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Also, think Phinn would be broken if he could use his ult to pull back his teammates too (Like out of Ardans Ult Arena and stuff). Course itd invite trollers to get 6 clockworks on phinn and do nothing but pull back your teammates every moment you can, but it'd become a very versatile and useful Ult. Well more so than it already is (I hate when phinns use their ult in conjunction with turrets. Ult, Quibble, Polite Company, they die.)
- Preventing enemies from chasing after your teammates, if you are behind them.
- Pulling enemies in turrets when they are attacking you (Turrets attack the enemy hero who is attacking you if they are in range)
I would also love to suggest some uses for Polite Company, and I would request that you add this in for those seeking to learn more about his abilities.
- Preventing enemies from chasing your teammate(s) by pulling them back, or pulling them to your side and getting your teammate out of their range.
- Allow teammates to kill a fleeing target. Often enough, a simple Polite Company will get enemy/enemies into your teammate's range.
Lastly, I fully agree with your reasoning for using Contraption instead of Warhorn. Map vision and control is so much better than 3 seconds of sprinting. One might argue that Warhorn can help the entire team escape from a potentially dangerous situation like a dank, but if you are using the Contraption properly, these ganks and dangerous situations would not even have happened.
To conclude, this guide was amazingly done with few points for criticism, with an awesome, effective build to be the true support of your team. I would definitely recommend this to both new players and experienced players of Phinn as there is so much you can do with Phinn and they will surely learn something from this guide.