Rooftrellen, the Treant Protector, is a melee strength hero who excels in supporting and strengthening his allies with his beneficial set of spells, which use the power of nature. He is a natural tank, offensively and defensively, having both the highest natural attack damage and the third highest overall strength in the game. Manipulating the power of the plants to his will, he can grant invisibility and stealth to himself with Nature's Guise and move quickier, being a good ganking skill and rather efficient for scouting, provided that he remains within close proximity to a tree. He can use Leech Seed to sap the life from a target, slowing and dealing moderate damage over time to it while nearby allies are replenished by the same amount. His signature Living Armor makes him truly live up his title, as he is able to provide allies and even friendly buildings with increased health regeneration and armour from anywhere on the map. Finally, his ultimate Overgrowth roots nearby enemies with vines, branches, and roots, it immobilizes them and renders them unable to attack for several crucial seconds while also damaging them over time. Although Rooftrellen is not able to dish out much damage outside of his regular attacks, he is able to provide an enormous amount of defensive utility and survivability to himself and his teammates, thereby planting the seeds for a decisive victory
- Nature's Grasp's effects have a travel time, and are not instantly applied within its whole area.
- The vine path consists of 8 thickets, which are placed in a straight line in front of Treant Protector.
- The thickets are placed with 175 distance from each other, with the first one starting 100 range in front of Treant Protector, resulting in a total length of 1500.
- The brambles spawn in 0.1-second intervals, with the first one spawning right upon cast, resulting in a formation time of 0.8 seconds.
- With the path length and effect radius, the path can hit units up to 1635 range away.
- A thicket's duration starts after the thicket was created. This means the last thicket disappears 12.8 seconds after cast.
- When there is a tree within the radius of any thicket, all thickets deal increased damage.
- Checks for trees once upon creation of the path. Trees created or destroyed after creation are ignored.
- The slow and damage are provided by an aura, which is applied by each thicket in the path.
- There are 2 different modifiers used — the is used by regular thickets, while the is used by thickets boosted by trees.
- These 2 modifiers stack with each other, but do not stack with multiple of themselves.
- Deals 7.5/10/12.5/15 ( ) damage in 0.25-second intervals, starting 0.25 seconds after the debuff is placed.
- Against non-hero units, it deals 3.75/5/6.25/7.5 ( ) damage in 0.25-second intervals, starting 0.25 seconds after the debuff is placed.
- The healing projectiles travel at a speed of 450.
- Deals damage and sends healing projectiles in 1-second intervals, starting immediately upon cast, resulting in 5 pulses.
- Can deal up to 80/160/240/320 ( ) damage (before reductions) and heal a single unit for the same amount.
- The debuff persists through death, so even when the target dies, it continues pulsing.
- If the target turns invisible, the pulses continue coming from its current actual position, making it possible to track it.
- When targeting the ground, the closest unit to the target point is targeted instead.
- ↓↓ Double-tapping automatically targets self.
- Can be cast on buildings, providing all its effects to them.
- Heals 5/8.33/11.67/15 ( ) health in 1-second intervals, starting 1 second after the buff is placed, resulting in 12 instances.
to be unlocked.
- In Ability Draft, Eyes In The Forest can be unlocked by the player that drafted .
- There is no limit on how many enchanted trees can be up at one time.
- The enchantment on tress has no expire time. It lasts until the tree gets destroyed.
- A single tree can be enchanted multiple times. This provides no gameplay benefit.
- Enchanted trees have 800 radius flying vision.
- If the enemy has True Sight over the enchanted tree, they are able to see the visual effects on both the affected tree and the 800 radius around it.
- The sound effect upon cast is audible to allies only.
- When casting
, it gets also applied within the vision radius of every enchanted tree.
- Multiple overlapping areas do not cause Overgrowth to stack.
- Upon losing
, the enchanted trees still provide vision, and are not removed.
- However, for Overgrowth does not root enemies around the enchanted trees anymore.
- This is an innate ability and does not need to be learned.
- Treant Protector does not have this ability in Ability Draft, nor is it bound to any of his abilities.
- This ability gets only disabled when taking damage greater than 0, after all reductions, while not already affected by it.
- This means when within range of a tree already, taking damage does not disable any of the bonuses.
- Only reacts on player-based damage, including allies, and on damage from .
- Applies heal amplification and health regeneration amplification, but not lifesteal amplification or spell lifesteal amplification.
- With root the target whenever off cooldown, preventing them from moving and casting certain mobility abilities.
- If Treant Protector has the tree-walking modifier, the root duration is increased to .
- Deals 4 instances of damage over the total duration. The interval adapts to the root duration.
- The first damage instance is dealt after th of the duration is over, and not immediately upon placing the debuff.
- Provides True Sight over the target.
- With invisibility when within range of a tree.
, Treant Protector also gains
- Unlike the other bonuses, the invisibility has a linger duration of seconds.
- This means the invisibility is not lost instantly upon getting out of range of a tree, and may not be lost at all when coming within range of a tree again.
- Casting abilities or using items does not break the invisibility.
- Performing an attack breaks the invsibility, regardless of whether the attack actually landed or not.
- Attacking while still within the tree search radius, causes the invisibility to be re-applied seconds later.
If Overgrowth is cast, units within a radius of an enchanted tree will be entangled and damaged. Passively causes all trees to respawn much faster.
- Roots and disarms the targets, preventing them from moving, attacking and casting certain mobility spells.
- Provides True Sight over the targets, but does not affect already invisible targets.
- Forces a stop command onto affected units upon placing the debuff, canceling ability casts and interrupting channeling abilities.
- Since this only happens once upon placing the debuff, it does not prevent from starting to channel while affected.
- Deals damage in 1-second intervals, starting 1 second after cast, resulting in 3/4/5 instances.
- Can deal up to 225/300/375 ( ) damage (before reductions).
- With , Overgrowth also affects enemies within range of a tree enchanted by .
|450 AoE||25||100 DPS|
|-5sCooldown||10||+1.75 Mana Regen|
- Increased turn rate from 0.5 to 0.6.
- Reduced mana cost from 110/120/130/140 to 80/90/100/110.
- Reduced cast time from 0.4 to 0.3.
- Level 10 left talent changed: invisibility ➜ -5s cooldown. grants
- Level 10 right talent changed: +60 attack damage ➜ +1.75 mana regen.
- Level 15 left talent: +24 damage per second increased to +30.
- Level 20 right talent changed: 12% cooldown reduction ➜ +8 armor bonus.
- Level 25 left talent: 450 AoE now also targets creeps, instead of heroes only.
- Now also increases movement speed bonus by 15%.
- now interrupts affected enemies. [ ]
upgrade for :
- Causes to root enemies for 1 second upon attacking, 2 seconds if attacking while having Nature's Guise's buff. The root deals 200 damage over its duration. Has a cooldown of 10 seconds.
- 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.
- grants map vision.
- 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.
- 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.
- , 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.
- 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.
- status resistance, and evasion to increase durability. disarms an enemy hero, while providing strength,
- 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.
|Roles:||Support Initiator Durable Disabler Escape|
|Playstyle:||From beyond the Vale of Augury comes Rooftrellen, a lone explorer sent forth by his ancient race to survey the wider world. Barely distinguishable from his arboreal brethren, the Treant Protector summons a wall of vines with Nature's Grasp, draining foes with Leech Seed while protecting allies with Living Armor. Given possession of one mystical scepter, Rooftrellen enchants trees to serve as his Eyes in the Forest. Unsuspecting foes may find themselves in an Overgrowth of vines and roots, fully immobilized for that which awaits them.|
- Treant Protector has "Riki was here" carved into his side (near the left-handed runes on his belt).
- Treant Protector's appearance, name, and voice are based heavily on Treebeard, the eldest of the Ent race, who appears in the Lord of the Rings books and movies.
- Treant Protector's response ▶️ "They say my bark is worse than my bite. I wonder what that means." is a reference to the speaking tree "Grandmother Willow" from Pocahontas.
- Treant Protector's response "You were nasty, brutal, and most of all short", in reply to killing Pugna, is a reference to the 1651 book, Leviathan by Thomas Hobbes