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 icon.png
Strength primary attribute symbol.png
25 + 3.6
Agility attribute symbol.png
15 + 2
Intelligence attribute symbol.png
17 + 1.8
Level Base 1 15 25
Health 200 700 1700 2420
H. regen 0 1.5 4.52 6.68
Mana 75 262 537 735
M. regen 0.01 0.69 1.7 2.42
Damage 62‒70 87‒95 137‒145 173‒181
Armor -1 1.14 5.14 8
Spell dmg 0% 1.21% 3.01% 4.3%
Att/sec 0.53 0.61 0.75 0.86
Movement speed 270
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, 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.

Bio[edit]

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]

Nature's Guise
Partially usable by illusions. Not disabled by Break. Pierces spell immunity. Play
Q
T
Nature's Guise icon.png
Ability
Passive
Affects
Self / Enemies
Turns Treant invisible when he is within 265 radius of a tree for 7/6/5/3 seconds. Increases movement speed by 10%/18%/26%/34% while invisible, and causes a 0.4/1/1.6/2.2 seconds disarming root when attacking out of invisibility.
Tree Search Radius: 265
Fade Delay: 7/6/5/3
Movement Speed Bonus: 10%/18%/26%/34%
Root Duration: 0.4/1/1.6/2.2
Invisibility Linger Duration: 0.75
Partially usable by illusions. Illusions can turn invisible when near a tree.
Illusions have True Strike but cannot root or disarm.
Modifiers
Buff Natures Guise Invis: Undispellable.
Debuff Natures Guise Root: Dispellable with any dispel.
The Protectors don't often come into vision; their natural state being nestled within their leafy brethren.

Notes:

  • Casting spells or using items does not break the invisibility.
  • The ability icon shows a cooldown whenever a tree is within the radius while not invisible. This has only informative purposes.
    • This means it is not affected by the cooldown reductions of Octarine Core icon.png Octarine Core, Arcane Rune minimap icon.png Arcane Rune and the level 20 talent.
    • However, it is affected by cooldown resets like Refresher Orb icon.png Refresher Orb, but doing so does not affect the fade delay in any way.
    • Time Dilation icon.png Time Dilation and Chakra Magic icon.png Chakra Magic affect the cooldown visually, but do not affect the fade delay either.
    • The cooldown starts over whenever Treant Protector attacks, to indicate that the fade delay has reset due to the attack.
  • 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.
  • Treant protector is phased while invisible.
  • While invisible, Treant Protector's next attack has True Strike
    • The attack also applies a root and disarm on the target, preventing it from moving, attacking and casting certain mobility spells.
    • The True Strike, root and disarm do not work against buildings and wards.
    • Interrupts the target's channeling spells, but does not prevent it from starting to channel during it.
    • Provides True Sight over the target.


Leech Seed
Blocked by Linken's Sphere. Partially pierces spell immunity. Play
W
E
Leech Seed icon.png
Ability
Target Unit
Affects
Enemies / Allies
Damage
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 Animation: 0.5+0.4
Cast Range: 350
Radius: 500
Pulse Interval: 0.75
Damage per Pulse: 15/30/45/60 (Talent 55/70/85/100)
Heal per Pulse: 15/30/45/60 (Talent 55/70/85/100)
Move Speed Slow: 16%/20%/24%/28%
Duration: 4.5
Cooldown symbol.png 16/13/10/7 (Talent 13.6/11.05/8.5/5.95)
Mana symbol.png 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 (Talent 330/420/510/600) damage (before reductions) and heal a single unit up to 90/180/270/360 (Talent 330/420/510/600) 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 it.
  • 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
Affects
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 Animation: 0.5+0.4
Cast Range: Global
Damage Block Instances: 4/5/6/7 (Talent 9/10/11/12)
Damage Block: 20/40/60/80
Health Regeneration Bonus: 4/8/12/16
Duration: 15
Cooldown symbol.png 30/24/18/12 (Talent 25.5/20.4/15.3/10.2)
Mana symbol.png 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 0.4/0.8/1.2/1.6 health in 0.1-second intervals.
  • Can heal the target for up to 60/120/180/240 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 (Talent 180/400/660/960) damage.


Overgrowth
Pierces spell immunity. Play
R
R
Overgrowth icon.png
Ability
No Target
Affects
Enemies
Summons an overgrowth of vines and branches around Treant that prevent afflicted enemies from moving, blinking, going invisible, or attacking.
Cast Animation: 0.5+1.17
Radius: 800
Duration: 3/3.75/4.5
Cooldown symbol.png 100/85/70 (Talent 85/72.25/59.5)
Mana symbol.png 150/175/200
Upgradable by Aghanim's Scepter. Grants the Eyes In The Forest ability. When Overgrowth is cast, it is also cast around Eye of the Forest to deal 175 damage per second.
Modifiers
Debuff Overgrowth: Dispellable with any dispel.
Rooftrellen calls the ancestral spirit of nature, releasing its power through all of his kin.

Notes:

  • Roots and disarms the targets, preventing them from moving, attacking and casting certain mobility spells.
    • Interrupts the targets' channeling spells, but does not prevent them from starting to channel during it.
    • Provides True Sight over the targets.
  • Forces a stop command onto the targets upon cast, so that their current move, attack and spell cast orders get canceled.


Eyes In The Forest
Pierces spell immunity. Play
D
D
Eyes in the Forest icon.png
Ability
Target Unit
Affects
Trees / Enemies
Damage
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 Animation: 0.2+0.83
Cast Range: 160
Overgrowth Radius: 800
Overgrowth Damage per Second: 175
Cooldown symbol.png 35 (Talent 29.75)
Mana symbol.png 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 Eyes in the Forest minimap icon.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.


Talents[edit]

Hero Talents
+5 Living Armor icon.png Living Armor Block Instances 25 +40 Leech Seed icon.png Leech Seed Damage/Heal
+90 Damage 20 15% Cooldown Reduction
+25 Movement Speed 15 +90 Gold/Min
+2 Mana Regen 10 +30 Attack Speed
Notes:
  • The mana regen is added as a bonus and does not benefit illusions.
  • Cooldown reduction affects abilities and items. Stacks multiplicatively with Octarine Core icon.png Octarine Core and additively with Arcane Rune minimap icon.png Arcane Rune.
  • The attack damage is added as bonus attack damage, and therefore does not benefit illusions.

Recommended items[edit]

Starting items:

  • 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 items:

  • 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 provides 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 items:

  • Arcane Boots icon.png Arcane Boots help with Treant's own mana pool as well as his allies.
  • Magic Wand icon.png Magic Wand makes use of the earlier bought Template:IMagic Stick and is another source of a cheap attribute bonus.
  • Aghanim's Scepter icon.png Aghanim's Scepter grants his team vision over the map and also allows him to deal some damage in the late game with a semi-global Overgrowth.

Situational items:

  • Guardian Greaves icon.png Guardian Greaves is natural upgrade of Arcane Boots icon.png Arcane Boots, farmed Treant is very good Mek/Greaves carrier.
  • Drum of Endurance icon.png Drum of Endurance provides more cheap attribute bonuses and the movement speed boost stacks with Nature's Guise's bonus to give him and his allies excellent movement speed.
  • Blink Dagger icon.png Blink Dagger allows for more powerful initiaions with Overgrowth. It also allows Treant to dart around the forest while remaining invisible through Nature's Guise.
  • Heart of Tarrasque icon.png Heart of Tarrasque gives him excellent durability and big amount of attack damage, making him able to hit quite hard together with his naturally high attack damage.
  • Shiva's Guard icon.png Shiva's Guard and Assault Cuirass icon.png Assault Cuirass provide protection against physical damage as well as auras that help in a team fight.
  • Pipe of Insight icon.png Pipe of Insight provides him and his allies with protection against magic damage.
  • Vladmir's Offering icon.png Vladmir's Offering provides Treant and his team with a useful aura.
  • Heaven's Halberd icon.png Heaven's Halberd provides the single-target disable he lacks, while providing both strength and evasion to increase his durability.
  • Radiance (Active) icon.png Radiance provides excellent team fight damage. Treant Protector can make use of Radiance's Burn damage while he is invisible.
  • Refresher Orb icon.png Refresher Orb allows him to cast Overgrowth twice.

Gameplay[edit]

Audio[edit]

History[edit]

Equipment[edit]

Trivia[edit]

  • 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 Play "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.

Gallery[edit]