|Hero||Strategy||Counters||Equipment||Gear||Responses||Sounds||Lore||Old Abilities||Changelogs||Known Bugs|
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.
|Rooftrellen, the Treant Protector|
|Play "Life becomes death becomes new life. As it should be."|
|Role:||Support / Initiator / Durable / Disabler / 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)|
- 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, Arcane Rune and the level 20 talent.
- However, it is affected by cooldown resets like Refresher Orb, but doing so does not affect the fade delay in any way.
- Time Dilation and 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.
- 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 ( 330/420/510/600) damage (before reductions) and heal a single unit up to 90/180/270/360 ( 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.
- 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.
- 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 0.4/0.7/1/1.3 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.
- 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 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).
- Roots and disarms the targets, preventing them from moving, attacking and casting certain mobility spells.
- Forces a stop command onto the targets upon cast, so that their current move, attack and spell cast orders get canceled.
- Once purchased, Treant Protector cannot drop or sell his Aghanim's Scepter.
- Requires Aghanim's Scepter to be unlocked.
- 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 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 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.
|+350 Eyes and Overgrowth AoE||25||+6 Living Armor Block Instances|
|+40 Leech Seed Damage/Heal||20||+2s Nature's Guise Root|
|3s Tree Respawn Time||15||+90 Damage|
|10% Cooldown Reduction||10||+35% XP Gain|
- The Overgrowth AoE increase also works for Eyes In The Forest
- Cooldown reduction affects abilities and items. Stacks multiplicatively with Octarine Core and additively with Arcane Rune.
- The attack damage is added as bonus attack damage, and therefore does not benefit illusions.
- 3s Tree Respawn Time is global, not in any particular radius.
- Tango heals a little at a time in the laning stage.
- Healing Salve restores large amount of health.
- Clarity sustains mana for using early Leech Seed to harass enemies.
- Orb of Venom applies a slow to keep enemies in range of your powerful physical attacks in the early game.
- Stout Shield partially abates any harassment received.
- Animal Courier ferries items to teammates.
- Observer Ward grants map vision; use Nature's Guise to plant wards to avoid being spotted.
- Boots of Speed give movement speed boost.
- Magic Stick helps with mana and health restoration.
- Infused Raindrop provides mana regeneration and magical damage absorption, as well as building Urn of Shadows.
- Wind Lace grants movement speed bonus for cheap.
- Arcane Boots restores mana to Treant Protector and allies.
- Magic Wand provides some attributes, as well as restoring health and mana in bursts.
- Urn of Shadows gives miscellaneous bonuses and charges to heal or hurt heroes.
- Solar Crest sustains mana, as well as granting or removing armor of heroes.
- Guardian Greaves, 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.
- Aghanim's Scepter grants vision over the map and allows Treant Protector to deal some damage in the late game with a semi-global Overgrowth.
- Lotus Orb gives regeneration and armor, as well as Echo Shell on friendly heroes to dispel and reflect single targeted spells.
- Tranquil Boots provides health regeneration and movement speed to roam the map. Consider it when teammates do not need extra mana from Arcane Boots.
- Soul Ring 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.
- Drum of Endurance provides cheap attribute bonuses and aura of movement speed for allies and Treant Protector, which stacks with Nature's Guise.
- Blink Dagger allows for more powerful initiaions with Overgrowth, as well as letting Treant Protector dart around the forest while remaining invisible through Nature's Guise.
- Vladmir's Offering provides Treant Protector and his team with a useful aura, most notably the attack damage bonus that scales well in the late game.
- Pipe of Insight provides team with protection against magical damage.
- Heaven's Halberd disarms an enemy hero, while providing strength and evasion to increase durability.
- Shiva's Guard provides protection against physical damage with armor and slow aura that also helps in teamfights.
- Octarine Core lowers cooldowns of items and abilities, especially the upgraded Overgrowth to increase farm and apply constant pressure on all lanes.
- Refresher Orb allows Treant Protector to use Overgrowth twice in quick succession.
- Radiance applies excellent area damage during fights, even while invisible.
- 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.