Treant Protector
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 at his will, he can grant invisibility and stealth to himself and his allies with Nature's Guise and replenish their health with Leech Seed which also slows and damages his prey. His Living Armor blesses his allies with natural protection, giving them bonus health regeneration and damage block. His scariest feature is Overgrowth; though it doesn't deal damage, Rooftrellen summons vines, branches and roots to entangle his enemies, immobilizing them and leaving them unable to attack for a long time. With Treant Protector at your side, you gain powerful support that will greatly assist your team for victory.
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[edit] Bio
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[edit] Abilities
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[edit] Recommended items
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Explanation: Early game: Boots of Speed are essential, as always. Magic Stick helps with mana regeneration and Bracer provides cheap attribute bonuses. A Soul Ring is a good early pick-up for Rooftrellen, 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. Core: Boots of Speed upgrade to Arcane Boots, to help with Treant's own mana pool as well as helping allies in his lane, since he is usually played as a lane support. Magic Stick upgrades to Magic Wand, naturally. Bracer upgrades to Drum of Endurance, which provides more cheap attribute bonuses as well as stacking with Nature's Guise to give him and his allies excellent movement speed. Situational: Treant Protector is usually played as a durable teamfight initiator who relies on his powerful disabling ultimate. To be most effective, he needs to live through most of the fight, extending bonus armor to his allies with Living Armor, healing them with Leach Seed, and helping them escape with Nature's Guise. He probably won't receive much farm, but if he does there are several ways he can be useful to the team. Blink Dagger allows him flexibility in positioning his ultimate; Refresher Orb allows him to cast it twice—as long as he has a sufficient mana pool. Shiva's Guard and Assault Cuirass provide protection against physical damage as well as auras that help in a team fight. Pipe of Insight provides him and his allies with protection against magical damage. Heart of Tarrasque gives him excellent durability against all sources of damage, but is not as useful to his allies. Heaven's Halberd provides the single-target disable he lacks, while providing both strength and evasion to increase his durability. Radiance provides excellent mid-game team fight damage if he can live through the fight. Necronomicon improves almost every aspect of Treant Protector: more movement speed for his allies, more damage and mana-burning during Overgrowth, more strength for his damage and durability, and more intelligence for his mana pool. The summons also gives the power to destroy an enemy's mana, and provides True Sight at level 3. Necronomicon's summons benefit from some auras Treant might carry, as well as Pipe's Barrier. | |||||||||||||||
[edit] Tips
- 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 Sentry Wards to prevent this.
- Your autoattack animation and rate are slow, but pack a huge punch. With a little practice, you can put that power to use and greatly assist your lane partner by denying units.
- Living Armor can heal buildings. If you have time, and no one else requires it, cast Living Armor on damaged towers. Granted, the ratio of health gained to total health of buildings may be small, but it's duration is as long as it's cooldown, so you can keep it constantly regenerating health, provided you have enough mana.
- Although he is 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 Roof can use abilities without breaking his invisibility).
- In a gank, use Nature's Guise to sneak around behind the enemies, as if Leech Seed is used on an enemy running towards you instead of away from you escape will be almost impossible; to say nothing of Overgrowth.
- In most circumstances Rooftrellen 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 Soul Ring is a good early pick-up for Rooftrellen, 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.
- You can cast spells when you're invisible with Nature's Guise. If you are equipped with items with powerful active abilities, like Necronomicon, Shiva's Guard, and Scythe of Vyse, you can use this to surprise and play tricks on your opponents, as long as you stay near the trees
- Your high Strength and attack damage is great. You can purchase attack boosting items like Assault Cuirass, Battle Fury, Armlet of Mordiggian, Satanic, Mjollnir, Abyssal Blade or Mask of Madness to improve your damage output, if your team is deprived of powerful attackers.
- Altough he's not the best, Treant can be a good jungler because of his high base attack damage and Living Armor damage block, Leech Seed in case of his hp dropping low and Nature's Guise to initiate ganks. It will give the team another solo lane, more gold for him than playing in a dual lane and the ability to keep healing towers with the global living armor when don't needed while in the jungle.
[edit] Trivia
- Rooftrellen has "Riki was 'ere" carved into his side (near the right 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 is known to have the most skill revisions in the game.
- Treant Protector has the highest base attack damage in the game at 85; however, he also has the lowest Base Attack Time in the game at 1.9.
[edit] Update history
- Fixed the following spells being castable on magic immune allies: Nightmare, Frost Armor, Nature's Guise, Holy Persuasion, Decrepify, Astral Imprisonment, Shadow Word and X Marks The Spot.
[edit] Balance changelog
6.77c
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Living Armor damage reduction is now done for all instances of damage that reduce its charges.
6.77
- Damage increased by 10
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Leech Seed cooldown decreased from 18/16/14/12 to 16/14/12/10
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Overgrowth cooldown decreased from 80 to 70
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Living Armor
- damage instances increased from 6 to 7
- can be cast through the minimap (only considers heroes and towers/rax in this mode)
6.76c
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Living Armor
- Cooldown and duration decreased from 20 to 15.
- Manacost decreased from 30/35/40/45 to 25.
6.76
- Strength growth increased from 2.8 to 3.3.
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Living Armor HP regen increased from 4/6/8/10 to 4/7/10/13.
6.75
- Damage increased by 14.
- Base attack time increased from 1.7 to 1.9.
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Living Armor aura replaced with a new active ability:
- Target an allied unit or structure. Grants bonus regeneration and physical damage block. Dispels when more than 6 damage instances are taken.
- HP Regeneration: 4/6/8/10
- Physical Damage Block: 20/40/60/80 (hero only)
- Threshold: 6 damage instances
- Duration: 20
- Cooldown: 20
- Manacost: 30/35/40/45
- Cast Range: Global
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Overgrowth
- No longer does damage.
- Duration increased from 3 to 3/3.75/4.5.
- Cooldown decreased from 115/105/95 to 80.
6.73
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Leech Seed manacost increased from 110/120/130/140 to 140.
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Overgrowth damage per second decreased from 70/100/130 to 50/75/100.
6.72d
- Strength decreased from 27 + 3.4 to 25 + 2.8
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Overgrowth cooldown increased from 100/95/90 to 115/105/95.
6.72c
- Added a 2 second fade time to
Nature's Guise.
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Living Armor regeneration reduced from 2/3/4/5 to 1/2/3/4.
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Overgrowth AoE reduced from 725 to 625.
6.72b
- Base armor reduced by 1.
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Leech Seed cooldown rescaled from 12 to 18/16/14/12.
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Living Armor now regenerates buildings only in a 900 aoe.
6.72
- Armor reduced by 1.
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Nature's Guise
- Now gives the unit a 10% movement speed bonus.
- Keeps the target invisible for up to 1 second after leaving the proximity of a tree, except during the initial cast.
- Cooldown increased from 3 seconds to 10/8/6/4 seconds.
- Forest Sentinel replaced with
Leech Seed:
- Rooftrellen plants a life-sapping seed in his enemy, causing it to be slowed by 24% and have its life force drained over the next 3 seconds. Nearby allied units are healed by the same amount.
- Slow: 24%
- Damage: 30/45/60/75 per pulse (Magical damage type)
- Allied Heal: 30/45/60/75 per pulse
- Pulses: 4
- AoE: 500
- Manacost: 110/120/130/140
- Cast Range: 350
- Cooldown: 12
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Living Armor reworked:
- Rooftrellen'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.
- AoE: 900 (Global during the day)
- HP Regeneration: 2/3/4/5
- Armor: 1/2/3/4
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Overgrowth
- Duration reduced from 3/4/5 to 3.
- Cooldown reduced from 160 to 100/95/90.
- Damage per second rebalanced from 85 to 70/100/130.
6.70
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Living Armor regeneration increased from 1/2/3/4 to 2/3/4/5.
[edit] Replaced abilities
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[edit] Gallery
[edit] See also
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