7 - You need to decide whether its best to push with allies or push by yourself. Usually I prefer pushing by myself to play an almost (ex)broodmother sort of playstyle, but allies can really use the tanking potential of treants.

8 - You are most likely the utility guy. You are probably the most versatile hero on your team. You can farm fast, have acess to insane mobility, yet you dont have any specific item requirements. If your team needs a mek, then you should probably get it. Adjust!

9 - Watch when, and where you teleport into a teamfight. Sometimes its better to stay behind your allies, while other times its better to teleport behind and snipe their supports.

10 - Manipulate the creeps. You can technically push 2 lanes at once, and wrath usually makes all your creeps have an advantage. If you can make sure all 3 lanes will target the opposing tower at the same time, its your time to shine.


TOP 10 Late game tips

1 - Always have gold for a buyback. If you have a buy back, you can teleport straight back into a fight. This can be gamebreaking later on as you effectively have an aegis, albeit one that costs.

2 - Pick up some survival items that combine well with your teleport. E.g, lothars, ghost sceptre, BKB or hex. With proper timing and usage, you are pretty difficult to kill.

3 - If you're opponents decide to push, this is your chance. Push a tower by yourself, create treants, cast wrath and then teleport back to defend. Your opponents will be forced to decide whether they should defend or keep pushing.

4 - If you're pushing, sprout up hill for vision. Then summon some treants which you can use to attack opposing heroes that have blink daggers. Wrath can also be used to break daggers.

5 - Be most careful when you first teleport somewhere. Your 20 second cooldown is your downfall. Try and keep in the fog for the first 10 or so seconds unless you are sure there are no opponents.

6 - Snipe those supports. In teamfights, let your allies initiate while you teleport behind the opponents and try and kill off those support heroes. It works pretty well early lategame, although later the support heroes will have gotten ghost sceptres to counter you. Pick up a diffusual if you must.

7 - Try and Pressure your opponents by using Wrath+treants on one lane, your allies on another, while you solo push the third lane. As a semi carry, furion can usually deal with most support heroes, forcing your opponents to decide which lane to defend, and who to defend it.

8 - Remember that sprout is usually more effective now, as opponents will not have QB / tango. Use it everywhere as it also has a low cooldown.

9 - Protect the main carry. Furion can act as a very effective lategame support hero if needed. By stacking yourself with items such as force staff, mekansm, pipe, you can teleport and save your carries life. It doesn't matter that much that you die as you can buyback and teleport back.

10 - TELEPORT EVERYWHERE. You can really be pretty much anywhere, and you should maximise this. Later on, you probably have enough spare gold for a BoT so you might as well get that as well.


Special Ally mentions
With pretty much every hero having some synergy with another, I will not name all of them, nor will I just state the generic 'disable group'. Here I will point out special allies that are great with furion. In general, furions best allies are scaling heroes with global potential.

WR has pretty much perfect synergy. Sprout and get an easy shackle shot. Let WR focus fire targets easy. WR also pushes well.

Clock is damn awesome. Sprout a target for an easy hookshot. Clock provides you with the vision needed to safely teleport. He can also be a global threat, just like you.

The best hard carry to pair with. Spectral dagger through sprout, global ganking through haunt. Insane carrying potential.


Special enemy mentions
In general, furions worst enemies are without a doubt those that are capable of achieving nearly as good long distance mobility. Its the ones that can chase a furion who teleported. Its the ones who can get to point A from B at the same speed as furion. Remember furions advantage is that he can be where others cant. When others can be there too, no matter what CD they have, furions in trouble.
Really Wisp is a damn pain. Not only does he chase you with relocate, he gets his fuck buddy to chase you down as well. Oh and he can defend pushes pretty well with spirits AND break trees with tether. Just avoid this guy. BAN him if you can

One of your best allies, one of your worst enemies. The fact that this guy has a spammable nuke to help ward off pushes from far away is annoying. The fact that this guy has a ridiculous intiation skill that completely destroys you since you have a 3 second cast time is even more insane. Then lets add on his battery charge. The only thing you can do early on is surround yourself with treants, although hookshot is aoe... Later on though, hes easier to deal with if you just get a blademail/manta/bkb.

Tinker, your archnemisis. Lets see. He can defend pushes like a mad man. He can teleport at the same rate, or even faster than you. He can own in teamfights. He can outlane you solo. He can farm at the same rate, or even faster than you. He can fucking perma hex you if he needs to. Hes better than you lategame. In short, a good tinker basically means a sad furion. All you can do is aim to take advantage of the fact that your teleport is not reliant on creeps and get your team to kill him as fast as possible! Oh wait.. He can buy back and teleport into the fight without problem... So really what to do? Try and pick up enough of an advantage before he gets his BoT. This is one of the only situations where you really are at an loss late game. Also note that a tinker farms slower than furion early game (before he achieves shiva and such) and furion can pick up significant dps items to finish the game before tinker achieves maximum effectiveness.







Furion the Prophet
Author: fireblaze762
Map Vers.: 6.72e

1 Pick Furion 2 ??? 3 Prophet

I'm Everywhere

Date Posted: 02/27/11
Last Comment:16/12/2011
Total Votes: 11
Current Rating: 6.27
Views: 9489



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