Treant Protector

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For Nature's Prophet's summons, see Treant. For the race in Dota 2 lore, see Treant Protectors.

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Treant Protector
Treant Protector.png
Strength
25 + 3.3
Agility
15 + 2
Intelligence
17 + 1.8
Level Base 1 16 25
Health 200 700 1720 2680
H. Regen 0.25 1 2.55 3.98
Mana 50 254 602 1010
M. Regen 0.01 0.69 1.85 3.22
Damage 62‒70 87‒95 138‒146 186‒194
Armor -1 1.14 5.71 10.86
Spell Dmg 0% 1.06% 2.88% 5.01%
Att / Sec 0.52 0.6 0.77 0.96
Movement Speed 300
Turn Rate 0.5
Vision Range 1800/800
Attack Range 150
Projectile Speed Instant
Attack Animation 0.6+0.4
Base Attack Time 1.9
Magic resistance 25%
Collision Size 24
Legs 2

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 immobilizes them and renders 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: Support Support / Initiator Initiator / Durable Durable / Disabler Disabler / Escape Escape
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)

Abilities[edit | edit source]

Nature's Guise
Pierces Spell Immunity. 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 Animation0.3+0.6
Cast Range: 600
Tree Search Radius: 350
Fade Time: 2
Move Speed Bonus: 14%/16%/18%/20%
Invisibility Duration: 15/30/45/60
Cooldown 10/8/6/4
Mana 60
Modifiers
Buff Natures Guise: Undispellable.
Buff Natures Guise Grace Time: Dispellable with any dispel.
The Protectors don't often come into vision; their natural state being nestled within their leafy brethren.

Notes:

  • If cast on a unit that is not close enough to a tree, the ability does nothing, wasting the mana and cooldown.
  • The target unit stays invisible as long as there are trees within 350 radius around it.
  • The effects are not instantly lost upon getting too far from trees. There is a 0.75 second long grace time.
  • This means the unit can stay up to 0.75 seconds long away from trees and still be invisible.
  • The grace time resets whenever a tree is within range again.
  • The grace time is indicated by the status buff.
  • The Nature's Guise buff checks for the grace time buff periodically, and disappears if it is not found.
  • Treant Protector can cast spells and use items without breaking the invisibility.
  • 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 breaks it.


Leech Seed
Blocked by Linken's Sphere. Partially pierces Spell Immunity. Play
W
E
Leech Seed icon.png
Ability Affects Damage
Target Unit Enemies / Allies 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 Animation0.5+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 16/13/10/7
Mana 80/95/110/125
Partially pierces Spell Immunity. Can heal spell immune allies. Slow persists, attempts to damage and continues to pulse, if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff Leech Seed: Dispellable with any dispel.
Rooftrellen nurtures the beings under his stewardship, sustained by the lifeforce of trespassers into his sacred ground.

Notes:

  • Deals damage and sends healing projectiles in 0.75 second intervals, 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 independent from the damage and always heals for the same amount, regardless of how much damage the target takes.
  • 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 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 still heal them.


Living Armor
Pierces Spell Immunity. 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 Animation0.5+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 30/24/18/12
Mana 50
Modifiers
Buff Living Armor: Dispellable with any dispel.
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 the 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 neither blocks damage nor loses 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
Pierces Spell Immunity. 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 Animation0.5+1.17
Radius: 800
Duration: 3/3.75/4.5
Cooldown 70
Mana 150/175/200
Can be Improved by Aghanim's Scepter. Adds the Eyes in the Forest icon.png Eyes In The Forest​ ability.
Modifiers
Debuff Overgrowth: Dispellable with any dispel.
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
Pierces Spell Immunity. Play
D
D
Eyes in the Forest icon.png
Ability Affects Damage
Target Unit Trees / Enemies Magical
Treant Protector enchants a tree, which grants him unobstructed vision in that location. If Overgrowth is cast, units within a 800 radius of an enchanted tree will be entangled and damaged.
Cast Animation0.2+0.83
Cast Range: 160
Overgrowth Radius: 800
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 are able to see the visual effects on both the affected tree and the 800 radius around it.
  • Only units which are affected by Overgrowth icon.png Overgrowth​ within 800 radius of an enchanted tree take the Overgrowth damage.
  • The Overgrowth damage from multiple Eyes in the Forest does not stack.
  • Deals damage in 1 second intervals, starting immediately 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]

Starting:

  • Clarity icon.png Clarity potions mitigate the mana cost of Leech Seed, which is usually used early for lane harassment.
  • Stout Shield icon.png Stout Shield partially abates any harassment he receives.
  • Animal Courier (Radiant) icon.png Animal Courier is expected of support heroes due to their item independence.
  • Observer Ward icon.png Observer Ward is necessary and can be placed when using Nature's Guise.

Early game:

  • Boots of Speed icon.png Boots of Speed give a useful movement speed boost.
  • Iron Talon icon.png Iron Talon amplifies Treant's already high base damage and allows to jungle very quickly.
  • Magic Stick icon.png Magic Stick helps with mana and health restoration
  • Bracer icon.png Bracer provide cheap attribute bonuses.
  • 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 opting for a Tranquil Boots (Active) icon.png Tranquil Boots instead of an Arcane Boots icon.png Arcane Boots if team-mates do not need the extra mana. Choosing Tranquil Boots over Arcane Boots makes it easier for Treant Protector to roam the map and regenerate health between ganks.

Core:

Situational:


Gameplay[edit | edit source]

Audio[edit | edit source]

History[edit | edit source]

Equipment[edit | edit source]

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.

Gallery[edit | edit source]