Dota 2
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All about Nature Prophet
By SIR FEEDs A LOT
PLAY Nature Prophet
Any Build
Any Role

INTRO:
Key to play nature prophet : ##map awareness, always check the other side of the map whenever you farming or laning, check the mini map for dots being too close, browse it and check for opportunities, teleport in fog spot or the spot exactly enemy standstill position to avoid attention to start a gang. You got 3 seconds to reconsider your decision or reset your teleportation location. Boots are not recommended as first item since nature prophet can just fly around##

A good nature prophet never farm or stay in lane all the time, you have to balance it in order to utilize your global presence effectively
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There are 4 roles natures prophet can be : carry, support, nuker, pusher
in short he is the most mobile, dynamic and interesting hero in game which can be annoying at the same time.

Farming : This is very important since nature prophet doesn't actually have a damaging spell except his ultimate, gold gives you damage to start a gang or even carry. There are two types of farming, cliff farming which up teleportation first and farm at cliff spot, or treants farming which up nature's call first and summon at game time 00:05 at fountain and run to neutral camp. Cliff farming is less mana consuming but slower farm rate which is less preferable unless you're lazy moving around or want to AFK.You can lane in first 3 levels before jungling, this can ensure your level is not left behind. Summon treants 40s before game start and send them to scout rune or deny when needed. For farmer, usually start with a glove of haste to build midas, later on you can farm faster to either be a carry or support. You should have hand of midas at 6-8min game time otherwise you are too slow in rate. Prioritize nature's call to farm faster. Carry can start with a desolator or a maelstrom, desolator can kill easily but a maelstrom enables you to farm faster while killing. Later on either boost you attack speed or damage or build situational item. For support, sprout is not so effective in early game since everyone has a tango as starting item. It is still effective against player who panic easily. Farm out a scythe of vyse in early game, sounds impossible, but nature prophet can do it faster than any hero. Scythe of vyse give you damage and great disable for ganging, but you will usually not get the last hit, recommended for team game.You can buy blink dagger and teleport in forest and blink out to gang to avoid attention of your presence. This always happens in competitive scene. You can even build an orchid and halberd combo which prolong your disable ability if you're rich enough. Other support items like meka or urn which is extremely useful if rushed out without building midas can be considered too. But then I wouldn't recommend you go support in healing since prophet has great farming ability and most of the time staying in forest. Even 20s cooldown teleportation will not be enough since you need to farm at the same time ensure your teammates survival. So just ward up for your allies will do while you slowly farm your damage out. The pro of farmer is that they have a better late game advantage and also a great pushing ability even if you lose war. This is most recommended build since it's more secure.

Pusher : For me I will recommend to build necronomicon, start with a gauntlet of strength. Max nature's call and after you build necronomicon, you can either upgrade it straight to level3 or buy a shadow blade for safety. Key to push is to push the side with less enemy, you can also ask teammates to pressure for you so that you can push the other lanes. Just summon treants and necronomicons and they will push for you, stay back if you suspect opponent coming, just let the necronomicons to push for you, they're quite tanky and have good damage. Put one summon at the back of the tower to scout and move them side way to pull the creep wave away from your push so that you have 10-15s more to push down the tower. After you max your necronomicons and pushed quite number of towers, you should have money to buy a manta style to push at even faster rate, or you can build a desolator to weaken the tower. The pro of this build is that whenever opponent start a full scale war on the other lane, they will lost a tower for sure, so mind game is really important to this build. Cons are unable to push through opponent build with aoe skills like earth shaker or maelstrom, less late game advantage. 2 situations where you can push, when opponent on war on other lane and no invi threat, or after a successful gang and summon your treant to push with your allies. Otherwise stay in the forest and farm faster.

Nuker : This is a VERY SITUATIONAL build and you want a fast kill and fast game. Check your opponents, if 4 or more of them are of squishy heroes, start with a dagon, prioritize your teleportation. After you farm out your dagon, check map for heroes that you can kill with your dagon level or an easy gang target. If you have your ultimate ready, cast far from the target fly in dagon and sprout to secure a kill. Since this build prioritize your nuke damage, up your dagon to level5 and later can either build an ethereal blade or veil of discord to maximize magic damage. Ethereal has a better mid-game advantage against hitter heroes like phantom assassins, ursa or naix. Afterwards you can build into hex, shiva guard or eye of scadi to maximize your primary stats for ethereal. The pros and cons of this build is either kill fast or die fast, kill record along the game will raise faster than other build. Great early game advantage but least late game advantage.

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Tips:
High level nature's call have effective tower diving potential, provided situation as a lane with 2 allies and 1 enemy camping near the tower with no support. Cast nature's call to clear the trees between neutral camp and tower, this creates element of surprise and create a path easier to escape for allies if enemies are anti ganking.

Treants can help to tank roshan, but you have to send them one by one as roshan in recent patch have more frequent splash damage.

Sprout can act as a shield for you to fight melee hero that cannot blink if you have enough right clicks damage to kill them, either sprout yourself or the enemy depends on situation.

Sprout can act as barrier gate for some narrow higher ground entry.

When to use nature's wrath?
Some guides say to use it whenever it's out of cooldown, but I don't think it's wise to do so.
Do it conservatively but how? Since your teleportation might not always be ready at the right moment for a gang or counter, when you notice a fight is going on at any lane, just cast from far by clicking on the mini map. This can potentially turn the fight into a counter gang wipe during early stage, or easy kill without you presence.
This is to use ultimate on gang but when you use it to clear creep?
When your ultimate on cooldown during a war, and after that war, you notice that there will not be any kill soon in the next 30seconds, then you wait for 3 lane with creeps presence to maximize your ultimate potential, decide the lane you want to push and cast from far. Another use is to cease creep waves during late game so that you can focus more on the map for teamfight.

Some common semi-carry build :
Midas>>Monkey king bar>>daedalus>>phase boots>> Mask of madness or desolator

Midas>>Maelstrom>>shadowblade>>power treads>>daedalus>>mjollnir>>Hotd>>Eye of scadi

Midas>>desolator>>daedalus>>power treads>>assault cuirass>>mjollnir

Midas>>Scythe of vyse>>power treads>>mjollnir>>assault cuirass>>daedalus

Early support build: **always ward and up courier**: Meka(tanky early game)>> Eul scepter (great early game disable)>>blink dagger>>force staff>> scythe of vyse
   
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