Spacetime Walker
Updated Apr 24, 2026
Natan is not a backline turret. He is a geometry marksman whose damage only looks unfair when the clone, the target, and your own firing line cut through the same fight. Pick him when your draft can pin enemies in place and protect one long damage window, and leave him alone when the game is about surviving repeated dives.
Win Rate
52.62%
Pick Rate
0.55%
Ban Rate
0.85%
Dueling
Battle Spell
Flicker
Weak Against
Strong Against
In teamfights, summon a Reverse-Clone with Natan's Ultimate, then use his 2nd Skill followed by his 1st Skill to knockback and damage enemies, and finish with a barrage of Basic Attacks. Depending on the situation, Natan's Ultimate can also be used to chase or escape.
Natan is a reaction pick, not a blind comfort lock. He wants front-to-back fights where enemies have to walk through one choke, one objective entrance, or one committed engage. If your roam or EXP can force that shape, Natan turns one body into two firing angles and makes the enemy tank line feel smaller than it is.
The good Natan games usually share two conditions. First, the enemy core threats are not free to blink past the fight whenever they want. Second, your own team has at least one reliable setup tool that holds people in place long enough for the clone to matter. Atlas, Tigreal, Khufra, Minotaur, and similar engage supports do that cleanly. They give Natan the one thing he cannot create by himself: a target that has to stand in the line.
The bad Natan games are obvious if you are honest early enough. Ling, Benedetta, and other dive assassins do not care about the line you are drawing; they jump over it and start the fight on top of you. Burst mages do the same thing from fog. Long-range gold laners who can tag you before you finish the first item also make lane miserable, because Natan does not win clean early trades by default. If your team has no hard engage and the enemy has two heroes who can reach your backline on command, Natan is the wrong answer no matter how comfortable you are on him.
If you cannot point to the exact teammate who will hold enemies still for your first real damage window, treat the draft as hostile and move on.
Natan is one idea wearing three skills: he wants enemies trapped between himself and his clone.
His basic attacks do not end at the first contact. They travel out, then return through the same lane, which means his damage climbs fast when enemies stay inside that path. The ultimate is not just extra damage. It creates a second copy of that path from the opposite side, so the target is suddenly getting attacked from two directions and sidestepping one line no longer solves the problem.
That is why Natan feels terrible when played like a normal marksman. If you stand too far back, the return path clips nothing important. If you cast the clone beside yourself, both firing lines overlap and the enemy only has to dodge once. If you walk too far away from your clone, you lose the whole reason the hero was picked in the first place.
Superposition and Interference! only make sense once you understand that job. Superposition is your line-setting skill. It clears the wave, softens the front target, and makes the enemy walk through a predictable space. Interference! is not random poke; it is the spell that buys one more second for the line to stay intact. The ultimate then turns that temporary line into a real kill window and refreshes your other tools fast enough to keep the pressure going.
When Natan looks unbeatable, it is never because he free-fired by himself. It is because the fight happened exactly where his clone wanted it.
Natan's lane is about staying even until his first real item changes how every trade feels. If you try to win lane with ego before that point, you usually hand the map away.
If the lane is quiet, take that trade. Natan does not need to look dominant before the first objective. He needs to arrive with gold.
The spike is Feather of Heaven plus Genius Wand, usually somewhere around the second Turtle cycle to the first full mid-game objective fight. That is the moment Natan stops threatening people in theory and starts deleting whatever stays in his line for too long.
Feather of Heaven is the first real switch. It turns each basic attack into something worth extending the trade for, which matters on a hero whose attacks travel twice. Genius Wand is the second switch because Natan does not hit once and leave. He keeps touching the same target through skill poke, outward shots, return shots, and clone follow-up, so the defense shred stays relevant through the whole exchange instead of disappearing in a one-spell burst.
Mechanically, that changes two things. First, tanks and fighters can no longer stand in front of you and assume they are buying time. Second, your ultimate stops being a zoning trick and becomes a committed teamfight button. When the clone is active during this spike, targets who hesitate in a choke lose too much health too quickly to keep contesting space.
Do not misunderstand the window, though. This does not mean you suddenly become a blind duelist. It means your team can now start objective fights on purpose instead of waiting for mistakes. If your roam catches someone around Turtle, Lord, or a jungle entrance after Feather plus Genius is done, you should be there and ready to turn that catch into a real numbers win.
The common wrong reflex is to stand directly behind your tank and cast the clone backward for safety. That keeps you alive for a second, but it cuts your pressure in half and turns Natan into a worse generic marksman. The correction is simple: protect your body without collapsing your angle.
There is one support-dependent exception. If your team is running Mathilda or Estes and they are playing close to you, you can cast the clone more aggressively across the enemy backline because someone can keep you standing in that longer damage window. If your support is a single-pick hero like Franco, stay stricter with your body position and let the clone take the risk instead.
The locked start is simple: Arcane Boots, Feather of Heaven, and Genius Wand. That is the identity of the build. Arcane Boots matters because Natan wants early magic penetration on a hero who itemizes magic damage from the marksman slot. Feather gives him the first real attack pattern worth extending. Genius Wand makes repeated contact punish people harder the longer they stay in range.
After that, the build becomes a series of real questions instead of one canned list.
Do not copy physical marksman habits onto this hero. Skip Corrosion Scythe here. Its Impulse passive conflicts with Feather of Heaven, and the slot is better spent scaling the magic damage pattern Natan was picked for in the first place.
Blind-picking him into dive and calling it a mechanics issue. Some games are bad before loading screen. If the enemy can reach you on command and your team cannot hold a front line, Natan will always feel underpowered because the fight never happens on his terms. Respect the draft and stop forcing him into every lobby.
Ulting backward just because danger showed up first. The clone is a positioning spell before it is a panic button. If you throw it behind yourself every time a fight starts, you give up the crossfire that justifies the hero. Create a usable angle first, then decide whether the swap is saving you or closing the kill.
Standing still after placing the clone. New Natan players drop a good ultimate, admire it for a second, and lose the line immediately. Your clone only matters if you keep walking in a way that drags both firing lanes through real targets. The work starts after the cast.
Rotating to every fight before the two-item window. Natan contributes real damage after Feather plus Genius, not before. If you leave lane for every noisy skirmish and arrive with half-finished items, you delay the exact spike your draft was waiting on. Farm first, then contest with purpose.
Buying the hero like a standard physical gold laner. Natan does not reward you for pretending he is Moskov with fancy visuals. He wants magic scaling, magic penetration, and angle-preserving utility. Build for what his kit does, not for what his role tag suggests.
Tip
Use the clone to check bushes and set the lane of the fight before your tank commits. A good Natan fight often starts two seconds earlier than everyone notices.
Tip
Mage Emblem is the clean default because it helps Natan reach Feather plus Genius on time and gives him the early magic penetration that makes that spike matter immediately.
Note
If you recast the ultimate only to escape, move your own body first so the swap lands into space your team can actually defend. A panic swap into open ground usually trades one death for a later death.
Tip
When the dive threat is spent, walk sideways across the fight instead of straight into it. That keeps outward shots, return shots, and clone shots cutting through the same target.
Note
Corrosion Scythe is a trap on this build path. Feather of Heaven already owns the Impulse passive slot, so you are paying for overlap instead of power.