Rooftrellen the Treant Protector is a melee strength hero who excels in supporting and strengthening his allies with his beneficial set of spells using the power of nature. He is a natural tank, offensively and defensively, having both the highest natural attack damage, and the second highest overall strength in the game. Manipulating the power of the plants to his will, he can grant invisibility and stealth to himself and his allies with Nature's Guise, provided that they remain 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 increased health regeneration and a massive damage block from anywhere on the map. Finally, his ultimate Overgrowth roots nearby enemies with vines, branches, and roots; though it does not deal any damage, it immobilizes them and renders them unable to attack for several crucial seconds. Although Treant Protector 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 of a decisive victory.
- If cast on a unit that is not close enough to a tree, the ability does nothing, wasting the mana and cooldown.
- When moving too far away from trees, the invisibility is lost after 1 second. When getting in range before that happens, the 1 second timer is reset.
- The timer is indicated as a second status buff icon, which lasts for 1 second and only ticks down when no trees are nearby.
- 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.
- Deals damage and sends healing projectiles to units within 500 radius of the in 0.75 second, starting 0.75 seconds after cast, 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. It always heals for amount, even when the damage gets amplified, reduced or even blocked.
- Healing projectiles travel at a speed of 400 and cannot be disjointed.
- Always emits 6 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 them.
- 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 form of health regeneration, so it regenerates 0.4/0.7/1.0/1.3 health in 0.1 second intervals.
- Can heal the target for up to 60/105/150/195 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.
- 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 does not block damage and does not lose 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).
- Can block up to 80/200/360/560 damage.
- Disables the following spells: 16px Blink, 16px Blink, Teleportation, Charge of Darkness, Phase Shift, Tricks of the Trade and 闪烁匕首.
- Other blinks and pseudo-blinks (e.g. Leap, Phantom Strike, Ethereal Jaunt, etc) fully work, although the unit is still rooted afterwards.
- Prevents Relocate from teleporting Io and his tethered ally.
- Does not hit invisible units upon cast, however, Overgrowth reveals invisible units for its duration.
- Interrupts the affected units' current order, canceling out a spell cast and channeling spells.
- Treant Protector cannot drop the 阿哈利姆神杖 he purchased.
- Requires 阿哈利姆神杖 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 if allied, and red if not.
- Enchanted trees have 800 range flying vision.
- If the enemy has True Sight, they are able to see the visual effects on both the affected tree and the 800 radius around it.
- Only units which are affected by Overgrowth within 800 radius of an enchanted tree take the Overgrowth damage.
- Eyes in the Forest Overgrowth damage only affects units once (i.e. it does not stack multiple times with multiple trees in the same area).
- Deals damage in 1 second intervals, starting immediately upon cast, resulting in 3/4/5 instances.
- Eyes in the Forest Overgrowth deals a total of 525/700/875 damage (before reductions).
- The sound effect upon cast is audible to allies only.
- 净化药水 potions mitigate the mana cost of Leech Seed, which is usually used early for lane harassment.
- 圆盾 partially abates any harassment he receives.
- 速度之靴 give a useful movement speed boost.
- 魔棒 helps with mana and health restoration
- 护腕 provide cheap attribute bonuses.
- 奥术鞋 help with Treant's own mana pool as well as his allies.
- 魔杖 makes use of the earlier bought 魔棒 and is another source of a cheap attribute bonus.
- 韧鼓 provides more cheap attribute bonuses and the movement speed boost stacks with Nature's Guise's bonus to give him and his allies excellent movement speed.
- 阿哈利姆神杖 grants Treant Protector basically an infinite amount of "free" Observer Wards. It is an excellent item which allows Treant Protector to grant his team vision over the map and also allows him to deal some damage in the late game with a semi-global Overgrowth.
- 闪烁匕首 allows for more powerful initiaions with Overgrowth. It also allows Treant to dart around the forest while remaining invisible through Nature's Guise.
- 恐鳌之心 gives him excellent durability and big amount of attack damage, making him able to hit quite hard together with his naturally high attack damage.
- 希瓦之守护 and 强袭胸甲 provide protection against physical damage as well as auras that help in a team fight.
- 洞察烟斗 provides him and his allies with protection against magical damage.
- 弗拉迪米尔的祭品 provides Treant and his team with a useful aura.
- 天堂之戟 provides the single-target disable he lacks, while providing both strength and evasion to increase his durability.
- 辉耀 provides excellent team fight damage. Treant Protector can make use of Radiance's Burn Damage while he is invisible.
- 死灵书 gives more movement speed and attack speed for his allies, some damage and mana-burning during Overgrowth, and more strength and intelligence.
- 刷新球 allows him to cast Overgrowth twice.
- Using Nature's Guise on allies during a gank gives them the element of surprise, and owing to the extremely variable nature of this mechanic the enemy team will struggle to use 岗哨守卫s to prevent this.
- If time permits, Treant Protector can use it on his whole team just before a team-fight to obtain a similar effect like Moonlight Shadow. This enables his team to properly initiate assuming that the enemy team does not have detection or they did not see Treant cast it.
- Keeping an eye on the minimap is important, Living Armor may make the difference between a farmed team-mate or a farmed enemy. If a team-mate is getting ganked, casting Living Armor on them can discourage the enemy from continuing or even remove the need for the team-mate to retreat and enabling them to farm more.
- Treant Protector's attack animation and rate are slow, but pack a huge punch. With a little practice, he can put that power to use and greatly assist his lane partner by denying units. A 压制之刃 will also help secure last hits which the carry might have otherwise missed or denied by the enemy, or when Treant happens to lane alone.
- Living Armor can heal buildings. If time is at hand, and no one else requires it, it should be cast on damaged buildings. Granted, the ratio of health gained to total health of buildings may be small, but its duration is as long as its cooldown, so it can be kept up constantly, regenerating its health, provided Treant Protector has enough mana.
- Although being quite tanky, his offensive output is very minimal and once he has initiated with Overgrowth he should conceal himself, firing Leech Seeds from nearby trees (keep in mind at all times that Treant Protector can use abilities without breaking his invisibility).
- In most circumstances Treant Protector is most wisely built to maximise his abilities' usage, his lack of mobility and damaging spells mean he is best suited to securing kills for his allies via his slowing and disabling abilities.
- A 灵魂之戒 is a good early pick-up for Treant Protector, as it allows him to spam his Leech Seed as an effective harassment tool while also healing off the damage from the Soul Ring. It also helps solve his mana problems early to mid game. This could also be picked-up if opting for a 静谧之鞋 instead of an 奥术鞋 if team-mates do not need the extra mana. Choosing 静谧之鞋 over 奥术鞋 makes it easier for Treant Protector to roam the map and regenerate health between ganks.
- Beside spells, Treant Protector can also use active items while invisible with Nature's Guise without breaking it. If equipped with items with powerful active abilities, like 希瓦之守护 and 邪恶镰刀, they can be used to surprise and play tricks on opponents, as long as Treant Protector stays near the trees.
- Treant Protector has naturally very high strength and attack damage. Attack boosting items like 强袭胸甲, 莫尔迪基安的臂章, 撒旦之邪力, 雷神之锤, 深渊之刃 or 疯狂面具 can be purchased to make use of his heavy damage and improve his damage output, if his team is deprived of powerful attackers.
- Although not the best, Treant Protector can be a good jungler because of his high base attack damage and Living Armor, Leech Seed in case of his health dropping low and Nature's Guise to initiate ganks. It gives the team another solo lane and more gold for him than playing in a dual lane.
- An 阿哈利姆神杖 gives Treant Protector a free permanent mini Observer Ward every 25 seconds and he can use it to gain vision in critical spots. This could be an enormous advantage for the whole team especially if whem covering the whole jungle and lanes with it. This also reduces the necessity for diving in to Initiate team-fights as it enables Treant Protector to use Overgrowth globally.
- Purchasing a 闪烁匕首 in conjunction with the 阿哈利姆神杖 allows Treant Protector to enchant trees in a middle of a cluster potentially deterring enemies from destroying the enchanted tree.
- It is also possible to use enchanted trees to farm up the enemy neutral creep camps, by enchanting trees near their camps and using Overgrowth. Not only does this boost Treant Protector's gold income, it also denies the enemy team their jungle, effectively taking away gold from them. It is more important however to first enchant trees at key spots to make use of the vision it grants, which is more helpful for the team. Besides that, it should only be done when being sure that Overgrowth is not needed in a fight within the next minutes while it is on cooldown.
- One 铁树枝干 carried in the inventory can be used to create a tree, enchant it and cast overgrowth in the middle of battle. Whether one second delay is worth the damage is up to player to decide.
- 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.
- This ability was replaced by Leech Seed on the 6.72 gameplay patch.
- Forest Sentinels have 300 health, are immobile and grant 40 gold bounty. They are affected by spells, but cannot be converted (e.g. Enchant).
- 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 and can be disjointed.
- Can launch the projectile even when disabled. Requires vision over enemies to be able to launch it.
- 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.
- This ability was replaced by Forest Sentinel on 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.
- 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.
- 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.
- 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.
- 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 permanentaly or until used. Can have a maximum of 60 charges.
- This ability gets leveled together with Passion of the Forest.
- Uses a projectile which travels at a speed of 1500. It can be disjointed.
- On level 1, this ability only applies a movement speed slow. Level 2 adds a disarm and level 3 adds a silence on top of that.
- 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.