Treant Protector

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"Treant" redirects here. For the summon, see Nature's Prophet.
Treant Protector
Treant Protector.png
25 + 3.3
15 + 2
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
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 entangles 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.


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)


Nature's Guise
Not blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be purged. Play
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 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.


  • 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 purged. Play
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 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.


  • 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 purged. Play
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 Range: Global
Damage Block Instances: 4/5/6/7
Damage Block: 20/40/60/80
Health 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.


  • 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.
  • Can heal the target for up to 60/105/150/195 health if the armor stays for its full duration.
  • Can block up to 80/200/360/560 damage.
  • Damage block is calculated after all reductions or amplifications (armor, magic resistance, etc) and does not block damage lower than 5.
    • This means when it's casted on a building and then the Glyph of Fortification is used, attacks on that building will not use any charges, ensuring 5 seconds of regeneration from Living Armor.

Not blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be purged. Play
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
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 800 range of Eyes in the Forest trees.
Rooftrellen calls the ancestral spirit of nature, releasing its power through all of his kin.

Overgrowth icon.png Overgrowth entangles the targets, preventing them from moving and attacking.

  • Prevents Relocate icon.png Relocate from teleporting Io and his tethered ally.
  • 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 purged. Play
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 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.


  • 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 (a small leaf) on the minimap.
  • If the enemy has True Sight, they will be able to see visual the effects on both the affected tree and the 800 radius around it.
  • Only units which are affected by Overgrowth within 800 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]


  • 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:


  • 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.


  • Blink Dagger allows for more powerful initiaions with Overgrowth. It also allows Treant to dart around the forest while remaining invisible thanks to Nature's Guise.
  • Heart of Tarrasque gives him excellent durability against all sources of damage.
  • 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.
  • Vladmir's Offering provides Treant and his team with a useful aura.
  • Heaven's Halberd provides the single-target disable he lacks, while providing both strength and evasion to increase his durability.
  • Radiance provides excellent team fight damage. Treant Protector can make use of Radiance's Burn Damage while he is invisible.
  • Necronomicon gives more movement speed for his allies, some damage and mana-burning during Overgrowth, and more strength and intelligence.
  • Refresher Orb allows him to cast Overgrowth twice.



  • 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.
    • If time permits, you can use it on your whole team just before a team-fight to obtain a similar effect from Mirana's Moonlight Shadow. This will enable your team to properly initiate assuming that the enemy team does not have proper detection or they did not see you cast it.
  • Always watch the map, your 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 auto-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 will also help you secure farm your carry might have otherwise missed or denied by the enemy.
  • 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. This could also be picked-up if you're opting for a 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 Rooftrellen to roam the map and regenerate health between ganks.
    • This could also be built into a Bloodstone if the situation permits. It will enable him to use his Nature's Guise and Living Armor without worrying about mana consumption.
  • 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, Rooftrellen 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.
  • An Aghanim's Scepter gives Rooftrellen a free permanent mini Observer Ward every 55 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 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.


  • Rooftrellen - Treant Protector has "Riki was 'here" 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.

Update history[edit]

December 17, 2014 Patch Update 5

  • Fixed Living Armor icon.png Living Armor not selecting Spell Immune allies when targeting the ground

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!

Balance changelog[edit]


  • Living Armor icon.png Living Armor is now castable on spell immune allies
  • Eyes in the Forest icon.png Eyes in the Forest
    • Eyes In The Forest's Overgrowth damage increased from 135 to 175 per second
    • Eyes In The Forest cooldown reduced from 55 to 25



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



  • 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.



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


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


  • 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).


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


  • 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.


  • 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.


  • 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.
  • Added to Captain's Mode.


  • Strength decreased from 27 + 3.4 to 25 + 2.8
  • Overgrowth icon.png Overgrowth cooldown increased from 100/95/90 to 115/105/95.
  • Undid melee hero collision change from 6.72c


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


  • 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.


  • 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.


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


  • Reworked Eyes in the Forest.
  • Removed from Captain's Mode.


  • Attack range changed from 100 to 128.


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


  • Reworked 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 improves slightly per level.
    • 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. The trees are slightly brighter when they are enchanted.



  • Increased Rooftrellen's Agility per level.


  • Lowered Overgrowth mana cost from 200/250/300 to 150/175/200
  • Vastly increased Eyes in the Forest cast range
  • Improved Living Armor a bit


  • Slightly improved leveling of Eyes In The Forest


  • Minor armor buff (usually 1) to most melee heroes


  • Overgrowth mana cost from 100/150/200 to 200/250/300

Replaced abilities[edit]

Living Armor (Old, pre-6.75)
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)
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


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

Unknown icon.png
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


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


  • 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
Unknown icon.png
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


  • 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.


See also[edit]