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Treant Protector
Treant Protector icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
25 + 3.4
15 + 2
20 + 1.8
Level 0 1 15 25 30
Health 200 700 1640 2560 2940
+0.25 +2.75 +7.51 +12.11 +14.01
Mana 75 315 615 975 1107
+0.5 +1.5 +2.76 +4.26 +4.81
Armor -1 1.5 6.17 11.5 13.5
Damage Block 16 (50%)
Magic Resistance 25%
Status Resistance 0%
Damage 62‒70 87‒95 134‒142 180‒188 199‒207
Attack Rate 0.53/s 0.61/s 0.75/s 0.92/s 0.98/s
Attack Range Melee 150 (600)
Attack Speed ▶️ 100 (1.9s BAT)
Attack Animation 0.6+0.4
Projectile Speed Instant
Movement Speed ▶️ 285
Turn Rate Takes 0.175s to turn 180°. 0.6
Collision Size 24
Vision Range (G) 1800 • 800
Legs 2
Gib Type Wood
Ability Upgrades
Upgradable by Aghanim's Scepter.

Upgradable by Aghanim's Shard.
Eyes In The Forest
Nature's Guise
For Nature's Prophet's summons, see Treant. For the race in Dota 2 lore, see Treant Protectors.
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, plants Leeching Seeds into intruders while sprouting regenerative roots for his cohorts and their fortifications alike. In order to assist his role as a protector, Rooftrellen enchants trees to serve as Eyes in the Forest. Emerging unseen among the Guise of Trees, he entangles foes with an Overgrowth of vines and roots, fully immobilized for that which awaits them.
Nature's Grasp
Leech Seed
Living Armor
Eyes In The Forest
Eyes In The Forest
Nature's Guise
Nature's Guise
Roles: Support Support Initiator Initiator Durable Durable Disabler Disabler Escape Escape
Complexity: ★★☆


Treant Protector minimap icon.pngRooftrellen, the Treant Protector
▶️ "Life becomes death becomes new life. As it should be."
Far to the west, in the mountains beyond the Vale of Augury, lie the remains of an ancient power, a fount of eldritch energy nestled deep in the high woods. It is said that the things that grow here, grow strangely. To the forces of nature this is a sacred place, made to stay hidden and unknown. Many are the traps and dangers of this land. There are all-consuming grasses, crossbred fauna and poisonous flowers, but none are so fierce as the mighty Treant Protectors.

These ageless, titanic beings, charged with keeping the peace in this dangerous land, ensure that none within encroach without reason, and none without poach their secrets. For time untold they tended to their holy ground, uninterrupted, only dimly aware of the changing world beyond. Yet inevitably the wider world grew aware of this untamed land, and with each passing winter the outsiders grew bolder. Soon they arrived with tools to cut and with flames to burn, and often the Treants would ponder: who are these fragile, industrious creatures? What now had become of the wild, green world? There came and went an age of questions and of doubts, a thousand summers of long traditions set to scrutiny, while more and more the outsiders died and fed their earth.

When all that bloomed had finally finished their say, curiosity had overcome caution. It was decided: a lone Protector would be sent into the wider world, and instructed to wander until the glaciers arose once more, to observe the changing land and its creatures, and to discover what unknown dangers could threaten their sacred ground.


Nature's Grasp icon.png
Creates vines towards the target location. Vines slow down and deal damage to enemies that walk through. Vines deal 50% more damage if they touch a tree. Does half damage to creeps.
Cast Animation: 0.2+0.7
Cast Range: 1500
Vine Path Length: 1500
Vines Radius: 135
Damage per Second: 30/40/50/60 (Talent 60/70/80/90)
Tree Contact Damage Increase: 50%
Creep Damage Percentage: 50%
Move Speed Slow: 25%/30%/35%/40%
Vines Duration: 9/10/11/12
Aura Linger Duration: 0.5
Cooldown: 20/19/18/17 (Talent 15/14/13/12)
Mana: 75/80/85/90
Modifiers [?]
The Protectors don't often come into vision; their natural state being nestled within their leafy brethren.


  • 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 two different modifiers used — the damage modifier is used by regular thickets, while the damage bonus modifier is used by thickets buffed by trees.
    • These two modifiers stack with each other, but do not stack with multiple of themselves.
  • Deals 7.5/10/12.5/15 (Talent 15/17.5/20/22.5) damage in 0.25-second intervals, starting 0.25 seconds after the debuff is placed.
    • Can deal up to 285/420/575/750 (Talent 570/735/920/1125) damage (before reductions) to a single unit.
    • When buffed by a tree, deals 11.25/15/18.75/22.5 (Talent 22.5/26.25/30/33.75) damage in 0.25-second intervals.
    • When buffed by a tree, can deal up to 427.5/630/862.5/1125 (Talent 855/1102.5/1380/1687.5) damage to a single unit.
  • Against non-hero units, it deals 3.75/5/6.25/7.5 (Talent 7.5/8.75/10/11.25) 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 (Talent 285/367.5/460/562.5) damage (before reductions) to a single non-hero unit.
    • When buffed by a tree, deals 5.63/7.5/9.38/11.25 (Talent 11.25/13.13/15/16.88) damage in 0.25-second intervals.
    • When buffed by a tree, can deal up to 213.75/315/431.25/562.5 (Talent 427.5/551.25/690/843.75) damage to a single non-hero unit.

Leech Seed
Leech Seed icon.png
Enemies / Allies
Treant plants a life-sapping seed in an enemy unit, draining its health, while simultaneously slowing it. The seed heals friendly units around it.
Cast Animation: 0.5+0.4
Cast Range: 400
Radius: 650
Pulse Interval: 1
Damage/Heal per Pulse: 16/32/48/64 (Talent 56/72/88/104)
Move Speed Slow: 8%/14%/20%/26% (Talent 23%/29%/35%/41%)
Duration: 5
Cooldown: 18/16/14/12
Mana: 80/90/100/110
Partially pierces spell immunity.
Cannot be cast on spell immune enemies.
Can heal spell immune allies.
Modifiers [?]
Rooftrellen nurtures the beings under his stewardship, sustained by the lifeforce of trespassers into his sacred ground.


  • The healing projectiles travel at a speed of 450.
    • Healing projectiles cannot target invulnerable or hidden units, but airborne projectiles still heal them.
    • The heal is independent from the damage and always heals for the same amount, regardless of how much damage the target takes.
  • 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 (Talent 280/360/440/520) damage (before reductions) and heal for the same amount of health a single unit for the same amount.
  • 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.

Living Armor
Living Armor icon.png
Infuses the target hero or structure with a protective coating which heals the target and provides bonus armor.
Cast Animation: 0.3+0.66
Cast Range: Global
Total Heal: 45/80/125/180 (Talent 81/116/161/216)
Armor Bonus: 3/6/9/12 (Talent 11/14/17/20)
Duration: 15/20/25/30
Talent Radius: 450
Cooldown: 30/25/20/15
Mana: 50
Modifiers [?]
The roots and tendrils of the Treant Protectors are far-reaching, stimulating the growth and rejuvenation of all of nature.


  • When ground-targeted, the closest hero or building to the target point is targeted instead.
    • Although non-hero units can be directly targeted, ground-targeting excludes non-hero units. Treats creep-heroes as heroes.
    • ↓↓ Double-tapping automatically targets self.
  • Heals 3/4/5/6 (Talent 5.4/5.8/6.44/7.2) health in -second intervals, starting second after the buff is placed, resulting in 15/20/25/30 instances.
  • With the area of effect Talent talent, Living Armor turns into an area-targeted ability, so that it cannot directly target units anymore.

Eyes In The Forest
Eyes In The Forest icon.png
Treant Protector enchants a tree, which grants him unobstructed vision in that location. If Overgrowth is cast, units within a 800 radius of an enchanted tree will be entangled and damaged.
Cast Animation: 0.2+0.83
Cast Range: 160
Vision/Overgrowth Radius: 800
Global Tree Respawn Time: 10
Number of Charges: 3
Charge Replenish Time: 40
Cooldown: 0
Mana: 100
Modifiers [?]
Ability Draft Notes
Ability Draft Notes:
Upgradable by Aghanim's Scepter.
Requires drafting Overgrowth to be unlocked.
One can never be too certain who, or what, might need protecting.


  • 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 Eyes in the Forest minimap icon.png on the minimap. It is colored green/blue if Treant Protector is an ally.
  • Enchanted trees have 800 radius 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.
  • Applies Overgrowth 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.

Nature's Guise
Nature's Guise icon.png
(Upgradable by Aghanim's Shard. Enemies)
Upgradable by Aghanim's Shard. Magical
Provides Treant with Tree Walking whenever he hasn't taken damage for 3 seconds. While active, Treant gains movement speed bonus and amplified healing and regeneration on himself.
Tree Search Radius: 150
Move Speed Bonus: 15% (With Aghanim's Shard 30%)
Heal and Health Regen Amplification: 40%
Damage Disable Duration: 3
With Aghanim's Shard Fade Delay: 0
With Aghanim's Shard Invisibility Linger Duration: 0.75
With Aghanim's Shard Root Total Damage: 200
With Aghanim's Shard Default Root Duration: 1
With Aghanim's Shard Near-Tree Root Duration: 2
Cooldown: With Aghanim's Shard 10
Upgradable by Aghanim's Shard.
Aghanim's Shard Upgrade:
Causes Treant to move faster and become invisible with Nature's Guise and root enemies upon attacking. Deals damage over time and roots for longer if the attack was near a tree.
Partially usable by illusions.
Illusion Notes:
Invisibility fully works.
Upgradable by Aghanim's Shard.
Cannot trigger the root on attack.
Modifiers [?]
Ability Draft Notes
Ability Draft Notes:
Treant Protector neither has this ability, nor is it bound to any of his abilities.
The Protectors don't often come into vision; their natural state being nestled within their leafy brethren.


  • 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 Roshan icon.png Roshan can disable Nature's Guise.
  • With Aghanim's Shard icon.png Aghanim's Shard, attacks 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 2 seconds.
    • Deals 4 instances of 50 damage over the total duration. The damage interval adapts to the root duration.
    • The first damage instance is dealt after a quarter of the root duration is over, and not immediately upon placing the debuff.
    • Provides True Sight over the target.
  • With Aghanim's Shard icon.png Aghanim's Shard, Treant Protector also gains invisibility within 150 range of a tree.
    • Unlike the other bonuses, the invisibility has a linger duration of 0.75 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 0.75 seconds later.
    • Nature's Guise uses the cooldown system to indicate its fade delay for the invisibility. It has visual purposes only.

Overgrowth icon.png
No Target
Summons an overgrowth of vines and branches around Treant that prevent afflicted enemies from moving, blinking, going invisible, or attacking.
Cast Animation: 0.5+1.17
Radius: 800
Damage per Second: 75 (Talent 175)
Duration: 3/4/5
Cooldown: 100
Mana: 200/250/300
Upgradable by Aghanim's Scepter.
Aghanim's Scepter Upgrade:
Grants the Eyes In The Forest ability.
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.
Modifiers [?]
Rooftrellen calls the ancestral spirit of nature, releasing its power through all of his kin.


  • 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.


Hero Talents
450 AoE Living Armor25100 DPS Overgrowth
+40 Leech Seed Damage/Heal20+8 Living Armor Bonus Armor
+30 Nature's Grasp Damage15+15% Leech Seed Movement Slow
-5s Nature's Grasp Cooldown10+36 Living Armor Heal

Recent Changes[]

  • Living Armor
    • Rescaled armor bonus from 5/6/7/8 to 3/6/9/12.
    • Reduced 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.
Level 10 right talent changed: +1.75 mana regeneration ➜ +36 Living Armor max heal.
Level 15 right talent changed: +48 Living Armor max heal ➜ +15% Leech Seed movement speed slow.
Level 10 left talent changed: Nature's Guise grants invisibility ➜ -5s Nature's Grasp cooldown.
Level 10 right talent changed: +60 attack damage ➜ +1.75 mana regeneration.
Level 15 left talent: +24 Nature's Grasp damage per second increased to +30.
Level 20 right talent changed: 12% cooldown reduction ➜ +8 Living Armor armor bonus.
Level 25 left talent: 450 AoE Living Armor now also targets creeps, instead of heroes only.

Recommended Items[]

Starting items:

  • Tango icon.png Tango heals a little at a time in the laning stage.
  • Healing Salve icon.png Healing Salve restores large amount of health.
  • Clarity icon.png Clarity sustains mana for using early Leech Seed to harass enemies.
  • Orb of Venom icon.png Orb of Venom applies a slow to keep enemies in range of your powerful physical attacks in the early game.
  • Observer Ward icon.png Observer Ward grants map vision.

Early game:

Mid game:

  • Arcane Boots icon.png Arcane Boots restores mana to Treant Protector and allies.
  • Magic Wand icon.png Magic Wand provides some attributes, as well as restoring health and mana in bursts.
  • Urn of Shadows icon.png Urn of Shadows gives miscellaneous bonuses and charges to heal or hurt heroes.
  • Solar Crest icon.png Solar Crest sustains mana, as well as granting or removing armor of units.

Late game:

  • Guardian Greaves icon.png Guardian Greaves, 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.
  • Aghanim's Scepter icon.png Aghanim's Scepter grants vision over the map and allows Treant Protector to deal some damage in the late game with a semi-global Overgrowth.
  • Lotus Orb icon.png Lotus Orb gives regeneration and armor, as well as Echo Shell on friendly heroes to dispel and reflect single targeted spells.

Situational items:

  • Tranquil Boots icon.png Tranquil Boots provides health regeneration and movement speed to roam the map. Consider it when teammates do not need extra mana from Arcane Boots.
  • Soul Ring icon.png Soul Ring 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.
  • Drum of Endurance icon.png Drum of Endurance provides cheap attribute bonuses, and movement speed for allies and Treant Protector, which stacks with Nature's Grasp.
  • Blink Dagger icon.png Blink Dagger allows for more powerful initiaions with Overgrowth, as well as letting Treant Protector dart around the forest while remaining invisible through Nature's Grasp.
  • Meteor Hammer icon.png Meteor Hammer gives Treant Protector strength, intelligence, regeneration, and area stun. Overgrowth's root will help him use this item reliably as an initiation tool.
  • Vladmir's Offering icon.png Vladmir's Offering provides Treant Protector and his team with a useful aura, most notably the attack damage bonus that scales well in the late game.
  • Pipe of Insight icon.png Pipe of Insight provides team with protection against magical damage.
  • Heaven's Halberd icon.png Heaven's Halberd disarms an enemy hero, while providing strength, status resistance, and evasion to increase durability.
  • Shiva's Guard icon.png Shiva's Guard provides protection against physical damage with armor and slow aura that also helps in teamfights.
  • Octarine Core icon.png Octarine Core lowers cooldowns of items and abilities, especially the upgraded Overgrowth to increase farm and apply constant pressure on all lanes.
  • Refresher Orb icon.png Refresher Orb allows Treant Protector to use Overgrowth twice in quick succession.
  • Radiance icon.png Radiance 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