|Calls upon the forest to root his foes.|
|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, draining foes with Leech Seed while sprouting regenerating Living Armor for his cohorts and their fortifications alike. Given possession of one mystical scepter, Rooftrellen enchants trees to serve as his Eyes in the Forest. Emerging unseen among the Guise of Trees, he binds foes with Overgrowth of vines and roots, fully immobilized for that which awaits them.e|
|Roles:||Support Initiator Durable Disabler Escape|
- 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 upon cast, resulting in a formation time of 0.8 seconds.
- With the path length and effect radius, Nature's Grasp can hit units up to 1635 range away.
- The thicket's duration starts after it was created. This means the last thicket disappears 9.8/10.8/11.8/12.8 seconds after cast.
- If a tree is 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 the thickets' creation are ignored.
- The movement speed slow and damage are provided by an aura, which is applied by each thicket in the path, it has a linger duration of 0.5 seconds.
- There are 2 different modifiers used — the is used by regular thickets, while the is used by thickets buffed 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.
- Can deal up to 285/420/575/750 ( ) damage (before reductions) to a single unit.
- When buffed by a tree, deals 11.25/15/18.75/22.5 ( ) damage in 0.25-second intervals.
- When buffed by a tree, can deal up to 427.5/630/862.5/1125 ( ) damage to a single unit.
- 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.
- Can deal up to 142.5/210/287.5/375 ( ) damage (before reductions) to a single non-hero unit.
- When buffed by a tree, deals 5.63/7.5/9.38/11.25 ( ) damage in 0.25-second intervals.
- When buffed by a tree, can deal up to 213.75/315/431.25/562.5 ( ) damage to a single non-hero unit.
- 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.
- The debuff persists through death, so even when the target dies, Leech Seed continues pulsing.
- If the target turns invisible while Leech Seed is still active, the pulses continue coming from its current actual position, making it possible to track the target.
- When ground-targeted, the closest hero or building to the target point is targeted instead.
- Heals 3/4/5/6 ( ) health in 1-second intervals, starting 1 second after the buff is placed, resulting in 15/20/25/30 instances.
- The heal value itself can still be subjected to heal manipulation.
- The talent turns Living Armor into a radius area-targeted ability, so that it cannot directly target units anymore.
- Once the talent is chosen, it no longer searches for the closest valid target, even if no targets are within the selected area.
- ↓↓ Double-tapping centers the radius around Treant Protector.
- Requires to be unlocked.
- Eyes In The Forest sets the respawn time of all natural trees on the map to 10 seconds, down from the default 3 minutes. Planted trees are not affected.
- Acquiring Aghanim's Scepter causes destroyed trees on the map to respawn immediately.
- There is no limit on how many enchanted trees can be up at one time, and the enchantment lasts until the tree is destroyed.
- A single tree can be enchanted multiple times. However, this provides no gameplay benefit.
- Enchanted trees have distinct icons on the minimap. It is colored green/ if Treant Protector is an ally.
- Enchanted trees have 800 radius daytime and nighttime flying vision.
- If enemies have True Sight over the enchanted tree, the visual effects on both the affected tree and the 800 radius circle around it can be seen.
- The sound effect upon cast is audible to allies only.
based on the current level within 800 radius of every enchanted tree when Overgrowth is cast.
- Overgrowth notes fully apply.
- Multiple overlapping areas do not cause Overgrowth to stack.
- When losing Aghanim's Scepter, the enchanted trees still provide vision, and the enchantment is not removed.
- However, Overgrowth no longer root enemies around the enchanted trees anymore.
- This is an innate ability and does not need to be learned.
- Nature's Guise is disabled when taking damage greater than 0 (after reductions), while not already affected by it.
- This means when Treant Protector is within the tree search radius, taking damage does not disable any of the bonuses.
- Only damage from player-controlled sources, including allies, and can disable Nature's Guise.
- Applies heal amplification and health regeneration amplification, but not lifesteal amplification or spell lifesteal amplification.
- With root the target whenever the ability is 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 seconds.
- Deals 4 instances of damage over the total duration. The damage interval adapts to the root duration.
- The first damage instance is dealt after ¼th of the root duration is over, and not immediately upon placing the debuff.
- Provides True Sight over the target.
- Treant Protector also gains invisibility within range of a tree.
- 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 does not break the invisibility.
- However, attacking breaks the invisibility, regardless of whether the attack actually landed or not.
- While attacking within the tree search radius, it causes the invisibility to be re-applied on him seconds later.
- Nature's Guise uses the cooldown system to indicate its fade delay for the invisibility. It has visual purposes only.
- Roots and disarms the targets, preventing them from moving, attacking, and casting certain mobility abilities.
- 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 other channeling abilities after the debuff is placed.
- 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 based on its current level also affects enemies within range of a tree enchanted by .
|450 AoE||25||100 DPS|
Main Article: Treant Protector/Changelogs
- Rescaled armor bonus from 5/6/7/8 to 3/6/9/12.
- Rescaled total heal from 60/100/140/180 to 45/80/125/180.
- Increased duration from 12 on each level to 15/20/25/30.
- Increased cooldown from 26/22/18/14 to 30/25/20/15.
- 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.
- 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.
- 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.
- 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