Treant Protector/Guide

General

 * 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 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.


 * Nature's Guise is a great ganking ability by granting root and disarm on attack, as well as invisibility, so the enemy team will have a hard time burning through s to repel you.
 * Nature's Guise grants Treant Protector phase while invisible, allowing him to walk through units and trees.
 * Use Nature's Guise early game to easily grab bounty runes with boosted movement speed and invisibility. You can also attack to root enemies who try to race you to runes.
 * You can use items and abilities without breaking invisibility from Nature's Guise.
 * Active abilities from items like and  can be used to surprise and play tricks on opponents, as long as Treant Protector stays near the trees.
 * Use Nature's Guise to scout and place wards without being seen.
 * Nature's Guise's invisibility lingers so you can leave and reach for other trees without breaking cover.
 * You can also reach targets for a root from quite a distance, so building mobility items will help you close the gap.
 * Use to reach targets farther away and apply the root.


 * 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 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 and, 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  or.
 * 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.


 * Overgrowth is best used from the invisibility of Nature's Guise.
 * 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, or abilities such as.
 * Overgrowth also applies disarm to shut down enemy carries from dealing damage with physical attacks.
 * With, Overgrowth from Treant Protector and enchanted trees deals damage over the disabling duration, clearing lane creeps and may even finishing off fleeing enemy heroes.


 * An gives Treant Protector a free permanent mini  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 or  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.
 * 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 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 to chop down your trees. Not every hero has an ability at their disposal to cut trees, or wants to carry.
 * Purchase 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
Starting items:
 * 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.

Early game:
 * 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.

Mid game:
 * 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.

Late game:
 * , 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.

Situational items:
 * 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.
 * disarms an enemy hero, while providing strength, status resistance, and evasion to increase durability.
 * 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.

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