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Treant Protector/Guide

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Strategy
 
 
 
 
 
 
 
 
 
 
 
 

Gameplay[edit]

Playstyle
Treant Protector minimap icon.png Treant Protector is a tough support hero who is able to protect and regenerate allies and friendly buildings with his trademark ability, Living Armor. Forming barriers with Nature's Grasp and packing a huge punch, he is one of few supports that can sneak past enemy lines to set up ganks and/or initiate a fight by rooting the opposing team in an Overgrowth. Alone, Treant Protector does little damage and requires good teamwork to be effective.
Pros Cons
  • Global range with Living Armor.
  • Fairly tanky.
  • Can heal buildings.
  • Highest base physical damage in the game at level 1.
  • Area spell immunity piercing root and disarm.
  • Invisibility enables scouting and deep ward placement.
  • Dependent on teammates and trees.
  • Little offensive power and burst healing compared to other heroes.
  • Poor at clearing waves.
  • Works poorly with teammates that can destroy the trees.

Ability Builds[edit]

Roaming Treant Protector
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Nature's Grasp icon.pngLeech Seed icon.pngNature's Grasp icon.pngLiving Armor icon.pngNature's Grasp icon.pngOvergrowth icon.pngNature's Grasp icon.pngLiving Armor icon.pngLiving Armor icon.pngTalent icon.pngLiving Armor icon.pngOvergrowth icon.pngLeech Seed icon.pngLeech Seed icon.pngTalent icon.pngLeech Seed icon.pngUnknown icon.pngOvergrowth icon.pngTalent icon.pngTalent icon.png
Lane Support Treant Protector
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Nature's Grasp icon.pngLeech Seed icon.pngLiving Armor icon.pngLiving Armor icon.pngLiving Armor icon.pngOvergrowth icon.pngLiving Armor icon.pngNature's Grasp icon.pngNature's Grasp icon.pngTalent icon.pngNature's Grasp icon.pngOvergrowth icon.pngLeech Seed icon.pngLeech Seed icon.pngTalent icon.pngLeech Seed icon.pngUnknown icon.pngOvergrowth icon.pngTalent icon.pngTalent icon.png

Talents[edit]

Hero Talents
700 AoE Living Armor25+1s and +100 DPS Overgrowth
+40 Leech Seed Damage/Heal20Gain Tree Walking
+30 Nature's Grasp DPS15+90 Damage
10% Cooldown Reduction10+60 Living Armor Heal
Notes:
  • This attack damage talent is added as raw attack damage, so it does not benefit illusions, and is not affected by most percentage-based damage increasing or reducing effects.

Tips & Tactics[edit]

General[edit]

  • Treant Protector's attack animation and rate are slow, but pack a huge punch. With a little practice, he can put that power to use and greatly assist his lane partner by denying creeps or harass the enemies.
    • Keep running at the enemies in the early game with Orb of Venom icon.png Orb of Venom as few heroes can deal with your absurd physical attack damage. You can always heal up and go back again to keep them away from the creep waves. You should consider leveling Leech Seed if you want to increase the chance of obtaining early kills.
  • Because of his high damage and strength, Treant Protector can sometimes jungle weaker creep camps.
  • Treant Protector is not very mobile and requires careful positioning, especially before a teamfight.
  • Keep your eyes on the minimap the entire game. Treant Protector can keep allies longer in lane, save them from ganks, and heal damaged towers with Living Armor.

Abilities[edit]

Nature's Grasp[edit]

  • Tips needed.

Leech Seed[edit]

  • Use Leech Seed as an early harassment tool by slowing down the target for you to keep hitting them with your powerful physical attacks.
  • Use Leech Seed on an enemy fighting an ally to give that ally a healing advantage.
  • Leech Seed will heal all allied units in a radius around the target, even after the target has died. Be sure to stay around the corpse if the ability is still running to maximise the healing potential.
  • Use Leech Seed as a small pushing tool by healing your entire creep wave. Make sure to use it early enough so your creeps stay around for the full heal duration.
  • Take note that the healing element of the ability is performed over 7 pulses and that the healing projectiles have a fairly slow travel speed. You will need to pre-emptively use it early during a battle to ensure you will benefit from the healing, as quick and successive bursts of damage may kill you before you gain any life back.

Living Armor[edit]

  • Living Armor costs little mana, and should be used as often as possible.
  • Though Living Armor's damage block visuals are the same as with items such as Stout Shield icon.png Stout Shield and Kraken Shell, it actually blocks all types of damage and not just physical. Bear this in mind as, while it protects against all forms of damage, your opponent can use this against you and whittle away the layers with low-cost abilities such as Rocket Barrage or Arcane Bolt.
    • Living Armor is expended every time it blocks over 5 damage, meaning that damage over time abilities will erode it very quickly.
      • So while each layer is able to block up to a maximum of 80 damage, it will deplete a layer so long as the damage instance is over 5, and effectively lose the other 74 points of damage blocking potential.
  • Keep an eye on the minimap, as a well-timed Living Armor may make the difference between a farmed teammate or a farmed enemy. This is especially important during the early game, when heroes are more vulnerable.
    • You can target Living Armor through the minimap as it automatically selects the nearest target to your click.
  • Avoid using Living Armor when enemy creeps and heroes are attacking your target as the onslaught will chew through your damage block instances, effectively deleting the ability.
  • Always use Living Armor to heal buildings if no teammate needs it, which makes pushing much harder for the enemy team as they need to fully commit for a tower kill instead of slowly chipping away.
  • Use Living Armor at the same time as Glyph of Fortification, as the heal cannot be interrupted while buildings do not take damage for the block instances to be removed.
    • Whenever there is a siege creep in the wave, casting Living Armor on your towers can be very effective, as the melee and ranged creeps will actively be engaging with one another before turning their sights onto the tower. With the ability at higher levels, coupled with the innate slow attack speed of siege units, Living Armor may outlast the wave and allow the tower to survive without a single scratch.
  • Use Living Armor on allied unit to tank tower damage, keeping your pushes going, analogous to using Solar Crest icon.png Solar Crest.

Overgrowth[edit]

  • Overgrowth's root prevents blinking and certain mobility abilities, useful for locking down slippery heroes.
  • Overgrowth is dispellable, so be aware of enemies with items such as Manta Style icon.png Manta Style, or abilities such as Aphotic Shield.
  • Overgrowth also applies disarm to shut down enemy carries from dealing damage with physical attacks.
  • With Aghanim's Scepter icon.png Aghanim's Scepter, Overgrowth from Treant Protector and enchanted trees deals damage over the disabling duration, clearing lane creeps and may even finishing off fleeing enemy heroes.

Eyes In The Forest[edit]

  • An Aghanim's Scepter icon.png Aghanim's Scepter gives Treant Protector a free permanent mini Observer Ward icon.png Observer Ward with much lower cooldown. He can use it to gain vision in critical spots. This could be an enormous advantage for the whole team especially when covering the whole jungle and lanes with it. This also reduces the necessity for diving in to initiate teamfights as it enables Treant Protector to use Overgrowth globally.
    • Purchasing a Blink Dagger icon.png Blink Dagger or Aether Lens icon.png Aether Lens in conjunction with the Aghanim's Scepter allows Treant Protector to enchant trees in a middle of a cluster potentially deterring enemies from destroying the enchanted tree.
    • Use enchanted trees to farm up the enemy neutral creep camps, by enchanting trees near their camps and using Overgrowth. Not only does this boost Treant Protector's gold income, it also denies the enemy team their jungle, effectively taking away gold from them.
    • Iron Branch icon.png Iron Branch can create a tree; enchant it to use Overgrowth in the middle of battle. Whether the one second delay is worth the damage is up to player to decide.
  • Experienced teams will usually purchase a Gem of True Sight icon.png Gem of True Sight to counter Eyes in the Forest, so do not depend too heavily on the vision.
    • In late game scenarios, the enemy cannot be everywhere or have detection all over the map. There should eventually be some enchanted trees that go unnoticed, perhaps around the Roshan area, and you will get some valuable information out of it. Also, as inventories get filled up, perhaps no one will want to carry a Quelling Blade icon.png Quelling Blade to chop down your trees. Not every hero has an ability at their disposal to cut trees, or wants to carry Battle Fury icon.png Battle Fury.
  • Purchase Octarine Core icon.png Octarine Core to use Overgrowth more often, keeping all the lanes pushed for even more map control. You can then organize ganks and pick off lone targets with teammates over superior vision.

Items[edit]

Starting items:

  • Tango icon.png Tango heals a little at a time in the laning stage.
  • Healing Salve icon.png Healing Salve restores large amount of health.
  • Clarity icon.png Clarity sustains mana for using early Leech Seed to harass enemies.
  • Orb of Venom icon.png Orb of Venom applies a slow to keep enemies in range of your powerful physical attacks in the early game.
  • Animal Courier (Radiant) icon.png Animal Courier ferries items to teammates.
  • Observer Ward icon.png Observer Ward grants map vision.

Early game:

  • Boots of Speed icon.png Boots of Speed give movement speed boost.
  • Magic Stick icon.png Magic Stick helps with mana and health restoration.
  • Infused Raindrops icon.png Infused Raindrop provides mana regeneration and magical damage absorption, as well as building Urn of Shadows.
  • Wind Lace icon.png Wind Lace grants movement speed bonus for cheap.

Mid game:

  • Arcane Boots icon.png Arcane Boots restores mana to Treant Protector and allies.
  • Magic Wand icon.png Magic Wand provides some attributes, as well as restoring health and mana in bursts.
  • Urn of Shadows icon.png Urn of Shadows gives miscellaneous bonuses and charges to heal or hurt heroes.
  • Solar Crest icon.png Solar Crest sustains mana, as well as granting or removing armor of units.

Late game:

  • Guardian Greaves icon.png 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 icon.png 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 icon.png Lotus Orb gives regeneration and armor, as well as Echo Shell on friendly heroes to dispel and reflect single targeted spells.

Situational items:

  • Tranquil Boots (Active) icon.png 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 icon.png 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 icon.png Drum of Endurance provides cheap attribute bonuses, and movement speed for allies and Treant Protector, which stacks with Nature's Grasp.
  • Blink Dagger icon.png 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 Grasp.
  • Meteor Hammer icon.png Meteor Hammer gives Treant Protector strength, intelligence, regeneration, and area stun. Overgrowth's root will help him use this item reliably as an initiation tool.
  • Vladmir's Offering icon.png 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 icon.png Pipe of Insight provides team with protection against magical damage.
  • Heaven's Halberd icon.png Heaven's Halberd disarms an enemy hero, while providing strength, status resistance, and evasion to increase durability.
  • Shiva's Guard icon.png Shiva's Guard provides protection against physical damage with armor and slow aura that also helps in teamfights.
  • Octarine Core icon.png Octarine Core lowers cooldowns of items and abilities, especially the upgraded Overgrowth to increase farm and apply constant pressure on all lanes.
  • Refresher Orb icon.png Refresher Orb allows Treant Protector to use Overgrowth twice in quick succession.
  • Radiance (Active) icon.png Radiance applies excellent area damage during fights, even while invisible.