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.


 * Tips needed.
 * Always try to cast Nature's Grasp with a tree on the path for increased damage. The tree's position on the path does not matter.
 * Cast Nature's Grasp on chokepoints to discourage enemies from entering the area.
 * Cast on a path surrounded by trees to effectively block off the entire area for enemies.
 * Nature's Grasp's long range allows Treant Protector to farm more than one jungle camp at the same time.


 * Use Leech Seed as an early harassment tool by slowing down the target for you to keep hitting them with your powerful physical attacks.
 * 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.
 * Leech Seed ignores invisibility and fog of war, and can be used to reveal the position of enemies hiding nearby. This is useful for chasing down enemies escaping through trees, as you have no way of obtaining flying vision even though you can path through trees.


 * Living Armor costs 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 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.
 * When pushing, try using Living Armor on the tanking hero, allowing them to tank even better and heal back lost health.
 * 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.
 * Avoid using Living Armor at the same time as Glyph of Fortification, as the the gylph already makes them immune to damage, which wastes the armor bonus of Living Armor.
 * 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'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.


 * 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. also works extremely well in Treant Protector's hands.
 * 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 with your 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.
 * ferries items to teammates.
 * grants map vision.

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 Grasp.
 * allows for more powerful initiaions with Overgrowth, as well as letting Treant Protector dart around the forest while remaining invisible through Nature's Grasp.
 * gives Treant Protector strength, intelligence, regeneration, and area stun. 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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