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Treant Protector

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"Treant" redirects here. For the summon, see Nature's Prophet.
Treant Protector
Treant Protector.png
Radiant icon.png The Radiant
Strength
25 + 3.3
Agility
15 + 2
Intelligence
17 + 1.8
Level 1 16 25
Hit Points 625 1594 2506
Mana 221 598 1040
Damage 81-89 132-140 180-188
Armor 1.1 5.58 10.62
Attacks / Second 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
Cast Duration 0.5+0.51
Base Attack Time 1.9

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 also use Leech Seed against a target, dealing moderate damage over time to it and slowing it whilst 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 affects enemies in a respectable area of effect and entangles 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 rooting a path to victory.

Contents

[edit] Bio

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)

[edit] Abilities

Nature's Guise
Can be purged.
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.
Range: 600
Duration: 15/30/45/60
Fade Time: 2
Tree Radius: 375
Bonus Movement Speed: 10%
Cooldown 10/8/6/4 Mana 90/80/70/60
The Protectors don't often come into vision; their natural state being nestled within their leafy brethren.

Notes:

  • If cast on a unit that isn't near a tree, the targeted unit will not receive the invisibility buff.
  • If the unit has a distance of more than 375 to the closest tree during 0.53 seconds, the invisibility will be removed.
  • Treant Protector can cast spells and use items without losing invisibility from Nature's Guise.
  • Nature's Guise has a faster cast point of 0.3s.

Leech Seed
Blocked by Magic Immunity. Blocked by Linken's Sphere. Can be purged.
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 equal to the amount drained. Pulses 6 times.
Range: 350
Radius: 500
Duration: 4.5
Slow: 28%
Lifesteal per Pulse: 24/36/48/60
Cooldown 16/14/12/10 Mana 140
Rooftrellen nurtures the beings under his stewardship, sustained by the lifeforce of trespassers into his sacred ground.

Notes:

  • Deals a total of 144/216/288/360 damage.
  • Healing Pulses do not stop even after the target unit dies.
  • The amount of HP healed does not equal the amount of HP the target loses (damage after damage reductions) but is always the full 24/36/48/60 HP per pulse.
  • If there are multiple Heroes in the lifesteal radius, all of them will receive the full 24/36/48/60 HP heal per pulse.

Living Armor
Can be purged.
E
V
Living Armor icon.png
Ability Affects
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.
Range: Global
Damage Instances: 4/5/6/7
Block: 20/40/60/80
Regeneration: 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:

  • Can be cast through the mini-map.
  • The total amount of health gained while under the entire duration of Living Armor is 60/105/150/195.
  • Regeneration and damage block is applied to buildings.
  • Can block up to 80/200/360/560 damage.

Overgrowth
Partially blocked by Magic Immunity. Not blocked by Linken's Sphere. Can be purged.
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.
Radius: 675
Duration: 3/3.75/4.5
Cooldown 70 Mana 150/175/200
Partially blocked by Magic Immunity. * Works on magic immune units. However, the spell can be broken by becoming magic immune after the effect has been applied.
Rooftrellen calls the ancestral spirit of nature, releasing its power through all of his kin.

Notes:

  • Overgrowth does not affect Phantom Strike.
  • If Mirana casts Leap while under Overgrowth's effects, she will not leap until Overgrowth's duration ends.
  • Overgrowth also disables transforming skills like Chemical Rage, Shadow Dance and Flesh Golem.
  • Units that turn invisible while Overgrowth is active are still revealed for Overgrowth's duration.

[edit] Recommended items

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Explanation:
Starting:

  • Treant Protector often levels Leech Seed early for lane harassment; Clarities mitigate its mana cost.
  • Stout Shield will partially abate any harassment he receives.

Early game:

Core:

  • Boots of Speed upgrade to Arcane Boots, to help with Treant's own mana pool as well as his allies.
  • Magic Stick upgrades to Magic Wand, naturally.
  • Bracer upgrades to Drum of Endurance, which provides more cheap attribute bonuses as well as stacking with Nature's Guise to give him and his allies excellent movement speed.

Situational:

  • Blink Dagger allows him flexibility in positioning his ultimate
  • Refresher Orb allows him to cast Overgrowth twice, as long as he has a sufficient mana pool.
  • Shiva's Guard and Assault Cuirass provide protection against physical damage as well as auras that help in a team fight.
  • Pipe of Insight provides him and his allies with protection against magical damage.
  • Heart of Tarrasque gives him excellent durability against all sources of damage.
  • Heaven's Halberd provides the single-target disable he lacks, while providing both strength and evasion to increase his durability.
  • Radiance provides excellent mid-game team fight damage if he can live through the fight.
  • Necronomicon improves almost every aspect of Treant Protector: more movement speed for his allies, more damage and mana-burning during Overgrowth, more strength for his damage and durability, and more intelligence for his mana pool. The summons also gives the power to destroy an enemy's mana, and provides True Sight at level 3. Necronomicon's summons benefit from some auras Treant might carry, as well as Pipe's Barrier.

[edit] Tips

  • Using 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 Wards to prevent this.
  • Your autoattack 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.
  • Living Armor can heal buildings. If you have time, and no one else requires it, cast Living Armor 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 he is quite tanky, his offensive output is very minimal and once he has initiated with 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 a gank, use Nature's Guise to sneak around behind the enemies, as if Leech Seed is used on an enemy running towards you instead of away from you escape will be almost impossible; to say nothing of Overgrowth.
  • In most circumstances Rooftrellen 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 is a good early pick-up for Rooftrellen, 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.
  • You can cast spells when you're invisible with Nature's Guise. If you are equipped with items with powerful active abilities, like Necronomicon, Shiva's Guard, and Scythe of Vyse, you can use this to surprise and play tricks on your opponents, as long as you stay near the trees
  • Your high Strength and attack damage is great. You can purchase attack boosting items like Assault Cuirass, Battle Fury, Armlet of Mordiggian, Satanic, Mjollnir, Abyssal Blade or Mask of Madness to improve your damage output, if your team is deprived of powerful attackers.
  • Although he's not the best, Treant can be a good jungler because of his high base attack damage and Living Armor damage block, Leech Seed in case of his hp dropping low and Nature's Guise to initiate ganks. It will give the team another solo lane, more gold for him than playing in a dual lane and the ability to keep healing towers with the global living armor when needed while in the jungle.

[edit] Trivia

  • Rooftrellen has "Riki was 'ere" carved into his side (near the right 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.

[edit] Update history

June 14, 2013 Patch

October 29, 2012 Patch

  • Fixed Treant Protector Treant Protector 's strength growth.

June 11, 2012 Patch

  • Fixed the following spells being castable on magic immune allies: Nightmare, Frost Armor, Nature's Guise, Holy Persuasion, Decrepify, Astral Imprisonment, Shadow Word and X Marks The Spot.

May 24, 2012 Patch

  • Enabled Treant Protector Treant Protector in Captain's Mode.

May 17, 2012 Patch

  • Added Treant Protector Treant Protector!

[edit] Balance changelog

6.80

6.79

  • Leech Seed icon.png Leech Seed:
    • Damage per pulse reduced from 30/45/60/75 to 24/36/48/60.
    • Number of pulses increased from 4 to 6 (duration from 3 to 4.5).
  • Living Armor icon.png Living Armor:
    • Cooldown rebalanced from 15 to 32/26/20/14.
    • Manacost increased from 25 to 50.
  • Nature's Guise icon.png Nature's Guise cast point improved from 0.5 to 0.3.
  • Night vision reduced from 1200 to 800.

6.78c

6.78

  • Leech Seed icon.png Leech Seed
    • Slow increased from 24% to 28%.
    • Healing effect no longer ends when the target dies.

6.77c

  • Living Armor icon.png Living Armor damage reduction is now done for all instances of damage that reduce its charges.

6.77

  • Damage increased by 10.
  • Leech Seed icon.png Leech Seed cooldown decreased from 18/16/14/12 to 16/14/12/10.
  • Overgrowth icon.png Overgrowth cooldown decreased from 80 to 70.
  • Living Armor icon.png Living Armor
    • damage instances increased from 6 to 7.
    • can be cast through the minimap (only considers heroes and towers/rax in this mode).

6.76c

  • Living Armor icon.png Living Armor
    • Cooldown and duration decreased from 20 to 15.
    • Manacost decreased from 30/35/40/45 to 25.

6.76

  • Strength growth increased from 2.8 to 3.3.
  • Living Armor icon.png Living Armor HP regen increased from 4/6/8/10 to 4/7/10/13.

6.75

  • Damage increased by 14.
  • Base attack time increased from 1.7 to 1.9.
  • Living Armor icon.png Living Armor aura replaced with a new active ability:
Target an allied unit or structure. Grants bonus regeneration and physical damage block. Dispels when more than 6 damage instances are taken.
HP Regeneration: 4/6/8/10
Physical Damage Block: 20/40/60/80 (hero only)
Threshold: 6 damage instances
Duration: 20
Cooldown: 20
Manacost: 30/35/40/45
Cast Range: Global
  • Overgrowth icon.png Overgrowth
    • No longer does damage.
    • Duration increased from 3 to 3/3.75/4.5.
    • Cooldown decreased from 115/105/95 to 80.

6.73

  • Leech Seed icon.png Leech Seed manacost increased from 110/120/130/140 to 140.
  • Overgrowth icon.png Overgrowth damage per second decreased from 70/100/130 to 50/75/100.

6.72d

  • Strength decreased from 27 + 3.4 to 25 + 2.8
  • Overgrowth icon.png Overgrowth cooldown increased from 100/95/90 to 115/105/95.

6.72c

6.72b

  • Base armor reduced by 1.
  • Leech Seed icon.png Leech Seed cooldown rescaled from 12 to 18/16/14/12.
  • Living Armor icon.png Living Armor now regenerates buildings only in a 900 aoe.

6.72

  • Armor reduced by 1.
  • Nature's Guise icon.png Nature's Guise
    • Now gives the unit a 10% movement speed bonus.
    • Keeps the target invisible for up to 1 second after leaving the proximity of a tree, except during the initial cast.
    • Cooldown increased from 3 seconds to 10/8/6/4 seconds.
  • Forest Sentinel replaced with 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.
Slow: 24%
Damage: 30/45/60/75 per pulse (Magical damage type)
Allied Heal: 30/45/60/75 per pulse
Pulses: 4
AoE: 500
Manacost: 110/120/130/140
Cast Range: 350
Cooldown: 12
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.
AoE: 900 (Global during the day)
HP Regeneration: 2/3/4/5
Armor: 1/2/3/4
  • Overgrowth icon.png Overgrowth
    • Duration reduced from 3/4/5 to 3.
    • Cooldown reduced from 160 to 100/95/90.
    • Damage per second rebalanced from 85 to 70/100/130.

6.70

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

6.67

  • Reworked Eyes in the Forest.

6.63

  • Attack range changed from 100 to 128.

6.61

  • Casting Nature's Guise on an allied unit (or other spells) will no longer take you out if you have it on you.

6.60

  • Reworked Eyes in the Forest.

6.58

6.48b

  • Increased Rooftrellen's Agility per level.

[edit] Replaced abilities

Living Armor (Old, pre-6.75)
E
V
Living Armor icon.png
Ability Affects
Aura Allies
Infuses allied heroes and structures with a protective healing aura, increasing armor and regeneration. During the day, the aura that affects heroes extends globally, and structures within a shortened radius. At night, the effect on heroes is applied only at the shortened radius.
Radius for Buildings: 900
Radius for Heroes(Day/Night): Global/900
Bonus Armor: 1/2/3/4
Bonus Health Regeneration: 1/2/3/4
The roots and tendrils of the Treant Protectors are far-reaching, stimulating the growth and rejuvenation of all of nature.

Living Armor (Old, pre-6.72)
E
V
Living Armor icon.png
Ability Affects
Target Unit Allies
Magically creates an armor of vines around a friendly unit, protecting it from harm and healing wounds.
Range: 500
Duration: 40
Bonus Armor: 3/6/9/12
Bonus Health Regeneration: 2/3/4/5
Cooldown 7 Mana 30/35/40/40

Notes:

  • The total amount of health gained while under the entire duration of Living Armor is 80/120/160/200
  • Can target structures.

Sentinel
W
Unknown icon.png
Ability
Target point
Summons a Sentinel unit from the forests to the targeted point. The Sentinel is invisible to enemy units. Sentinels have a small vision radius and can be instructed to defend the nearby area. When they are in Defense mode, their vision and invisibility cloak are removed and they automatically attack the nearest enemy unit that comes into their range. Once a Sentinel attacks at an enemy unit, it returns to Watcher mode.
Cast Range: 900
Duration: 8 minutes
Vision Range: 500
Sentinel HP: 300
Sentinel Bounty: 40
Defense Damage: 125/150/175/200
Defense Stun Duration: 1.5/1.75/2/2.25
Cooldown 85/70/55/40 Mana 50

Notes:

  • This ability dates from 6.67
  • Sentinels can be killed by either attacks or spells. They can get hurt by AoE spells while they are invisible.
  • The Sentinel is visible for a brief period as it is getting summoned.
  • You can see your Sentinels on the minimap.
  • Nature's Guise works with your Sentinels.

Transform Sentinel
D
Unknown icon.png
Ability
Target point
Toggles a target Sentinel between Watcher and Defense modes.
Cast Range: Global
Cooldown 10 Mana 20

Notes:

  • Learned with Sentinel
  • This ability is on your hero. As such, you can only toggle/activate Sentinels once every 10 seconds.
  • You can target a specific Sentinel or click at any point and it will find the closest one.

Eyes in the Forest
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 Range: 125
Cooldown 300/225/150/75 Mana 100/75/50/25

Notes:

  • This ability dates from 6.60
  • Summoned trees have True Sight and can see invisible units.
  • The enchanted tree counts as a tree for Nature's Guise.

[edit] Gallery

[edit] See also