Published on June 30, 2018
Updated on August 27, 2022

Paladins - How to Play Furia - In-Depth Guide & Best Loadouts

About Paladins

Release Date
Sep 15, 2016
Developer
Evil Mojo
Publisher
HiRez

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Merely a month ago, Paladins released a spectacular character, powerful support named Furia. Sarah prayed to the Eternal Pyre for the strength to fight the Abyss, to avenge her fallen sister (Seris). Her prayers were answered. She was saved from the Abyss and transformed into Furia: An avenging Angel of cleansing flame incarnate. Now the former sisters stand opposed, vessels of otherworldly powers far beyond that of mere mortals.

Furia was released on June 6, 2018, alongside with the “Rise of Furia” event. She is currently one of the most capable supports, even though she suffered many nerfs and balance changes in the process. Now, as stable as she is, she is fully capable of sustaining a classic 2-Tank team build, but not really able to support high mobility champions, as her mobility options are limited, especially when comparing these with other champion mobility abilities (JenosSeris, Pip, etc.).

Furia: Abilities & Talents

Abilities

Weapon – Pyre Blade

Furia, Pyre Blade Weapon Ability, Paladins

Furia, Pyre Blade Weapon Ability, Paladins

This powerful profile of hers doesn’t stand only for the lore, but for her in-game skills as well. Her basic weapon attack, which is a “pirate-blade-shotgun”, that deals a good 330 damage every 0.5s in a medium range. Also, healing allies increases her attack speed, but if she doesn’t focus on healing, the ability decays.

The fact that the fire rate decays, if Furia doesn’t provide proper healing to allies, makes Furia be kind of, forced to heal, in order to keep the highest DPS possible. So even if you are playing with a damage build, it’s wise to keep the heals going, if you want to reach the champion’s highest potential.

Kindle Soul

Furia, Kindle Soul Healing Ability, Paladins

Furia, Kindle Soul Healing Ability, Paladins

Her healing abilities will make her soon the “celebrity” of the game, as she can reach the amount of healing that Seris does, and even in a shorter period of time. “Right-click” ability is called “Kindle Soul”, which targets an ally near your reticle and cast a heal that heals for 1000 and then 500 over 2s. The cooldown is 4s but with the “Light Forge” card on your loadout, goes down to 2.75s.

This cooldown is ok and doesn’t need “Chronos” item, to lower the cooldown more, its never wrong, but If you feel you need more physical, or mount speed, either some ultimate boost, over cooldowns, don’t be afraid to do it.

Pyre Strike

Furia, Pyre Strike Ability, Paladins

Furia, Pyre Strike Ability, Paladins

Pyre Strike, is a massive burning beam, that travels a big distance, and even through walls. Enemies caught in its path are stunned for 1s and take an instant 400 Damage along with 20 damage every 0.05s they remain inside the beam.

It is the perfect way to secure kills, when a low-hp-flanker is about to escape. It is also the best way to avoid a flank deadly attack, by stunning him, and either finish him or escape back to your allies for help.

Wings of Wrath

Furia, Wings of Wrath Ability, Paladins

Furia, Wings of Wrath Ability, Paladins

Mobility of a healer is always an issue, when you have to deal with annoying flanks that try to counter the healer. Furia though, with the “Wings of Wrath” ability, propels herself backwards and fires 3 attacks that seek out enemies, dealing 200 damage each.

The distance of “Wings of Wrath” has not a long range though, but with the 600 damage dealt, if all the firing balls hit the attacker, its enough to scare him away. If not and he tries to escape, you can wait until he gets close enough to surprise him with a “Pyre Strike” and secure the kill. It provides also enough distance to avoid deployables and ultimates (like shown in picture), and that’s exactly why Furia should stay covered, but not cornered in walls.

Inflame

Furia, Inflame Ultimate Ability, Paladins

Furia, Inflame Ultimate Ability, Paladins

Furia’s ultimate ability won’t let you down, and benefits allies as well. “Inflame“,makes Furia untargetable for 2s. Afterward, allies within 150ft, gain 30% bonus weapon damage and 30% Movement speed for 8s.

Try to have your allies in full hp before you cast “Inflame“. A half-hp tank with damage and speed boost is not that much dangerous to allies. Also, try to have the whole team in a good range. If someone is dead, better wait or him before you cast your ultimate ability. Again you judge that it’s needed to secure a point, and you are not fully grouped, better be safe than sorry!

Talents

Cherish

Furia, Cherish Healing Talent, Paladins

Furia, Cherish Healing Talent, Paladins

Cherish” talent, is actually a “buff” on your “Kindle Soul” ability. By using this ability, “Kindle Soul” heals up to 25% additional health based on your ally’s missing health. Works pretty well on inexperienced tanks, who might dodge your “Solar Blessing” beams.

Also, a good choice when you think you are not the one, who is able enough to deploy those “Pyre Strikes” properly. You can keep the healing going just fine, while you practice and figure out the “Pyre Strike” best usage.

Still, “Solar Blessing” is a better healing talent, but still is suggested played with experienced players, and when you are fully capable of using “Pyre Strike” on it’s fullest potential.

I rarely use “Chronos” to lower the “Kindle Soul’s” cooldown, as the cooldown is 4s but with the “Light Forge” card on your loadout, goes down to 2.75s. So I think it is actually a pretty decent healing frequency, that doesn’t necessarily need “Chronos“.

I prefer to use any other  “Utility“, “Morale Boost” when I need more damage output of my team, “Nimble” if I need to reach allies fast, either escape fast as well or even “Master Riding” is in my choices in case of a long map.

Then I would focus on my sustain-items, first focusing on taking the proper “Defensive” items, and then the “Healing” ones. The “Offense” items needed are best bought after you have secured the best ways to support allies and defend yourself.

Exterminate

Furia, Exterminate Damage Talent, Paladins

Furia, Exterminate Damage Talent, Paladins

Furia’s damage talent, “Exterminate“, is still a supportive one in a weird way, as it is a way for flanks to get easy kills. When playing with “Exterminate” talent, every time “Pyre Strike” hits an enemy, it stops moving until its duration ends. This talent is also the best counter for the most Paladins flankers and is the best counter to the most annoying flank as well, Evie.

When an enemy flanker attacks from the backlines, snipers, and supports are the first kills they seek to get. In case of an experienced Evie player, as previously mentioned, he can easily eliminate all the team, if you don’t have an effective CC counter for her. When she gets into that “Ice Block“, aim the pyre strike on her from a close distance. As the “Pyre Strike” touch the “Ice Block“, it will stay there, and stun Evie, when her “Ice Block” ability ends.

Use it through walls, so you can make it less visible to enemies, either as a flanking attack. If you shoot it from long distance, and in open space, it can easily be avoided. So in open maps, prefer to use it more as a flank attack.

The only reasons to take “Chronos” when using this talent, is either when you don’t have an effective, or not at all, second-support, either when you are extremely focused by flanks or other champions. Then focus on the “Offense” items, needed. I believe though, that even if deployable get to be a problem, don’t be the one to focus on them when you use this talent. Better encourage another DPS ally to get this over with.

When you take “Bulldozer“, you might aim to destroy, for example, Ying’s Illusions“, Barik’s Turrets“, or Inara’s Impasse” or “Warder’s Field“. When you use this talent though, is better to pair up with your flanker, to finish off the low-hp characters together, and leave the tanks to the rest of your team.

By the time backlines gets clear, there will not be any deployable in your way bothering any of your allies, especially if a ranged dps or tank, takes care of them. Then aim for “Defense” and “Healing” items needed, depending the enemy team’s built on champions and items.

Solar Blessing

Furia, Solar Blessing Healing Talent, Paladins

Furia, Solar Blessing Healing Talent, Paladins

Solar Blessing” as previously mentioned, makes Furia one of the most effective healers for a traditional two-tank-build. By picking the “Solar Blessing” talent, “Pyre Strike” now stops on and heals allies it passes through for 300 health every 0.05s. A massive healing count to keep tanks up after a harsh battle for the point.

Furia becomes a hard target as well, when the loadout and item build is properly equipped, as she can keep a pretty low cooldown on “Pyre Strike” and “Wings of Wrath” abilities, and also get her the “Wrath” passive ability of hers, always on the highest. With a single “Solar Blessing” you can power up your “Wrath” to maximum, making you hard to counter on close combat.

This is most likely, the only Furia’s talent I will use “Chronos” for. And this is just to make sure that the healing will get going at all times, especially when I’m not managing to activate the “Stoke the Fire” and “Ignition” card combo, that lowers “Pyre Strike’s” and “Wings of Wrath” in synergy.

Then I would focus on my sustain-items, first focusing on taking the proper “Defensive” items, and then the “Healing” ones. The “Offense” items needed are best equipped after you have secured the best ways to support allies and defend yourself.

Loadouts

The following loadouts are made by me personally. Tried all of them multiple times, and I can tell that worked brilliant for me and my playstyle. Still, Furia is a pretty new player so updates on the loadouts, should be more than expected.

Talent: Cherish
Role: Healer

Furia, Cherish Talent, Healing Loadout, Paladins

Furia, Cherish Talent, Healing Loadout, Paladins

  • Ignition (3): A successful Pyre Strike hit reduces the cooldown of Wings of Wrath by 1s (3s).
  • Stoke The Fire (2): Successful Wings of Wrath attacks reduce the cooldown of Pyre Strike by 0.5s (1s)
  • Inner Fire (1): Healing an ally with Kindle soul restores 1 ammo (1).
  • Light Forge (5): Reduce the cooldown of Kindle Soul by 0.25s (1.25s)
  • Burning Oath (4): Healing an ally with Soul Kindle also heals you for 105 (420) health over 3s

Talent: Exterminate
Role: Damage

Furia, Exterminate Talent, Damage Loadout, Paladins

Furia, Exterminate Talent, Damage Loadout, Paladins

  • Conviction (5): Increase the Stun duration of Pyre Strike by 0.1s (0.5s)
  • Light Forge (4): Reduce the cooldown of Kindle Soul by 0.25s (1s)
  • Burning Oath (1): Healing an ally with Soul Kindle also heals you for 105 (105) health over 3s
  • Ignition (1): A successful Pyre Strike hit reduces the cooldown of Wings of Wrath by 1s (1s).
  • Stoke The Fire (4): Successful Wings of Wrath attacks reduce the cooldown of Pyre Strike by 0.6s (2.4s)

Talent: Solar Blessing
Role: Healer

Furia, Solar Blessing Talent, Healing Loadout, Paladins

Furia, Solar Blessing Talent, Healing Loadout, Paladins

  • Inner Fire (1): Healing an ally with Kindle soul restores 1 ammo (1).
  • Light Forge (5): Reduce the cooldown of Kindle Soul by 0.25s (1.25s)
  • Burning Oath (1): Healing an ally with Soul Kindle also heals you for 105 (105) health over 3s
  • Ignition (4): A successful Pyre Strike hit reduces the cooldown of Wings of Wrath by 1s (4s).
  • Stoke The Fire (4): Successful Wings of Wrath attacks reduce the cooldown of Pyre Strike by 0.6s (2.4s)

Feel free to post your own opinions and recommendations on the loadouts. They are more than welcome!

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Cthylla, The Great Old One

Heavily devoted to FPS games, but I still enjoy a well-written story game or survival games that include crafting. I really enjoy gaming with friends, but my friends usually play other kinds of games, so I'm mostly a solo-queue player and totally used to it.

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