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.
 * Keep your eyes over the entire game. Treant Protector can keep allies in lane longer, save them from ganks and heal damaged towers with.


 * Nature's Guise is a great ganking ability, and owing to the extremely variable nature of this mechanic the enemy team will struggle to use s to prevent this.
 * At level 4, the stun duration is 2.2 seconds, and the fade time is 3 seconds, which you can make a stun chain.
 * 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.
 * Nature's Guise provides a bonus to movement speed. Use it to transverse quickly from lane to lane with the jungles as your routes.


 * 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.
 * 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 spell hasn't ended to maximise the healing potential.
 * You can use it as a small pushing tool by healing your creep wave by targeting a nearby melee creep.
 * Take note that the healing element of the spell is performed over 6 pulses and that the healing projectiles have a fairly slow travel speed. You will need to pre-emptively cast 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 from the spell.


 * Living Armor costs very 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 spells 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 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.
 * 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 skill at higher levels, and coupled with the innate slow attack speed of siege units, it is entirely possible for Living Armor to outlast the attack and allow the tower to make it out without a single scratch.


 * Overgrowth is best used from the invisibility of Nature's Guise.
 * Overgrowth prevents blinking, and is useful for locking down slippery heroes.
 * Overgrowth is dispellable, so be aware of enemies with items such as, or skills such as.
 * Bear in mind that, while Overgrowth is dispellable, it is able to pierce spell immunity entirely. It may be more prudent to draw your opponents into activating their first before casting Overgrowth, as they will be rendered equally helpless under the effects of Overgrowth even if they are spell immune.


 * 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 when 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 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 ultra-late game scenarios, the enemy can't 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 a spell at his disposal to cut trees, or is a natural  carrier. Experienced teams will usually purchase a  to counter Eyes in the Forest, so do not depend too heavily on the vision.
 * Unlike Treant Protector's Overgrowth, the Overgrowth created by Eyes In The Forest deals 175 damage per second. At maximum level, it is capable of dealing 875 damage (before reduction) for the full duration of the disable. It is possible to kill unaware and escaping opponents who are fleeing through forested areas, or even enemies who have been weakened while jungling.

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.