Treant Protector/Old Abilities

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Old Abilities
 
 
 

Nature's Guise (7.00-7.22)
Nature's Guise icon.png
Ability
Passive
Affects
Self / Enemies
Damage
Magical
Turns Treant invisible after a short delay when he is within close radius of a tree. Increases movement speed while invisible, and causes a disarming root when attacking out of invisibility.
Tree Search Radius: 265
Fade Delay: 4/3.5/3/2.5
Movement Speed Bonus: 14%/18%/22%/26%
Root Total Damage: 30/90/150/210
Root Duration: 0.4/1/1.6/2.2 (Talent 2.4/3/3.6/4.2)
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 Near Tree Display: Undispellable.
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.
  • Damage greater than 0 from any player (including allies, excluding self) or Roshan icon.png Roshan resets the fade delay.
  • 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 10 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 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.
    • A status buff appears on Treant Protector whenever he is near a tree, and immediately disappears as soon as no tree is found.
  • 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, and can also walk through trees.
  • 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.
  • The root deals 10/30/50/70 a total of 3 times, starting 1 interval after the debuff is placed. The interval adapts to the durations.
    • This results in an interval of 0.13/0.33/0.53/0.73 (Talent 0.8/1/1.2/1.4).


Nature's Guise (Pre 7.00)
Nature's Guise icon.png
Affects
Allies
Causes the targeted unit to blend in with the forest, becoming invisible to enemies and gaining a movement speed bonus when near a tree. If the unit moves away from a tree or the spell is cast on a unit with no nearby trees, Nature's Guise is lost. Treant Protector can cast spells and remain invisible under Nature's Guise.
Cast Animation: 0.3+0.6
Cast Range: 600
Tree Search Radius: 350
Fade Time: 2
Move Speed Bonus: 14%/16%/18%/20%
Duration: 15/30/45/60
Cooldown: 10/8/6/4
Mana: 60
Modifiers
Buff Natures Guise: Undispellable.
Buff Natures Guise Grace Time: Dispellable with any dispel.
The Protectors don't often come into vision; their natural state being nestled within their leafy brethren.

Notes:

  • If cast on a unit that is not close enough to a tree, the ability does nothing, wasting the mana and cooldown.
  • The target unit stays invisible as long as there are trees within 350 radius around it.
  • The effects are not instantly lost upon getting too far from trees. There is a 0.75 second long grace time.
  • This means the unit 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 indicated by the status buff.
  • The Nature's Guise buff checks for the grace time buff periodically, and disappears if it is not found.
  • Treant Protector can cast spells and use items without breaking the invisibility.
  • 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 breaks it.


Living Armor (6.72–6.74c)
Pierces spell immunity.
E
V
Living Armor icon.png
Ability
Aura
Affects
Allies
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
Modifiers
Buff Living Armor: Undispellable.
The roots and tendrils of the Treant Protectors are far-reaching, stimulating the growth and rejuvenation of all of nature.

Notes:

  • This ability got reworked into the current Living Armor in the 6.75 gameplay patch.
  • 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.


Living Armor (Pre 6.72)
Does not pierce spell immunity.
E
V
Living Armor icon.png
Affects
Allies
Magically creates an armor of vines around a friendly unit or structure, protecting it from harm and healing wounds.
Cast Animation: 0.5+0.51
Cast Range: 500
Armor Bonus: 3/6/9/12
Health Regeneration Bonus: 2/3/4/5
Duration: 40
Cooldown: 7
Mana: 30/35/40/40
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:

  • Can heal the target for up to 80/120/160/200 health.


Forest Sentinel
Can be disjointed. Blocked by Linken's Sphere. Does not pierce spell immunity.
W
E
Unknown icon.png
Affects
Enemies
Damage
Magical
Summons a forest spirit at the target location. The Sentinel will act as a passive, invisible watcher until the Treant Protector activates it. While active, a sentinel will unleash a powerful attack on the first enemy hero who strays too close, dealing damage and stunning the target. After attacking, the Sentinel returns to passive mode, regiaining its invisibility and vision. Sentinels are vulnerable to physical and magical attacks and have a timed life of 8 minutes.
Cast Animation: 0.5+0.51
Cast Range: 900
Enemy Search Radius: 500
Damage: 125/150/175/200
Stun Duration: 1.5/1.75/2/2.25
Sentinel Duration: 480
Cooldown: 85/70/55/40
Mana: 50
Modifiers
Debuff Stun: Dispellable with strong dispels.

Notes:

  • Forest Sentinels have 300 health, are immobile and grant 40 gold bounty. They are affected by spells, but cannot be converted (e.g. Enchant).
  • Forest Sentinels are visible to Treant Protector's team on the minimap as a small white dot
  • In passive mode, Forest Sentinels have invisibility with a 2 second fade time and provide 500 radius flying vision around them.
  • In active mode, they do not have invisibility and provide 100 radius flying vision around them.
  • Sentinels instantly return back to passive mode once launching the damaging and stunning projectile, turning invisible after the fade time.
  • The projectile travels at a speed of 1000.
  • Can launch the projectile even when disabled. Requires vision over enemies to be able to launch it.
  • Forest Sentinels are treated as trees by Nature's Guise, allowing affected allies to stay invisible when close to a sentinel.


Transform Sentinel
D
W
Unknown icon.png
Toggles a Sentinel's state. The cooldown is shared with all Sentinels.
Cast Animation: 0.5+0.51
Cast Range: Global
Cooldown: 10
Mana: 20

Notes:

  • 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.


Eyes in the Forest (6.60–6.66b)
Pierces spell immunity.
W
E
Unknown icon.png
Affects
Enemies
Creates an enchanted tree at a target point, allowing Rooftrellen to see the tree's surrounding area at all times. Vision improves slightly per level.
Cast Animation: 0.5+0.51
Cast Range: 100
Vision Radius: 600/630/660/690
True Sight Radius: ?
Duration: Permanent
Cooldown: 300/225/150/75
Mana: 100/75/50/25
Modifiers
Debuff True Sight: Undispellable.

Notes:

  • 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.


Eyes in the Forest (Pre 6.60)
Pierces spell immunity.
W
E
Unknown icon.png
Affects
Trees / Enemies
Creates a spiritual link between Rooftrellen and a target tree, allowing Rooftrellen to see the tree's surrounding area at all times. Vision improves slightly per level. Very large cast range.
Cast Animation: 0.5+0.51
Cast Range: 2000
Vision Radius: 600/630/660/690
True Sight Radius: ?
Duration: Permanent
Cooldown: 300/225/150/75
Mana: 100/75/50/25
Modifiers
Debuff True Sight: Undispellable.

Notes:

  • 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.


Overgrowth (Pre 5.76)
Pierces spell immunity.
R
Unknown icon.png
Affects
Enemies
Damage
Magical
Creates a thicket of damaging thorns, making it difficult or impossible for units to pass through.
Cast Animation: 0.5+0.51
Cast Range: 300
Number of Thickets: 8/13/18
Collision Radius: 72
Damage Radius: 150
Damage per Second: 50
Duration: 5/6/7
Cooldown: 15
Mana: 100/150/200

Notes:

  • This ability got reworked into the current Overgrowth in the 5.76 gameplay patch.
  • Upon cast, creates 8/13/18 immobile vine thickets at the targeted point as close together as possible.
  • Thickets cannot spawn in the river area. When targeting the river, the thickets spawn at the closest locations around it.
  • Thickets have a 72 collision size. They block pathing for every unit. Casting directly on a unit may encase it between the thickets.
  • Thickets are invulnerable. It is not possible to move through the thickets either, not even when phased. Only unobstructed or Forced Movement can get units out.
  • Each thicket also has a damaging aura. Since the damage is aura-based, multiple overlapping auras do not stack. The aura's effect does not linger. Only damages enemies.


Passion of the Forest
Pierces spell immunity.
R
F
Unknown icon.png
Affects
Trees / Self
Consumes a nearby tree, absorbing its body and restoring health. Rooftrellen stores the tree's soul, and can later use the souls to cast a powerful curse on an enemy unit. The curse lasts an amount of seconds equal to the number of trees Rooftrellen has absorbed.
Cast Animation: 0.8+1.7
Cast Range: 32
Heal: 25/50/75
Heal Delay: 1.7
Cooldown: 45/52/60
Mana: 30/35/40
Modifiers
Buff Passion Of The Forest: Undispellable.

Notes:

  • When off cooldown, right-clicking a tree orders Treant Protector to cast this spell on the tree.
  • Heals Treant Protector 1.7 seconds after cast in one instance.
  • Each eaten tree grants 1 charge permanently or until used. Can have a maximum of 60 charges.


Passsion of the Forest Curse
Can be disjointed. Pierces spell immunity.
R
R
Unknown icon.png
Affects
Enemies
Curses an enemy unit with the souls of the trees Rooftrellen has consumed. Each level enhances the curse's effects further. On level 1, slows movement speed, on level 2, disarms and slows movement speed and on level 3, disarms, silences and slows movement speed. The duration is based on the number of souls.
Cast Animation: 0.5+0.51
Cast Range: 600
Movement Speed Slow: 60%
Duration per Tree: 1
Cooldown: 60
Mana: 0
Modifiers
Debuff Passion Of The Forest Curse: Dispellable with any dispel.

Notes:

  • Uses a projectile which travels at a speed of 1500.
  • On level 1, this ability only applies a movement speed slow. Level 2 adds a disarm and level 3 adds a silence on top of that.
  • The debuff's duration is entirely on the amount of trees Treant Protector has consumed. Upon cast, all charges are lost.
  • This ability does nothing when cast while having no charges.