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Table of Contents

Introduction
Pros and Cons
Suggested Skill Build
PROPHET'S SKILLS
-Sprout
-Teleport
-Force of Nature
-Wrath of Nature
GAMEPLAY
-Early Game
-Mid Game
-End Game
ITEMS
-Core
-Extensions
-Luxuries
-Situational
-Rejected
OTHER HEROES
-Friends
-Foes
-Prey
Countering Furion
Conclusion
Changelog




Introduction


This is a guide to one of my favorite heroes in DOTA, the epic Furion. As the description says, he is quite an unique hero, so while the guide will aim to be concise, several aspects of his gameplay need to be fleshed out in detail.

By far the most important aspect of Furion's gameplay that differs from most other heroes in the game is that for most heroes, the main screen is tactical and the minimap is strategic. Combos are important, and mastering various combos and augmenting them with appropriate items are the aims of most guides. For Furion, the combos on the main screen are extremely simple - Sprout => Kill, or Force of Nature => Push. However, for Furion, the minimap is tactical - Wrath and especially TP both require looking at the minimap as much as, if not more than, the main screen. This opens up the gameplay to near-limitless possibilities.

One important thing to note about Furion's initial starting stats is that he has one of the highest base damage ranges of all ranged heroes - only Bane, Shadow Demon, Obsidian Destroyer and Witch Doctor have a higher base damage. He also has one of the highest ranges of all DOTA heroes - only Lina, Techies, Sniper past lvl 3 Take Aim, and Enchant with Aghanim have higher ranges. Also, he has good starting stats overall, and a very decent 4 starting armor. All of this should cue you in that Furion is an effective ranged fighter that can give and to a lesser extent take good punishment. The challenge comes in extending this natural effectiveness past early game.

This guide assumes you've read a good warding guide. Here's one for you.


Pros:


-The most mobile hero in DOTA - the entire map is your backyard
-Defines Global in DOTA
-Free regen at fountain
-Natural warder
-Potentially gamebreaking hold
-Can change landscape of the battlefield
-Global Nuke
-One of the best pushers in DOTA
-Good counterpusher
-Good starting stats with relatively high armor
-Very good range
-Excellent farmer


Cons:


-Fragile
-INT hero, yet relies upon DPS to kill
-INT hero, yet is not the best at support
-No true disable - Sprout can be easily and cheaply countered
-Extremely item dependent
-Without a distinct item advantage, easily out-carried
-No steroids, yet relies upon physical attack to kill
-Only one nuke with a 90/60/60 cooldown



Suggested Skill Build

First of all, this skill build is not recommended in every game. Any of Furion's three skills are viable at lvl 1 - I simply take Force of Nature in order to scout for teleportation spots later in the game.

Early game (lvl 1-5):


Mid game (lvl 6-15):


End game (lvl 16+):



-Force of Nature
-Teleportation
-Sprout
-Force of Nature
-Force of Nature
-Wrath of Nature
-Teleporation
-Teleportation
-Teleportation
-Sprout/Stats
-Wrath of Nature
-Sprout
-Sprout
-Force of Nature
-Stats/Sprout
-Wrath of Nature
-Stats 17-25


I prefer leveling Force of Nature first because the core strength of Furion, and what fuels his incredible income, is pushing. With a high level of Force of Nature early on, you can take down all of the outer towers with minimal effort. This gives your team a distinct gold advantage which if used properly, will lead to a distinct advantage during any subsequent team fights as well. Also, pushing all outer towers opens up the enemy forest to ganks, which when combined with your mobility and proper warding, will severely constrict the enemy's ability to farm properly. One level of Sprout is already a 3 second hold for a low 100 mana, and one level of Teleport is already significantly better than Travels.



PROPHET'S SKILLS








Sprout

Your 'disable'. There are some interesting effects from Sprout:

-Gives flying vision
-Denies vision to enemies inside the trees (although they may still have vision if there are enemies around the trees)
-Can disrupt pathing - enemies (or friends) may suddenly take a completely different route to reach their destination unless they change course.
-Trees can be used by Force of Nature
-Low initial mana cost
-Extremely low cooldown at lvl 4 (5.25 second hold with 8 second cooldown)

Sprout is much like Void's Chronosphere - although not quite as epic, it's potentially gamebreaking, and is also a double edged sword. Allies (including yourself) can be trapped inside with enemies - you'll have teammates screaming at you if you trap them with Ursa. It can also hold multiple targets, which is an added bonus if there are a bunch of enemies clustered together.

The key to effective sprouting is isolation. Take advantage of your 600 range and keep enemies pinned far away. Another thing to note is that it is not a true disable - don't rely on it to get you out of hairy situations. Yet another caveat with Sprout is that if you personally lose vision of a target, you may still Sprout at the last location you had vision of it...this can cause you to miss while opponents try to juke you. Regardless, the more experience you have with Furion, the better you will be able to effectively Sprout.

Although the cooldown is exceptionally low, ideally you will want to sprout a hero only once - he should be dead afterward. The next sprout 3 seconds later would then be used upon any reinforcements that were late in saving their ally.

Remember that it is countered by cheap items, i.e. Quelling Blade and Tangoes. Fortunately most heroes after mid game will not have the room to carry these items, so Sprout generally will serve its purpose some time during the game even against experienced players.

Besides the obvious ganking potential in Sprout, it also grants great vision of an area - use this to counter-juke, especially when defending against or initiating tower dives. The vision is also useful in landing an effective Wrath - more on this later.

Sprout is also one of the few abilities in DOTA that can change the terrain of the battlefield, much like Fissure and Shards. Pathing of units will automatically adjust to the new terrain, which at times may be even more effective than locking a target in place. Again, this is great in those juking spots in the forest and next to the mid and long tower lanes (bot Sentinel, top Scourge). This has the added advantage of being unexpected, and much harder to counter via Quelling Blade or Tangoes.





GAMEPLAY





Early game

Furion certainly can jungle, and if you are new to Furion and are trying to increase map awareness, I encourage you to try jungling. You can then keep your eyes on all lanes without the intense micro-ing of laning, all the while leveling effortlessly. Teleportation gives Furion the opportunity to gank any lane at any time - this becomes even easier once Furion hits lvl 6. I recommend an extra sobi mask on top of RoB if you plan on extended early jungling...you can always sell it later.

I prefer laning with Furion. His range is excellent, and he is less fragile than most ranged heroes initially. He hits quite hard, and is excellent at harassing, and if the opponent cannot counter Sprout, can be quite deadly. If you can lane while maintaining map awareness for any ganking opportunities, then you will be able to help your team achieve a more dominant presence overall early game.

Side lanes are fine, as is mid. Mid in particular decreases the chance of you personally getting ganked, and can significantly increase the chance of a successful 3 man gank in either side lane. Getting Wrath early makes this even easier.

The suggested skill build allows for an early tower kill in your lane once you hit lvl 5. One, maybe two casts of Force of Nature are usually enough to take a tower down in a dual lane. Capitalize on this and move to another lane and repeat until all outer towers are down.

Some may complain that this interferes with farming, which may certainly be the case. However, if you are the carry, then this IS your farming. Personally taking down multiple towers contributes not only to your team's gold but your own gold quite handsomely, allowing you to buy your core and some wards to boot. It also opens up more of the map for your team to gank, which is always advantageous, especially with warding. If anything, taking down especially the long lanes (bot Sentinel, top Scourge) will tend to hamper the enemy's farming effectiveness by making their jungle vulnerable. You will generally be able to take down these towers with minimal towers lost on your end, allowing your team to maintain a distinct gold advantage.




ITEMS





Introduction

Furion is an INT long-ranged attacker, much like Silencer. It may be tempting to copy Silencer's build and go straight for Guinsoo, but Silencer actually has some natural damage augmentation with Glaives to make Guinsoo a viable damage item whereas you have none. Also, you already have a quasi-diable via Sprout, and you'll have to pray that the enemy remains caught in it for the full duration. If not, Furion becomes a weaker carry and a weaker support than Silencer, as he has no steroids whatsoever and a terrible disable. If Sprout works, then Furion potentially has one of the most potent mobility counters in the game. This leaves you free to augment what you lack - steroids.

Furion's range when combined with Sprout is designed to grant him a full 5 seconds of immunity while his target gets pummeled by your attack. So, item-wise, the goal then becomes prioritizing high-damage items over other considerations. However, Furion also has no real escape device - if he gets stunned, that is usually enough time for the enemy to close in so that Sprout becomes useless, and teleportation is a very weak form of escape. Therefore, survivability is also a main concern with Furion, and since he is an INT hero, he has all the disadvantages that INT heroes face - low HP and armor progression.

What makes Furion viable as a DPS beast is his incredible farm. Items will fix all of these problems, and items come very easily to Furion.




OTHER HEROES




Friends



No question Furion thrives with a strong ganking team. High burst damage makes up for your general lack of it, while your ultimate and eventual TP will at times turn a questionable gank or a panicked run into a resounding victory for your team. Watching an SF blink into a Sprout is generally a bit more panic-inducing than a heart-attack.



Cent, Axe, Magnus, Enigma, Levi, besides just being good picks, also are able to keep vision of your foes for extended periods of time for Wrath to connect, as they are generally in the middle of everything.



WR - Guaranteed Shackelshot.



Invoker - Chaos Meteor, Forged Spirits, Deafening blast, all within
Sprout...Cold snap to add humiliation.



Drow, Venge, Ogre - Steroids to make your damage even more frightening.



Riki deserves special mention - smoke and Sprout essentially cripple anything caught in it for the full 5 seconds. All the while, the enemy is probably shitting in his pants waiting for your Sprout the end, meaning his back is turned...the effective order is Riki scouting, Furion TP, Sprout, Smoke, Blink.



Pit also deserves special mention. There are times where your team may not be able to gank effectively, and may find themselves defending at a tower. The combination of Pit's spells and Wrath alone will usually set up the situation for a chase. After the chase, Pit can then 'press the attack' with his own ultimate. With you on the team, all lanes will probably be dangerously close to their base, meaning that any successful turtling attempt may immediately result in a raxed lane for your team. Pit is also a walking Mek for your team and an incredibly good pusher on his own, although sadly most player simply do not recognize how powerful Expulsion is. All of Pit's spells work very well with Sprout, and he has more than enough time to fully channel Rain. It's kinda funny to see the STR hero bust out the nukes, and the INT hero the DPS, but whatever.



Anyone that can ignore the terrain synergizes well with Sprout. Spec deserves special mention here, as she is also a 'global' hero.



Other global heroes also work quite well. I've yet to try this, but I can imagine a game with (of course) an SB charging at a target. Shortly before he connects, Zeus Wraths, you Wrath, Spec Haunts, SB connects, ulties, Spec throws dagger, you TP. This could not only kill just about anybody, it could also bring anyone in the area, indeed anyone on the map, to dangerously low levels of HP, so that if they are in the area, they may also see reason to flee. You can pull this off every 2 minutes or so. For a real surprise have Naix infest SB. This can turn even the most suicidal SB into an unstoppable force, and can synonymize Charge to a guaranteed death sentence in any situation.




Countering Furion



Furion falls very easily to focused fire or sustained burst damage until he has farmed a couple of extensions. However, the best counter to Furion is actually Furion himself. Furion players with poor map awareness will be repeatedly ganked, and those trying to pull off their best Axe impression will feed faster than you ever thought possible. A good Furion will almost invariably be wherever the enemy team is not except in the final moments of their death - the last thing they see is nothing but a ring of trees and some kryptonite in their face. This makes enemies chasing Furion one of the best things you can do for your team, as it diverts pushes and makes your side relatively safe to farm for your team - no one can match your mobility.

Normally, wards are the best counter against aggressive teams in higher level play, but this simply doesn't work against Furion - they will never see you coming, until you are already there.



Linkens - The enemy no longer fears Wrath with this item.

Force Staff - completely counters Sprout.

Blademail - Take this as a compliment to your gameplay. Well, after feeling good about yourself, attack something else until this wears off.



Conclusion

Many people have asked what is the appeal to playing Furion. Usually, it is during a game with a teammate who just went godlike with a strong ganker. My answer is that a good Furion player will resemble Batman - he has no 'superpowers', is incredibly rich, and can potentially be anywhere, anytime. Like Gotham City for Batman, the entire DOTA map is Furion's backyard. He is rightfully an INT hero. Lothar makes him difficult to catch, and with the right DPS items gained quickly, he can overpower anyone.


Changelog

8/17/2011
- added a changelog
- implemented Ramomar's Hero Guide Template 2.2 (thanks to No0b.1337 for the link)
- added a bit more description to introduction
- added a 'bottom line' to Teleportation
- added Mek to the 'Rejected' items list
- added COLOR!!!





Furion the Prophet
Author: mcgwire
Map Vers.: 6.72f

Not In My Backyard

Int to Adv Guide to Furion

Date Posted: 08/07/11
Last Comment:18/08/2011
Total Votes: 0
Current Rating: 0.00
Views: 2385



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