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 units.
 * 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.


 * Using Nature's Guise on allies during a gank gives them the element of surprise, and owing to the extremely variable nature of this mechanic the enemy team will struggle to use s to prevent this.
 * If time permits, Treant Protector can use it on his whole team just before a team-fight to obtain a similar effect like . This enables his team to properly initiate assuming that the enemy team does not have detection or they did not see Treant cast it.
 * Item actives and all of Treant Protector's abilities can be used 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.


 * Leech Seed can be used as an early harassment tool.
 * Use Leech Seed on an enemy fighting an ally to give that ally a healing advantage.


 * Living Armor costs very little mana, and should be used as often as possible.
 * Keep an eye on the minimap, as a well-timed Living Armor may make the difference between a farmed team-mate or a farmed enemy. This is especially important during the early game, when heroes are more vulnerable.
 * If possible, healing the team's jungler during the early game will help that hero greatly.
 * Always use Living Armor to heal buildings if no teammate needs it. This makes pushing much harder for the enemy team.
 * Living Armor is expended every time it blocks over 5 damage, meaning that damage over time abilities will erode it very quickly.


 * Overgrowth is best used from the invisibility of Nature's Guise.
 * Overgrowth prevents blinking, and is useful for locking down slippery heroes.


 * An gives Treant Protector a free permanent mini  every 25 seconds and he can use it to gain vision in critical spots. This could be an enormous advantage for the whole team especially if whem covering the whole jungle and lanes with it. This also reduces the necessity for diving in to Initiate team-fights as it enables Treant Protector to use Overgrowth globally.
 * Purchasing a 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.
 * It is also possible to 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.
 * One carried in the inventory can be used to create a tree, enchant it and cast overgrowth in the middle of battle. Whether 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.

Items
Starting:
 * potions mitigate the mana cost of Leech Seed, which is usually used early for lane harassment.
 * partially abates any harassment he receives.
 * is expected of support heroes due to their item independence.
 * is necessary and can be placed when using Nature's Guise.

Early game:
 * give a useful movement speed boost.
 * amplifies Treant's already high base damage and allows to jungle very quickly.
 * helps with mana and health restoration
 * provide cheap attribute bonuses.
 * 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 instead of an  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:
 * help with Treant's own mana pool as well as his allies.
 * makes use of the earlier bought and is another source of a cheap attribute bonus.
 * grants Treant Protector basically an infinite amount of "free" Observer Wards. It is an excellent item which allows Treant Protector to grant his team vision over the map and also allows him to deal some damage in the late game with a semi-global Overgrowth.

Situational:
 * is natural upgrade of, farmed Treant is very good Mek/Greaves carrier.
 * provides more cheap attribute bonuses and the movement speed boost stacks with 's bonus to give him and his allies excellent movement speed.
 * allows for more powerful initiaions with . It also allows Treant to dart around the forest while remaining invisible through.
 * gives him excellent durability and big amount of attack damage, making him able to hit quite hard together with his naturally high attack damage.
 * and provide protection against physical damage as well as auras that help in a team fight.
 * provides him and his allies with protection against magical damage.
 * provides Treant and his team with a useful aura.
 * provides the single-target disable he lacks, while providing both strength and evasion to increase his durability.
 * provides excellent team fight damage. Treant Protector can make use of Radiance's Burn Damage while he is invisible.
 * gives more movement speed and attack speed for his allies, some damage and mana-burning during, and more strength and intelligence.
 * allows him to cast twice.