
Nature's Prophet
When Verodicia, Goddess of the Woods, had finished filling in the green places, having planted the coiled-up spirit in the seed, having lured the twining waters from deep within the rock, having sworn the sun its full attention to the growing things, she realized that her own time had reached its end, and like one of the leaves whose fate she had imprinted in the seed, she would fall without seeing the fruiting of her dream. It pained her to leave the world bereft, for the sprouts had not yet broken through the soil--and they would be tender and vulnerable to every sort of harm. She found in her seed pouch one last seed that she had missed in the sowing. She spoke a single word into the seed and swallowed it as she fell. Her vast body decomposed throughout the long winter, becoming the humus that would feed the seedlings in the spring. And on the morning of the vernal equinox, before the rest of the forest had begun to wake, that last seed ripened and burst in an instant. From it stepped Nature's Prophet, in full leaf, strong and wise, possessing Verodicia's power to foresee where he would be needed most in defense of the green places--and any who might be fortunate enough to call him an ally.
Base STR
19 +2.6
Base AGI
14 +2.6
Base INT
22 +3.5
Move Speed
295
Attack Range
600
Base Armor
0
Attack DMG
20–26
Projectile
1125
Innate Abilities

Spirit of the Forest
Nature's Prophet gains 2% bonus damage for each nearby tree. Treants also provide this bonus with multiplied values and with larger radius. Treants also possess this ability.
TREE RADIUS:
300
TREANT MULTIPLIER:
2
TREANT RADIUS:
1200
- Treants gain bonuses from trees and other treants around them.
- Treant Protector does not provide any bonuses.
Abilities

Sprout
Cooldown
14 / 12 / 10 / 8s
Mana
70 / 80 / 90 / 100
Sprouts a ring of trees around a unit, damaging and trapping it in place and providing vision in a 400 radius.
DURATION:
2.5 / 3 / 3.5 / 4
DAMAGE:
70 / 130 / 190 / 250
- Sprout can be cast on any unit, or the ground.
- Trees created by Sprout have the same interactions with abilities as regular trees.
Verdant overgrowth is a common ailment reported by Nature's Prophet's attackers.

Teleportation
Cooldown
65 / 50 / 35 / 20s
Mana
50 / 60 / 70 / 80
Teleports to any point on the map. Gains a barrier after arriving to its destination.
BARRIER:
70 / 130 / 190 / 250
DURATION:
15
- Mana and cooldown take effect when the cast is completed. Nature's Prophet will not use any mana or waste the cooldown if the spell is interrupted while casting.
- When the cast begins, an effect is created at the target location, which is visible to allies and enemies.
The Prophet keeps his sentinel over the forest, protecting it when in need.

Nature's Call
Cooldown
45 / 40 / 35 / 30s
Mana
100
Converts an area of trees into Treants under the command of Nature's Prophet.
TREANTS SUMMONED:
2 / 3 / 4 / 5
TREANT DURATION:
50
TREANT HEALTH:
450
TREANT DAMAGE:
16 / 25 / 34 / 43
TREANT BONUS HERO DAMAGE:
4 / 8 / 12 / 16
TREANT MOVESPEED:
300 / 315 / 330 / 345
TREANT VISION (DAY):
500
TREANT VISION (NIGHT):
500
- Nature's Call can only create as many treants as there are trees in the target area.
Verodicia bestowed the Prophet with the ability to summon the Treant Guard, a mythical sentient army of the wild.

Wrath of Nature
Cooldown
85s
Mana
130 / 160 / 190
Damaging energy bounces around the map, striking enemies that are in vision starting with those closest to the cast point. Each enemy hit beyond the first adds damage, up to the maximum after 16 are hit.
BASE DAMAGE:
100 / 140 / 180
ADDED DAMAGE PER BOUNCE:
10%
- Wrath of Nature will not hit units out of vision.
- Can be cast through the minimap; the nearest valid target will be selected.
Nature's Prophet calls Verodicia's fury to strike down those who might ravage the wilderness.
Talents

Aghanim's Scepter

Wrath of Nature
Entangles all enemies it hits. Duration scales from 0s up to 0s seconds at max bounce.

Aghanim's Shard

Curse of the Oldgrowth
Cooldown
18s
Mana
80
Applies a curse on all enemy heroes within 900 range, displaying them in fog, slowing them, and dealing damage over time based on the number of trees within 250 radius. Treants count as trees for this purpose.
DURATION:
7
DPS PER TREE:
15
SLOW PER TREE:
7%
Though powerful, Nature's Prophet's gifts do not include all-sight, and he must rely heavily upon reconnaissance and aid from a long-standing network of stalwart friends.
Hero Performance
Median across all public matches · OpenDotaForm
43%
Win rate in recent matches
Performance
88%
KDA ratio (kills + assists / deaths)
Laning
54%
Last hits per minute over full game
Farm
68%
Average gold per minute
Fighting
28%
Average kills + assists per match
Experience
74%
Average XP per minute
Strategy
When to Pick Nature's Prophet?
Okay, I need to have a very specific conversation with you about Nature's Prophet right now because the data on this hero in the current patch tells two completely different stories simultaneously, and both of them are true. Story one—Hawk Live confirmed he has maintained his high position in the current meta, and his gold-per-minute economy has historically been one of the highest of any carry in the game, fourth behind only Medusa, Shadow Fiend, and Anti-Mage.
Story two—he appeared in the worst ten heroes by win rate in the current patch according to Dotabuff data. BOTH of these things are true at the same time. How? Because Nature's Prophet is the single most polarizing hero in all of Dota 2 in terms of the gap between players who understand him and players who do not.
A nature's prophet who understands macro, map awareness, split push timing, and when to rotate versus when to rat—that player is getting 600 GPM, buying Hand of Midas, Boots of Travel, Bloodthorn, and Silver Edge, and closing games through pure economic dominance while the enemy team chases him across three lanes simultaneously.
A Nature's Prophet who picks him because he likes trees and plays him like a teamfighter who shows up to every fight—that player is feeding, has no farm, contributes nothing to fights because he has no right-click damage without items, and loses games that should have been won while his team screams at him to stop teleporting into fights at zero net worth.
The current patch gave him Spirit of the Forest as his innate bonus base attack damage per tree within radius, scaling with Nature's Call level, which means every game where he is surrounded by his Treants he has a meaningful attack damage bonus that makes his right-click output in the mid-game significantly more threatening than his base stats suggest.
He is disgusting in lineups that want pure split-push and objective pressure that forces the enemy to choose between two separate crises simultaneously—a five-man push on one side of the map while Prophet rats a completely different set of objectives on the other side is one of the most strategically overwhelming scenarios available in pub Dota because most teams simply cannot coordinate the decision of which threat to respond to without the enemy hero gaining something for free.
He thrives specifically in games against slow-moving, coordination-dependent lineups—Enigma, Tidehunter, Magnus—heroes that want to group and fight as five because their win condition requires every hero to be in the same place at the same time. When Nature's Prophet is on the opposite team, the choice of "do we group for a big teamfight or do we respond to the split push" is a constant crisis that these teamfight-dependent lineups have enormous trouble navigating.
He pairs beautifully with heroes that create time for him—heroes that stall the enemy team's timing through disruption, vision, or early fight wins that force the enemy back to base repeatedly—because every minute the enemy is not actively hunting Prophet is a minute where he is farming two more camps and securing another objective.
Avoid picking him into lineups with global presence that can hunt him across the map with zero notice—Zeus lightning, Night Stalker, Spirit Breaker—heroes that reach Prophet even when he is ratting in a supposedly safe location across the map and kill him before the teleportation cast completes.
Also feels genuinely terrible to line up with Boots of Travel on multiple heroes specifically—because a team where three heroes can teleport to any threatened tower the moment The prophet channels his own teleportation, destroying the entire foundation his win condition is built on.
Tips & common mistakes
- The single biggest mistake on Nature's Prophet at every MMR bracket is showing up to team fights when you have no farm. Prophet without items is a ranged hero with some Treants, a Sprout, and a global Wrath of Nature that deals moderate damage—he contributes almost nothing to a teamfight that a thousand-gold support hero could not replicate more cheaply. Only join team fights when you have the items to justify your presence AND when the teleportation cooldown is available to escape immediately after the fight concludes. Otherwise—farm.
- Teleportation cooldown is long — 75/60/45/30 seconds depending on level. Every time you use Teleportation to join a fight or respond to a push, you are spending a cooldown that cannot be used for farming, ratting, or escaping for the next 30 to 75 seconds. Before pressing Teleportation, ask yourself if the objective you will accomplish by joining is worth the time investment and the loss of mobility it represents. Most of the time in pub games the answer is no.
- Spirit of the Forest gives bonus attack damage per tree within a 300 radius, scaling with Nature's Call level—which means your Treants count as trees for this bonus. In fights where you have Treants active AND nearby trees, your right-click damage is significantly higher than your raw stats suggest. Use this by engaging fights surrounded by your Treant army rather than standing alone at maximum range doing nothing while your Treants fight without you.
- Sprout on yourself is an escape mechanism when you are being chased—the ring of trees traps enemies inside while you teleport away. Most pub Prophet players only use Sprout offensively on enemies and then get killed in situations where a Sprout on themselves would have provided the two seconds needed to channel a full teleportation. Practice the self-Sprout escape instinct—it saves your life in situations where nothing else would.
- Hand of Midas is almost always the correct second item on Prophet in games where you are ahead or even—the gold and experience acceleration from Midas combined with Teleportation's ability to respond to any lane push immediately produces a compound economic advantage that most carries cannot match even with a significant farm lead. Buy it early when safe, and use it on cooldown every 100 seconds without exception for the rest of the game.
- Wrath of Nature bounces between VISIBLE enemy heroes — which means enemies hidden in the Fog of War are not hit. Use Observer Wards aggressively to maximize how many targets Wrath of Nature chains through in fights, and do not cast Wrath of Nature when the enemy team is spread in fog because the damage will be minimal. The ability is most powerful when all five enemy heroes are simultaneously visible in a teamfight and the bounce chains through every single one for maximum damage.
- The ratting win condition requires map awareness that most pub players develop slowly—you must always know where the enemy team is before committing to pushing a building with no backup escape. A Prophet caught at the enemy ancient with no teleportation available because he just used it to join a fight is a dead Prophet and a dead ancient simultaneously. Always have teleportation available before making any aggressive deep push, and always know exactly where all five enemy heroes are on the minimap before starting the push.
Summary
Nature's Prophet is strong for players who understand him and genuinely mediocre for players who do not—and this patch's data confirms that split perfectly, with him appearing simultaneously in tier lists as a hero maintaining a high position AND in the worst ten heroes by win rate.
The teleportation nerf to a longer cooldown in recent patches hurt his ability to respond to multiple threats simultaneously; the Spirit of the Forest innate adds meaningful right-click damage when surrounded by Treants, and in the right hands with the right map awareness and the right draft, he is one of the most economically dominant carries available. But this is not a hero you pick because you feel like playing trees today.
It is a hero you pick when you genuinely understand split push macro, when the enemy team has a lineup that cannot respond to two simultaneous threats, and when you are willing to spend the entire game looking at the minimap more than you look at your hero. Nature's Profit. That is his real name. And the profit only comes to the players who actually understand what they are doing with him.
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