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.
| Rooftrellen, the Treant Protector
| Play "Life becomes death becomes new life. As it should be."
|| Durable / Initiator / Lane Support / Disabler
|| 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.
|| Fred Tatasciore (Responses)
- 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.
- 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.
- 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.
- 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.
- Prevents Relocate from teleporting Io and his tethered ally.
- Interrupts the affected units' current order, canceling out a spell cast and channeling spells.
- 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 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 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.
- 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 like 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 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 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 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 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 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 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 and 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 and attack damage. You can purchase attack boosting items like Assault Cuirass, 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 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 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 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.
- 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.
- Allows Treant to enchant trees to spy on his enemies and expand the area Overgrowth affects.
- Reduced Leech Seed damage per pulse from 24/36/48/60 to 15/30/45/60.
- 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
- Increased cooldown from 15 to 32/26/20/14.
- Increased Manacost increased from 25 to 50.
- Reduced Nature's Guise cast time from 0.5 to 0.3.
- Reduced night vision from 1200 to 800.
- Leech Seed
- Increased slow from 24% to 28%.
- Healing effect no longer ends when the target dies.
- Living Armor Now reduces damage from all instances of damage that reduce its charges, instead of only physical damage.
- Increased Attack damage increased from 46-54 to 56-64 (total attack damage is now 81-89).
- Reduced Leech Seed cooldown from 18/16/14/12 to 16/14/12/10.
- Reduced Overgrowth cooldown from 80 to 70.
- Living Armor
- Increased block instances from 6 to 7.
- can be cast through the minimap (only considers heroes and towers/rax in this mode).
- Living Armor
- Reduced cooldown 20 to 15.
- Reduced manacost from 30/35/40/45 to 25.
- Reduced duration from 20 to 15.
- Attack damage increased 32-40 to 46-54 (total damage is now 71-79).
- Increased Base Attack Time from 1.7 to 1.9.
- 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.
- health 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
- No longer does damage.
- Increased duration from 3 to 3/3.75/4.5.
- Reduced cooldown from 115/105/95 to 80.
- Increased base strength and gain from 27 + 3.4 to 25 + 2.8.
- Increased Overgrowth cooldown 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.
- Reduced Living Armor regeneration from 2/3/4/5 to 1/2/3/4.
- Reduced Overgrowth radius from 725 to 625.
- Melee hero collision size now reduced from 24 to 12.
- 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.
- Movement Speed Slow: 24%
- Damage: 30/45/60/75 per pulse (Magical damage)
- Allied Heal: 30/45/60/75 per pulse
- Pulses: 4
- Radius: 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.
- Radius: 900 (Global during the day)
- HP Regeneration: 2/3/4/5
- Armor: 1/2/3/4
- Reduced duration from 3/4/5 to 3.
- Reduced cooldown from 160 to 100/95/90.
- Rescaled damage per second from 85 to 70/100/130.
- Increased Living Armor regeneration from 1/2/3/4 to 2/3/4/5.
- Summons a Sentinel unit from the forests to the targeted point. The Sentinel is invisible to enemy units (revealed by truesight).
- Sentinels have a small vision radius and can be instructed to defend the nearby area. When they are in Defense mode (special animation for this), their vision and invisibility cloak are removed and they automatically attack the nearest enemy unit that comes into their range.
- Watcher Vision: 500 (Does not grant True Sight)
- Sentinel Summon CD: 85/70/55/40
- Sentinel Summon Manacost: 50
- Sentinel Summon Cast Range: 900
- Sentinel Summon Duration: 8 minutes
- Sentinel HP: 300
- Sentinel Bounty: 40 Gold
- Defense Ability: Attacks a random enemy unit within its radius. The target takes 125/150/175/200 damage and becomes stunned for 1.5/1.75/2/2.25 seconds.
- Defense Attack Range: 500
- Defense Vision: Self only
- Once a Sentinel attacks at an enemy unit, it returns to Watcher mode.
- Sentinels can be killed by either attacks or spells. They can get hurt by area spells while they are invisible.
- Note 1: The Sentinel is visible for a brief period as it is getting summoned.
- Note 2: You can see your Sentinels on the minimap.
- Note 3: Nature's Guise works with your Sentinels.
- Toggles a target Sentinel between Watcher and Defense modes.
- Cooldown: 10
- Manacost: 20
- 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.
- 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.
- Increased base agility and gain from 10 + 1 to 15 + 2.
- 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
- 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.
- Reduced manacost from 200/250/300 to 150/175/200.
- Now affects unit insde the Fog of War.
- Increased Overgrowth manacost from 100/150/200 to 200/250/300.
| Living Armor (6.72-6.75)|
| 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.
- 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.
- Can heal the target for up to 80/120/160/200 health.
| Transform Sentinel
| Toggles a Sentinel's state. The cooldown is shared with all Sentinels.
| Cast Time: 0.5+0.51|
Cast Range: Global
- 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.
- 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.
- 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.