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Abilities[]
Ability
No Target
No Target
Affects
Enemies
Enemies
Summons an overgrowth of vines and branches around Treant that prevent afflicted enemies from moving, blinking, going invisible, or attacking.
Radius: 275/300/350/400
Duration: 2/2.5/3/3.5
Grants the Eyes In The Forest ability. When Overgrowth is cast, it is also cast around Eye of the Forest.
Rooftrellen calls the ancestral spirit of nature, releasing its power through all of his kin.
- Modified values: Changed to basic ability, max levels from 3 to 4. Cooldown, mana cost, duration and radius.
- Roots and disarms the targets, preventing them from moving, attacking and casting certain mobility spells.
- Interrupts the targets' channeling spells, but does not prevent them from starting to channel during it.
- Provides True Sight over the targets.
- Forces a stop command onto the targets upon cast, so that their current move, attack and spell cast orders get canceled.
- Once purchased, Treant Protector cannot drop or sell his Aghanim's Scepter.
Leech Seed
Radius: 500
Pulse Interval: 0.75
Damage per Pulse: 15/30/45/60
Heal per Pulse: 15/30/45/60
Move Speed Slow: 28%
Duration: 4.5
Rooftrellen nurtures the beings under his stewardship, sustained by the lifeforce of trespassers into his sacred ground.
- Modified values: Mana cost, Cooldown
- The proccing attack has True Strike and can therefore not miss.
- Deals damage and sends healing projectiles in 0.75-second intervals, starting 0.75 seconds after the debuff is applied, resulting in 6 pulses.
- Can deal up to 90/180/270/360 damage (before reductions) and heal a single unit up to 90/180/270/360 health.
- The heal is independent from the damage and always heals for the same amount, regardless of how much damage the target takes.
- Healing projectiles travel at a speed of 400 and cannot be disjointed.
- Always emits 6 pulses, even when the target dies earlier.
- Healing pulse projectiles cannot target invulnerable or hidden units, but already flying projectiles still heal them.
Affects
Allies
Allies
Infuses the target hero or structure with a protective coating which grants bonus regeneration. Also blocks some damage from all sources. Dispels when a number of damage instances are taken.
Cast Range: Global
Damage Block: 20/40/60/80
Health Regeneration Bonus: 4/8/12/16
Duration: 15
The roots and tendrils of the Treant Protectors are far-reaching, stimulating the growth and rejuvenation of all of nature.
- Modified values: Damage block instances.
- When targeting the ground, the closest unit to the target point is targeted instead.
- Can be cast on buildings, providing all its effects to them.
- Restores health in the form of health regeneration, so it regenerates 0.4/0.8/1.2/1.6 health in 0.1-second intervals.
- Can heal the target for up to 60/120/180/240 health if the armor stays for its full duration.
- Living Armor belongs to the group of damage negating effects. However, unlike the others in that group, Living Armor only negates a certain amount of damage per instance.
- If a damage instance is low enough to get fully negated, it causes several on-damage effects to not trigger.
- When combined with the Glyph of Fortification, it does not lose any charges until the Glyph's effect expires.
- Living Armor only blocks the 3 damage types. It does not react on HP Removal.
- Blocks damage after all kinds of reductions. Fully ignores damage lower than 5 (after reductions).
Great Protector
Ability
No Target
No Target
Affects
Self
Self
Treant plants his roots and grows in size, gaining large amounts of bonus strength while losing movement speed.
Strength Bonus: 50/100/150
Movement Speed: 150
Duration: 10/11/12
- Replaces Nature's Guise.
- Interrupts Treant Protector's channeling spells upon cast.
- Grants 2.5/5/7.5 strength in 0.05 second intervals, so it needs 1 second to grant the full strength bonus.
- Also heals Treant Protector by 20 health per point of strength.
- Grants a total of 1000/2000/3000 health and 1.5/3/4.5 health regeneration.
- Sets Treant Protector's movement speed to 150. It does not slow by 150.
- Increases Treant Protector's size by 60%/80%/100%.
Eyes In The Forest
Treant Protector enchants a tree, which grants him unobstructed vision in that location. If Overgrowth is cast, units within a 275/300/350/400 radius of an enchanted tree will be entangled.
Cast Range: 160
Overgrowth Radius: 275/300/350/400
Overgrowth Damage per Second: 0
One can never be too certain who, or what, might need protecting.
- Modified values: Overgrowth radius and Overgrowth damage per second.
- Requires Aghanim's Scepter to be unlocked.
- There is no limit on how many enchanted trees can be up at one time.
- An enchanted tree has no expire time; it lasts until destroyed.
- Enchanted trees have distinct icons
on the minimap. Just like buildings, it is colored green if allied, and red if not.
- Enchanted trees have 800 range flying vision.
Talents[]
Hero Talents | ||
---|---|---|
+5 Living Armor Block Instances | 25 | +40 Movement Speed |
+65 Damage | 20 | 15% Cooldown Reduction |
+25 Movement Speed | 15 | +10 Strength |
+2 Mana Regen | 10 | +30 Attack Speed |
Notes:
- Replaced talents: Gold income bonus replaced by strength bonus and respawn time reduction replaced by movement speed bonus.
- The mana regen is added as a bonus and does not benefit illusions.
- Cooldown reduction affects abilities and items. Stacks multiplicatively with Octarine Core and additively with Arcane Rune.
- The attack damage is added as bonus attack damage, and therefore does not benefit illusions.