Rooftrellen, the Treant Protector, is a melee strength hero who excels in supporting and strengthening his allies with his beneficial set of spells, which use 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 with Nature's Guise and move quickier with a stunning hit, being a good ganking skill and rather efficient for scouting, provided that he remains 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 with 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 Rooftrellen 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 for a decisive victory.
- Casting spells or using items does not break the invisibility.
- Goes on cooldown once the invisibility is lost, not upon cast.
- Treant Protector stays invisible as long as there are trees within 265 radius around him.
- The invisibility is not instantly lost upon getting too far from trees. There is a 0.75-second-long grace time.
- This means Treant Protector 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 not indicated anywhere.
- While invisible, Treant Protector's next attack has True Strike, and roots and disarms the target, preventing it from moving, attacking, and casting certain mobility spells.
- The attack first applies its damage, then the debuff.
- Does not work against buildings and wards.
- Provides True Sight over the target.
- Deals damage and sends healing projectiles in 0.75-second intervals, starting 0.75 seconds after cast, resulting in 7 pulses.
- Can deal up to 84/168/252/336 ( 434/518/602/686) damage (before reductions) and heal a single unit for up to 84/168/252/336 ( 434/518/602/686) 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.
- Always emits 7 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 it.
- 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 regenerate up to 60/120/180/240 health over 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.
- If a damage instance is low enough to get fully negated, it causes several on-damage effects to not trigger.
- 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 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).
- The talent turns Living Armor into an area-targeted spell, so that it cannot directly target units anymore.
- Roots and disarms the targets, preventing them from moving, attacking and casting certain mobility spells.
- Provides True Sight over the targets, but does not affect already invisible targets.
- Forces a stop command onto the targets upon cast, so that their current move, attack and spell cast orders get canceled.
- When upgraded, Overgrowth deals damage to all affected enemies over its duration.
- Deals damage in 1-second intervals, starting 1 second after cast, resulting in 3/4/5 instances.
- Can deal up to 525/700/875 damage per affected unit (before reductions).
- Requires to be unlocked.
- There is no limit on how many enchanted trees can be up at one time.
- The Enchantment of a tree has no expire time; it lasts until the tree gets destroyed.
- If the enemy has True Sight over the enchanted tree, they are able to see the visual effects on both the affected tree and the 800 ( 1150) radius around it.
- The sound effect upon cast is audible to allies only.
- Upon dropping, selling or destroying Aghanim's Scepter, the enchanted trees still provide vision, and are not removed.
- However, Overgrowth does not root enemies around enchanted trees, and does not deal damage.
|700 AoE||25||+350and AoE|
|2s Tree Respawn Time||15||+90 Damage|
|10% Cooldown Reduction||10||+2Block Instances|
- The tree respawn talent sets the respawn time of all trees on the map to Lua error in Module:Show at line 24: attempt to index field '?' (a nil value). seconds. This does not include trees created by abilities and items.
- If the talent is chosen while there already are destroyed trees, they respawn immediately if they have been destroyed more than Lua error in Module:Show at line 24: attempt to index field '?' (a nil value). seconds ago.
- The cooldown reduction talent stacks multiplicatively with and additively other sources of cooldown reduction.
- heals a little at a time in the laning stage.
- restores large amount of health.
- sustains mana for using early Leech Seed to harass enemies.
- applies a slow to keep enemies in range of your powerful physical attacks in the early game.
- partially abates any harassment received.
- ferries items to teammates.
- grants map vision; use Nature's Guise to plant wards to avoid being spotted.
- give movement speed boost.
- helps with mana and health restoration.
- provides mana regeneration and magical damage absorption, as well as building Urn of Shadows.
- grants movement speed bonus for cheap.
- restores mana to Treant Protector and allies.
- provides some attributes, as well as restoring health and mana in bursts.
- gives miscellaneous bonuses and charges to heal or hurt heroes.
- sustains mana, as well as granting or removing armor of units.
- , an upgrade of Arcane Boots and Mekansm, restores health and mana in an area; it also carries an aura of health regeneration and armor that works better on heroes at low HP.
- grants vision over the map and allows Treant Protector to deal some damage in the late game with a semi-global Overgrowth.
- gives regeneration and armor, as well as Echo Shell on friendly heroes to dispel and reflect single targeted spells.
- provides health regeneration and movement speed to roam the map. Consider it when teammates do not need extra mana from Arcane Boots.
- solves Treant Protector's mana problems in the early to mid game so he can use Leech Seed more frequently to gank and Living Armor to heal. Consider this item with Tranquil Boots to offset its health cost.
- provides cheap attribute bonuses, and movement speed for allies and Treant Protector, which stacks with Nature's Guise.
- allows for more powerful initiaions with Overgrowth, as well as letting Treant Protector dart around the forest while remaining invisible through Nature's Guise.
- gives Treant Protector strength, intelligence, regeneration, and area stun; Nature's Guise's invisibility and Overgrowth's root will help him use this item reliably as an initiation tool.
- provides Treant Protector and his team with a useful aura, most notably the attack damage bonus that scales well in the late game.
- provides team with protection against magical damage.
- status resistance, and evasion to increase durability. disarms an enemy hero, while providing strength,
- provides protection against physical damage with armor and slow aura that also helps in teamfights.
- lowers cooldowns of items and abilities, especially the upgraded Overgrowth to increase farm and apply constant pressure on all lanes.
- allows Treant Protector to use Overgrowth twice in quick succession.
- applies excellent area damage during fights, even while invisible.
|Roles:||Support Initiator Durable Disabler Escape|
|Playstyle:||From beyond the Vale of Augury comes Rooftrellen, a lone explorer sent forth by his ancient race to survey the wider world. Barely distinguishable from his arboreal brethren, the Treant Protector blends into the forest with Nature's Guise, draining foes with Leech Seed while protecting allies with Living Armor. Given possession of one mystical scepter, Rooftrellen enchants trees to serve as his Eyes in the Forest. Unsuspecting foes may find themselves in an Overgrowth of vines and roots, fully immobilized for that which awaits them.|
- 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.
- Treant Protector's response ▶️ "They say my bark is worse than my bite. I wonder what that means." is a reference to the speaking tree "Grandmother Willow" from Pocahontas.
- Treant Protector's response "You were nasty, brutal, and most of all short", in reply to killing Pugna, is a reference to the 1651 book, Leviathan by Thomas Hobbes