Old Abilities
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Leech Seed (7.23-7.27a)[]
Leech Seed (7.23-7.27a)
Radius: 700
Pulse Interval: 0.5
Move Speed Slow: 18%/24%/30%/36%
Buff Duration: 5
Slow Duration: 0.5
Rooftrellen nurtures the beings under his stewardship, sustained by the lifeforce of trespassers into his sacred ground.
- This ability got reworked into the current Leech Seed in the 7.23 gameplay patch.
- Besides heroes being prioritized, the targets within the area are chosen randomly.
- Affects invisible units and units inside the fog of war as well.
- Leech Seed ticks in 0.5-second intervals, starting immediately upon cast, resulting 10 intervals.
- Can deal up to 75/150/225/300 (
275/350/425/500) damage (before reductions) and heal Treant Protector for the same amount.
- 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 550.
- Healing pulse projectiles can target and heal Treant Protector even when he is invulnerable or hidden.
Leech Seed (Pre 7.23)[]
Leech Seed (Pre 7.23)
Treant plants a life-sapping seed in an enemy unit, draining its health, while simultaneously slowing it. The seed heals friendly units around it. Pulses 7 times.
Cast Range: 350
Radius: 500
Pulse Interval: 0.75
Move Speed Slow: 16%/20%/24%/28%
Duration: 5.25
Rooftrellen nurtures the beings under his stewardship, sustained by the lifeforce of trespassers into his sacred ground.
- This ability got reworked into the following Leech Seed in the 7.23 gameplay patch.
- Deals damage and sends healing projectiles in 0.75-second intervals, starting 0.75 seconds after cast, resulting in 7 pulses.
- Can deal up to 84/168/252/336 (
434/518/602/686) damage (before reductions) and heal a single unit for up to 84/168/252/336 (
434/518/602/686) 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.
- Always emits 7 pulses, even when the target dies earlier.
- If the target turns invisible, the pulses continue coming from its current actual position, making it possible to track it.
- Healing pulse projectiles cannot target invulnerable or hidden units, but already flying projectiles still heal them.
Forest Sentinel (6.67-6.72)[]
Summons a forest spirit at the target location. The Sentinel will act as a passive, invisible watcher until the Treant Protector activates it. While active, a sentinel will unleash a powerful attack on the first enemy hero who strays too close, dealing damage and stunning the target. After attacking, the Sentinel returns to passive mode, regiaining its invisibility and vision. Sentinels are vulnerable to physical and magical attacks and have a timed life of 8 minutes.
Cast Range: 900
Enemy Search Radius: 500
Damage: 125/150/175/200
Stun Duration: 1.5/1.75/2/2.25
Sentinel Duration: 480
- This ability was replaced by Leech Seed in the 6.72 gameplay patch.
- Sentinels have 300 health, are immobile and grant 40 gold bounty. They are affected by spells, but cannot be converted (e.g. Enchant).
- Nature's Guise and Living Armor can be cast on sentinels.
- Forest Sentinels are visible to Treant Protector's team on the minimap as a small white dot.
- In passive mode, Forest Sentinels have invisibility with a 2 second fade time and provide 500 radius flying vision around them.
- In active mode, they do not have invisibility and provide 100 radius flying vision around them.
- Sentinels instantly return back to passive mode once launching the damaging and stunning projectile, turning invisible after the fade time.
- The projectile travels at a speed of 1000.
- Can launch the projectile even when disabled. Requires vision over enemies to be able to launch it.
- Forest Sentinels are treated as trees by Nature's Guise, allowing affected allies to stay invisible when close to a sentinel.
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Transform Sentinel
DW
Toggles a Sentinel's state. The cooldown is shared with all Sentinels.
- This ability is unlocked upon leveling Forest Sentinel the first time.
- This ability is only on the hero, not on the sentinels.
- When targeting the ground, it toggles the closes sentinel to the targeted point. Can directly target sentinels.
- Can also targeted other units under Treant Protector's control, excluding self. Doing so has no effect, wasting the mana and cooldown.
- The passive and active sentinels are 2 different units. Switching between them causes them to get fully replaced.
- This means it gets deselected and any buff and debuff is cleared.
- Can toggle sentinels to active and passive mode.
Eyes in the Forest (6.60–6.66b)[]
Ability
Target Point
Target Point
Affects
Enemies
Enemies
Creates an enchanted tree at a target point, allowing Rooftrellen to see the tree's surrounding area at all times. Vision improves slightly per level.
Cast Range: 100
Vision Radius: 600/630/660/690
True Sight Radius: ?
Duration: Permanent
- This ability was replaced by Forest Sentinel in the 6.67 gameplay patch.
- Places a regular tree, so it interacts with other abilities like other trees.
- The only difference is that these trees do not have a collision size, so they cannot block pathing.
- Provides flying vision and True Sight around the tree, which lasts until the tree is destroyed.
- The tree visually differs depending on which side of the map it was placed. It also appears brighter than regular trees.
- There is no limit on how many trees can placed at one time.
Eyes in the Forest (Pre 6.60)[]
Ability
Target Unit
Target Unit
Affects
Trees / Enemies
Trees / Enemies
Creates a spiritual link between Rooftrellen and a target tree, allowing Rooftrellen to see the tree's surrounding area at all times. Vision improves slightly per level. Very large cast range.
Cast Range: 2000
Vision Radius: 600/630/660/690
True Sight Radius: ?
Duration: Permanent
- This ability was reworked into the following Eyes in the Forest in the 6.60 gameplay patch.
- Places an orange orb above the tree, which is not visible to enemies.
- There is no limit on how many enchanted trees can be up at one time.
- Provides flying vision and True Sight around the tree, which lasts until the tree is destroyed.
Living Armor (6.75-7.22h)[]
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: 40/60/80/100
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.
- This ability got reworked into the current Living Armor in the 7.23 gameplay patch.
- 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.
- Can regenerate up to 60/120/180/240 health over 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.
- Living Armor has the lowest priority in the group of damage negating effects.
- This means when coupled with any other form of damage negation, Living Armor neither blocks damage nor loses any charges.
- When combined with Aphotic Shield however, it does lose charges without blocking any damage.
- When combined with the Glyph of Fortification, it does not lose any charges until the Glyph's effect expires.
- As with all damage manipulating effects, 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).
- The talent turns Living Armor into an area-targeted spell, so that it cannot directly target units anymore.
- In this form, it only affects heroes (including illusions and clones, excluding creep-heroes) and buildings. It can no longer be used on creeps.
- Among buildings, shrines and effigy buildings are not affected.
Living Armor (6.72-6.74c)[]
Ability
Aura
Aura
Affects
Allies
Allies
Treant Protector's presence infuses allied heroes and structures with a protective healing aura, increasing armor and regeneration. During the daytime, his power of nature is increased, causing the aura to extend globally. The regen on structures is always a 900 radius aura.
Units Day Time Radius: Global
Units Night Time Radius: 900
Buildings Aura Radius: 900
Armor Bonus: 1/2/3/4
Health Regeneration Bonus: 1/2/3/4
The roots and tendrils of the Treant Protectors are far-reaching, stimulating the growth and rejuvenation of all of nature.
- This ability got reworked into the following Living Armor in the 6.75 gameplay patch.
- Fully stacks with other sources of flat health regeneration and armor increasing effects.
- The aura's buff lingers for 2-4 seconds.
- The flat health regen bonus is not considered by percentage health regeneration increases.
- Regenerates up to 60/120/180/240 health in one minute.
Living Armor (Pre 6.72)[]
Affects
Allies
Allies
Magically creates an armor of vines around a friendly unit or structure, protecting it from harm and healing wounds.
Cast Range: 500
Armor Bonus: 3/6/9/12
Health Regeneration Bonus: 2/3/4/5
Duration: 40
The roots and tendrils of the Treant Protectors are far-reaching, stimulating the growth and rejuvenation of all of nature.
- This ability got reworked into the following Living Armor in the 6.72 gameplay patch.
- Can heal the target for up to 80/120/160/200 health.
Nature's Guise (7.22-7.22h)[]
Tree Search Radius: 265
Fade Delay: 0
Movement Speed Bonus: 20%/22%/24%/26%
Root Total Damage: 60/110/160/210
Invisibility Linger Duration: 0.75
The Protectors don't often come into vision; their natural state being nestled within their leafy brethren.
- This ability got replaced by Nature's Grasp in the 7.23 gameplay patch.
- Casting spells or using items does not break the invisibility.
- Goes on cooldown once the invisibility is lost, not upon cast.
- Treant Protector stays invisible as long as there are trees within 265 radius around him.
- The invisibility is not instantly lost upon getting too far from trees. There is a 0.75-second-long grace time.
- This means Treant Protector can stay up to 0.75 seconds long away from trees and still be invisible.
- The grace time resets whenever a tree is within range again. The grace time is not indicated anywhere.
- While invisible, Treant Protector's next attack has True Strike, and roots and disarms the target, preventing it from moving, attacking, and casting certain mobility spells.
- The attack first applies its damage, then the debuff.
- Does not work against buildings and wards.
- Provides True Sight over the target.
Nature's Guise (7.00-7.21d)[]
Tree Search Radius: 265
Fade Delay: 4/3.5/3/2.5
Movement Speed Bonus: 14%/18%/22%/26%
Root Total Damage: 30/90/150/210
Invisibility Linger Duration: 0.75
Modifiers
modifier_treant_natures_guise_near_tree_display
Death
modifier_treant_natures_guise_invis
Death
modifier_treant_natures_guise_root
The Protectors don't often come into vision; their natural state being nestled within their leafy brethren.
- This ability got reworked into the following Nature's Guise in the 7.22 gameplay patch.
- Casting spells or using items does not break the invisibility.
- Damage greater than 0 from any player (including allies, excluding self) or Roshan resets the fade delay.
- The ability icon shows a cooldown whenever a tree is within the radius while not invisible. This has only informative purposes.
- This means it is not affected by the cooldown reductions of Octarine Core, Arcane Rune and the level 10 talent.
- However, it is affected by cooldown resets like Refresher Orb, but doing so does not affect the fade delay in any way.
- Time Dilation and Chakra Magic affect the cooldown visually, but do not affect the fade delay either.
- The cooldown starts over whenever Treant Protector attacks, to indicate that the fade delay has reset due to the attack.
- Treant Protector stays invisible as long as there are trees within 265 radius around him.
- A status buff appears on Treant Protector whenever he is near a tree, and immediately disappears as soon as no tree is found.
- The invisibility is not instantly lost upon getting too far from trees. There is a 0.75-second-long grace time.
- This means Treant Protector can stay up to 0.75 seconds long away from trees and still be invisible.
- The grace time resets whenever a tree is within range again. The grace time is not indicated anywhere.
- While invisible, Treant Protector's next attack has True Strike, and roots and disarms the target, preventing it from moving, attacking, and casting certain mobility spells.
- The attack first applies its damage, then the debuff.
- Does not work against buildings and wards.
- Provides True Sight over the target.
Nature's Guise (Pre 7.00)[]
Ability
Target Unit
Target Unit
Affects
Allies
Allies
Causes the targeted unit to blend in with the forest, becoming invisible to enemies and gaining a movement speed bonus when near a tree. If the unit moves away from a tree or the spell is cast on a unit with no nearby trees, Nature's Guise is lost. Treant Protector can cast spells and remain invisible under Nature's Guise.
Cast Range: 600
Tree Search Radius: 350
Fade Time: 2
Move Speed Bonus: 14%/16%/18%/20%
Duration: 15/30/45/60
The Protectors don't often come into vision; their natural state being nestled within their leafy brethren.
- This ability got reworked into the following Nature's Guise in the 7.00 gameplay patch.
- If cast on a unit that is not close enough to a tree, the ability does nothing, wasting the mana and cooldown.
- The effects are not instantly lost upon getting too far from trees. There is a 0.75 second long grace time.
- This means the unit can stay up to 0.75 seconds long away from trees and still be invisible.
- The grace time resets whenever a tree is within range again.
- The grace time is indicated by the status buff.
- The Nature's Guise buff checks for the grace time buff periodically, and disappears if it is not found.
- Treant Protector can cast spells and use items without breaking the invisibility.
- Other units can cast spells and use items only during the 2 seconds fade time.
- Units can perform attacks within the 2 seconds fade time without breaking the invisibility. Attacking after the fade time breaks it.
Overgrowth (5.72-Pre 5.76)[]
Creates a thicket of damaging thorns, making it difficult or impossible for units to pass through.
Cast Range: 300
Number of Thickets: 8/13/18
Collision Radius: 72
Damage Radius: 150
Damage per Second: 50
Duration: 5/6/7
- This ability got reworked into the current Overgrowth in the 5.76 gameplay patch.
- Upon cast, creates 8/13/18 immobile vine thickets at the targeted point as close together as possible.
- Thickets cannot spawn in the river area. When targeting the river, the thickets spawn at the closest locations around it.
- Thickets have a 72 collision size. They block pathing for every unit. Casting directly on a unit may encase it between the thickets.
- Thickets are invulnerable. It is not possible to move through the thickets either, not even when phased. Only unobstructed or Forced Movement can get units out.
- Each thicket also has a damaging aura. Since the damage is aura-based, multiple overlapping auras do not stack. The aura's effect does not linger. Only damages enemies.
Passion of the Forest & Passion of the Forest Curse (Pre 5.72)[]
Ability
Target Unit
Target Unit
Affects
Trees / Self
Trees / Self
Consumes a nearby tree, absorbing its body and restoring health. Rooftrellen stores the tree's soul, and can later use the souls to cast a powerful curse on an enemy unit. The curse lasts an amount of seconds equal to the number of trees Rooftrellen has absorbed.
Cast Range: 32
Heal: 25/50/75
Heal Delay: 1.7
- This ability got replaced by the following Overgrowth in the 5.72 gameplay patch.
- When off cooldown, right-clicking a tree orders Treant Protector to cast this spell on the tree.
- Heals Treant Protector 1.7 seconds after cast in one instance.
- Each eaten tree grants 1 charge permanently or until used. Can have a maximum of 60 charges.
Ability
Target Unit
Target Unit
Affects
Enemies
Enemies
Curses an enemy unit with the souls of the trees Rooftrellen has consumed. Each level enhances the curse's effects further. On level 1, slows movement speed, on level 2, disarms and slows movement speed and on level 3, disarms, silences and slows movement speed. The duration is based on the number of souls.
Cast Range: 600
Movement Speed Slow: 60%
Duration per Tree: 1
- This ability gets leveled together with Passion of the Forest.
- Uses a projectile which travels at a speed of 1500.
- This ability applies different status effects depending on its level.
- Level 1: Slow
- Level 2: Slow and disarm
- Level 3: Slow, disarm and silence
- The debuff's duration is entirely on the amount of trees Treant Protector has consumed. Upon cast, all charges are lost.
- This ability does nothing when cast while having no charges.
- Cannot be cast on ancient creeps.
Talents[]
Tree Respawn Time (7.07-7.23)[]
- This
is removed in the 7.23 gameplay patch.
- The aura is bestowed even while Treant Protector is dead.
Tree-Walking (7.23-7.23b)[]