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Treant Protector

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For Nature's Prophet's summons, see Nature's Prophet.
Treant Protector
Treant Protector.png
Strength
25 + 3.3
Agility
15 + 2
Intelligence
17 + 1.8
Level Base 1 16 25
Hit Points 150 625 1603 2509
Mana 0 221 598 1042
Damage 56‒64 81‒89 132‒140 180‒188
Armor -1 1.1 5.58 10.62
Attacks / Second 0.52 0.6 0.77 0.96
Movement Speed 300
Turn Rate 0.5
Sight Range 1800/800
Attack Range Melee
Missile Speed Instant
Attack Duration 0.6+0.4
Base Attack Time 1.9
Collision Size 24

Rooftrellen the Treant Protector is a melee strength hero who excels in supporting and strengthening his allies with his beneficial set of spells using the power of nature. He is a natural tank, offensively and defensively, having both the highest natural attack damage, and the second highest overall strength in the game. Manipulating the power of the plants to his will, he can grant invisibility and stealth to himself and his allies with Nature's Guise, provided that they remain within close proximity to a tree. He can use Leech Seed to sap the life from a target, slowing and dealing moderate damage over time to it while nearby allies are replenished by the same amount. His signature Living Armor makes him truly live up his title, as he is able to provide allies and even friendly buildings increased health regeneration and a massive damage block from anywhere on the map. Finally, his ultimate Overgrowth roots nearby enemies with vines, branches, and roots; though it does not deal any damage, it will immobilize them and render them unable to attack for several crucial seconds. Although Treant Protector is not able to dish out much damage outside of his regular attacks, he is able to provide an enormous amount of defensive utility and survivability to himself and his teammates, thereby planting the seeds of a decisive victory.

Bio[edit | edit source]

Treant Protector Rooftrellen, the Treant Protector
Play "Life becomes death becomes new life. As it should be."
Role: Pip tank.png Durable / Pip initiator.png Initiator / Pip babysitter.png Lane Support / Pip disabler.png Disabler
Lore: Far to the west, in the mountains beyond the Vale of Augury, lie the remains of an ancient power, a fount of eldritch energy nestled deep in the high woods. It is said that the things that grow here, grow strangely. To the forces of nature this is a sacred place, made to stay hidden and unknown. Many are the traps and dangers of this land--all-consuming grasses and crossbred fauna and poisonous flowers--but none are so fierce as the mighty Treant Protectors. These ageless, titanic beings, charged with keeping the peace in this dangerous land, ensure that none within encroach without reason, and none without poach their secrets. For time untold they tended to their holy ground, uninterrupted, only dimly aware of the changing world beyond. Yet inevitably the wider world grew aware of this untamed land, and with each passing winter the outsiders grew bolder. Soon they arrived with tools to cut and with flames to burn, and often the Treants would ponder: who are these fragile, industrious creatures? What now had become of the wild, green world? There came and went an age of questions and of doubts, a thousand summers of long traditions set to scrutiny, while more and more the outsiders died and fed their earth. When all that bloomed had finally finished their stay, curiosity had overcome caution. It was decided: a lone Protector would be sent into the wider world, and instructed to wander until the glaciers arose once more, to observe the changing land and its creatures, and to discover what unknown dangers could threaten their sacred ground.
Voice: Fred Tatasciore (Responses)

Gameplay[edit | edit source]

Abilities[edit | edit source]

Nature's Guise
Not blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be dispelled. Play
Q
T
Nature's Guise icon.png
Ability Affects
Target Unit Allies
Causes the targeted unit to blend in with the forest, becoming invisible to enemies and gaining a movement speed bonus when near a tree. If the unit moves away from a tree or the spell is cast on a unit with no nearby trees, Nature's Guise is lost. Treant Protector can cast spells and remain invisible under Nature's Guise.
Cast Time: 0.3+0.6
Cast Range: 600
Tree Search Radius: 375
Fade Time: 2
Move Speed Bonus: 10%
Invisibility Duration: 15/30/45/60
Cooldown 10/8/6/4 Mana 60
The Protectors don't often come into vision; their natural state being nestled within their leafy brethren.

Notes:

  • If casted on a unit that isn't near a tree, nothing will happen at all, wasting the mana and cooldown.
  • The target unit stays invisible as long as there are trees within 375 radius around him.
  • When moving too far away from trees, the invisibility is lost after 1 second. When getting in range before that happens, the 1 second timer is reset.
  • The timer is indicated as a second status buff icon, which lasts for 1 second and only ticks down when no trees are nearby.
  • Other units can cast spells and use items only during the 2 seconds fade time.
  • Units can perform attacks within the 2 seconds fade time without breaking the invisibility. Attacking after the fade time will break it.

Leech Seed
Partially blocked by Spell Immunity. Blocked by Linken's Sphere. Can be dispelled. Play
W
E
Leech Seed icon.png
Ability Affects Damage
Target Unit Enemies Magical
Treant plants a life-sapping seed in an enemy unit, draining its health, while simultaneously slowing it. The seed heals friendly units around it. Pulses 6 times.
Cast Time: 0.5+0.4
Cast Range: 350
Radius: 500
Pulse Interval: 0.75
Damage per Pulse: 15/30/45/60
Heal per Pulse: 15/30/45/60
Move Speed Slow: 28%
Duration: 4.5
Cooldown 16/14/12/10 Mana 140
Partially blocked by Spell Immunity. Can heal spell immune allies.
Rooftrellen nurtures the beings under his stewardship, sustained by the lifeforce of trespassers into his sacred ground.

Notes:

  • Deals damage and sends healing projectiles to units within 500 radius of the in 0.75 second, starting 0.75 seconds after cast, resulting in 6 pulses.
  • Can deal up to 90/180/270/360 damage (before reductions) and heal a single unit up to 90/180/270/360 health.
  • The heal is independant from the damage. It always heals for amount, even when the damage gets amplified, reduced or even blocked.
  • Healing projectiles travel at a speed of 400 and cannot be disjointed.
  • Always emits 6 pulses, even when the target dies earlier.
  • If the target turns invisible, the pulses will continue coming from its current actual position, making it possible to track them.
  • Healing pulse projectiles cannot target invulnerable or hidden units, but already flying projectiles will still heal them.

Living Armor
Not blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be dispelled. Play
E
V
Living Armor icon.png
Ability Affects
Target Point / Target Unit Allies
Infuses the target hero or structure with a protective coating which grants bonus regeneration. Also blocks some damage from all sources. Dispels when a number of damage instances are taken.
Cast Time: 0.5+0.4
Cast Range: Global
Damage Block Instances: 4/5/6/7
Damage Block: 20/40/60/80
Health Regeneration Bonus: 4/7/10/13
Duration: 15
Cooldown 32/26/20/14 Mana 50
The roots and tendrils of the Treant Protectors are far-reaching, stimulating the growth and rejuvenation of all of nature.

Notes:

  • When targeting the ground, the closest unit to the target point is targeted instead.
  • Can be cast on buildings, providing all its effects to them.
  • Restores health in form of health regeneration, so it regenerates 0.4/0.7/1.0/1.3 health in 0.1 second intervals.
  • Can heal the target for up to 60/105/150/195 health if the armor stays for its full duration.
  • Living Armor belongs to the group of damage negating effects. However, unlike the others in that group, Living Armor only negates a certain amount of damage per instance.
  • Living Armor has the lowest priority in the group of damage negating effects.
    • This means when coupled with any other form of damage negation, Living Armor does not block damage and does not lose any charges.
    • When combined with Aphotic Shield icon.png Aphotic Shield however, it does lose charges without blocking any damage.
    • When combined with the Glyph of Fortification, it does not lose any charges until the Glyph's effect expires.
  • As with all damage manipulating effects, Living Armor only blocks the 3 damage types. It does not react on HP Removal.
  • Blocks damage after all kinds of reductions. Fully ignores damage lower than 5 (after reductions).
  • Can block up to 80/200/360/560 damage.

Overgrowth
Not blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be dispelled. Play
R
R
Overgrowth icon.png
Ability Affects
No Target Enemies
Summons an overgrowth of vines and branches around Treant that prevent afflicted enemies from moving, blinking, going invisible, or attacking.
Cast Time: 0.5+1.17
Radius: 675
Duration: 3/3.75/4.5
Cooldown 70 Mana 150/175/200
Can be Improved by Aghanim's Scepter (* shows the improved values). Adds Eyes in the Forest icon.png Eyes in the Forest ability. Makes Overgrowth also affect and damage units within 700 range of Eyes in the Forest trees.
Rooftrellen calls the ancestral spirit of nature, releasing its power through all of his kin.

Notes:

  • Overgrowth roots and disarms the targets, preventing them from moving and attacking.
  • Prevents Relocate icon.png Relocate from teleporting Io and his tethered ally.
  • Does not hit invisible units upon cast, however, Overgrowth reveals invisible units for its duration.
  • Interrupts the affected units' current order, canceling out a spell cast and channeling spells.

Eyes In The Forest
Not blocked by Spell Immunity. Not blocked by Linken's Sphere. Cannot be dispelled. Play
D
D
Eyes in the Forest icon.png
Ability Affects Damage
Target Unit Trees Magical
Treant Protector enchants a tree, which grants him unobstructed vision in that location. If Overgrowth is cast, units within an 800 radius of an enchanted tree will be entangled and damaged.
Cast Time: 0.2+0.83
Cast Range: 160
Overgrowth Radius: 700
Overgrowth Damage per Second: 175
Cooldown 25 Mana 100
One can never be too certain who, or what, might need protecting.

Notes:

  • There is no limit on how many enchanted trees can be up at one time.
  • An enchanted tree has no expire time; it lasts until destroyed.
  • Enchanted trees have distinct icons Minimap icon Eyes in the Forest.png on the minimap. Just like buildings, it is colored green if allied, and red if not.
  • If the enemy has True Sight, they will be able to see the visual effects on both the affected tree and the 800 radius around it.
  • Only units which are affected by Overgrowth within 700 radius of an enchanted tree will take the Overgrowth damage.
  • Eyes in the Forest Overgrowth damage only affects heroes once (i.e. it does not stack multiple times with multiple trees in the same area).
  • Deals damage in 1 second intervals, starting immediatly upon cast, resulting in 3/4/5 instances.
  • Eyes in the Forest Overgrowth deals a total of 525/700/875 damage (before reductions).
  • The sound effect upon cast is audible to allies only.

Recommended items[edit | edit source]

Explanation:
Starting:

  • Clarity potions mitigate the mana cost of Leech Seed, which is usually used early for lane harassment.
  • Stout Shield will partially abate any harassment he receives.

Early game:

Core:

Situational:

Equipment[edit | edit source]


Tips[edit | edit source]

  • Using Nature's Guise icon.png Nature's Guise on allies during a gank gives them the element of surprise, and owing to the extremely variable nature of this mechanic the enemy team will struggle to use Sentry Ward icon.png Sentry Wards to prevent this.
    • If time permits, you can use it on your whole team just before a team-fight to obtain a similar effect like Moonlight Shadow icon.png Moonlight Shadow. This will enable your team to properly initiate assuming that the enemy team does not have detection or they did not see you cast it.
  • Always watch the map, Living Armor icon.png Living Armor may make the difference between a farmed team-mate or a farmed enemy. If one of your team-mates is ganked, cast Living Armor on them to discourage the enemy from continuing or even to remove the need for your team-mate to retreat and enabling them to farm more.
  • Your attack animation and rate are slow, but pack a huge punch. With a little practice, you can put that power to use and greatly assist your lane partner by denying units. A Quelling Blade icon.png Quelling Blade will also help you secure last hits your carry might have otherwise missed or denied by the enemy, or when you happen to lane alone.
  • Living Armor icon.png Living Armor can heal buildings. If you have time, and no one else requires it, cast it on damaged towers. Granted, the ratio of health gained to total health of buildings may be small, but its duration is as long as its cooldown, so you can keep it constantly regenerating health, provided you have enough mana.
  • Although being quite tanky, his offensive output is very minimal and once he has initiated with Overgrowth icon.png Overgrowth he should conceal himself, firing Leech Seeds from nearby trees (keep in mind at all times that Treant Protector can use abilities without breaking his invisibility).
  • In most circumstances Treant Protector is most wisely built to maximise his abilities' usage, his lack of mobility and damaging spells mean he is best suited to securing kills for his allies via his slowing and disabling abilities.
  • A Soul Ring icon.png Soul Ring is a good early pick-up for Treant Protector, as it allows him to spam his Leech Seed as an effective harassment tool while also healing off the damage from the Soul Ring. It also helps solve his mana problems early to mid game. This could also be picked-up if you're opting for a Tranquil Boots icon.png Tranquil Boots instead of an Arcane Boots if your team-mates don't need the extra mana. Choosing Tranquil Boots over Arcane Boots will make it easier for Treant Protector to roam the map and regenerate health between ganks.
  • Beside spells, you also can use active items while invisible with Nature's Guise without breaking it. If you are equipped with items with powerful active abilities, like Shiva's Guard icon.png Shiva's Guard and Scythe of Vyse icon.png Scythe of Vyse, you can use this to surprise and play tricks on your opponents, as long as you stay near the trees.
  • Treant Protector has naturally very high Strength strength and attack damage. You can purchase attack boosting items like Assault Cuirass icon.png Assault Cuirass, Armlet of Mordiggian icon.png Armlet of Mordiggian, Satanic icon.png Satanic, Mjollnir icon.png Mjollnir, Abyssal Blade icon.png Abyssal Blade or Mask of Madness icon.png Mask of Madness to improve your damage output, if your team is deprived of powerful attackers.
  • Although not the best, Treant Protector can be a good jungler because of his high base attack damage and Living Armor, Leech Seed in case of his health dropping low and Nature's Guise to initiate ganks. It will give the team another solo lane and more gold for him than playing in a dual lane.
  • An Aghanim's Scepter icon.png Aghanim's Scepter gives Treant Protector a free permanent mini Observer Ward every 25 seconds and he can use it to gain vision in critical spots. This could be an enormous advantage to your whole team especially if you can cover the whole jungle and lanes with it. This will also reduce the necessity for diving in to Initiate team-fights as it will enable you to use Overgrowth globally.
    • Purchasing a Blink Dagger icon.png Blink Dagger in conjunction with the Aghanim's Scepter will allow you to enchant trees in a middle of a cluster potentially deterring enemies from destroying the enchanted tree.
  • If you get your Scepter early, you can enchant some trees near neutral creep camps which allows you to farm them every time you use Overgrowth. But always make sure to enchant key spots first and be sure that you won't need your ultimate for the next minute.

Trivia[edit | edit source]

  • Treant Protector has "Riki was here" carved into his side (near the left-handed runes on his belt).
  • Treant Protector's appearance, name, and voice are based heavily on Treebeard, the eldest of the Ent race, who appears in the Lord of the Rings books and movies.

Update history[edit | edit source]

March 27, 2015 Patch

February 27, 2015 Patch

  • Fixed picking up another player's Aghanim's Scepter icon.png Aghanim's Scepter being undroppable and granting Treant Protector his upgrade.

December 17, 2014 Patch Update 5

June 14, 2013 Patch

October 29, 2012 Patch

  • Fixed Treant Protector icon.png Treant Protector's strength growth.

June 11, 2012 Patch

May 24, 2012 Patch

May 17, 2012 Patch

  • Added Treant Protector icon.png Treant Protector!

Balance changelog[edit | edit source]

6.84

6.83

6.82

Eyes in the Forest icon.png Eyes in the Forest:
Treant Protector enchants a tree, which grants him unobstructed vision in that location. If Overgrowth is cast, units within an 800 radius of an enchanted tree will be entangled and damaged.
Cast range: 160
Overgrowth vision radius: 800
Overgrowth radius: 800
Overgrowth damage per second: 135
Manacost: 100
Cooldown: 55
Notes: Enemies can spot the enchanted trees when they have True Sight.

6.81b

  • Reduced Leech Seed icon.png Leech Seed damage per pulse from 24/36/48/60 to 15/30/45/60.

6.80

6.79

  • Reduced night vision from 1200 to 800.
  • Leech Seed icon.png Leech Seed
    • Reduced damage per pulse from 30/45/60/75 to 24/36/48/60.
    • Increased number of pulses from 4 to 6 (duration from 3 to 4.5).
  • Living Armor icon.png Living Armor
    • Increased Manacost increased from 25 to 50.
    • Increased cooldown from 15 on each level to 32/26/20/14.
  • Reduced Nature's Guise icon.png Nature's Guise cast time from 0.5 to 0.3.

6.78c

  • Reduced Living Armor icon.png Living Armor block instances from 7 on each level to 4/5/6/7.

6.78

  • Leech Seed icon.png Leech Seed
    • Healing effect no longer ends when the target dies.
    • Increased movement speed slow from 24% to 28%.

6.77c

  • Living Armor icon.png Living Armor
    • Now reduces damage from all instances of damage that reduce its charges, instead of only physical damage.
    • Now also reduces damage from non-heroes.

6.77

  • Increased base attack damage from 46-54 to 56-64 (total attack damage is now 81-89).
  • Reduced Leech Seed icon.png Leech Seed cooldown from 18/16/14/12 to 16/14/12/10.
  • Living Armor icon.png Living Armor
    • can now be cast through the minimap (only considers heroes, towers and barracks in this mode).
    • Increased block instances from 6 to 7.
  • Reduced Overgrowth icon.png Overgrowth cooldown from 80 to 70.

6.76c

  • Living Armor icon.png Living Armor
    • Reduced cooldown 20 to 15.
    • Reduced manacost from 30/35/40/45 to 25.
    • Reduced duration from 20 to 15.

6.76

6.75

Old Living Armor icon.png Living Armor:
Rooftrellen's presence infuses allied heroes and structures with a protective healing aura, increasing armor and regeneration. During the daytime, his power of nature is increased, causing the aura to extend globally.
Day radius: Global
Night radius: 900
Armor bonus: 1/2/3/4
Health regeneration bonus: 2/3/4/5
Notes: This is an aura
New Living Armor icon.png Living Armor:
Infuses the target hero or structure with a protective coating which grants bonus regeneration. Also blocks some physical damage. Dispels when a number of damage instances are taken.
Cast range: Global
Health regeneration bonus: 4/6/8/10
Physical damage block: 20/40/60/80
Damage block charges: 6
Duration: 20
Manacost: 30/35/40/45
Cooldown: 20
Notes: Only blocks damage from hero attacks. Gets fully dispelled upon having blocked 6 instances.
  • Overgrowth icon.png Overgrowth
    • No longer deals 70/100/130 damage per second.
    • Increased duration from 3 to 3/3.75/4.5.
    • Reduced cooldown from 115/105/95 to 80.

6.73

6.72d

  • Increased base strength and gain from 27 + 3.4 to 25 + 2.8.
  • Increased Overgrowth icon.png Overgrowth cooldown from 100/95/90 to 115/105/95.
  • Undid melee hero collision change from 6.72c

6.72c

  • Nature's Guise icon.png Nature's Guise now has a 2 second fade time.
  • Reduced Living Armor icon.png Living Armor regeneration from 2/3/4/5 to 1/2/3/4.
  • Reduced Overgrowth icon.png Overgrowth radius from 725 to 625.
  • Melee hero collision size now reduced from 24 to 12.

6.72b

6.72

Leech Seed icon.png Leech Seed:
Rooftrellen plants a life-sapping seed in his enemy, causing it to be slowed by 24% and have its life force drained over the next 3 seconds. Nearby allied units are healed by the same amount.
Cast range: 350
Number of pulses: 4
Pulse interval: 0.75
Damage per pulse: 30/45/60/75 (Magical damage)
Heal search radius: 500
Heal per pulse: 30/45/60/75
Movement speed slow: 24%
Duration: 3
Manacost: 110/120/130/140
Cooldown: 12
Old Living Armor icon.png Living Armor:
Magically creates an armor of vines around a friendly uni, protecting it from harm and healing wounds.
Cast range: 500
Armor bonus: 3/6/9/12
Health regeneration bonus: 2/3/4/5
Duration: 40
Manacost: 30/35/40/40
Cooldown: 7
Notes: Can be set on autocast. Can be cast on buildings.
New Living Armor icon.png Living Armor:
Rooftrellen's presence infuses allied heroes and structures with a protective healing aura, increasing armor and regeneration. During the daytime, his power of nature is increased, causing the aura to extend globally.
Day radius: Global
Night radius: 900
Armor bonus: 1/2/3/4
Health regeneration bonus: 2/3/4/5
Notes: This is an aura
  • Overgrowth icon.png Overgrowth
    • Reduced duration from 3/4/5 to 3.
    • Reduced cooldown from 160 to 100/95/90.
    • Rescaled damage per second from 85 on each level to 70/100/130.

6.70

  • Increased Living Armor icon.png Living Armor regeneration from 1/2/3/4 to 2/3/4/5.

6.67

Forest Sentinel:
Summons a forest spirit at the target location. The Sentinel will act as a passive, invisible watcher until the Treant Protector activates it. While active, a sentinel will unleash a powerful attack on the first enemy hero who strays too close, dealing damage and stunning the target. After attacking, the Sentinel returns to passive mode, regiaining its invisibility and vision. Sentinels are vulnerable to physical and magical attacks and have a timed life of 8 minutes.
Cast range: 900
Duration: 480
Manacost: 50
Cooldown: 85/70/55/40
Watcher stats: 500 radius vision (no True Sight), 300 health, 40 gold bounty, invisible
Notes: Watches are briefly visible when summoned. Watchers are fully affected by spells. Nature's Guise counts Watchers as trees, so units can stay invisible when near them.
Transform Sentinel:
Toggles a Sentinel's state. The cooldown is shared with all Sentinels.
Cast range: Global
Watcher attack range: 500
Watcher vision reduction: 400
Damage: 125/150/175/200
Stun duration: 1.5/1.75/2/2.25
Manacost: 20
Cooldown: 10
Notes: This ability is only on Treant Protector. Can be cast through the minimap. Can switch between invisible, vision granting passive form and visible, offensive form. In offensive form, the watcher launches a projectile towards the closest enemy unit and then immediatly switches back to passive form. The projectile damages and stuns upon impact.

6.63

6.61

6.60

Old Eyes in the Forest:
Creates a spiritual link between Rooftrellen and a target tree, allowing Rooftrellen to see the tree's surrounding area at all times.
Vision Range: 600/630/660/690
Cast Range: 2000
Cooldown: 300/225/150/75
Manacost: 100/75/50/25
Notes: Provides True Sight, lasts until tree is destroyed.
New Eyes in the Forest:
Creates an enchanted tree at a target point, allowing Rooftrellen to see the tree's surrounding area at all times.
Vision Range: 600/630/660/690
Cast Range: 100.
Cooldown: 300/225/150/75.
Manacost: 100/75/50/25.
Note: Creates a regular tree if cast on the Sentinel side and a dead tree if cast on the Scourge side. These trees are slightly brighter than regular trees. Provides True Sight, lasts until tree is destroyed.

6.58

6.48b

  • Increased base Agility agility and gain from 10 + 1 to 15 + 2.

6.45

  • Increased Eyes in the Forest cast range from 100 to 2000 (still requires vision over trees to be able to cast it on them).
  • Living Armor icon.png Living Armor
    • Reduced manacost from 40/45/50/55 to 30/35/40/40.
    • Increased armor bonus from 2/4/7/10 to 3/6/9/12.
    • Increased health regeneration bonus from 0.75/1.5/2.25/3 to 1/2/3/4.
  • Overgrowth icon.png Overgrowth
    • Now affects unit insde the Fog of War.
    • Reduced manacost from 200/250/300 to 150/175/200.

6.38

6.35

6.24

6.21

6.20

  • Increased Overgrowth icon.png Overgrowth manacost from 100/150/200 to 200/250/300.

6.10

5.84

5.79

  • Overgrowth icon.png Overgrowth
    • Reduced radius from 925 to 725.
    • Reduced damage per second from 125 to 85.

5.78

  • Rescaled Eyes in the Forest cooldown from 200/140/110/80 to 240/140/110/60.
  • Reduced Nature's Guise icon.png Nature's Guise cooldown from 20/17/15/10 to 3 on each level.
  • Overgrowth icon.png Overgrowth
    • Increased radius from 625 to 925.
    • Increased damage per second from 50 to 125.

5.76

Old Overgrowth:
Creates a thicket of damaging thorns, making it difficult or impossible for units to pass through.
Cast range: 300
Number of thorns: 8/13/18
Damage per second radius: 150
Damage per second: 50
Duration: 5/6/7
Manacost: 100/150/200
Cooldown: 15
Notes: The thorns are summoned at the targeted point and around it, so that no gap exists between the thorns. The thorns have 72 radius collision size. Each of them periodically deals damage to nearby enemy units. They block pathing for every unit.
New Overgrowth icon.png Overgrowth:
Summons an overgowth of damaging vines and branches. Prevents all nearby enemies form moving or attacking and deals damage per second to each.
Radius: 725
Damage per second: 50
Duration: 3/4/5
Manacost: 100/150/200
Cooldown: 120
Notes: Roots and disarms all nearby enemy units upon cast. Deals damage in 1 second intervals, starting immediatly upon cast, resulting in up to 150/200/250 damage.

5.75

  • Reduced Eyes in the Forest cooldown from 240/180/150/120 to 200/140/110/80.
  • Overgrowth
    • Now deals 50 damage per second within a 150 radius, instead of 50 damage within 100 radius, 35 damage within 125 radius and 10 damage within 150 radius.
    • Reduced cast tome from 1.5 to 0.5
    • Reduced cooldown from 90/60/30 to 15 on each level.

5.72

  • Increased base Strength strength and gain from 25 + 3.2 to 27 + 3.4.
  • Reduced base Intelligence intelligence and gain from 19 + 2 to 17 + 1.8.
  • Nature's Guise icon.png Nature's Guise
    • Rescaled manacost from 50/60/70/80 to 90/80/70/60.
    • Increased cooldown from 10 on each level to 20/17/15/10.
  • Eyes in the Forest
    • Reduced level requirement from 4/6/8/10 to 1/3/5/7.
    • Increased cooldown from 210/180/150/120 to 240/180/150/120.
  • Replaced Passion of the Forest with Overgrowth
Overgrowth:
Creates a thicket of damaging thorns, making it difficult or impossible for units to pass through.
Cast time: 1.5
Cast range: 300
Number of thorns: 8/13/18
Full damage per second radius: 100
Full damage per second: 50
Medium damage per second radius: 35
Medium damage per second: 125
Small damage per second radius: 150
Small damage per second: 10
Duration: 5/6/7
Manacost: 100/150/200
Cooldown: 90/60/30
Notes: The thorns are summoned at the targeted point and around it, so that no gap exists between the thorns. The thorns have 72 radius collision size. Each of them periodically deals damage to nearby enemy units. They block pathing for every unit.

5.65

  • Created.

Replaced abilities[edit | edit source]

Living Armor (6.72-6.75)
Not blocked by Spell Immunity. Cannot be dispelled.
E
V
Living Armor icon.png
Ability Affects
Aura Allies
Treant Protector's presence infuses allied heroes and structures with a protective healing aura, increasing armor and regeneration. During the daytime, his power of nature is increased, causing the aura to extend globally. The regen on structures is always a 900 radius aura.
Units Daytime Radius: Global
Units Nighttime Radius: 900
Buildings Radius: 900
Armor Bonus: 1/2/3/4
Health Regeneration Bonus: 1/2/3/4
The roots and tendrils of the Treant Protectors are far-reaching, stimulating the growth and rejuvenation of all of nature.

Notes:

  • The aura's buff lingers for 2-4 seconds.
  • The flat health regen bonus is not considered by percentage health regeneration increases.
  • Regenerates up to 60/120/180/240 health in one minute.

Living Armor (Pre 6.72)
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be dispelled.
E
V
Living Armor icon.png
Ability Affects
Autocast Allies
Magically creates an armor of vines around a friendly unit or structure, protecting it from harm and healing wounds.
Cast Time: 0.5+0.51
Cast Range: 500
Armor Bonus: 3/6/9/12
Health Regeneration Bonus: 2/3/4/5
Duration: 40
Cooldown 7 Mana 30/35/40/40
The roots and tendrils of the Treant Protectors are far-reaching, stimulating the growth and rejuvenation of all of nature.

Notes:

  • Can heal the target for up to 80/120/160/200 health.

Forest Sentinel
Blocked by Spell Immunity. Blocked by Linken's Sphere. Cannot be dispelled.
W
E
Unknown icon.png
Ability Affects
Target Point Enemies
Summons a forest spirit at the target location. The Sentinel will act as a passive, invisible watcher until the Treant Protector activates it. While active, a sentinel will unleash a powerful attack on the first enemy hero who strays too close, dealing damage and stunning the target. After attacking, the Sentinel returns to passive mode, regiaining its invisibility and vision. Sentinels are vulnerable to physical and magical attacks and have a timed life of 8 minutes.
Cast Time: 0.5+0.51
Cast Range: 900
Enemy Search Radius: 500
Damage: 125/150/175/200
Stun Duration: 1.5/1.75/2/2.25
Sentinel Duration: 480
Cooldown 85/70/55/40 Mana 50

Notes:

  • This ability was replaced by Leech Seed icon.png Leech Seed on the 6.72 gameplay patch.
  • Forest Sentinels have 300 health, are immobile and grant 40 gold bounty. They are affected by spells, but cannot be converted (e.g. Enchant icon.png Enchant).
  • Forest Sentinels are visible to Treant Protector's team on the minimap as a small white dot
  • In passive mode, Forest Sentinels have invisibility with a 2 second fade time and provide 500 radius flying vision around them.
  • In active mode, they do not have invisibility and provide 100 radius flying vision around them.
  • Sentinels instantly return back to passive mode once launching the damaging and stunning projectile, turning invisible after the fade time.
  • The projectile travels at a speed of 1000 and can be disjointed.
  • Can launch the projectile even when disabled. Requires vision over enemies to be able to launch it.

Transform Sentinel
D
W
Unknown icon.png
Ability
Target Point / Target Unit
Toggles a Sentinel's state. The cooldown is shared with all Sentinels.
Cast Time: 0.5+0.51
Cast Range: Global
Cooldown 10 Mana 20

Notes:

  • This ability is only on the hero, not on the sentinels.
  • When targeting the ground, it toggles the closes sentinel to the targeted point. Can directly target sentinels.
  • Can also targeted other units under Treant Protector's control, excluding self. Doing so has no effect, wasting the mana and cooldown.
  • The passive and active sentinels are 2 different units. Switching between them causes them to get fully replaced.
  • This means it gets deselected and any buff and debuff is cleared.
  • Can toggle sentinels to active and passive mode.

Eyes in the Forest (6.60-6.66)
Not blocked by Spell Immunity. Cannot be dispelled.
W
E
Unknown icon.png
Ability
Target Point
Creates an enchanted tree at a target point, allowing Rooftrellen to see the tree's surrounding area at all times. Vision improves slightly per level.
Cast Time: 0.5+0.51
Cast Range: 100
Vision Radius: 600/630/660/690
Duration: Permanent
Cooldown 300/225/150/75 Mana 100/75/50/25

Notes:

  • This ability was replaced by Sentinel on the 6.67 gameplay patch.
  • Places a regular tree, so it interacts with other abilities like other trees.
    • The only difference is that these trees do not have a collision size, so they cannot block pathing.
  • The tree visually differs depending on which side of the map it was placed. It also appears brighter than regular trees.
  • There is no limit on how many trees can placed at one time.

Eyes in the Forest (pre 6.60)
Not blocked by Spell Immunity. Cannot be dispelled.
W
E
Unknown icon.png
Ability Affects
Target Unit Trees
Creates a spiritual link between Rooftrellen and a target tree, allowing Rooftrellen to see the tree's surrounding area at all times. Vision improves slightly per level. Very large cast range.
Cast Time: 0.5+0.51
Cast Range: 2000
Vision Radius: 600/630/660/690
Duration: Permanent
Cooldown 300/225/150/75 Mana 100/75/50/25

Notes:

  • This ability was reworked on the 6.60 gameplay patch.
  • Treant Protector requires vision over the tree in order to cast the ability on it.
  • Places an orange orb above the tree, which is not visible to enemies.
  • There is no limit on how many enchanted trees can be up at one time.

Overgrowth (Pre 5.76)
Not blocked by Spell Immunity. Cannot be dispelled.
R
Unknown icon.png
Ability Affects Damage
Target Point Enemies Magical
Creates a thicket of damaging thorns, making it difficult or impossible for units to pass through.
Cast Time: 0.5+0.51
Cast Range: 300
Number of Tickets: 8/13/18
Collision Radius: 72
Damage radius: 150
Damage per Second: 50
Duration: 5/6/7
Cooldown 15 Mana 100/150/200

Notes:

  • This abiltity got reworked into the current Overgrowth icon.png Overgrowth in the 5.76 gameplay patch.
  • Upon cast, creates 8/13/18 immobile vine thickets at the targeted point as close together as possible.
  • Thickets cannot spawn in the river area. When targeting the river, the thickets spawn at the closest locations around it.
  • Thickets have a 72 collision size. They block pathing for every unit. Casting directly on a unit may encase it between the thickets.
  • Thickets are invulnerable. It is also not possible to move through the thickets, not even when phased. Only unobstructed or Forced Movement can get units out.
  • Each thicket also has a damaging aura. Since the damage is aura-based, multiple overlapping auras do not stack. The aura's effect does not linger. Only damages enemies.

Passion of the Forest
Cannot be dispelled.
R
F
Unknown icon.png
Ability Affects
Target Unit Self
Consumes a nearby tree, absorbing its body and restoring health. Rooftrellen stores the tree's soul, and can later use the souls to cast a powerful curse on an enemy unit. The curse lasts an amount of seconds equal to the number of trees Rooftrellen has absorbed.
Cast Time: 0.8+1.7
Cast Range: 32
Heal: 25/50/75
Heal delay: 1.7
Cooldown 45/52/60 Mana 30/35/40

Notes:

  • This ability got replaced by the following Overgrowth in the 5.72 gameplay patch.
  • When off cooldown, right-clicking a tree orders Treant Protector to cast this spell on the tree.
  • Heals Treant Protector 1.7 seconds after cast in one instance.
  • Each eaten tree grants 1 charge permanentaly or until used. Can have a maximum of 60 charges.

Passsion of the Forest Curse
Not blocked by Spell Immunity. Can be dispelled.
R
R
Unknown icon.png
Ability Affects
Target Unit Enemy Units
Curses an enemy unit with the souls of the trees Rooftrellen has consumed. Each level enhances the curse's effects further. On level 1, slows movement speed, on level 2, disarms and slows movement speed and on level 3, disarms, silences and slows movement speed. The duration is based on the number of souls.
Cast Time: 0.5+0.51
Cast Range: 600
Movement Speed Slow: 60%
Duration per Tree: 1
Cooldown 60 Mana 0

Notes:

  • Uses a projectile which travels at a speed of 1500. It can be disjointed.
  • On level 1, this ability only applies a movement speed slow. Level 2 adds a disarm and leve 3 adds a Silence ontop of that.
  • The debuff's duration is entirely on the amount of trees Treant Protector has consumed. Upon cast, all charges are lost.
  • This ability does nothing when cast while having no charges.

Gallery[edit | edit source]

See also[edit | edit source]

References[edit | edit source]