Developer's Blog

Remember me ?             Register


       
A Guide to an Effective Treant Protector




  1. Foreword
  2. Introduction
  3. Playstyle
  4. Treant Protector's Skills
  5. Skill Build
  6. Item Builds
  7. General Strategy
  8. Counters
  9. Miscellaneous
  10. Conclusion
  11. Replays
  12. Credits
  13. Changelog


I. FOREWORD

▲Top


I've seen that playdota lacks a good, updated treant protector guide. A lot of people play him very ineffectively like either farming radiance for entire early game and then farming for even higher tier items, struggling to actually have some early mid game impact. Making a guide for one of my favorite heroes. A lot of trouble comes with Treant builds. He's actually a very reactive hero who requires team presence to act up as a tank or to make use of his hard hitting capabilities efficiently in order to act as a carry.

II. INTRODUCTION


Treant Protector hardly needs an introduction. He's a beefy hero with really awesome stat gains and great skills overall. Though two of his skills are actually extremely important for lane staying, he can contribute a lot to a teamfight as well as solo ganks.

My first introduction to treant was in a gaming tournament.(I had never actually played treant before that.) An opposition captain had picked Treant for his lane staying power and the heroes at that point of time(Puck + ES) vs a solo Treant were unable to push him out of lane. He used to manage to avoid 5 man ganks and gave a lot of vision to him team. To the end we lost that match pretty badly when he came out with a refresher + radiance at minute 35.

I've been awe-inspired by this hero ever since.

My perspective on Treant Protector as of version 6.71:

1)Map Awareness: Treant can be a mid-mid-late carry simply because of his stat gain.He reaches his peak at around level 20-22 where illusion based carries start overpowering him.(That is only when equally farmed.)Treant Protector requires quite a lot of map awareness to remain effective. Especially from the time his skills got reworked into Forest Sentinel from Eye Of the Forest.

2)Attributes: Treant Protector has got great stat gains, in all three spheres(Agi,Strength and intelligence.) However with an average movement speed and melee nature, coupled with few disables beyond Ultimate as well as Forest Sentinel, along with low base agi he often has problems actually chasing down an opponent hero. He also has some mana problems because of all four of his spells being active in nature as well as a heavy mana cost on his Ultimate(Overgrowth).

3)Items: Treant protector is more or less item independent if you aren't playing him as a carry. As a carry however he has several requirements which we shall later stress upon. All in all his invisibility serves an an escape machanism as well as an initiating mechanism, his living armor provides him in lane regeneration and armor while Forest sentinels provide a lot of gank protection as well as vision advantage for your team.

4)Gold and Exp: Treant has great Lane staying power thanks to both invisibility,Forest sentinels to avoid ganks, as well as harass the opponents if required. He is however a very passive hero for levels 1-3 at the very least. With the change to Forest sentinels he can actually dominate lanes, deny loads of creeps with extremely high base damage while using forest sentinels + Auto-attacks to harass opponents. Gold however, Trickles in slower until your first major item.

5)Skills: All of his skills are of support nature, however his stat gains deem him to be a carry.

Forest sentinel provides an easy 1.5 seconds stun but with a heavy cooldown at lower levels.

Nature's Guise is an awesome skill to set up ganks. Even more so with the advent of Smoke.

Living armor is his primary lane staying skill. Makes him almost impossible to harass.

Overgrowth is his Teamfight skill with long duration albeit countered by a long cooldown.

What must be your mindset while playing Treant:
1)Be really aware of the details occurring in a Team-fight. You can probably save allies frequently with your invisibility. You should be present as much as possible during Team-fights if your Overgrowth is up. If it isn't and you are the main carry, don't bother and continue farming.(Alertness required)

2)Should have decent last-hitting skills. Last-hitting with Treant is a breeze thanks to his relatively high base damage. However, since he has no other actual method of farming before his basic core/semi core, the initial farm has to be good to set up a tempo for your game.

3)You should pay close attention to opponents items as Treant by his nature is a very Reactive hero. He shines only with the right set of items against the right opponents with the right allies.

▲Top


III. PLAYSTYLE


Playstyle I: Support/Baby-Sitter

Your job in this role is to stay close enough to the carry to keep giving him armor. Help initiate ganks via Nature's Guise on an allied initiator and use Forest Sentinels almost every cool-down for more map awareness as well as to harass/help in kills.

He isn't the most efficient of babysitters but does the job decently well if he manages to get some mana regen. He can farm at around mid game using armor and neutral-ling or taking a few last hits in a pushed lane.

Playstyle 2: Semi-Carry/ Initiator tank

This is the extension of the support role. Once you've let the carry farm up a bit, you are relied on to counter-initiate using Overgrowth. Farming up a pipe goes well with this role. However, if your Team does not quite have AoE monsters, this role becomes one of very low impact, turning Treant Protector into a walking Ultimate.

Playstyle 3: Hard Carry

A completely different role from the above two. You are in this role supposed to rush radiance, preferably with a tanking item or two by mid-game. This role is generally preferred in pubs because of his extreme lane staying power. However, lack of chasing mechanism previously as well as lack of attack-speed and a single long cd disable with the further disadvantage of being melee(without a pseudo blink) makes him a risky pick for a hard carry. There are items which make him effective in this sphere as well however.

▲Top


IV. TREANT PROTECTOR'S SKILLS








Rooftrellen
Treant Protector





Background Story: A treant of immense age and wisdom, Rooftrellen was merely a sapling during the invasion of the Burning Legion. Having grown powerful over thousands of years, Rooftrellen has lent his considerable might to the Sentinel cause. An omnipresent force in the forest, he is capable using his power over the forest to hide his allies. Rooftrellen is aided by the forest itself, providing him with a thick living armor of vines and entangling nearby foes in a deadly embrace, allowing Rooftrellen to pound his victims to dust with his massive gnarled limbs.






Custom Story:
Recalled reluctantly from eons of sleep, this mighty warrior echoes of the times when the world was threatened. Loved so by the druids and the Night Elves alike, Rooftrellen has awoken. Beware Scourge, for the Trees are watching.



Strength - 27 + [3.4]
Agility - 15 + [2]
Intelligence - 17 + [1.8]




Affiliation:Sentinel
Damage:40-51
Armor:3.1
Movespeed:300
Attack Range:128(melee)

[indent]Nature's Guise - (Active, Unit,Allies)
__________
__________


______.________._______.___._______.__________________________.
 ManaCooldownCasting. RangeAoEDurationEffects
1903 seconds300375 Tree search area15 secondsTurns target allied unit invisible.
2803 seconds300375 Tree search area30 secondsTurns target allied unit invisible.
3703 seconds300375 Tree search area45 secondsTurns target allied unit invisible.
4603 seconds300375 Tree search area60 secondsTurns target allied unit invisible.


Notes:
  • This skill is based on Targeted Invisibility(Human Mages in Wc3.)

  • It can be used to dodge spells away from trees using the temporary invisibility as well as near trees using the full duration of invisibility.

  • If the unit has a distance more than 375 to the closest tree, the invisibility will be removed.

  • Can be used on units even if they aren't close to a tree, but the invisibility will be removed almost instantly.

  • Treant Protector can cast spells without losing invisibility from Nature's Guise. Great for saving allies without dying yourself. Hence, always make yourself invisible first before your allies.

  • As a support Treant using this spell to get past wards is a good idea.


Forest Sentinel - (Active, Point)
____________________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 who strays too close.


______.________._______.___._______. 
 ManaCooldownC. RangeDurationEffects 
150859008 minutesSpirit stuns for 1.5 seconds and deals 125 damage. 
250709008 minutesSpirit stuns for 1.75 seconds and deals 150 damage. 
350559008 minutesSpirit stuns for 2 seconds and deals 175 damage. 
450409008 minutesSpirit stuns for 2.25 seconds and deals 200 damage. 

Notes:
  • Forest Sentinel in passive mode has Permanent Invisibility and Sight Range 500.

  • When activated, the Forest Sentinel loses Permanent Invisibility and its Sight Range decreases to 100.

  • Active Forest Sentinel searches for targets in 500 AoE.

  • When an active Forest Sentinel hits a target, it transforms back into the passive form.

  • Great Tri-lane stun with around 900 cast range. Does decent damage too. Low mana cost too. Has a problem of hitting closest enemy unit in search AoE of 500 and some cast time since you have to cast 2 skills the Sentinel + its activation.

  • Can be used similar to Lanaya's traps in a solo lane, comfortably giving you an additional 3-4 seconds of hitting time after Overgrowth at level 6.

Transform Sentinel W - (Active, Unit or Point)
__________Toggles a Sentinel's state.


______.________._______. 
 ManaCooldownC. RangeEffects
1201099999Toggles the state of the target Forest Sentinel.
2201099999Toggles the state of the target Forest Sentinel.
3201099999Toggles the state of the target Forest Sentinel.
4201099999Toggles the state of the target Forest Sentinel.
Notes:
  • Cooldown is shared with all Sentinels.

  • When cast on ground, affects the closest Forest Sentinel to the targeted point.(Similar to Lanaya's traps except that you have to click on the ground instead of directly pushing the button for the sub-skill.)

  • Be careful because of this. Always start off Invisibility(maybe)then follow up with a old Forest sentinel(old = placed earlier), then Overgrowth then followed by a new sentinel + Release the new sentinel

Living Armor - (Active,Allied units)
____________________Magically creates an armor of vines around a friendly unit, protecting it from harm and healing wounds.


______.________._______.___. 
 ManaCooldownC. RangeDurationEffects
130750040 secondsAdds 3 armor and regenerates 2 hit point per second.
235750040 secondsAdds 6 armor and regenerates 3 hit point per second.
340750040 secondsAdds 9 armor and regenerates 4 hit point per second.
440750040 secondsAdds 12 armor and regenerates 5 hit point per second.

Notes:
  • Can target structures.

  • Should be used on Spirit Bear/Meat Wagon while pushing.

  • Should not be spammed in lane. Use it like a Tango. Only when you have actually lose some health.Gives a lot of wand charges otherwise.

  • Make sure you have this on yourself and your carry before a team-fight. I've seen a lot of Treant Protectors actually forget to do this and suddenly start wondering why they are so paper-ish. This is an active skill with a medium duration.


Overgrowth - (Active,Instant,AoE)
____________________Summons an overgrowth of damaging vines and branches. Prevents all nearby enemies from moving or attacking and deals damage to each.


______.________._______.___. 
 ManaCooldownAoEDurationEffects
11501607253 secondsEntangles all nearby enemy units, deals 85 damage per second.
21751607254 secondsEntangles all nearby enemy units, deals 85 damage per second.
32001607255 secondsEntangles all nearby enemy units, deals 85 damage per second.

Notes:
  • Damage type: magical

  • Prevents usage of the Blink spell.

  • Disable works on currently magic immune units, however if a unit becomes magic immune while already affected by Overgrowth, they will break free.

  • BkB,Manta,Juggernaut's Blade-fury, Naix's Rage, Diffusal Blade's Purge all remove this spell from a single hero at a time.

  • Heroes caught in this aren't silenced.

  • Preferably better for counter initiation since it has a long cool-down and huge disable time. Also when you counter initiate, it is more likely that opponent BkB/Manta is in use/in cool-down.




▲Top



V. SKILL BUILD





1. Nature's Guise/Forest Sentinel
2. Forest Sentinel/Nature's Guise
3. Living Armor
4. Forest Sentinel
5. Forest Sentinel
6. Overgrowth
7. Forest Sentinel
8. Living Armor
9. Living Armor
10. Living Armor
11. Overgrowth
12. Nature's Guise
13. Stats
14. Stats
15. Stats
16. Overgrowth



[nqb][color=#3399CC][B]Justification (Standard):





Rooftrellen the Treant Protector
Author: ^Eternity^
Map Vers.: v6.71b

I ain't a Tower

Effective Treant Protector

Date Posted: 02/09/11
Last Comment:18/02/2011
Total Votes: 0
Current Rating: 0.00
Views: 3181



Login to post a comment