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.
Win Rate 51.8%
Pick Rate 4.7%
Attributes
550 +74.8/lvl
240 +21.6/lvl
25 +3.4/lvl
15 +1.8/lvl
20 +1.8/lvl
Stats
Damage:
60 - 68 + 1.8/level (112.2 - 120.2 at level 30)
Range:
150
Armor:
-1 + 0.3/level (7.7 at level 30)
Movement:
280
Roles
Carry
Escape
Nuker
Initiator
Durable
Disabler
Support
Pusher
Facets
Primeval Power
Win Rate: 49.6%
Pick Rate: 39.2%
Treant gains +5 base attack damage per hero level.
Sapling
Win Rate: 53.2%
Pick Rate: 60.8%
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
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
+25 Nature's Grasp Damage
20 / 19 / 18 / 17
90
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
+18% Leech Seed Movement Slow
+45 Leech Seed Damage/Heal
24 / 20 / 16 / 12
80 / 90 / 100 / 110
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
+2 Living Armor Heal Per Second
+8 Living Armor Bonus Armor
30 / 25 / 20 / 15
55
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
-35s Overgrowth Cooldown
120 / 110 / 100
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
100
Talents
+2 Living Armor Heal Per Second
-4s Nature's Grasp Cooldown
+18% Leech Seed Movement Slow
+25 Nature's Grasp Damage
+8 Living Armor Bonus Armor
+45 Leech Seed Damage/Heal
-35s Overgrowth Cooldown
450 AoE Living Armor
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.
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.