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Treant Protector

Popularity: #84

Leaderboard: #37

Ban Rank: #124

KDA Rank: #58

Calls upon the forest to root his foes

Treant Protector is ever the benevolent ally, sprouting regenerating armor for his cohorts and their fortifications alike. Emerging unseen from among the trees, he binds foes with overgrowth as he leeches health from enemies and into nearby allies.

Attributes
treant protector Image

550 +74.8/lvl

240 +21.6/lvl

Strength Image

25 +3.4/lvl

Agility Image

15 +1.8/lvl

Intelligence Image

20 +1.8/lvl

Stats
Attack

Damage:

60 - 68 + 1.8/level (112.2 - 120.2 at level 30)

Attack

Range:

150

Attack

Armor:

-1 + 0.3/level (7.7 at level 30)

Attack

Movement:

280

Roles

Carry

Escape

Nuker

Initiator

Durable

Disabler

Support

Pusher

Strategy

Treant has the highest base damage in the game at level 1 so make use of it to harass and deny.

Look for angles to cut off opponents with Nature's Grasp. Make sure to catch a tree in its path.

Leech Seed continues healing even after the unit it was used on dies.

Look around the map to heal and save allies and buildings with Living Armor.

Treant is great at defending towers safely with Nature's Grasp and Living Armor.

Don't rush with Overgrowth in the fights as opponents are likely to have multiple ways to dispel it at the start.

Treant is amazing at split pushing without even showing himself. Go ham on it when not much is happening.

Pick up Aghanims Shard around minute 15 to become invisible near trees and lockdown enemy heroes and creeps on attack.

Aghanim's Scepter will win a vision game for your team in the late game.

With your Aghanims Shard, you can use Natures Grasp to connect between Tree Lines and stay invisible.

Counter Strategy

Quell trees in the lane so you can keep track of Treant Protector and stop Nature's Guise.

Keep distance from Treant Protector as he has the highest base damage in the game.

Take towers down in one go so Treant Protector can't heal them with Living Armor.

Be aware of Treant Protector's Meteor Hammer timing. He becomes good at splitpushing.

Treant Protector becomes invisible with his aghanims shard upgrade. Carry detection on multiple heroes.

Observers and sentries at the outer jungles of the map are great at stopping Treant from splitpushing.

Items that apply dispel on you, are great against Treant's Overgrowth and Leech Seed.

Once Treant gets Aghanim's Scepter consider getting a Gem and cut Eyes in the Forest.

Stats

Win Rate 51.4%
Pick Rate 4.5%

Facets

damage icon

Primeval Power

Win Rate: 49.1%

Pick Rate: 42.2%

Treant gains +5 base attack damage per hero level.

tree icon

Sapling

Win Rate: 53.0%

Pick Rate: 57.8%

Leech Seed can be ground targeted to plant a tree.

Leech Seed

Leech Seed can be ground targeted, planting a tree that heals allies and damages all enemies in the effect radius for the duration of the ability. Damage to creeps is reduced by 50%. If the tree is cut down, it immediately re-grows again.

Abilities

Q

Nature's Grasp

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.

  • PASSIVE:No

  • damage per second:30 / 40 / 50 / 60

  • movement slow:20% / 25% / 30% / 35%

  • vines duration:9 / 10 / 11 / 12

  • creation interval:0.1

  • initial latch delay:0.3

  • vine spawn interval:175

  • latch range:135

  • latch vision:150

Talet tree backgroundTalent tree branchesTalent tree branch

+25 Nature's Grasp Damage

Cool Down

20 / 19 / 18 / 17

Mana Cost

90

W

Leech Seed

Treant plants a life-sapping seed in an enemy unit, draining its health, while simultaneously slowing it. The seed heals friendly units around it.

  • AFFECTS:unit area

  • PASSIVE:No

  • DISPELLABLE:basic

  • DEBUFF:yes

  • damage interval:1

  • leech damage:20 / 35 / 50 / 65

  • movement slow:-8% / -14% / -20% / -26%

  • radius:650

  • duration:5

  • projectile speed:450

Talet tree backgroundTalent tree branchesTalent tree branch

+18% Leech Seed Movement Slow

Talent tree branch

+45 Leech Seed Damage/Heal

Cool Down

24 / 20 / 16 / 12

Mana Cost

80 / 90 / 100 / 110

E

Living Armor

Infuses the target hero or structure with a protective coating which heals the target and provides bonus armor.

  • AFFECTS:unit

  • PASSIVE:No

  • DISPELLABLE:basic

  • BUFF:yes

  • heal per second:2 / 3 / 4 / 5

  • bonus armor:4 / 6 / 8 / 10

  • duration:15 / 20 / 25 / 30

Talet tree backgroundTalent tree branchesTalent tree branch

+2 Living Armor Heal Per Second

Talent tree branch

+8 Living Armor Bonus Armor

Cool Down

30 / 25 / 20 / 15

Mana Cost

55

R

Overgrowth

Summons an overgrowth of vines and branches around Treant that deal damage to afflicted enemies and prevent them from moving, blinking, going invisible, or attacking.

  • PASSIVE:No

  • DISPELLABLE:basic

  • duration:3 / 4 / 5

  • radius:800

  • eyes radius:800

  • damage:85

Talet tree backgroundTalent tree branchesTalent tree branch

-35s Overgrowth Cooldown

Cool Down

120 / 110 / 100

Mana Cost

200 / 250 / 300

Eyes In The Forest

Treant Protector enchants a tree, which grants him unobstructed vision in that location. 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.

  • AFFECTS:unit

  • PASSIVE:No

  • vision aoe:800

  • overgrowth aoe:800

  • tree respawn seconds:10

Mana Cost

100

Talents

Talet tree backgroundTalent tree branchesTalent tree branchTalent tree branch

+2 Living Armor Heal Per Second

-4s Nature's Grasp Cooldown

Talet tree backgroundTalent tree branchesTalent tree branchTalent tree branch

+18% Leech Seed Movement Slow

+25 Nature's Grasp Damage

Talet tree backgroundTalent tree branchesTalent tree branchTalent tree branch

+8 Living Armor Bonus Armor

+45 Leech Seed Damage/Heal

Talet tree backgroundTalent tree branchesTalent tree branchTalent tree branch

-35s Overgrowth Cooldown

450 AoE Living Armor

Lore

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.